Orc Thrower + Blitzer Doubles 1st skill....

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Skarsnikk
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Orc Thrower + Blitzer Doubles 1st skill....

Post by Skarsnikk »

Mornin all,

Had my first game of the season last night with a rookie Orc team, my Thrower & a Blitzer skilled up and they both got a double, no stat increases. I did have a couple of skill paths planned, but those rolls have thrown a spanner in the works.

Origional route was:
Thrower - Kick off Return, Block, Leader
Blitzer - Mighty Blow, Tackle, ......

So do I just ignore the rolls and carry on or change the skill routes? For the Blitzer I had thought about giving him Jump Up and then taking Piling on. However this early in the season, maybe I need skills to help the team develop?

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For now I shall be a proud and mentally impaired player who apparently shares the same intelligence level of that of a chimp. Now if you would excuse me I have pressing matters to attend to, I have found a stick and I am going to poke a banana.
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Gorbad
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Post by Gorbad »

My vote goes to Sidestep, after which would come Frenzy. After that, it depends on what you aim for and the rest of the league, but you could go Tackle, Mighty Blow or the like.

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Joemanji
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Post by Joemanji »

Definitely Sure Feet on the thrower. Can be used to reduce the range on a pass like Strong Arm, but much more versatile elsewhere. Orcs are most vunerable when collecting a deep kick, and a fast thrower helps out here.

I'd probably go Side Step on the blitzer. I've tried Jump Up and Dodge, and to be honest they were marginal. Build for Guard and you have a great player.

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mubo
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Post by mubo »

Sidestep and Guard is the one thing more annoying than an SF Guard. It is almost cheating. You can really mess up blocking chains.

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Post by Johnny Blade »

I agree on Sure Feet. Having faster Throwers is pretty great and will help quite often.

I don't think Side Step is all that hot compared to Stand Firm though. It's good, no doubt, and on a Blitzer it's often better. I just don't think it's worth a double unless you plan on taking Frenzy or Guard with this player.
Which would be viable, of course.

I'd take Jump Up, though. It makes marking players much easier. And it works well with Piling On, which I like on an Orc Blitzer. I think one Blitzer can easily be dedicated to eliminating key players. He'd probably go Mighty Blow, Piling On next, then.

If you're in a short league, though, I believe Dodge is the way to go. It starts losing its appeal against developed teams, since they generally will have more Tackle than you have Dodgers, but I think it would be worth it if you won't play against higher TV.

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Post by Grumbledook »

I prefer dodge as he can get stand firm later if you like (after guard). Agree with surefeet on the thrower though.

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Post by DoubleSkulls »

Either strong arm or dodge on the thrower imo. Strong Arm for the dedicated long range passer (accurate, KOR, safe throw). Dodge for the runner build (so block, KOR, Fend)

Blitzer I'd take Diving Tackle, but if you are in a bash heavy league you might get more mileage from Dodge. SS is nice, but unless you are going frenzy next I think SF is just as good.

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cyagen
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Post by cyagen »

Dodge

An orc blodger creates more problems for any opponent than with any other single skill.

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Skarsnikk
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Post by Skarsnikk »

well the league is very bash heavy, only one Elf team and the next skill types are Slaan, Skaven and Humans, everything else is pure bash!
Frenzy maybe a nice path, I was considering it for one of the blitzers so, perhaps this is the guy to go with it...

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For now I shall be a proud and mentally impaired player who apparently shares the same intelligence level of that of a chimp. Now if you would excuse me I have pressing matters to attend to, I have found a stick and I am going to poke a banana.
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Post by PubBowler »

Unless your team is aiming to be goblin heavy then I'd advise against Dodge (on either player).

A few players with Dodge are very easy for your opponents Tackle players to neutralise.

I favour Sure Feet on the Thrower & Side Step on the Blitzer.
If you don't fancy taking Frenzy (can't imagine why) then Jump Up for a MB and Piling On Blitzer might be worth a thought.

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Post by mattgslater »

Side Step on the Blitzer. Then Grab at 16!

For the Thrower, either Strong Arm (to follow with Acc) or Sure Feet. Sure Feet is better now, and Strong Arm is better later. I agree with above: Dodge is a mistake unless you field Goblins.

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Post by SBG »

I would either go with Dodge or Jump Up (for Piling On purposes...) on the Blitzer.

My choice for thrower would be Strong Arm. When you get to 16 and take Accurate, your passes will go through on 2+, 2+, 3+ and 4+ for long bombs. I like that.

My two cents.

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Post by Skarsnikk »

I think I've made my mind up, for the Blitzer at least.
I've started the team with all four Black Orcs and the Troll who hog the LoS and I've been imagioning them with guard/stand firm, to create a wall opponents have to go around. Which leaves my four Blitzers picking on the waifs and strays with the help of the crowd...all the waffle means I've chosen Side Step, with a view to taking Frenzy next :D

Now do I want to go passing or running route with the thrower :?:

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For now I shall be a proud and mentally impaired player who apparently shares the same intelligence level of that of a chimp. Now if you would excuse me I have pressing matters to attend to, I have found a stick and I am going to poke a banana.
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Post by Mad Mö »

PubBowler wrote: I favour Sure Feet on the Thrower & Side Step on the Blitzer.
I second that.

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