Norse Yhetee / Snow Troll Overview:
The Snow Troll has replaced the Minotaur that Norse teams were previously able to field on their team. They have some similarities but also some differences that perhaps make them more useful. A Snow Troll is strong, with slightly below average movement, low agility and average armour. Like all big guys they are hampered by being unreliable and only access to strength skills, they aren’t the cheapest of players either.
Unlike most other big guys they lack Mighty Blow but start instead with Claws, making them more of a threat to high armoured teams. Similar to a Minotaur they also have Wild Animal and Frenzy but they also come with the unusual Disturbing Presence which can also help out against passing plays.
Given the low armour and general hitting nature of a Norse team, a Snow Troll gives them a bit more backbone and someone to soak up some hits. Their lower than usual armour for a a big guy means they aren’t quite as proficient as others are for this role, but it is better than nothing. Staying in base contact with opponents also means they are less likely to become useless due to Wild Animal. Alternatively with Claws and Frenzy they can be used more in a blitzing role, though frequently on a Norse team there are probably better blitzing opportunities with your other players.
Supporting Yhetee / Snow Troll:
- Normal: Mighty Blow, Guard, Stand Firm, Juggernaut / Break Tackle
- Doubles: Block / Pro
- Stat Increase: +ST +MV / +AV
I would think that nearly everyone on the first normal skill for a Snow Troll is going to take Mighty Blow. Combined with Claws it makes them really good at removing any player they knock over from the pitch, as well as speeding up their development for further skills. After that I think the wisest choice is probably Guard, Norse are usually a hitting team and only have a maximum of five players who can take Guard naturally. If you are using them to stay next to opponents as well then having Guard is a great help. I would probably follow that up with Stand Firm, it combines really well with Guard and also means the opposing team can’t just try and push him out of contact. Stand Firm can also open up more crowd pushing situations when you would be left exposed on the side line yourself afterwards.
Juggernaut can be a useful skill to have, though it only applies if you blitz with him fairly often. It will help negate the lack of Block and also cancels out Wrestle and Fend so means you can always get that second Frenzy hit in if you need it (when blitzing). Break Tackle is also worth weighing up so you can move him where he is best needed and can help against getting marked out the game. Again it is more useful for a blitzing action as Wild Animal will cause you to lose half of your attempted move actions. Grab would be great but as they have Frenzy they can’t take it.
For doubles there is the usual big guy toss up of Block or Pro. I think I would prefer Block as it lets you do far more reliable hitting with them and if you do fail Wild Animal you don’t lose his tackle zone like with other negative traits. Which ever you don’t choose though I would take the other if you rolled a further double. For stat increases strength can be great to have though give some thought to taking Block instead. Agility is rather wasted so don’t bother. For the roll of a 10, take a double skill on a 5,5 otherwise early on I would perhaps skip either available stat. Late on (I think skills are more useful early in development) extra movement could be useful, though if you are using them to mark up and take hits then perhaps the armour increase may be of benefit. In a long term league you can take them earlier just understand it can slow their development down.
Norse Yhetee / Snow Troll Sumamry:
While not every Norse team may start with a Snow Troll, I would think most teams would hire one at some point. Even with a Snow Troll a Norse side is still out muscled by nearly every other bash style race. They are a bit more fragile than most big guys with their average armour and also neither Thick Skull or Regeneration. You should bear this in mind when playing, though also remember that no player is bigger than the team and if sticking him somewhere dangerous gets you a win, then I would still do it.
Disturbing Presence is also handy to have though it can be hard to get it where it is most effective. Wild Animal and low agility makes moving them somewhat tricky, though be aware that a blitz could get them where you wanted if you can spare it. Do pay attention to Frenzy though as forced follow ups can still cause you to have to dodge if the opponent thought of that. A Snow Troll is very much geared up towards hitting opponents and I think their best application for both themselves and towards the team is to utilise them as such.