Orcses Upgrades

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Buggrit
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Orcses Upgrades

Post by Buggrit »

1) Black Orcs with BLOCK about to get their 2nd Upgrade.... Mighty Blow, or Frenzy? (or should I consider something else?)

2) Black Orc with Jump Up (I rolled a double and wanted something helpful other than 'dodge' although that would've been amusing) also about to get 2nd upgrade.... (I was thinking of Piling On, but again any other suggestions..)

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Post by Azrahn »

1) Guard is always a good option for Orcs, especially now Stand Firm can be taken later without a double. Mighty Blow will however help you reach that next skill just that little bit quicker.

2) Only other skill I can see being of use with Jump Up is Wrestle. Not really the way you want to go with Black Orcs though as they need to be causing injuries, so I'd go Piling On followed by Block.

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Post by matkov »

PO and next block or block and next PO.

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Post by fen »

1) Guard. But personally I find that being able to knock players over more often is preferable to increasing the chances of injuring them, this is in respect to winning matches over individual development. Mighty Blow will make them develop faster, but you already have one Black Orc who won't be getting Guard in a hurry so I think the other three would be best set up as Block, Guard, Mighty Blow/Stand Firm

2) Block, then Mighty Blow, then Tackle/Guard, then Piling On.

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Post by wesleytj »

guard on #1, block on #2. it's boring, but that's only becuase it's right.

if the jump up one ever gets another doubles roll get him diving tackle. then put him on the edge and he'll be a total pain in the arse.

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Post by Cramy »

Note on Frenzy on BoBs. I have found that with MV4, frenzy is difficult to use. I really had to plan my moves to be in range to blitz the important player, and I had to be very careful not to run out of movement next to the sidelines.

On the block BoBs, get a mix of guard and Stand Firm depending on your style. I also prefer winning vs. gaining SPPs, so I would take MB later.

For the other BoB, I would probably go Block first, then MB. With Jump-Up, he can hit more often, so you want Block, and MB is icing. Guard and Stand Firm are always good skills to have on BoBs.

Not sure about tackle. BoBs are slow and have low AG. The speedy dodgy type players will probably stay away from them (if they are smart). Tackle is one of the first skills that I give to Blitzers though.

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Post by Buggrit »

Well I got some increases after my last 2 games which I lost both 3-0 against Skaven and Orcs (due to some simple errors and bad dice rolls in the case of the Orc game) and damn do I hate it when my goblins land face first after being thrown by a troll!! :)

Gave the BO with Jump Up Block and have been sprinkling Mighty Blow on the other BO's as they increase, but may give a couple of them Stand Firm or Guard when they next increase.

Gave Accurate to my AG4 Thrower with Strong Arm (making Long Bombs on a 3+ with a ReRoll!!!)

Gave catch to one of my Gobbo's (Lodahn) and when the other one gets an increase will probably do likewise (he's on 5 SPP at the moment)

Got a MV upgrade on a Blitzer with Block and Tackle (should be useful to chase down catchers)

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Post by brianweb »

Guard in my opinion is the key to win games with orcs...

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Post by fen »

brianweb wrote:Guard in my opinion is the key to win games with orcs...
Thanks! That was certainly worth dragging this thread back up to say that! :) Much appreciated, it makes all the difference. :D

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Post by m0nty_au »

Strange that none of the new skills in LRB5 got a mention... Juggernaut wouldn't be suitable, but surely Grab should at least be considered?

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Post by Kheldar »

I would not give grab before the 3 rd skill. 2nd Would be block.

For the Jump Up one, I would give Block.

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Post by DoubleSkulls »

Normal BOB progress for me now would be Guard, Block, Mighty Blow.

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