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Inducements for Orc Team

Posted: Sat Oct 23, 2010 11:53 am
by Der_Doodle
Hi,
I play in my league next with my orc team (TV133) against a very experienced Norse Team ( TV203 )

My team so far has 4 blitzers with 3 Guard, 4 Black Orcs with 2 Guard, a Troll with Block and 2 Throwers one with Block and KoR.

What would you suggest me for the Inducements against that bloated Norse team?

I got 700k Inducements.

first thought was Varag and Ripper for some extra power.

Some Infos about the Norse team: 14 players inkl Snow Troll. an AG5 Berserker, a Blodge Berserker and alot of Juggernaut and some Mighty Blow but no Guards.

Thanks for any tipps
Doodle

Re: Inducements for Orc Team

Posted: Sat Oct 23, 2010 12:33 pm
by Cracol
Depending on how many rerolls he's got I'd seriously consider taking the halfling master chef as his lack of guard means he should be rolling quite a few 1 or 1/2 die blocks against you and to deny him rerolls will mean there's more chance of him turning over. I'd also consider wandering apo to cover the fact that snow troll could rip through team and at least 1 bribe so that you can kick him when he's down. Fouling should make him panic a bit especially with majority av7. I'd probably get a wizard as well as if he cages up it stands good chance of opening the cage and with the fire ball spell you might get quite a few mighty blow armour rolls(I'd try and get his blodger in if you can). Doubt I'd take any stars as his team progression doesn't sound that strong with no guarders.

Re: Inducements for Orc Team

Posted: Sat Oct 23, 2010 12:53 pm
by gamesvaultsteve
Master chef and Ripper?

Ripper is fantatsic!!

Re: Inducements for Orc Team

Posted: Sat Oct 23, 2010 12:57 pm
by Jimmy Fantastic
Morg and Ripper. You need some extra players and they are the best!

Re: Inducements for Orc Team

Posted: Sat Oct 23, 2010 1:38 pm
by inkpwn
2x babes 120k

Wizard 150k

2x bribes 200k

=470k

That's a nice secure inducment, babes to bring you back, wizard to open that hole (and hopefully knock down that snow troll) and bribes for stomping on their AV7 butt!

If you can get in the orc chainsaw star player and don't use cards they are too random.

Re: Inducements for Orc Team

Posted: Sat Oct 23, 2010 1:54 pm
by mattgslater
You don't need both Babes. Taking one out leaves you the cash for Ripper. Ripper is Job 1.

Re: Inducements for Orc Team

Posted: Sat Oct 23, 2010 2:02 pm
by inkpwn
mattgslater wrote:You don't need both Babes. Taking one out leaves you the cash for Ripper. Ripper is Job 1.

There you go job done.

1 babe
A wizard
Ripper
2 bribes

Re: Inducements for Orc Team

Posted: Sat Oct 23, 2010 2:47 pm
by mattgslater
2 Bribes over a Bribe and a Chainsaw?

Re: Inducements for Orc Team

Posted: Sat Oct 23, 2010 3:26 pm
by inkpwn
? I don't know how much ripper costs, but he is the priority.

Re: Inducements for Orc Team

Posted: Sat Oct 23, 2010 6:29 pm
by stashman
Varag (ST4, Block, MB, Jump-Up, Thick Skull) 290K
Scrappa (Dirty Player, but no more secret weapon) 150K
Lineman Merc (Wrestle) 130K
Bribe 100K

Re: Inducements for Orc Team

Posted: Sat Oct 23, 2010 6:41 pm
by mattgslater
Why Varag over Ripper? You'd think that against MA6/AV7 Norse, the ability to engineer extra blocks would trump the mobile ST, no?

Re: Inducements for Orc Team

Posted: Sat Oct 23, 2010 6:43 pm
by Smeborg
Chainsaw
2 Merc Lineorcs with D-Player
2 bribes
Wizard
= 690,000

I don't believe you need the higher ST Stars, you have more ST than your opponent, plus lots of Guard to cause problems to his Frenzied players. I would recommend a damage-based strategy. This will also tend to give you control of the clock. And do your league a service.

All the best, and let us know how you get on.

Re: Inducements for Orc Team

Posted: Sat Oct 23, 2010 7:00 pm
by Jimmy Fantastic
Smeborg wrote:Chainsaw
2 Merc Lineorcs with D-Player
2 bribes
Wizard
= 690,000

I don't believe you need the higher ST Stars, you have more ST than your opponent, plus lots of Guard to cause problems to his Frenzied players. I would recommend a damage-based strategy. This will also tend to give you control of the clock. And do your league a service.

All the best, and let us know how you get on.
Your maths is wrong there, that comes to 710k but I do like the concept

Re: Inducements for Orc Team

Posted: Sat Oct 23, 2010 7:04 pm
by mattgslater
Man, that ST6+Grab is just devastating against Ulfs and Berserkers. But Ripper costs just 10k more than those two Dirty Players, or 40k more than one of them and a bribe, and comes with an extra instance of MB. Besides, you have the Saw. How many fouls do you intend to make each turn?

Ripper, Saw, Wizard, Bribe and a Dirty Trick. That's what I say.

viewtopic.php?f=25&t=30787

Re: Inducements for Orc Team

Posted: Sat Oct 23, 2010 7:20 pm
by stashman
mattgslater wrote:Why Varag over Ripper?
My own experience with both Varag and Ripper is that if a star player get knocked out or taken down with 2db against without block it can cost you player outside the field.

I have hade Ripper in the knock-out dug after a 2db against and claw.

With Varag I, myself feel alot more safe on the field.

Grab is good, but it's not always useable, but Block is.