I don't think you can diagram offense in a vacuum like that. You'll have to adjust for what your opponent does and for how your/his dice go. Clean, absolute diagrams are pretty much limited to turn 1, and in the case of offense, imply some knowledge or assumptions about the opposition's placement. You can game out a play, but even a short play usually needs a whole flowchart of contingencies.
On offense, if you take a Grabber, you want to game out in advance some strategies for engineering backfield blocks against both common symmetrical defensive lines (101 and 202; i.e. --xxx-- and -x-x-x-). Do that whenever you're not down men, unless you face the mirror (that game don't work against Stand Firm ends). You can also do it without Grab by using Frenzy, but that's less reliable. If you don't go for backfield blocks, just run a straight bash set. I favor a 2TE job with seven on the line and four in the backfield, so you can get maximum blocking potential.
Your "center" (in the 0 column) will be making the first block, against the end, pushing diagonally. Who to use depends on what your opponent has; as a rule, I'm keen on using a schmoe BOB if I have a TRR and a Block BOB if I don't. Guard is nice on the center, as he can then assist on the rest of the blocks. Block is of mixed value; sometimes you want to knock your opponent down in square, but this guy really needs to get a push, because the vacated square is critical, and if that's how you use your TRR, well, maybe 10 actions without TRRs is good for the soul. Follow if you're going Grabby (or just don't run a Center and open with the Grab), but don't if you're not; you need the empty square on the d-line in case the next block is a push.
Next to the center ("guards" in AmFB, but that's confusing here; in the 1 column), are a pair of Block players; ideally, they have Guard too, but if not you can probably make do. Again, block diagonally; one of them may be free to move. You might also use the Troll if you can ensure that he blocks with 3d, or better, that you're blocking his direction and he won't be called on to make an early hit. Next to them ("Tackle" position, 2 column), Frenzy!
1500 Orc team
- mattgslater
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Re: 1500 Orc team
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.
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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Re: 1500 Orc team
Yeah there are a myriad of factors that will change how my offence will play out, it's more a case of thinking through my options.
One thing I know for certain is that I'll be throwing troll blocks last because of 1/6 failure on any given action before other chances of failure are factored in. I think that 3 dice blocks will be easier this way too, which will be big considering the troll is unskilled (though I do still have the option of skilling the troll). I'm pretty certain I want the BoBs on the corners of the cage as it seems that the corners will be the place where anyone trying to bash can gain assists. Since my BoB's are getting block and I'm limited to skilling only a few players it follows that they'll be getting Guard too, which is ok as I see blitzers as benefiting from assisted blocks more than BoBs. I can see the merit of Guard blitzers on the LoS but in this format the option isn't available.
Putting 7 players on the front line, will that not leave me exposed to flanking manouvres?
I am coming around to the idea of frenzy on the LoS but as I say I can't take everything. I suppose I can load up all of my skills on the LoS but I'm not keen on this, mainly due to putting all of my eggs in one basket and losing strength in my own backfield. Also I forsee frenzied blitzers falling over on the LoS or, if I put frenzy on the BoBs, my Guards moving out of ideal position.
I read the new Orc playbook by Carl Brown, I noticed that he reccomends an X formation super-tight cage. I'm having trouble seeing the benefits of this over a larger cage with more takle zone buffers between my carrier and a blitz.
I think i'd probably prefer to block first with block BoBs and save my rerolls, at least until I'm more proficient.
What is your opinion on handing off from one thrower to another early in the drive? (to speed up progress into a cage). Is it worth the risk? Maybe better to send a couple of players back to babysit the thrower until he can run it in? Situational?
One thing I know for certain is that I'll be throwing troll blocks last because of 1/6 failure on any given action before other chances of failure are factored in. I think that 3 dice blocks will be easier this way too, which will be big considering the troll is unskilled (though I do still have the option of skilling the troll). I'm pretty certain I want the BoBs on the corners of the cage as it seems that the corners will be the place where anyone trying to bash can gain assists. Since my BoB's are getting block and I'm limited to skilling only a few players it follows that they'll be getting Guard too, which is ok as I see blitzers as benefiting from assisted blocks more than BoBs. I can see the merit of Guard blitzers on the LoS but in this format the option isn't available.
Putting 7 players on the front line, will that not leave me exposed to flanking manouvres?
I am coming around to the idea of frenzy on the LoS but as I say I can't take everything. I suppose I can load up all of my skills on the LoS but I'm not keen on this, mainly due to putting all of my eggs in one basket and losing strength in my own backfield. Also I forsee frenzied blitzers falling over on the LoS or, if I put frenzy on the BoBs, my Guards moving out of ideal position.
I read the new Orc playbook by Carl Brown, I noticed that he reccomends an X formation super-tight cage. I'm having trouble seeing the benefits of this over a larger cage with more takle zone buffers between my carrier and a blitz.
I think i'd probably prefer to block first with block BoBs and save my rerolls, at least until I'm more proficient.
What is your opinion on handing off from one thrower to another early in the drive? (to speed up progress into a cage). Is it worth the risk? Maybe better to send a couple of players back to babysit the thrower until he can run it in? Situational?
Reason: ''
- mattgslater
- King of Comedy
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- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
Re: 1500 Orc team
Have to answer the rest later, but for this one, it's important that I'm only advocating stacking the line on offense, when you'll be taking your turn first. You're not committed to staying on the line; you'll have up to 3 guys who can move after you've made your blocks, and one who can move before you make any blocks at all. It's only an issue 1/12 of the time, when a Blitz is rolled. Stacking the line also makes it easier to cage at midfield, which is the best place to do it anyway. That way, success on the OSPT game will get you into scoring range in 5-6 turns, and there's room for something to go wrong.Ferran wrote:Putting 7 players on the front line, will that not leave me exposed to flanking manouvres?
I don't like really tight cages: just a little gaming, and you're chained into the clear, and after the first turn or so, probably into one or more of the defense's zones. One or two Guard guys next to the carrier, plus a big, impenetrable screening formation gives you more control, more ability to be proactive. It's also really good against Leap; if you can force a 3+ Leap and a 5+ Dodge, it's much better than just forcing the 3+ Leap (and this format is very Leap-friendly). This is one of the biggest upsides of Stand Firm.
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.
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.