A player with this skill is virtually impossible to stop once he is in motion. If this player takes a Blitz Action, then opposing players may not use their Fend, Stand Firm or Wrestle skills against blocks, and he may choose to treat a ‘Both Down’ result as if a ‘Pushed’ result has been rolled instead.
Juggernaut has quite a few strings to its bow, despite the fact only one player can use it per turn. It probably isn’t a skill you would take as a first choice on most players though. The obvious thing that detracts you from selecting it would be that it can only be used by players who are blitzing. If you don’t have a really single candicate who you blitz with more than others (elves spring to mind) then there are probably more generally useful skills to select, especially if you would have to use a double roll to select it.
So with all that in mind there are still some players who it will be a great choice on. Some of the Big Guys are an obvious candidate, it can be hard for them to get Block and if they have Wild Animal then you may be using them for your blitz action quite a bit to get them moving somewhere more useful. The fact you can turn a both down into a push will keep them on their feet longer. They are also strong enough to be hitting players who would have Stand Firm as well, which gets them out of the way.
It also combines well with Frezny, you can ignore a both down to get a second block in if you want. This is also useful for moving players out of the way to create a bigger space to run your team through. Cancelling Fend also helps if you have this kind of play in mind. It will also reopen the threat of crowd pushes against Stand Firm players and makes it a bit riskier for Wrestle ones as well.
The fact Juggernaut cancels out Fend and Wrestle can make it great if you build a player built to hurt the other team. Players with these skills will typically not have Block, so cancelling Wrestle gives you another option to take them down. If you also have Piling On, then you can still use it rather than being held off by Fend. Players you build in this mould are often a high priority for the other team to not leave their players standing next to for a block. So when you are on offence you will probably be blitzing a lot with this guy as well.
- Turns Both Down to Pushes
- Negates Fend, Wrestle, Stand Firm
- Greater Crowd Push Threat
- Can Open Up More Space
As I already pointed out, Big Guy players who have Wild Animal and Frenzy can make great use of Juggernaut. You can even consider it as a first choice on these players if you tend to blitz with them more than block.
Another player who starts without Block is the Witch Elf, Juggernaut would be a doubles roll but it is a good choice. Combines well with their Frenzy and makes up a bit for the lack of Block or Wrestle if you don’t already have it. Werewolves also fall into this category.
Other players are Human Blitzers, Chaos Players, Orc Blitzers, Norse Blitzers and Ulfwereners, Blitz-Ras, Troll Slayers and such players. Some teams you may only want to build one player this way, others have more players it will be useful to. As mentioned cause it can only be used on one player per turn, it is more of a later development skill, usually third or sometimes second choice. Most of the other skill choices you can take will be more useful to the team as a whole and I’d look to them for first picks on a lot of players.
Other teams with strength access probably won’t make as much use of it, Skaven Blitzers are a possibility but Gutter Runners will often be doing a lot of Blitzing, or the Rat Ogre, so I’d look to other skills first. Amazon Blitzers tend to load up on Guard and such like. Though either of these teams can certainly consider a build using Juggernaut.