Orc team Early Development... to sack or not to sack?

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Dan A
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Orc team Early Development... to sack or not to sack?

Post by Dan A »

Hi

My Orcs are stuttering along at the moment and have had a couple of injuries
The team consists of 4 BO's, no advances
4 Blitzers, 2 with Guard
1 Troll, no advances
1 Shiney new Goblin
2 Line orcs, no advances

Its the line orcs that are my concern. The game before last (So they've already missed there match) they both got smashed up by a Nurgle team.
1 ended up with -1MA, he has 3 SPP's
the other with -1 AV, he has 5 SPP's

The question is are they worth keeping?
I have exactly 50k in the bank so could replace one, but which one, I could even sack both and buy 1 new one?
Or do I do nothing and save up for a 4th re-roll?

I feel I need 13 players with this combo as I dont intend using the thrower or Gobbo on defence unless I have to.

Any advice much appreciated

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Piousman
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Re: Orc team Early Development... to sack or not to sack?

Post by Piousman »

If anything I would sack the -MA one, and give the other Dirty Player when he levels up. As long as you don't play a lot of Claw, orcs should not be injured that often

Next game use the money to buy an Apothecary. Should be the first priority.


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DoubleSkulls
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Re: Orc team Early Development... to sack or not to sack?

Post by DoubleSkulls »

If you haven't got an apoth then buy him first. Then sack them both, with the -Av one going first. Any decent coach should relentlessly target the softer target and with such a small team you'll struggle if he goes off.

If possible replace them with Throwers instead of line orcs too. I normally want (with gobbo) about 14 players, and unskilled line orcs are good bench players.

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Re: Orc team Early Development... to sack or not to sack?

Post by Ullis »

Piousman wrote:As long as you don't play a lot of Claw, orcs should not be injured that often
The reason they don't get injured often is the fact that they have AV9. The -AV lino does not have the luxury of that now. The beauty of the lineorcs is that you can throw them in harms way and nothing happens to them. The -MA lino is just too slow. A linerat or a human lineman can get away with -MA as they can still move.

I'd sack both (or you can wait and see how the next game goes as they're missing the game anyway). Buy the apo now. I'd think that you'll get through a few games with journeymen and last thing you want on them is SPP's.

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Welshy
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Re: Orc team Early Development... to sack or not to sack?

Post by Welshy »

Sack both... in due course. Getting rid of the -1AV first as one of the Orc's main strengths is their High AV, a slower lineman who is just going to be 'fed' to the LOS (or Big Guy) is not a big deal.

For now it looks like you need the numbers and an Apoth. Orcs are a slow team (average MA5 or slower) so you need a 'full house' of 11men on the pitch and therefore a 12th man in the wings.

I'd suggest that a 'mature' Orc team only needs two linemen assuming you end up with a similar build to below:
1x Troll
4x B.Orcs
4x Blitzers
2x Throwers
2x Goblins
2x Linemen
Apoth
3x RR etc etc

This gives you a 15 man (Orc) roster of mainly AV9, some would even consider this too excessive and may be trimmed further by taking out a lineman and Goblin to make a 'snug' 13man roster.

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Dan A
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Re: Orc team Early Development... to sack or not to sack?

Post by Dan A »

I negelcted to say I already have an Apothecary, sorry.

They are back for the next game as they have served there suspention through injury.
I guess I'd come to the conclusion I should sack both but as I'm playing a fairly bashy team next. Chaos Dwraves I think I'll just get rid of the -1AV chap for now and then asses the situation after the game regarding buying a second thrower or gobbo or lineman to replace the other chap. Besides U never kno the other chap may get a strength increase and become a 5th Black Orc (wishful thinking... you know I have never, in 10 years of BB, thrown a strength increase!)
Thanks for the sound advice as ever!

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