Orky Taktiks?

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Bryn
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Orky Taktiks?

Post by Bryn »

Hello all..

I've almost finished painting my Ork team, the "Torrana Waaghinutz" (ie... spoof on the CFL team, the Toronto Argonauts), who consist of the plastic team that came out of the box, plus an extra blitzer (who looks like Varag), an ogre (who looks like Morg), and 2 goblins. I purchased this team in 3rd ed. when stars were kosher and I really just wanted to put the orc team from the box to use. Since then I've grown quite attached to playing with them (since they're the best painted of all my teams), but never really got around to finding figs to max out on blitzers and black orcs. My question is, is this a feasible team to play with? Are goblins on an orc team really worthless? I find that I can fake a cage and score with a thrown gobbo or vice versa fairly well, but I really only play against my brother, and he isn't the strongest of tacticians. Any thoughts?


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wesleytj
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Gobbos on orc teams

Post by wesleytj »

I think Gobs are VERY useful in Orc teams...even if you aren't the throw team mate type. 1st of all, don't overlook TTM. When you have nothing better to do on that last turn before the half or endgame, may as well try to score with the ole thrown gobbo trick. Especially if you have an ogre.

2nd, being the only guys on the team that can get AG skills, having a guy with catch, sidestep, and so on, on an orc team, can be REALLY helpful. And the dodge and stunty makes him very mobile. Just don't field him V. dwarves. :)

Sure, you say, they're wimpy all the time, not just around dwarves. But if you have a bunch of big orcs to protect him, he is suddenly a lot tougher. And if you ever roll doubles for him, give him block, and once you get sidestep, he's nigh impossible to knock down and even more annoying!

Finally, they're cheap. Starting with a guy or two that only costs 40k frees up a little more treas on that starting lineup for that extra reroll, or even just more ff.

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Post by DoubleSkulls »

I don't think I'd go for Gobbos in a starting lineup. One of the great advantages of Orcs is their high Av - meaning less casualties and fewer deaths and retirements. Once you've reached ~13 orc players then I'd consider goblins to round out the team.

Its difficult for rookie Orc teams to win if they are losing the casualty game (and end up outnumbered). This is particularly true if there are dwarven teams or other teams are taking tackle (negating most of the advantages goblins have).

Early on you can't afford to keep replacing goblins early on and develop the rest of the team, but later on, especially if you've got an Ogre/Troll they can be fantastic.

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Post by NightDragon »

I don't use Gobbo's. Mainly because I think that if you take Gobbos you are weakening your fighting capability which is the main asset of the Orc team. Orcs may be slow but if you grind down the pitch a bit you should be able to release one of the blitzers to score.

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Post by Russ »

I think Goblins are great, even if it's just because they have access to nearly all the secret weapons! :lol:

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Post by Ghost of Pariah »

Yeah the gobs are important!
I just started a non gobbo orc and while we don't have a losing record we haven't had the best of luck. lol

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Post by sean newboy »

Your fine if u find tactics that work for u. I couldnt use that team, my luck with stunties is bad. Go with whatever works for u.

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Post by Sputnik »

one or two gobbos are fine on offense when the drive should't go for too long. You can distract one or two defenders per gobbo while going through the rest of them with max power of your blitzers.

At least this is what Ork players do against me if they don't throw their small green stuff right into the injury box.... :P :P :P

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Post by NightDragon »

Gobbos are fun, but when I play Orcs they go to war. Casualties are what count to me.

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Post by bj0rn »

orky tactics...easy :)

bash - bash - bash - pick up the ball - bash - bash - bash - hold on to the ball - bash - bash - bash - score - bash -repeat

:D

seriously...without details this is the orky tactic that really works.

with added detail:
1. use your strengths
a. black orcs need skills but when pitched against other teams linemen, they are sure winners.
b. orc linemen are the top of the iceberg when it comes to linemen...(my opinion)too bad you cant have more than 1-3 of them in a starting lineup (4 Bo, 4 Bl, thrower/gobbo 2 Lineorcs/1 gobbo)
c. you have 4 blitzers, spread them around or have them go at it in pairs
d. your whimp (thrower) is good at picking up the ball and possibly throwing it, but there isnt really any to catch the ball (possibly a gobbo but then you only have 1 lineorc).

2. pick your strengths carefully
a. skills are important for an orc team. guard can do wonders, mighy blow and tackle are worth the orc weight in gold.
b. fenzy and strip ball
c. dirty player used to be worth it, no so sure anymore.

3. stragedy
a. the thower is the ball carrier and possibly the scorer. but if you have an easy run you can pass the ball to some other player to score when you have the chance
b. normal bashing tactics
- your half, score in the last turn of the half (try to start)
- opponents half, bash whoever you can (preferably the ones that are easier to bash, leave the stars on the other team alone - they cant fight without backup), if they score, try to make sure that it is early in their half.

thats about it.

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Post by NightDragon »

Yeah, but thats the Orc problem, sometimes they come across better bashing teams. Undead Mummies! Ouch. And they can't do much else. In cases like this I rely on my blitzers as catchers and guard skills to fend off the onslaught.

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Post by sean newboy »

My personal opinion is that most orc coaches neglect using catch on a doubles roll for advances. Yes i know guard, dodge, and standfirm rock but one or 2 with catch change the whole capabilities of an orc team.

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Post by lawquoter »

My orc tactics generally depend on what type of team I'm playing. If I'm up against an agility type team (HE/DE/WE), and I'm lucky enough to win the toss, I generally go ahead and defer possession until the second half. This way, I can do my best to keep them from scoring, but if they do, it'll probably happen in the next 2-4 turns. If it happens quickly, I know what I've got to beat. Hopefully if all goes well, you can possess the ball 12 or even 16 turns, scoring twice for the win. Orcs, I believe, like any other strenth team, need to pummel and play ball control. The more you clear the pitch, the easier it is to rumble your way down to the goal line. Against other strenght teams, you can really throw a curve if you have a guy with catch, as sean said, because you can rumble with your opponent, who will expect a brawl, and then hit him with an agility play for the winner, and in a manner that he won't expect. That's a lot of fun, too. :smoking:

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Post by NightDragon »

I have an Orc lineman with AG4 and catch! Trouble is he has just lost an movement. Bummer! DD.

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