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Orc Blitzer (linebacker style) What to do?

Posted: Fri May 16, 2008 12:41 am
by bouf
Hey everyone!

I've got designs on building an Orc Team based on Stand Firm. Will look a little like this.

Bork (Winger x2): Block, Stand Firm, Frenzy, Mighty Blow, Guard, (Diving Tackle)
Bork (Line Guard x 2): Block, Stand Firm, Guard, Mighty Blow, Grab, (Dodge)
Troll (Line Guard): Stand Firm, Guard, Grab, Thick Skull, Multiple Block, (Pro, Block)
Blitzer (Basher): Mighty Blow, Pile On, Tackle, Frenzy, Juggernaught, (Jump Up)
Blitzer (Runner x2): Stand Firm, Tackle, Mighty Blow, Juggernaught, Guard, (Dodge, Sure Feet)
Blitzer (Linebacker): Tackle, Wrestle, Fend, Strip Ball, Guard, (Dodge, Jump Up)
Linemen (Linebacker): Block, Fend, Tackle, Strip Ball, Frenzy, (Dodge, Guard)
Thrower 1 (Distance): Accurate, Kick-Off return, HMP, Leader, Block (Jump Up, Strong Arm)
Thrower 2 (Dumper): Dump Off, Nerves of Steel, Block, HMP, Fend (Dodge, Catch)
Linemen (“Dirty” Linebacker): Dirty Player, Block, Fend, Tackle, Frenzy, (Sneaky Git, Dodge)
Goblins (x2???): Jump Up, Sure Feet, Side Step, Diving Tackle, Diving Catch, (Wrestle, Pass Block)

<<I'm not really counting on getting anything past three skills but it's still nice to dream.>> :wink:

The Idea is, No-one gets through my line Guards... Even if they knock them over. The wingers and Line backers all start one square back, Forcing a Blitz action to have a shot at them... (barring a Quick Snap) but still close enough to cruel Assists and spread out the TZs.

The runners start a square behing them... Really baiting prople in but not giving an inch to anyone one withouy Juggernaught.

Now... The line backers (especialy the Blitzer) I'm not sure about. I was thinking Fend rather than Stand Firm so It would largely free them up to chase Ball carriers but still stop my opponents in their tracks (forcing Dodge Rolls) Also I want them to steal the ball as often as possible... Strip Ball, Tackle, Wrestle are for that. But is my Blitzer missing out on ST skills by taking these four skills? How should I skill up this position and in what order do I take the skills?

What are your thoughts.. Good Idea Bouf or Don't be an idiot big guy?

Posted: Fri May 16, 2008 2:37 am
by whitetiger
No, it's not a bad idea to have a strip balling blitzer. You are going to have several other heavy hitters. Not every Orc has to be a hitting specialist.

Posted: Fri May 16, 2008 4:21 am
by Andromidius
That's a very un-Orcy thing to say! Every Orc is a hitting expert!

:D

~Andromidius

Posted: Fri May 16, 2008 7:29 am
by stashman
I started out my orc team with lots of movability and new skills like Fend and Wrestle. I was great in the begining but with the missing GUARD skills on the blitzers I got outbashed by all strength team, and still didn't catch up with the real movement teams.

This is my orc team today (saving back for new players)

Blitzer 6 4 3 9 Block, Juggernaut, Frenzy
Blitzer 6 3 3 9 Block, Guard, Mighty Blow, Tackle
Blitzer 6 3 3 9 Block, Guard, Mighty Blow, Tackle
Blitzer 5 4 3 9 Block, Guard

Black Orc 4 4 2 9 Block, Mighty Blow, Frenzy, Stand Firm
Black Orc 4 4 2 9 Block, Guard

Thrower 6 3 3 8 Sure Hands, Pass, Block, Dodge, Kick-Off Return

Line 5 3 3 9 Block, Kick, Dirty Player
Line 5 3 3 9 Block, Fend, Tackle
Line 5 3 3 9 Block, Diving Tackle, Side Step

I have played 46 games and I have retired alot of players and some where injured so I hade to. Orcs need Guard, Tackle, Mighty Blow. Make the lineman the "experimental" players.

It,s better to put 2 Lineman with Wrestle/Fend and the Troll on LOS. Don't have your Black Orcs there becuse the opponent will get enough strength to get 2 block dice.

Posted: Fri May 16, 2008 8:35 am
by jammydodger
don't know if you've considered grab on the linebackers instead? my understanding of their role is to stop ball carriers moving into your backfield (or potential catchers) - in which case grabbing them and then putting them into a mess of tackle zones, that you couldn't get close enough for the actually block might be of some use. in this way you can add the equivalent of +MA to all your linebackers, by moving opponents closer to them.
just an idea, apart from that the team looks interesting to play.
cws / jammer

Posted: Fri May 16, 2008 10:52 am
by PubBowler
Three things for me.

I'm not keen on the throwers development:
Block, KOR, Leader should feature sooner IMO & I wouldn't go near Dump Off

Not enough Guard.

I don't like Wrestle on my Blitzers.
A couple of Linos for cage holding perhaps. But not a Blitzer.

Just my thoughts...

Posted: Fri May 16, 2008 3:39 pm
by mattgslater
Here's what I do:

I tend to start 4 BOB, 4 Blitzer, 1 Troll, 1 Thrower, 1 Lino, 2 RR. I'd rather have a Thrower and an Apothecary for the Troll (or a Lino and a RR), but he's just so damn cool on the D-line!

The base defense -- add a gap before the cornerbacks vs. a fast team.

Code: Select all

-- -- -- --|-- -- B3 TR B4 -- --|-- -- -- --
-- -- Z4 --|-- B2 -- -- -- B1 --|-- L1 -- -- 
-- Z2 -- --|Z3 -- -- -- -- -- T1|-- -- Z1 -- 
Not shown: T2, L2, G1

No point in showing offensive setup, but at full roster I bench one or both linos and maybe a Guard, and either the Goblin or another BOB, depending on the clock.
Here's how I develop:

Black Orcs: On a doubles roll, a Black Orc gets Side Step and becomes B2. Ignore 10 or 11. If a BOB with SF somehow gets a doubles roll, it's Dodge or ignore for Block (Dodge is good defensively at ST4, as Tackle+ST4 is rare).
B1: ILB. Block, Stand Firm, Frenzy
B2: ILB. Stand Firm, Block, Frenzy (getting 2 SF BOBs is important)
B3-4: D-End. Guard, Block or vice-versa.

Blitzers: On doubles, Side Step or Dodge (except on #3 in an agility-heavy league: then I ignore it). MA or AG makes player #3.
Z1-2: Cornerback. Stand Firm, MB, (Frenzy, Grab or Tackle)
Z3: Safety. Tackle (probably), MB, (Guard or Grab)
Z4: OLB. Guard, MB, (Stand Firm, Grab or Tackle)

Throwers: On doubles, #1 gets Dodge, #2 gets Strong Arm if he has KoR, or ignores if he doesn't.
T1: Safety. Leader, Block, Kick.
T2: Quarterback/reserve Safety. KOR, Accurate, (Block or HMP).

Linemen: On doubles, Guard.
L1: OLB/reserve CB. Block, Tackle, Fend.
L2: Reserve OLB. Dirty Player, Block, Fend.

Goblin: On doubles, NoS. Ignore +ST.
G1: WR/resere CB. Catch, Side Step, Sure Feet.

Troll: On doubles, Block. Ignore 10 or 11.
TR: Nose Tackle. Guard, Stand Firm, Grab.

Posted: Fri May 16, 2008 9:56 pm
by bouf
This is the set up I usually use.

Code: Select all

-- -- -- --|-- B1 -- TR -- B2 --|-- -- -- --
-- -- B3 --|L1 -- -- Z1 -- -- Z4|-- B4 -- -- 
-- Z2 -- --|-- -- -- -- -- -- --|-- -- Z3 -- 

Not Shown T1, 

Posted: Sat May 17, 2008 12:05 am
by mattgslater
You don't normally field 11 men?

Posted: Sat May 17, 2008 4:51 am
by Jural
mattgslater wrote:You don't normally field 11 men?
I am guessing he fields T1 in a random position, or deeper than the defense he shows... as he indicates in his post!