Oranje Blitzjers - Orc Team in locale league
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Oranje Blitzjers - Orc Team in locale league
Hi!
I am reletively new to this great game and I have a little question on my league Orcs, the Oranje Blitzjers. So far my team is in great condition on the second place of our locale league. Here it goes:
Oranje Blitzjers, 3RR, FF 5, W 5 (dwarves, lizard,lizard, high elves, undead) - D 0 - L 2 (skaven, rotters)
Daan van Houten - Black Orc Blocker (7 SPP, Block)
Joots van de Wiesen - Black Orc Blocker (5 SPP)
Max Faas - Black Orc Blocker (4 SPP)
Neeltje Groen - Black Orc Blocker (7 SPP, Block)
Jorit van Maarwijk - Blitzer (2 SPP, Block)
Braam Kjiesslig - Blitzer (8 SPP, Block, ST+)
Gijs Groetjig - Blitzer (11 SPP, Block, Tackle)
Bente van der Bloem - Blitzer (20 SPP, Block, Tackle, Strip Ball)
Claes van Poorten - Lineorc (7 SPP, Block)
Bo Haas - Lineorc (18 SPP, Block, Kick)
Hergen Staaskje - Thrower (3 SPP)
Caarl Laamaijk - Troll (2 SPP)
Now Braam Kjiesslig rolled a double six and I am not sure what skill I should give him or if I should take the S4. On offense one of the Lineorcs is in reserve, on defense the thrower is in reserve.
So far I am very pleased with the team but I don't what I shoul level next. When the other BOB's will ever get their Levelup, they will ecieve Block. Then 2 with Mighty Blow and 2 with Guard. Thrower gets Block, then Kick-Off return. The other Lineorc also gets Kick-Off return, on double perhaps something else, dunno.
Anyways, any comments on the team?
edit: got the Strength
I am reletively new to this great game and I have a little question on my league Orcs, the Oranje Blitzjers. So far my team is in great condition on the second place of our locale league. Here it goes:
Oranje Blitzjers, 3RR, FF 5, W 5 (dwarves, lizard,lizard, high elves, undead) - D 0 - L 2 (skaven, rotters)
Daan van Houten - Black Orc Blocker (7 SPP, Block)
Joots van de Wiesen - Black Orc Blocker (5 SPP)
Max Faas - Black Orc Blocker (4 SPP)
Neeltje Groen - Black Orc Blocker (7 SPP, Block)
Jorit van Maarwijk - Blitzer (2 SPP, Block)
Braam Kjiesslig - Blitzer (8 SPP, Block, ST+)
Gijs Groetjig - Blitzer (11 SPP, Block, Tackle)
Bente van der Bloem - Blitzer (20 SPP, Block, Tackle, Strip Ball)
Claes van Poorten - Lineorc (7 SPP, Block)
Bo Haas - Lineorc (18 SPP, Block, Kick)
Hergen Staaskje - Thrower (3 SPP)
Caarl Laamaijk - Troll (2 SPP)
Now Braam Kjiesslig rolled a double six and I am not sure what skill I should give him or if I should take the S4. On offense one of the Lineorcs is in reserve, on defense the thrower is in reserve.
So far I am very pleased with the team but I don't what I shoul level next. When the other BOB's will ever get their Levelup, they will ecieve Block. Then 2 with Mighty Blow and 2 with Guard. Thrower gets Block, then Kick-Off return. The other Lineorc also gets Kick-Off return, on double perhaps something else, dunno.
Anyways, any comments on the team?
edit: got the Strength
Reason: ''
- Grumbledook
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- mattgslater
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+1ST - don't even think about it.
Team is coming together nicely - nothing fancy - but that comes a little later with Orcs.
BOBs - Perfect plan - 2 Guarders, 2MBs.
Doubles on Orcs depend on the player type:
BOBs - Ignore
Blitzer or Thrower - Dodge
Line - Guard
I would take KOR before Block on the thrower - you've got no problems with Block - but having gone a 'bashy' orc route you need to make sure you get that ball caged ASAP.
Other than that I would add in a Gobbo - don't be fooled - throw him (literally) on now and then and can help with 2/3 Turn TDs no end.
Happy Rollin'
Team is coming together nicely - nothing fancy - but that comes a little later with Orcs.
BOBs - Perfect plan - 2 Guarders, 2MBs.
Doubles on Orcs depend on the player type:
BOBs - Ignore
Blitzer or Thrower - Dodge
Line - Guard
I would take KOR before Block on the thrower - you've got no problems with Block - but having gone a 'bashy' orc route you need to make sure you get that ball caged ASAP.
Other than that I would add in a Gobbo - don't be fooled - throw him (literally) on now and then and can help with 2/3 Turn TDs no end.
Happy Rollin'
Reason: ''
Spike Cup Reading 07 -- Runner Up, DE's. Damn you Lycos!
Conflict south 07 - Winner, Dark Elves.
Brighton BB league runner up 07 - DE's.
Brighton BB league runner up 06 - Dwarves
Conflict south 07 - Winner, Dark Elves.
Brighton BB league runner up 07 - DE's.
Brighton BB league runner up 06 - Dwarves
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Thanks on the advice! I will go for strength then 
I have a question regarding the goblin. Assuming I take him in my team, which player should be benched? I really like my line of Pain (4 BOB and the troll) and I also think that the 4 Blitzers are having their purpose. That's 9 players. Now I can choose from thrower, blockin' orc and block 'n' kickin' orc. I think "throwing the gob" is some kind of offense play, since you have to retrieve the ball on defense first. So I would have to get the thrower and the gob on the bitch, leaving the line orcs on the bench. I don't think that this would be a very wise decission but I am free to suggestions or reasons why I should do it anyways

I have a question regarding the goblin. Assuming I take him in my team, which player should be benched? I really like my line of Pain (4 BOB and the troll) and I also think that the 4 Blitzers are having their purpose. That's 9 players. Now I can choose from thrower, blockin' orc and block 'n' kickin' orc. I think "throwing the gob" is some kind of offense play, since you have to retrieve the ball on defense first. So I would have to get the thrower and the gob on the bitch, leaving the line orcs on the bench. I don't think that this would be a very wise decission but I am free to suggestions or reasons why I should do it anyways

Reason: ''
- Ironjaw
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Only use him for the (considerably hard, odds wise) one turner. In fact, I wouldn't take a goblin- I'd rather have a lineman for TV purposes (but I guess that's personal preference)
The goblin is an easy target for the oppo to make you be players down, and it's essential with orcs you stay equal numbers or more than them.
Playing wood elves with 10 players after their Wardancer has knocked out your Goblin is only heading one way...
The goblin is an easy target for the oppo to make you be players down, and it's essential with orcs you stay equal numbers or more than them.
Playing wood elves with 10 players after their Wardancer has knocked out your Goblin is only heading one way...
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I typically only run one lineman, and bench him all the time, but you've got the Kick guy, so that changes things. If you're only going to run one Thrower, then field the Goblin on both sides, and alternate Thrower and Kicker. I like to ultimately go for two Gobs: one is a safety who gets Diving Tackle and Side Step, and the second is a receiver who gets Catch, so my Blitzers can farm for SPP.
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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.
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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I think the same way as Ironjaw, I also think that he is a very weak target. I started with 4 BOB, 4Blitzers, 2 Line, 1 Thr and 3 RR.
The problem I am seeing with the goblin are 3 things: his very weak Armour, especially considering the high value of 9 on the rest of the team (excluding the thrower), his low Strength and the fact that he's "stunty" I see him on a sneaky team, like some gobbs, the troll an then "fire for effect", literally 4 Goblin missiles per half.
I see his purpose on the field, cause he always dodges on 3+, but that's it. Dodge means ball carrier in my point of view, or dodging to get another guy to the point where I need to "switch off" supports. And I don't want the goblin be the ball carrier since he is so easily knocked down/pushed. Also Orcs seem to lack great numbers of TD, therefore I want the TD SPP on my Blitzers.
I am currently banking about 170.K and I am thinking of buying a 4th reroll, but I see no purpose in it, generally I can manage the game with 3. So far I can't remember any game lately where I would really needed a 4th.
The problem I am seeing with the goblin are 3 things: his very weak Armour, especially considering the high value of 9 on the rest of the team (excluding the thrower), his low Strength and the fact that he's "stunty" I see him on a sneaky team, like some gobbs, the troll an then "fire for effect", literally 4 Goblin missiles per half.
I see his purpose on the field, cause he always dodges on 3+, but that's it. Dodge means ball carrier in my point of view, or dodging to get another guy to the point where I need to "switch off" supports. And I don't want the goblin be the ball carrier since he is so easily knocked down/pushed. Also Orcs seem to lack great numbers of TD, therefore I want the TD SPP on my Blitzers.
I am currently banking about 170.K and I am thinking of buying a 4th reroll, but I see no purpose in it, generally I can manage the game with 3. So far I can't remember any game lately where I would really needed a 4th.
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Sidestep on a Black Orc would be awesome - next skill should be Guard! no question!Jural wrote:If a Black Orc already has block, Side Step and Jump Up are both fine choices, IMHO. Guard, Grab, and Mighty Blow are maybe better to have on your squad overall, but there is no need for all 4 Black Orc Blockers to be developed that way.
Reason: ''
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- mattgslater
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A Side Step/Block BOB is unbelievably good against heavy teams. It's not bad against agility, but in that case Side Step works just like Stand Firm in context: a big sign that says "Don't hit me!" But front up on a cage with him, and the ball will be yours. And he's good on offense, as he can hold an inside corner on a wide cage, or crud up the downfield middle.
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.
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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Why? I don't get it. With Side Step (which only comes on doubles for nearly the whole team) I can choose where my BOB will be placed assuming the opposing player blocks me, while standing in front of his cage, he will put at least 2 players in front of me. And one of them will be standing in front of the carrier. Furthermore assuming that I can somehow manage to be pushed (which is only 1/3 percentage), I place the BOB in the tacklezone of his carrier, assuming I can move there (which is unlikely). I don't think that the block in front of the cage will be the last one, it propably will be the first block he throws. That makes at least 2 possible blocks from the rest of the cage (back guy plus carrier), and that will be some pain for the BOB he can't handle. Perhaps I don't get the concept.mattgslater wrote:But front up on a cage with him, and the ball will be yours.
Also Stand Firm means he won't be pushed. That is a pretty neat skill, but I think none of my BOB will ever get them. I think priority wise Block, Mighty Blow and Guard are so much more important. Which makes Stand Firm the 4th skill, which will very unlikely ever reached by any BOB
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The Sidestep on the cage means that you can pick where you will be pushed. Depending on which of the opposition have attacked already you will put yourself into a "safe" spot while still pining yourself to the cage. If this means that you can put yourself against the ball carrier then it's gravy!
But assuming the more likely scenario that you are pinning one corner of the cage with your black orc, you are now able to hit one corner - making a hole and then blitz the ball carrier to loosen the ball.
But assuming the more likely scenario that you are pinning one corner of the cage with your black orc, you are now able to hit one corner - making a hole and then blitz the ball carrier to loosen the ball.
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