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So I have been running at about 25 points with some light trolls, whelps, and tuffolo. My win/loss has been staying on the 50%+1/50%-1 range against opponents ranging from highly competitive to casual/competive, so apparently running trolls works in a not- super-competitive enviornment. Here are some things I have noticed, both in general and with specific combos.
Pros
-You have got much more things you can do in any given turn because of numerous strengths of given warbeasts and animi.
-With Trolls durability when buffed you can play a pinning game. Don't like that beatstick? Through a bouncer with a kriel stone buff(at minimum) and bump on top of it. You now have a turn of immunity from its (insert unpleasant weapon/s here)
This can work with heavy trolls, but you can have basically all of their jacks/beasts pinned and still some leftover lights for delicious caster/lock munching with all lights.
-Area bonuses rule! Would you rather have to deal with 3 armor 20's and 1 armor 23 or deal with 2 armor 22s? How about if we add on some more buffs?
- Less screening infantry needed. If you are spitting out a bunch of random ranged attacks from your warbeasts who don't have anything to do except move into charge next turn, why do you need as much screening infantry?
-Nobody expects the troll inquisition; Sure, your opponent is used to having to deal with the occasional elemental troll. But is he expecting his things to get simultanously shocked, burned, frozen, corroded? Running multiple elementals is hilarious, as your opponent is basically being trolled the entire game, and he is laughing at the obsurdness of it too.
- Release the tuffolo! Tuffolo shine when they are able to pick and choose their targets, and they work as a great focus/fury eater. knock down a target and it will have to stand up again to attack, and with disruption on them from a storm troll, or stationary on them from a winter troll, they are helpless for another bombardment then tuffolo charge next turn.
Cons
- all of your attacks in melee suck unless buffed and boosted. Critical effects, area effects, weight of fire and general tomfoolery help eleviate this.
- Light trolls are about as durable as wet toilet paper without channeling enemy movement and buffs. Use target saturation, buffs, and season with regeneration and whelps to taste.
- Running fury hot- you will, a lot. If you have whelps, you can use them, but remember frenzying is really just a free charge.
-Activation is really complex. All you have to do is get use to it and think things out.
-You will have to play a time game. Not going to go into detail here, because it really is all situational and many a better player has written guides on it.
General tips
- You are going to have to run some units that you will not be comfortable running, simply for utility purposes, and they will not be very efficient until you learn how to use them properly.
- Whelps should be always purchased, buf you will have to ask yourself, is this troll going to survive until the next turn? If not, weigh whether trolls around it will find it useful. If you are running low on whelps, weigh how important it's survival is.
- Mix it up! Trolls are famous for their adaptability, that is how they survive. You should be constantly adapting your list against your meta(not specific opponents)
Fun with combos!
- Send in an elemental troll of your choice to block a beast/ jacks charge lane, shoot at it or something else( not within charge range), and apply bump. You will probably net no damage if you deploy regen/ whelp, and now the jack/beast is closer to you and has disruption/ frozen/ corrosion/ fire on it.
- Snipe+bump get to fire whatever you want with a large threat range and very little risk assumming you are using it correctly.
- Bait and mug; variation of 1 with the inclusion of gaining up with all of your available trolls on it, using the last one to slam, and applying bump to the whelp that was spawned last turn, and running it up. Also fun with tuffolo.
-Evaporation; just fire all of your ranged attacks at a screening unit with medium defense. Assume that the enemy had some use for them.
- Stumbling jacks/ warbeasts- attempt a pincher, enemy will move to engage one side, targeted side slams and kills infantry behind it, other side moves toward newly exposed warcaster. Jacks/ beasts will now be forced into mosh pit until dead, or until a stray troll gets out of their melee range for a caster kill
I do not endorse the use of all light trolls past 35 points until I have tested the idea further. Feel free to critique and add suggestions.
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