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Orcs for the BloodBowl
Posted: Sat Jan 28, 2006 3:41 pm
by Joemanji
I am going to be taking Orcs to this year's Blood Bowl. Any comments on the right composition for a TR100 roster? The first that come to mind are:
4 Black Orcs
3 Blitzers
5 Linemen
3 re-rolls
FF 1
or
4 Black Orcs
1 Troll
3 Blitzers
3 Linemen
3 re-rolls
FF 1
Cheers
Joe
Posted: Sat Jan 28, 2006 4:23 pm
by #crunch
No thrower -> sure hands?
Posted: Sat Jan 28, 2006 4:57 pm
by Joemanji
I don't tend to use them. Though in a tournament one major reason for that (SPP hogging) doesn't apply. So perhaps ...
I still don't think their MV5 can really make best use of Sure Hands. One to think on.
Posted: Sat Jan 28, 2006 5:03 pm
by Walker
no goblin?
No thrower?
both lists s*** IMO.
I'd sugest
3 Black
4 blitz
1 throw
2 gobo
2 line
3 RR
1 FF
1 asist
(Hope i counted the tr good)
Posted: Sat Jan 28, 2006 5:06 pm
by Walker
Nazgit wrote:I don't tend to use them. Though in a tournament one major reason for that (SPP hogging) doesn't apply. So perhaps ...
I still don't think their MV5 can really make best use of Sure Hands. One to think on.
if you are so much against a sure hands pass you can change the thrower and assisstcoach for a 4th black orc.
Posted: Sat Jan 28, 2006 6:33 pm
by Joemanji
Walker wrote:both lists s*** IMO.
Thank you for the delicacy of your response.

I am pretty sure that 4 Black Orcs is an absolute must for any Orc team though.
I suppose the distinction here is between a team that maximises the on-pitch power of the team, and one that has more depth.
Posted: Sat Jan 28, 2006 7:49 pm
by Darkson
Personally, I'd rather have 4 Blitzers and 3 BOB's, but that's mainly because my BOB's had a tendancy to roll double skulls.

Posted: Sat Jan 28, 2006 8:44 pm
by Redeemer31
I'm thinking more Blitzers than Black Orcs simply because of movement. Both teams look incredibly slow, especially the second team. Heck, I think a DWARF team could outrun that team.

Posted: Sun Jan 29, 2006 8:16 am
by DoubleSkulls
We'll my BB Orc team last time was
4 BOBs
3 Blitzers
2 Gobbos
1 Thrower
2 Line
3 RR
1 FF
It worked pretty well for me. If you don't like the gobbos then you can swap them for the 4th Blitzer and/or swap the thrower for another line orc & 2 FF.
I wouldn't bother with a troll. They are just big unreliable roadblocks, and BOBs do a good enough job of that anyway.
Skills I took DP on a Line Orc and a mix of Guard on BOBs and Tackle/Strip Ball on Blitzers - making my choice once I'd seen who the next opponent was.
Posted: Sun Jan 29, 2006 5:09 pm
by wesleytj
i'd run this way:
4 bli 32
4 bob 32
1 troll 10
1 thr 7
1 gob 4
2 rr 12
3 ff
gobs are nice in tourneys on an orc team. they can get places other orcs can't, and if he dies, BIG DEAL. Dodge him into 3tzs to cut off a bunch of assists. send him downfield on offense to make the opponent account for him. he's a wildcard. and he's cheap so you can afford the rest of your position players.
and if by some miracle he's still around in turn 8, you can try the troll chuck play for the miracle score!
Posted: Sun Jan 29, 2006 5:18 pm
by Joemanji
wesleytj wrote:gobs are nice in tourneys on an orc team. they can get places other orcs can't, and if he dies, BIG DEAL. Dodge him into 3tzs to cut off a bunch of assists. send him downfield on offense to make the opponent account for him. he's a wildcard. and he's cheap so you can afford the rest of your position players.
and if by some miracle he's still around in turn 8, you can try the troll chuck play for the miracle score!
Agreed, Gobbos are nice. I've had some fun with them in the past. It is just that I have played Lizardmen in previous tourneys, and really suffered from how easy it is to hunt down Stuntys. Obviously one Goblin is easier to protect than 5-6 Skinks, but still I worry ....
It does matter some if he dies (or is BH) IMO ... as then you are a player down. You can't always rely on causing more damage than you take, especially against Orcs or Dwarfs.
Posted: Sun Jan 29, 2006 5:21 pm
by Walker
wesleytj wrote:i'd run this way:
4 bli 32
4 bob 32
1 troll 10
1 thr 7
1 gob 4
2 rr 12
3 ff
gobs are nice in tourneys on an orc team. they can get places other orcs can't, and if he dies, BIG DEAL. Dodge him into 3tzs to cut off a bunch of assists. send him downfield on offense to make the opponent account for him. he's a wildcard. and he's cheap so you can afford the rest of your position players.
and if by some miracle he's still around in turn 8, you can try the troll chuck play for the miracle score!
there are 2 problems with this list
only 11 players (wich is ok couse of AV 9 on most players) but still i don't like playing with lesser then 12.
only 2 RR (sooner or later you need a re roll on blocks with BOB - this especialy eats them up needlesly, doges gobos & blitzers, catches gobos & blitzer)
The troll is a fun option becouse of the TTm but is a great risk (he tends to loose his tackle zones.
Posted: Sun Jan 29, 2006 7:26 pm
by wesleytj
even with a goblin, i really don't think orcs need more than 11 players. nor would they gain that much benefit from an apoth. if you want to protect the gobbo, instead of making risky plays with him, you can certainly do that (against dwarves i definitely would), WAY easier for orcs to protect one gob than for 6 saurus to protect 5 skinks.
sure my proposed roster has weaknesses, you won't find one that doesn't. the troll can be a liability. on the other hand, 4st4 guys and one st5 is a good thing. you can do some serious damage with that. playing defense should not be too tough. plus 0 line orcs is a good thing, they are nigh worthless. one of your proposed rosters was 5 line orcs. no way would i EVER play that way. ICK.
only having 2rr is kinda harsh, but on the other hand you have some strength, and some important skills. it has some risk, but plenty of potential reward. that's how my rosters go, I usually do pretty well with them.
the skaven roster i took to gencon was only 11 rats and a rat ogre. same basic issues as this one: only 2 rr, no bench, etc etc. but on the other hand i had 4 gr, 2 sv, 1ro, and 2 throwers. attack attack attack! i did just fine with it...3-0 on the first day.

if anything my 1st day was too good, i had to play wolfgang (the 2 time defending champ at the time) to start the 2nd day. He's good.

Posted: Sun Jan 29, 2006 9:04 pm
by Jeremiah Kool
Whatever you do: Get 4 Blitzers. Block and the highest movement (except Gobbos) is what an Orc team needs (IMO).
Posted: Sun Jan 29, 2006 9:28 pm
by SolomonKane
I'd tihnk about what your team will look like defensively. We all know what orcs do on offense - pound, pound, and pound some more. A more developed team could consider adding a throwing game, but it's rather pointless with a TR 100 team.
Because of this, I'd go with 3 BOBs and 4 Blitzers. The BOBs can plant their big green butts on the LOS while the Blitzers attempt to strike at the ball. The remaining players simply play for catcher containment. You get a goodly number of skills to begin with and everybody's got a purpose. Alternatively against faster agility teams you can put 3 liners on the LOS and place a couple BOBs on the wing, to compensate for their slow speed and to make it more difficult for agility teams to blitz open holes. This is the roster I'm considering:
3 BOBs 240
4 Blitzers 320
1 Thrower 70
3 Liners 150
3 RRs 180
4 FF
you could drop 2 FF to replace a liner with another Thrower, which would help gather the ball and get it into the cage on offense, since MA 5 does tend to be a bit slow for a single player covering the backfield. Two MA 5s can get to any kickoff, however. The tradeoff there of course is you add one more AV8 player for a AV9.