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90,000 gold to spend on Orcs. Ideas?
Posted: Mon Mar 27, 2006 6:24 am
by filter
Hello. I don't know what to spend my gold (90,000) on?
Current Orc Team 3 RR, Apoth
1. Blitzer - Pro, Guard - 17 SPP
2. Blitzer - - 5 SPP
3. Blitzer - - 4 SPP
4. Blitzer - - 5 SPP
5. BOB - Block, Guard - 24 SPP
6. BOB - Block, Guard - 18 SPP
7. BOB - Stand firm - 9 SPP
8. BOB - - 5 SPP
9. Thrower - Accurate, Block - 19 SPP
10. Lineorc - Kick, Block - 18 SPP
11. Lineorc - +AG, Block - 17 SPP
12. Troll - - 5 SPP
13. Goblin - - 3 SPP
Keep buying more lineorcs? Spare Gobbo?
Would also appreciate advice on the 3 blitzers near to 6SPPs. One each of MB, Strip Ball and Tackle?
Posted: Mon Mar 27, 2006 8:50 am
by Andrew from Cheadle
Lots of options...
Save it a bit longer for a RR,
Buy a Thrower....a second sure hands player is useful. With only one thrower, with two extra skills he may become a bit of a target.
You have already mentioned a line orc or another gobbo...
I guess it depends on how you actually play...
As for skills on blitzers...strip ball is always useful...especially if your league does not have too many players with sure hands.
If it was me I'd prob buy a thrower
Posted: Mon Mar 27, 2006 9:27 am
by Gorbad
I'd buy the thrower as well, it gives you enough spacing on the pitch to pick up the ball immediately. This is especially useful against pesky skaven and wood elves with kick.
For the blitzers.... it heavily depends on your league, lots of blodge teams means two tackle guys atleast, and lots of dwarves means overloading on guard. (Though you could ease up on it on the blitzers as you already have BoB's with guard.
Strip Ball is hardly ever useful for orcs, it could do for some novelty value, but won't ever stand out.
Mighty Blow, for me, is more useful as a second skill, especially on the Frenzy blitzer you will inevitably get.
Posted: Mon Mar 27, 2006 11:18 am
by dendron
I would buy a thrower as well! As skill I would start with tackle followed by Mighty Blow. There are a few Blodges around because it is a sweet combo.
Dendron
Posted: Mon Mar 27, 2006 11:28 am
by Aksho
I would not go for a thrower. With an AG+1 Lineman on second Hand you allready have a second ball-handler with BLOCK!
I would go for the 4th RR and after that 1 more Lineman (with Dirty Player to go) and maybe a Gobo (if you use them a lot, the 1st one will die soon

)
For your Blitzers I would go with 2 Tacklers and another Guard, after that go up to MB to inflict more cash.
For your Troll Guard as well, then your Caging will be a horror for every Team!
mfg Bernd
Posted: Mon Mar 27, 2006 1:53 pm
by Joemanji
I would not go for a thrower either. One and a +1AG lino is good enough. You should be trying to score with your Blitzers anyway.
Posted: Mon Mar 27, 2006 2:18 pm
by Gorbad
Nazgit wrote:I would not go for a thrower either. One and a +1AG lino is good enough. You should be trying to score with your Blitzers anyway.
I disagree. For one, the AG+ Lino is better used as a mobile orc player to get wherever he needs to be, or as a surrogate catcher if the need arises. Picking the ball up with an AG3 Sure Hands player has better odds than AG4, and is also protected from the inevitable Strip Ball Gutter Runner, Stunty or wardancer.
And scoring with Blitzers? Why? They will end up owning most of the SPP's anyway.
Posted: Mon Mar 27, 2006 2:25 pm
by Markus
I'd save for another rr. you'll need more than 3. Another thrower could come handy later. now the ag4 guy is a backup if your thrower gets injured. i would field the thrower only on offense as you have got enogh guys for the defense.
Posted: Mon Mar 27, 2006 3:01 pm
by Joemanji
Gorbad wrote:And scoring with Blitzers? Why? They will end up owning most of the SPP's anyway.
Not if they don't score any TDs!

Orc Throwers are a waste of space IMO ... with MV5 and AV8 they are the weak link in the team, and end up hogging SPPs without any decent skills to spend them on. If you end up facing a Strip Ball Wardancer, then sure bring the Thrower off the bench. That is why you have 16 man squads. But otherwise he is a liability. I would rather give a Blitzer or lino Sure Hands.
To back this up, my Orcs are top of the MBBL with hardly ever fielding a Thrower.
Posted: Mon Mar 27, 2006 3:10 pm
by Gorbad
In a tournament, I never take throwers, but in a league, I'd say they're superbly useful, as you actually can develop useful catchers, and it frees up the blitzers to do important stuff, like maiming other people, and getting the ball from the opponent.
Posted: Mon Mar 27, 2006 6:18 pm
by Andrew from Cheadle
Seems were pretty evenly split into the thrower/no thrower camp...
So I guess your choice is thrower or save for another re-roll.
I guess you pays your money and takes your chance!!!
Posted: Mon Mar 27, 2006 6:39 pm
by wesleytj
put me in the "buy a thrower" camp. they can be very useful, at least they are the way I play orcs... ymmv.
Posted: Tue Mar 28, 2006 8:35 am
by stormmaster1
It depends how you play the team. If you use the throwers you may want another one. If you get any use out of your one goblin i'd get another one just for when the first one gets splatted. If things are fine on the pitch as they are, save for a reroll.
Posted: Tue Mar 28, 2006 3:47 pm
by Marcellius
3 RR is a good number. go for a thrower.
You may find this wierd, but one of my veteran blitzers has block, dodge, Pro. it's really useful and he's my top scorer.
Posted: Tue Mar 28, 2006 8:34 pm
by filter
Thanks for the advice guys. Much appreciated.
I decided to get a Reroll, and was planning to get a 2nd thrower after. But due to injuries (from a nasty Claw/RSC/DP team) in the 2nd game, I needed to recruit 2 lineorcs for the following game. So, 3 games later, the team looks like this.
++ Team Update ++
TR178 / 4 RR / Apoth
1. Blitzer - Pro, Guard
2. Blitzer - Tackle, +AG
3. Blitzer - Tackle
4. Blitzer - Mighty Blow
5. BoB - Block, Guard
6. BoB - Block, Guard
7. BoB - Stand Firm
8. BoB -
9. Thrower - Accurate, Block
10. Lineorc - Kick, Block
11. Lineorc +AG, Block, -av
12. Troll -
13. Goblin - Block, m
14. Lineorc -
15. Lineorc -
The gobbo got badly hurt and will miss the next game, but he learned his lesson and rolled doubles. =) I gave him block so he will be slightly less fragile when he returns.
Is (11. Lineorc +AG, Block, -av) worth keeping with the loss of armor? Dropping him would also bring TR below the 176 break point.
Hmmm... what to do?