Orc team Development
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In practice Block is just as good for SPP development as MB.
A BOB with Block:
Throws more Blocks
Gets more opponents down
Spends less time on the floor
All of which increases the number of chances he has to get CAS.
I agree Guard reduces his SPP development but Block does not.
A BOB with Block:
Throws more Blocks
Gets more opponents down
Spends less time on the floor
All of which increases the number of chances he has to get CAS.
I agree Guard reduces his SPP development but Block does not.
Reason: ''
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- DoubleSkulls
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Block and Mighty Blow both have roughly the same affect in terms of increased SPPs - a useful rule of thumb is that they double the number of casualties. Block/Mighty Blow is a reasonable idea if your objective is just to get the BOBs to their 3rd and 4th skills asap.
However this is a team game. If you only take skills on individuals that help them, then your team won't be well balanced - and Guard is the ultimate team skill. With guard you'll make more blocks and win more games, meaning more SPPs for the whole team - rather than just this one player.
So guard will mean you win more games which for most teams is more important than saving ~10 games over the time taken to get to a 4th skill.
However this is a team game. If you only take skills on individuals that help them, then your team won't be well balanced - and Guard is the ultimate team skill. With guard you'll make more blocks and win more games, meaning more SPPs for the whole team - rather than just this one player.
So guard will mean you win more games which for most teams is more important than saving ~10 games over the time taken to get to a 4th skill.
Reason: ''
Ian 'Double Skulls' Williams
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Orcs are at their best when you get them to play as a team. Play the slow grind, and give guard and block to the BoBs. Two get Guard first, and then the other two get Block. Then the guarders get block and the blockers get guard.
A cage with Guard BoBs is a real pain for all opponents.
Get 4 Rerolls or so (3 to start, then buy the 4th fairly early on). What do you use the rerolls for? Failed pick-ups by Blitzers, and failed blocks. I have found that I can block with my BoBs with Guard and without Block without too much risk of a turnover if I have a reroll available for the turn. Once your reroll is gone, then avoid blocking with them if you can. That way, you still block with them on a regular basis, and they skill-up at a decent pace. And as the first BoBs to skill-up get Guard, they have a head start on the other BoBs who will get Block first.
Move forward slowly and hit, hit, hit. You want them to get SPPs.
A cage with Guard BoBs is a real pain for all opponents.
Get 4 Rerolls or so (3 to start, then buy the 4th fairly early on). What do you use the rerolls for? Failed pick-ups by Blitzers, and failed blocks. I have found that I can block with my BoBs with Guard and without Block without too much risk of a turnover if I have a reroll available for the turn. Once your reroll is gone, then avoid blocking with them if you can. That way, you still block with them on a regular basis, and they skill-up at a decent pace. And as the first BoBs to skill-up get Guard, they have a head start on the other BoBs who will get Block first.
Move forward slowly and hit, hit, hit. You want them to get SPPs.
Reason: ''
Cramy
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- mattgslater
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I agree. Stand Firm, unless you get doubles. Then Leap!
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.
- Zoglug
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Dragging up an old topic here, but its the same team, so thought i would
Ill probably get shouted at!
The team has developed reasonably well, its the first time ive not had a team get crippled!
The discussions around skilling the BOB's were great, and took guard on the 4th BOB to skill. I recently played Valen's Khemri team, and having guard around was a massive help! (although the game finished a draw, i won 4-0 on casualties!) Nurbag's AV 8 has held up rather well, and after MVP'ing in his last game picked up his 2nd normal skill. I dont tend to foul, so Dirty Player isnt really going to be a choice, i think its between kick and Tackle, both have their upsides.
The Blitzer is proving a little more difficult. I dont need another tackler, so it leaves 3 skills. Mighty Blow helps out with SPP's, Frenzy allows me to make the opponent think about the wide zones whilst also giving me options to take out the corners of cages. Stand Firm on the other hand allows me to strengthen my cage, whilst also meaning his Guard is harder to move.
Choices, choices!


The team has developed reasonably well, its the first time ive not had a team get crippled!
Code: Select all
NAME | Position | MA | ST | AG | AV | SKILLS | COST |
--------------------|-------------|----|----|----|----|------------------------------------|------|
Bishnak | Blitzer | 6 | 3 | 3 | 9 | Block, Tackle | 100 |
Kurgan | Blitzer | 6 | 3 | 3 | 9 | Block, Tackle, Guard | 120 |
Vranak | Blitzer | 6 | 3 | 3 | 9 | Block, Guard | 100 |
Gashrag | Blitzer | 6 | 3 | 3 | 9 | Block, Guard, (NORMAL SKILL) | 120 |
Nurbag | Lineorc | 5 | 3 | 3 | 8 | Block, (NORMAL SKILL) | 90 |
Gnorl | Lineorc | 5 | 3 | 3 | 9 | Block | 70 |
Gug | Thrower | 5 | 3 | 3 | 8 | Sure Hands, Pass, Block, Accurate | 110 |
Borzag | Black Orc | 4 | 4 | 2 | 9 | Block, Guard | 120 |
Ruurk | Black Orc | 4 | 4 | 2 | 9 | Block | 100 |
Grotsmeg | Black Orc | 4 | 4 | 2 | 9 | Guard | 100 |
Krog | Black Orc | 4 | 4 | 2 | 9 | Block | 100 |
Grozh | Lineorc | 5 | 3 | 3 | 9 | | 50 |
Uugrah | Troll | 4 | 5 | 1 | 9 | | 110 |
--------------------|-------------|----|----|----|----|------------------------------------|------|
3 x Re-Rolls
Fan Factor 8
Apothecary
40k in the bank
The Blitzer is proving a little more difficult. I dont need another tackler, so it leaves 3 skills. Mighty Blow helps out with SPP's, Frenzy allows me to make the opponent think about the wide zones whilst also giving me options to take out the corners of cages. Stand Firm on the other hand allows me to strengthen my cage, whilst also meaning his Guard is harder to move.
Choices, choices!
Reason: ''
- mattgslater
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I think your Blitzers all need either Stand Firm or (at least for the one with just Tackle) Mighty Blow. I'd get Stand Firm as the next skill on each BOB, except maybe the one with just Guard.
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.
- DoubleSkulls
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Frenzy, Mighty Blow or Stand Firm are all good choices for the blitzer. Given the amount of guard I'd probably take one of the first two since a lot of opponents are going to struggle to get 2 dice against you anyway.
The line orc I'd give Dirty Player, Kick or Fend. There isn't much to chose between them.
Giving all your BOBs Guard (or Block) as their 2nd skill - given the amount of guard you've already got - will mean you absolutely dominate other bash teams.
The line orc I'd give Dirty Player, Kick or Fend. There isn't much to chose between them.
Giving all your BOBs Guard (or Block) as their 2nd skill - given the amount of guard you've already got - will mean you absolutely dominate other bash teams.
Reason: ''
Ian 'Double Skulls' Williams
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For me the big advantage of Kick is for speed teams. Orcs (and many other teams) don't really have the speed to exploit a backfield error.
Also kick on a line orc first skill means he probably won't skill again. Wrestle (or block) I think are automatic first skill choices for them because it means they will slowly get up to that 2nd skill. Once at the 2nd skill kick is a reasonable choice.
For skaven/elves I'd normally take kick first skill on a lino.
Also kick on a line orc first skill means he probably won't skill again. Wrestle (or block) I think are automatic first skill choices for them because it means they will slowly get up to that 2nd skill. Once at the 2nd skill kick is a reasonable choice.
For skaven/elves I'd normally take kick first skill on a lino.
Reason: ''
Ian 'Double Skulls' Williams
- mattgslater
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I'm with Ian there. Kick is a useful skill for slow teams, as it ensures the ball will go shallow, but that's only valuable if the offense suffers bad dice rolls or hasn't got enough men to lateral the ball into a safer spot. On a speedy team, you can use Kick to put the ball deep and get it before the O can protect it, but that only works if you're faster than the opponent. For Orcs, that means you can use the deep kick only on Dwarfs, Khemri, Nurgle, and sometimes Undead. Against everyone else, Kick just gives you an opportunity to capitalize on an elf-roll on the pickup attempt, or keep a badly outnumbered opponent from protecting the ball (well, maybe you can get a shot at a fumbled pass if your oppo builds a very strong strong side and you kick the other way).
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.