Trained Troll

The last player that you can hire on the Black Orc team is the Trained Troll.

They’re exactly the same as all the other Trolls you know and love, but their Loner roll is on a 3+ instead of the usual 4+. And as all other Trolls, they have gained the Projectile Vomit trait, which is a variation of Stab, but can hurt the player using it, like a Chainsaw. For Characteristics, really only Strength, Agility and Passing (yes, you heard me) is worth it, so similarly to the Black Orcs, decide with care if you really want to invest this much SPP. Trained Trolls have primary skill access to Strength skills, and secondary access to Agility, General and Passing Skills.

 

Troll-buchet

Primary: Strong Arm
Secondary: Nerves of Steel, Pass, Accurate, Pro

“What is this?!” you are surely asking me. Well, I already dedicated a piece of this article to the perfect flying Goblin, so why shouldn’t I also mention the perfect Throw Team-mate Trained Troll? Or Troll-buchet, because they’re superior to Troll-apults. Strong Arm has been changed and now gives +1 to Throw Team-mate attempts. Nerves of Steel saves you from having to clear your opponent’s players from the Trained Troll, since the skill lets you ignore all their tackle zones while throwing. Pass allows you to reroll the throw without having to use any team rerolls, so you can use those on sticking the landing – and Accurate provides a +1 to Quick and Short Throws, so exactly what you need for your favourite activity of throwing Goblins all over the pitch! Pro provides an additional, conditional reroll for one die, that can help on a lot of rolls in the Throw Team-mate process, from activation itself, to Always Hungry.

 

Brawling Troll

Primary: Brawler, Guard, Grab, Multiple Block, Stand Firm
Secondary: Block, Pro

This is a more traditional build for the Troll that makes use of his high Strength. You can go with either Brawler or Block, depending on how much SPP you are willing to invest for, which I believe should be, the first skill this player gets. Guard, in this already high Strength team, will make it even harder for your opponents to block any players adjacent to the Trained Troll.

Grab gets the Troll in on the main thing of the Black Orcs, moving players of the oppositions into positions you want them in. And if you have enough assists, or are facing lots of low Strength players, Multiple Block gives the Trained Troll double the punching per turn. Which in turn, can also lead to more grabbing. Pro is always a good choice to increase the reliability of Big Guys, since you can use it every turn and don’t have to use any of the precious team rerolls.

 

Conclusion

I’m looking forward to seeing many different flavours of Black Orc teams hitting the pitch (and their opponents!) soon, and hope I could help you a little bit in the decision making process for level-ups! Something I have not touched at all in this article are random level-ups, which cost less SPP but are, as the name implies, random. You can definitely go the random way, and see what team Nuffle decides to bless you with, but for the ease of writing, I expected every skill mentioned here would be specifically picked, and not randomly chosen

Don;t forget to check out the Golbin Bruiser Linemen & Black Orcs while you’re here!

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1 Comment

  1. Steve

    After having researched the matter a great deal, my understanding is that passing skills no longer affect throw team mate.

    Are you 100% certain about nerves of steel and accurate (if so, do you have a source), because literally everywhere else says I’ve looked says it’s not so.

    Thanks

    Reply

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