Oranje Blitzjers - Orc Team in locale league

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Grogmir
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Post by Grogmir »

Ahhh - no love for the little green fella's. :cry:

Don't underestimate their abilities with 3,2 or 1 turns to score. Stunty allows you to spread you're receivers throughout the backfield.

Also any gobbo you can bring onto the pitch increases the amount of MA6+ you have - again v useful.

I don't play him all the time. (As yes he becomes a bit of a target) Just when needed - and he'll give you a great extra dimension!

All for 40k - BARGAIN! :smoking:

Reason: ''
Spike Cup Reading 07 -- Runner Up, DE's. Damn you Lycos!
Conflict south 07 - Winner, Dark Elves.
Brighton BB league runner up 07 - DE's.
Brighton BB league runner up 06 - Dwarves
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mattgslater
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Post by mattgslater »

I'll let Craig's explanation (bottom of first page) stand for the top part of Orcland's question, at least now... possibly I'll come back with something cooler later.

Part two reads:
Orcland_Raiderz wrote:Also Stand Firm means he won't be pushed. That is a pretty neat skill, but I think none of my BOB will ever get them. I think priority wise Block, Mighty Blow and Guard are so much more important. Which makes Stand Firm the 4th skill, which will very unlikely ever reached by any BOB
Stand Firm is a spectacularly good #2 skill on a BOB, after either Guard (noseman) or Block (anyone else). A Stand Firm/Guard BOB can't be pushed off an assist. A Stand Firm/Block BOB gives no ground on the end of the line. A pair of Stand Firm/Block BOBs on the end makes your line totally impenetrable, letting you run a 5-2 defense against speed teams (I like to call it the "Orklahoma"), or forcing all cage action into the wide zones, preventing reverse plays once you pin the cage. Speaking of pinning the cage... nothing does it like ST4/Stand Firm, except ST4/Side Step! Running a Block/Stand Firm BOB as an interior linebacker means you can drop him right up against the inside wall of the cage, so the opponent has to attack along the sidelines, leaving you an extra man in effect.

Got lots of great offensive application too. Stuff the d-line off to the weak-side of the play, then hang a Stand Firm guy on the weak-side linebacker or either corner: he can man up on anyone and force a dodge or extra actions to get a pair of assists, and even that's not safe. You could also anchor your cage with him, of course.

Stand Firm is also very nasty in an old-fashioned scrum, even when positioning isn't the issue. Sometimes an opponent will 1d a Guard BOB so they can 2d his neighbor: but if the Guard BOB has Stand Firm, that's a 50/50 proposition (as opposed to 2/3 if he has Block). A Block/Stand Firm guy can't be pushed and then not followed up on to force a move action either: if you don't knock him down you're going to get hit. It also prevents chain-blocks and similar gimmicks, and reduces the amount of math you have to do when considering how your opponent's turn might shape up (say, you know where your opponent will push him... nowhere, that's where).

Seriously underrated skill. Not as good as Side Step, but close.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
Orcland_Raiderz
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Post by Orcland_Raiderz »

Oranje Blitzjers, 3RR, FF 5, W 5 (dwarves, lizard,lizard, high elves, undead) - D 1 (High Elves) - L 2 (skaven, rotters)

Daan van Houten - Black Orc Blocker (9 SPP, Block)
Joots van de Wiesen - Black Orc Blocker (5 SPP)
Max Faas - Black Orc Blocker (4 SPP)
Neeltje Groen - Black Orc Blocker (7 SPP, Block)
Jorit van Maarwijk - Blitzer (7 SPP, Block, ???)
Braam Kjiesslig - Blitzer (8 SPP, Block, ST+)
Gijs Groetjig - Blitzer (11 SPP, Block, Tackle)
Bente van der Bloem - Blitzer (22 SPP, Block, Tackle, Strip Ball)
Claes van Poorten - Lineorc (7 SPP, Block)
Bo Haas - Lineorc (18 SPP, Block, Kick)
Hergen Staaskje - Thrower (6 SPP, Dodge - rolled double)
Caarl Laamaijk - Troll (2 SPP)

240K Banked and no idea what to do with the money

Jorit, the last Blitzer without a second skill, is still missing a decission. I rolled a 7, so no double, no dodge. Again I am thinking which skill to take since he should be the other most aggressice guy on the pitch, next to the S4 Blitzer. Here are my opinions:
- Kick-Off Return, so that the ball gets caged faster
- Mighty Blow, more SPP via CAS
- Guard
- Tackle
- Side Step since it sounds pretty good
- Stand Firm (which means even if the opponent manages to blitz the inner area of the cage I won't leave it)

I have been recommended Wrestle and Juggernaut, even Frenz had been mentioned. But personally dislike Frenzy because it is a rather double edged sword, especially when the enemy has players with side step.

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Carnis
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Post by Carnis »

No SS without a double.

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Orcland_Raiderz
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Post by Orcland_Raiderz »

dammit, its not general? okay, that backfires the side step plan.

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mattgslater
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Post by mattgslater »

If only. He can take Stand Firm, which is a good cornerback skill, sort of a compromise between Side Step and Fend. That's not a bad choice. I'm not a huge fan of Pro, but in context it's quite solid. You can't go wrong with Guard. Mighty Blow is a very solid first improvement, as it's an accelerator: if you do this, you should probably get Mighty Blow next on both Tackle Blitzers at a minimum, as it works best in packs. You probably have enough Tackle; if you're not keen on Frenzy now but might want to try it later, get Stand Firm on this guy and then get Guard on someone else. Then get this guy Frenzy at 16, and use the Guard player to set up safe hits.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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