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Orcs, how many players
Posted: Tue Dec 01, 2009 7:25 pm
by Jeremiah Kool
My Orc team has 13 players (4 x Blitzer, 4 x BOB, Troll, Goblin, Thrower, 2 x Lineman, 3 RR, Apo)) and I have 70 K in the treasury. Do I buy a 14th player or are 13 enough for Orcs?
If I buy a 14th player should I go for a second Thrower (would be skilled up as a real Thrower, my main one is more of a Runner with Leader and Block) or a cheap Lino or Gobbo?
Re: Orcs, how many players
Posted: Tue Dec 01, 2009 7:35 pm
by Thadrin
I'd save for a fourth reroll first. Then, if you REALLY want a 14th player - and it depends on the types of teams your facing - then I'd probably go for a second gobbo. If there's lots of Claw and Mighty Blow about in your league then maybe one more Lineorc. I think your line up is fine as is though...and players who find themselves only warming the bench are bumping up your team value for no return.
Re: Orcs, how many players
Posted: Tue Dec 01, 2009 10:49 pm
by mattgslater
I run 14 at full development: 4 BOB, 4 Blitz, 2 Throw, 1 Troll, 1 Lino, 2 Gob. If I weren't a Goblin person, I'd run 13, either with 2 linos or 1 lino and 1 Gob in case I needed a 1TTD.
Re: Orcs, how many players
Posted: Tue Dec 01, 2009 11:04 pm
by DoubleSkulls
With a goblin I'd say 14 or maybe even 15 if your opposition are likely to be quite bloody (Claw/MB/PO etc) and you need the numbers.
So go to 14 (thrower) and if you find yourself running out of players then buy another line orc.
Re: Orcs, how many players
Posted: Wed Dec 02, 2009 3:22 pm
by Jeremiah Kool
Should I really buy a 4th Reroll? I have 3 already + Leader.
Matt, how do you use your two Throwers, how did you skill them?
The bashiest opponents are Undead, Orcs, Dwarves and Chaos (and Lizardman) so far. It´s an open league, no schedule.
Re: Orcs, how many players
Posted: Wed Dec 02, 2009 3:51 pm
by mattgslater
4th re-roll? Not unless you're happy with everything you've got and you're either a consistent underdog or an overwhelming overdog. 4RR total is what you want, and that's what you've got. If your Thrower dies, and you have lots of cash, that changes my answer.
Throwers? Here you go.
On offense, both Throwers take the field. One gets the ball; the other may move into the cage to receive, or may move up to form one side of the cage while the retriever carries or hands off to a Blitzer. In the former case, the retriever passes to the receiver and plays "sweeper" in case the cage fails. In the latter case, the non-retrieving Thrower basically plays lineman, running assists, protecting the rear of the cage, and acting as a handoff target for an outlet toss in case the cage breaks from the front.
On defense, one Thrower migrates into a backup safety role, and the other becomes a safety, perhaps as a vehicle for Leader. The safety Thrower can become a flanker/Will instead once he's got Block, particularly if you have a Kick lino and a Stand Firm or Side Step Blitzer on the wing.
Thrower #1: Get #2 first if you roll doubles, 10 or 12; on a normal skill or +AG develop #1 first. Accurate and Block are the most important skills. Doubles on first roll becomes Dodge (because that means both Throwers will have it), but after that doubles becomes Strong Arm. MA increases are nice, but better on #2. Accurate is more powerful than Block (in context, not overall), but taking Block on the first Thrower keeps you from having to commit until you've made the second skill roll.
Thrower #2: Great place for toolbox skills, especially Leader. For pure positional benefit, the logical normal-skill progression is Block-Fend-Tackle. Doubles should be Dodge, but it's hard to argue with the power of Side Step on a ballhawk; if he fails to pick up, he's very hard to dislodge. As noted, if the first Thrower gets doubles, that guy gets Dodge and becomes #2. Stat increases on #2 are all great.
A lot of coaches are leery of taking just a couple Dodge guys because your opponent can try to match up with Tacklers. Let me tell you something: it's almost impossible to play a mismatch game against a well-run Orc team. There are too many threats on that squad, and you should be able to neutralize anybody's top markers with laughable ease. Just play the numbers game, go after the fast guys and the hunters, and when in doubt, follow up.
Re: Orcs, how many players
Posted: Tue Dec 08, 2009 6:47 pm
by Jeremiah Kool
I guess I´ll try a second Thrower as a Long Range specialist. I don´t see myself playing with both Throwers on Defense, though. They always seem to be a target because of AV 8.
Re: Orcs, how many players
Posted: Tue Dec 08, 2009 8:03 pm
by mattgslater
Only field 2 Throwers on offense or if you're covering for injuries. One of them can focus on strictly offensive skills.