Preseason Orcs -- need advice

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mattgslater
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Preseason Orcs -- need advice

Post by mattgslater »

We had a big shift in our coaching pool, and so we're beginning a fresh season without some of our veterans and with some new blood. This means bringing a bunch of people up to familiarity for a season, and so I've designed a "preseason" mechanic to help them build a concept of how the game plays and figure out what team(s) are right for them, and to weed out the flakes.

Each coach plays up to three games with any team race, starting at 1M. Models in the preseason need not be painted (in the regular season, a team must be painted or in progress and clearly progressing; in the postseason, a team must be painted), and in the first two matches only proxy models may be used with opponent's approval, so long as each model is clearly identifiable, numbered, and "seems" appropriate (not necessarily accurate) to the opposing coach (this is so new coaches can learn the difference between different rosters without shelling out a bunch of $). After the preseason, each team constructs a new team for the reg season at 1.05M, selecting up to three players from their preseason list. Then all unselected players with improvements are set into a draft pool, and coaches who didn't take three of their own players can take their pick up to the difference from whatever is left.

So I'm going to play 2 or 3 games with 6 teams. I'm going to run 4 teams I've got (HE, Orc, Dwarf, Human), and two of the teams I'm considering buying/bashing: Chaos and Norse (well, Arabyans, but the Norse profile). Because I'm looking to build players who will add value in the reg season, I'm staying clear of easily skilled speedsters (the HE, for example, are 8 linos, 1 Thrower, 2 Blitzers and 3 RRs). I'm probably going to play Chaos or HE in the regular season, depending on the mix of teams. But I want to have some players built on commonly selected teams.

So here's my question. I played game #2 with the Orcs. Unfortunately, the BOBs haven't done anything or gotten any MVPs. I took Guard on the Troll, reasoning that a newbie coach who really wanted a Troll could use the help, and that help would mostly end up going to BOBs. I have a Frenzy Blitzer, and think I'll skill at least two of the others in the next game, and I have a Thrower with a normal roll. Again, this ain't my team: it's going to be raided by Nuffle-knows-who after the preseason.

So what skill should I get for the Thrower? What skills should I get for Blitzers? I want stuff that will be fun and usable. So for the Thrower, do I go for Block (to help a newbie with player survival), Accurate (to encourage the QP game), or KOR (to give the coach a head start on caging)?

Similar question, how should I build the Norse? I'm not out to win at all costs: this is the preseason, so I'm out to play stalking-horse for the newbies and build a few players (and help them do the same). I'm thinking 2 Ulfs (Djinn), 1 ST (Afrit), 8 linos and 4 RRs... but what should I give the linos? I'm thinking head-start-on-bulk skills, like Fend or Tackle? Should I go to 3RRs and take a 'Zerk and a Thrower? After all, the major knock on the Norse Thrower is his lack of SH. I figure Runners are too easy to skill, so I should let them be built in the reg season.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by Jural »

Orc Blitzers with Guard, Stand Firm, or Mighty Blow are useful to any team and against any team. That would be where I started. However, Strip Ball and Tackle both are useful, so they would be interesting as well.

As for the thrower? orc throwers can be developed so many ways... and since they aren't even 100% necessary on the squad, there aren't many bad choices. They are kinda like the frosting on the orc team... I personally would let a rookie coach develop his own! That being said, Accurate and kick-Off Return would be my choices. Nerves of Steel and Dump-Off are a fun combo on an Orc Thrower though!

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Post by mattgslater »

Strip Ball: I hadn't thought of that! Grab?

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by CoachScott »

Encourage the fun factor, for Orcs:

Blitzers - 1x Strip ball, 1 x Mighty blow
Thrower - Accurate, lets them have some fun using passing plays

Great thing about BB, even losing can be fun (and it inspires you to improve your game)

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Post by Setomidor »

Grab might be too hard for a newbie to take advantage from, so I'd suggest Tackle, MB, or Strip Ball for the Blitzers.

For the Thrower, I'd give him KOR since going up against a quick team with Kick can be a rough awakening for new players, especially if you only have one Thrower on the team and insist on deploying him mid field.

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Post by TeflonDon »

My experience with newbies is that they often rely too much on the players title on the roster when making decisions. Making the throwers pass to the catchers automatically, even if they are better non-catcher alternatives etc.

Based on that I'd probably give the orc thrower accurate. It also gives players who can't really make the positioning work a shot at scoring, even if they can't get the cage rolling.

EDIT: And passing with orcs is fun - I play an orc team that started out as quite pass heavy (forur blitzers, two goblins and four rerolls to compensate for lack of cash), and it was a lot more fun than grinding my way down the pitch - at least for me it was:-)

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Post by mattgslater »

I agree that passing with Orcs is fun. The problem I have is catching. I dedicate a TRR each half to a reception; assuming I always throw accurately, I'm essentially burning 20k TV and 40k cash (in 60/120k increments, please), or with Leader 6667 TV and a third of a skill roll.

Seeing that there was little interest in the league for Orcs, I took Leader on the Thrower and Guard on the Troll, and played another game. Now I have some real decisions:

BOB: New skill
Blitzer: 11
Blitzer: 12

NOW a couple coaches are talking about running Orc teams, "just for the heck of it, you know." ;)

I really don't want to leave +ST and +AG Blitzers for others: I want people to have to earn the good stuff. Our rules do allow me to protect one "transition" player that can't be taken that season: should I protect a +AG guy and put a doubles Blitzer on the market (Side Step?) or should I protect a +ST guy and put a skilled Blitzer on the market? In the latter case, what skill? I'm thinking Stand Firm or Tackle... or should I protect neither? I'm going to be playing High Elves this season, so I may do Orcs next season (depending on how my rookie coaches progress -- if they can give me a game I'll play Orcs, and if not I'll go for Chaos).

As for the BOB, I'm thinking Block. Fits more play-styles than Guard or Stand Firm, plus I have Guard on the Troll already and there's going to be a Necromantic team (a scary Necromantic team...) in the regular season, so I don't want to walk all over his strategy.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by mattgslater »

Let me try to be clearer, and see if that gets me any replies.

So: here's my question: What do I do with my two Blitzers? I can protect one for next season with a "transition tag." The other one will go into a pool with ...

Thrower with Leader (9 SPP... 6 comps in 3 games!)
Troll with Guard (7)
Blitzer with Frenzy (13)
BOB with Block (7)
Plus anyone else's Orcs who skill this weekend

... from which all Orc teams can draft up to three players. I won't be playing Orcs this season (maybe next season, maybe not).

My goal is to leave a rank newbie with three out of five pieces of an Orc team done right, and to set aside one gnarly-#$$ mofo plus the remaining two pieces (or one of them and the rank newbie's 4th-best Orc after the regular season) for my own use next season.

Here are my choices: Whoever I don't tag I'm assuming I'll line up against twice next season (maybe not if I give him Stand Firm).
A) +AG, +ST (tag)
B) +AG (tag), Side Step
C) +AG, Side Step (tag)
D) +AG, Side Step (no tag)
E) Stand Firm, +ST (tag)
F) Stand Firm, Side Step (no tag)

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by TuernRedvenom »

I'd say E. +STR on an Orc blitzer for his first skill, you just can't ignore that! This guy could be a legend. And you certainly don't want to be facing him later!

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Post by lxls »

Option E does not give any stat upgrades or double skills.
It is therefor the best option from a future coach view.


an Agi 4 or str 4 blitzer is a godsend for an orc team.

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Post by mattgslater »

Thanks, guys. You helped me figure a couple things out.

1) I'm going to take a Transition Tag on a +stat.
2) I'm not leaving a Blitzer with Side Step or Dodge.
3) I'm not leaving anything useless: that would be unsportsmanlike. Besides, if it merely makes this guy the 4th best player on the roster, he will probably be waiting for me next season.

So here are my questions:

1) Tag the +ST or tag +AG? Either will be a holy terror.

* +ST on a Blitzer essentially lets me field one less BOB, so I can run a lino on defense, either a safety (Kick or DP) or in the WZ (Block, Fend... or Guard if lucky). Then I have a BOB on the bench, which I can change up for the lino against a heavy team. That means in starting cash, he might as well be a BOB with Block on a team with 3 Blitzers. He'd be my Joker linebacker once I got a Side Stepper (4 BOBs on the field, lino on the bench), following with Frenzy or Grab and either Mighty Blow, Stand Firm (moved out to "blitz-me" spot) or Guard, depending on the opposition and how other players develop.
* +AG on a Blitzer is an SPP machine, for himself and others. With a TRR, a BOB or Goblin with an MVP can QP to him on 5/8 odds. Nuffle, that's a lot of acronyms. It's feasible if you put the game away by halftime (or if the BOB ends up with the ball somehow). With a Blitzer, it's "feasible" (5/9) without a TRR at anytime (as you'd pick up with him), and good end-of-turn odds (5/6) with one TRR. If it's a Thrower throwing, it's downright elfy. I would develop this guy at outside linebacker to protect my #1 corner, run a mobile assist and make plays on the ball. He develops with Guard and Stand Firm (Dodge on doubles).
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2) If I tag +ST, do I send Stand Firm, Tackle, Mighty Blow or Grab to the Waiver Wire? Or something else? Remember, I already have a Frenzy guy. Nothing useless: no Break Tackle or Multiple Block.
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3) If I tag +AG, do I send Nerves of Steel, Diving Catch, Jump Up, or Diving Tackle to the Wire? Or something else? Sure Feet? That would be useful. I'm leaning to Jump Up... see if anyone salutes (I wouldn't, but someone might: combos well with Stand Firm, makes Piling On viable).

An alternate option I didn't bring up... the way the transition rules work, I could only protect two of my High Elves, and take three tags. One on each +ST and +AG Blitzers, and one on some player on one of my other teams. Don't really have anyone worth tagging yet... Longbeard with 5SPP? But that means my High Elves can only carry over two players from the preseason.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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