Where to go with my orcs?
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I don't think Chaos or Rotters have moe strength than Orcs. The only thing that could give them an advantage is horns, and they can only use that once per turn.Gus wrote:Chaos ? Rotters ? Ogres ?
Ogres certainly are stronger, but nobody plays them here. I think they aren't even allowed in our league.
So from what I read I should fill my roster with a thrower, a troll and a gobbo.
I think a fifth re-roll would be nice. In which order should I try to obtain these?
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Chaos and Rotters both have 4 ST4 guys, a BG, and horned players. that's big strenght. more than orcs. and at higher TR, all the staff has ST access, which theorically means more Guard. the only drawback is they have lower av, which means they have to be lucky and get players out before they get bashed off the pitchEmperorNorton wrote:I don't think Chaos or Rotters have moe strength than Orcs. The only thing that could give them an advantage is horns, and they can only use that once per turn.

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Gus wrote:Chaos and Rotters both have 4 ST4 guys, a BG, and horned players. that's big strenght. more than orcs. and at higher TR, all the staff has ST access, which theorically means more Guard. the only drawback is they have lower av, which means they have to be lucky and get players out before they get bashed off the pitchEmperorNorton wrote:I don't think Chaos or Rotters have moe strength than Orcs. The only thing that could give them an advantage is horns, and they can only use that once per turn.
But they are soooo much more expensive

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orc team development
I'd suggest getting two goblins, a troll, another orc thrower and sack your least experienced lineman to make space for the last of these players.
Goblins are fantastic in an Orc team. Aside from the fact that you can throw them at other players or to score TD's. Goblins choose from the agility skills list which means you can give them catch skill as their first.
Goblins can run through opponents lines relatively easily as they have stunty and dodge. If I were receiving the ball I would have two goblins on the field. I would try to punch a hole in my opponents line and run a player through it. I would then as one of my last actions run the goblins through tackle zones or even throw one behind your opponents line with the troll.
My aim would be to get two to three players behind my opponents line whilst leaving my thrower out of range of the opposition, who has secured the ball earlier. This leaves your opposition with big problems as they can only blitz one player in their turn. They will likely move tackle zone onto your one or two other players who have made it through. So your goblins have already used up two of their players at least. I would then work at removing one of the tackle zones off one of these players and then pass them the ball and run it in for a TD.
This is only one of a number of strategies which can be used with goblins and trolls in your side. Plus having a Troll always seems to intimdate players whenever they are on the field.
My personal side for Orcs is:
4 Black Orc Blockers
4 Blitzers
4 Goblins
1 Troll
2 Throwers
1 Lineman
I start off with more lineman but slowly weed them out as my team develops, keeping my best.
Definitely have the two throwers as all it takes is one lucky block and your thrower is dead and then you have to start developing a new one. I tend to use my inexperienced thrower against the weaker teams in my league, this ensures that I have a competent reserve thrower in the big games, in the case of injury.
4 Goblins sounds laughable but you'd be surprised how dangerous they can be, good as mobile foul machines among other things.
I hope I was some help.
Goblins are fantastic in an Orc team. Aside from the fact that you can throw them at other players or to score TD's. Goblins choose from the agility skills list which means you can give them catch skill as their first.
Goblins can run through opponents lines relatively easily as they have stunty and dodge. If I were receiving the ball I would have two goblins on the field. I would try to punch a hole in my opponents line and run a player through it. I would then as one of my last actions run the goblins through tackle zones or even throw one behind your opponents line with the troll.
My aim would be to get two to three players behind my opponents line whilst leaving my thrower out of range of the opposition, who has secured the ball earlier. This leaves your opposition with big problems as they can only blitz one player in their turn. They will likely move tackle zone onto your one or two other players who have made it through. So your goblins have already used up two of their players at least. I would then work at removing one of the tackle zones off one of these players and then pass them the ball and run it in for a TD.
This is only one of a number of strategies which can be used with goblins and trolls in your side. Plus having a Troll always seems to intimdate players whenever they are on the field.
My personal side for Orcs is:
4 Black Orc Blockers
4 Blitzers
4 Goblins
1 Troll
2 Throwers
1 Lineman
I start off with more lineman but slowly weed them out as my team develops, keeping my best.
Definitely have the two throwers as all it takes is one lucky block and your thrower is dead and then you have to start developing a new one. I tend to use my inexperienced thrower against the weaker teams in my league, this ensures that I have a competent reserve thrower in the big games, in the case of injury.
4 Goblins sounds laughable but you'd be surprised how dangerous they can be, good as mobile foul machines among other things.
I hope I was some help.
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plus the physical abilities... those can cause quite a bit of damageGus wrote:Chaos and Rotters both have 4 ST4 guys, a BG, and horned players. that's big strenght. more than orcs. and at higher TR, all the staff has ST access, which theorically means more Guard. the only drawback is they have lower av, which means they have to be lucky and get players out before they get bashed off the pitchEmperorNorton wrote:I don't think Chaos or Rotters have moe strength than Orcs. The only thing that could give them an advantage is horns, and they can only use that once per turn.

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