Double sixes on blocking Warpstone Troll

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Greedy_Snitch
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Double sixes on blocking Warpstone Troll

Post by Greedy_Snitch »

Hi,

I was incredibly lucky last night when rolling two sixes on my Warpstone Troll, that already has block. It may seem a nobrainer to take the ST increase, but there is so much skills you can take with this guy, especially since he already has block. I had this in mind: First Claw, then Guard, then Tentacles, the Stand Firm.

My lineup is like this:

Troll: Block, potential +ST
2 lineskavens w Block
2 throwers w Block
Blitzer w MB, Guard
Blitzer w Guard
Goblin w Wrestle
6 Goblins w no skills
3 RR
Fanfactor 5
Apo

What do you think, + ST or something else?

BR

Greedy_Snitch

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Hitonagashi
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Re: Double sixes on blocking Warpstone Troll

Post by Hitonagashi »

As tempting as Tackle and Pro would be, at the end of the day, your blitzers do the blitzing. Your troll ties players up. St 6 block tentacles is amazing for that.

I'd have a strong think about +st, tents, stand firm as the next few skills. He gets lodged somewhere, tying up lots of players and he ain't moving.

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RogueThirteen
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Re: Double sixes on blocking Warpstone Troll

Post by RogueThirteen »

I rarely take improvements based on "this will be really good again when I level up later and get.." because you can never be sure how long later is going to be, and I don't want to take a skill on a player that's only marginally effective until I get another 15spp, etc.

That being said, +STR followed by Tentacles is such a powerful boost that I'd certainly take the Strength here and now, even though without tentacles it's not very useful for a STR5 piece. That one extra point will make a significant difference on Tentacle rolls and you can get Mutations on a normal roll, so there's no fear you won't get the option. + STR all the way for me.

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Re: Double sixes on blocking Warpstone Troll

Post by mattgslater »

RogueThirteen wrote:I rarely take improvements based on "this will be really good again when I level up later and get.." because you can never be sure how long later is going to be, and I don't want to take a skill on a player that's only marginally effective until I get another 15spp, etc.

That being said, +STR followed by Tentacles is such a powerful boost that I'd certainly take the Strength here and now, even though without tentacles it's not very useful for a STR5 piece. That one extra point will make a significant difference on Tentacle rolls and you can get Mutations on a normal roll, so there's no fear you won't get the option. + STR all the way for me.
ST6/Block is great. This guy is a wonderful way to clear out Journeymen in the early game. Your opponents will want to man-mark him with them, which will make it even easier. 5/6 to act x 7/8 to pow = 35/48, the same as a Blitzer with MB.

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Re: Double sixes on blocking Warpstone Troll

Post by swilhelm73 »

I'd take the +ST. Easier to get 3D on St3 players, and 2D on other big guys. Tentacles will be nice later. Also, makes it harder for teams to take him out if you put him on the LOS. Even big guys will need a couple of assists...

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Re: Double sixes on blocking Warpstone Troll

Post by mattgslater »

I'd put him in the backfield against heavies.

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Re: Double sixes on blocking Warpstone Troll

Post by Ullis »

Pro for me. The underworld troll needs to pull a lot of weight. In my own experience you can't afford to use the troll as a road block (like for instance the ogre on a human team or the troll in an orc team). With Block you can already block with confidence so you don't really need the 3d. Getting the block off in the first place is more important. Pro helps in keeping him active. Claw or Tentacles next, depending on whether you face more heavy or agile teams.

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Re: Double sixes on blocking Warpstone Troll

Post by spubbbba »

Since you were planning on tents then ST6 is great and with block he is a very solid centre to your defence, plus pretty scary on offence.

The great thing is once you get tents he can be used to grab some key opponents and left there without worrying about really stupid, if he lives long enough to get SF as well then he will be a huge pain.

I’d probably leave claw off in favour of guard if he got to 5th skill as he works better in a support than killer role.

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Re: Double sixes on blocking Warpstone Troll

Post by Khail »

It definitely throws a wrench into your ideal development path. That said, +ST on a big guy with block is pretty amazing, especially followed up by Tents. Guard comes at a premium already on an Underworld team though, and you'll be wishing you had it soon. That'd be a tough decision, but I don't think I could turn down the +ST.

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Re: Double sixes on blocking Warpstone Troll

Post by Thadrin »

More strength will make him more of a pain to shift out of the way, will make eventual Tentacles better...I just couldn't justify NOT taking it.

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Re: Double sixes on blocking Warpstone Troll

Post by Greedy_Snitch »

I think I'll stick with +ST. He'll be like Morg's ugly brother with ST 6, Block and MB.

Come to think of it, +ST, like Block, helps even when he is Really Stupid.

Claw next, followed by Tentacles and Stand Firm.

Thanks for input guys

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