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Next skill for some high spp (70+) orc players

Posted: Sat Dec 13, 2008 9:46 pm
by stashman
I have some players where it will be their "last" skill (76 spp). Advices are always good, so here you can help me out.

Blitzer 6 3 3 9 Block, Tackle, Mighty Blow, Guard, Side Step (75 spp)

What "normal" skill as the last?
1. Fend to go with Side Step
2. Piling On to go with Tackle/Mighty Blow
3. Grab (to pull opponents where you wan't 'em)

What "double" skill as the last?
1. Diving Tackle to go with Tackle/Side Step
2. Dodge (but I don't like this skill where teans are 220+ TV)
3. Jump-Up to be more mobile


Thrower 6 3 3 8 Sure Hands, Pass, MA, Block, Dodge, Kick-Off Return (74 spp)

What "normal" skill as the last?
1. Fend (better at running)
2. Accurate (better at passing)
3. Tackle (you can never have to much tackle :lol: )

What "double" skill as the last?
1. Dodge (I hate it myself)
2. Guard (you can never have to much Guard :lol: )
3. Sure Feet (to get more movement)

This is the rest of the team. It's a strong team. Da Orcidas Boyz TV225, FF 10, RR 5, AC 2 (for fluff) and almost an empty chest with only 10K in goldcoins :-?

Blitzer 6 4 3 9 Block, Juggernaut, ST, Frenzy, Stand Firm
Blitzer 6 3 3 9 Block, Guard, Mighty Blow, Tackle, Fend
Blitzer 5 4 3 9 Block, Guard, Side Step
Black Orc 4 4 2 9 Block, Guard, Mighty Blow
Black Orc 3 4 2 9 Block, Mighty Blow, Frenzy, Stand Firm, Guard
Black Orc 4 4 2 8
Black Orc 4 4 2 9 Block
Line 5 3 3 9 Block, Kick, Dirty Player, Diving Tackle
Line 5 3 3 9 Block, Fend, Tackle
Line 5 3 3 9
Troll 4 5 1 9 Loner, Regen, Hungry, Stupid, TTM, Mighty Blow

Posted: Sat Dec 13, 2008 9:54 pm
by mattgslater
Grab or DT for the Blitzer. Accurate for the Thrower, doubles or no. That's what I'd do.

Posted: Sun Dec 14, 2008 12:01 am
by DoubleSkulls
Grab is a good call for the blitzer just thanks to its ability to negate side step - a real issue at higher TVs.

Thrower - if you are going to get the 2nd thrower then my answer might change. With a 2nd thrower, who you develop to a dedicated passer (accurate, safe throw, strong arm) then fend for a normal skill. Otherwise I'd take accurate so you've got a better passing option. For a double I'd probably favour dodge or sure feet. Another option would catch on a double. That would combo with KoR (75% of getting any kick off you are under) as well as a dedicated passing thrower who would have "easy" completions available with no TRR required.

Another option would be for leader on a normal skill and to drop a TRR and save yourself 40k in TV.

Posted: Sun Dec 14, 2008 4:48 am
by Craigtw
I too like Grab for the blitzer, having had some experience with the skill I am now a fan!

For the thrower, Accurate is good, but it means that there are passes being made that you cannot get credit for (i.e. the SPPs are wasted). I think Leader is a great choice. But have you considered something a bit more off the wall like Hail Mary?

Posted: Sun Dec 14, 2008 1:23 pm
by Joemanji
Grab is a good call on the Blitzer. You don't want a Guard/SS player on the ground after Piling On IMO. Doubles Diving Tackle looks good. At high TVs your opponent will have too much Tackle to make Dodge effective. He'll just be a target.

I'd go accurate on the Thrower. He is already a fearsome runner, but lacks the alternative to pass. Mixing up play is how you win high TV games, so Accurate gives you the added option, and threat thereof. Tackle is also a good call since he is your most mobile player. Doubles might just go Accurate anyway. Early I'd take Sure Feet on a thrower, but you already have +1MA and 30K for the double might bloat your TV.

Posted: Sun Dec 14, 2008 1:33 pm
by Smeborg
Grab/Diving Tackle for the Blitzer.

Fend/Sure Feet for the Thrower.

That's my two pennyworth. Hope it helps.

Posted: Sun Dec 14, 2008 2:44 pm
by Jural
Grab or Diving Tackle for the Blitzer, in my mind. Sorry to be boring.

Accurate or Diving Catch for the Thrower- but Sure Feet would be an OK double too...

I'd develop that other thrower as well.

Posted: Sun Dec 14, 2008 6:31 pm
by stashman
mattgslater wrote:Grab or DT for the Blitzer. Accurate for the Thrower, doubles or no. That's what I'd do.
Diving tackle will make me have two of those and that’s good. Accurate will probably make me give the opponent a different playingstyle.
ianwilliams wrote:Grab is a good call for the blitzer just thanks to its ability to negate side step - a real issue at higher TVs.

Another option would be for leader on a normal skill and to drop a TRR and save yourself 40k in TV.
If I take grab I will probably also take it on my slow ST4 blizer also, so I get both side steppers to do the “judo” throws and make way for the other boys.

Craigtw wrote:I too like Grab for the blitzer, having had some experience with the skill I am now a fan!

For the thrower, Accurate is good, but it means that there are passes being made that you cannot get credit for (i.e. the SPPs are wasted). I think Leader is a great choice. But have you considered something a bit more off the wall like Hail Mary?
Grab seems to be the players choice when all other necessary skills are taken. If I take leader I can get rid of a reroll. Hail Mary… hmmm Don’t really know when and how to use it with this team.

Joemanji wrote:Grab is a good call on the Blitzer. You don't want a Guard/SS player on the ground after Piling On IMO. Doubles Diving Tackle looks good.

I'd go accurate on the Thrower. He is already a fearsome runner, but lacks the alternative to pass. Mixing up play is how you win high TV games, so Accurate gives you the added option, and threat thereof. Tackle is also a good call since he is your most mobile player.
Grab FTW! It’s popular! Diving Tackle to bring down the AG3 players. Accurate again as a good alternative, but maybe I need more tackle when I face High/Dark Elf teams at 220+ TV.


Smeborg wrote:Grab/Diving Tackle for the Blitzer.

Fend/Sure Feet for the Thrower.
Short and distinct! Fend makes the thrower a better runner, but now I think I rather take Side Step instead of Sure Feet.

Jural wrote:Grab or Diving Tackle for the Blitzer, in my mind. Sorry to be boring.

Accurate or Diving Catch for the Thrower- but Sure Feet would be an OK double too...

I'd develop that other thrower as well.
I have to get another thrower before I can develop one, but I think I will go completley different with next thrower :lol: . I hade one, but he got “damaged back, -AV” so I fired him before he ends up dead! :P