Page 1 of 1

Orc Development V2

Posted: Fri Apr 29, 2011 8:36 am
by grinn
Hi everyone, my orc team has been progressing nicely. Your advice on the thrower development was invaluable. I just had a fruitful match against a Khemri team (9 casualties, 3 deaths) and have a fountain of skills to assign. I could use some advice on developing the team further. All skill rolls are ... normal (pffff, cant get a stat upgrade to save my life) and am in a bit of a rut on how to develop the team further.
Square brackets indicate skill-ups.

#8 Bima – Black Orc – Block, Guard, Mighty Blow
#11 Barri – Black Orc – Block, Guard
#9 Zibel – Black Orc – Block, [ ]
#10 Muntun – Black Orc – Block, [ ]
#6 Mintoff – Blitzer - Block, Tackle, Mighty Blow, Dodge, [ ]
#5 Gonzi – Blitzer - Block, Tackle, Mighty Blow, Piling On
#4 Agat Argh Barbara – Blitzer – Block, Guard, Mighty Blow
#7 Fred-Ugh Sant – Blitzer – Block, Guard, [ ]
#13 Imangul – Lineman –
#2 Kazz Ahmar – Lineman -
#12 Zeppi il-Hafi – Thrower - Sure Hands, Pass, Accurate, Strong Arm
#1 Grotlu One-Eye – Thrower - Sure Hands, Pass, Block, [ ]
#14 El Buzobb – Troll – Mighty Blow,

I m top of my league with a 3 point lead three matches left: tough amazon team, norse team and a high elf team.
Next season, if I keep my lead I ll be in the premeire with the following teams:
2 x Undead, 2 x Amazon, Dark Elf, Norse, Lizard, Orc, Skaven, Chaos

What do you guys suggest in terms of future development?

On the one hand I feel like 2 Guards on the Black Orcs is going to give me a solid green wall, but am worried it's overkill. otherwise go Mighty Blow on them to add the hurt?
What about the block guard blitzer (no 7)? Once again I m not sure if I should head the Mighty Blow way or build a frenzy player.
Tackles are the other issue. I only have two. I dont like having too many tackles as they feel redundant in some match-ups.

All advice welcome! Thanks!

Grinn

Re: Orc Development V2

Posted: Fri Apr 29, 2011 9:58 am
by MKL
Nice team, Grinn :)

Just some thoughts, since I'm sure better orc coaches will soon chime in...

First-like you wrote, you lack a Frenzy player. I think Blitzer n.6 is a better candidate than n.7: I don't like Frenzy on my Guards, and Frenzy got a good synergy with Tackle and Dodge (to dodge away after a crowd-push, in absence of S-Step/S-Firm).

Second-I think you can use some more Guard...

Re: Orc Development V2

Posted: Fri Apr 29, 2011 10:35 am
by JaM
Accurate for the thrower, or Kick off return.

MB for the rest, perhaps frenzy for the developed blitzer. And/or tackle on the blitzer. There are more than enough dodge-types out there, you want them down and out since most of them heve more MA then you.

Just my 0.02 €

Re: Orc Development V2

Posted: Fri Apr 29, 2011 11:41 am
by grinn
MKL wrote:Nice team, Grinn :)

Just some thoughts, since I'm sure better orc coaches will soon chime in...

First-like you wrote, you lack a Frenzy player. I think Blitzer n.6 is a better candidate than n.7: I don't like Frenzy on my Guards, and Frenzy got a good synergy with Tackle and Dodge (to dodge away after a crowd-push, in absence of S-Step/S-Firm).

Second-I think you can use some more Guard...
Thanks MKL! I ve just been getting worried that I didnt get any stat-ups. Well I did (2 +1 AG on BOs which I ditched) and have even considered replacing a blitzer to get a chance at rolling some stats.

I agree with Frenzy on the Guards - not so useful unless I go Stand Firm THEN frenzy then I have a dual Guarder-crowd pusher-sideline protector. I have NEVER used Frenzy. Its main use is crowd pushing right?

Re: Orc Development V2

Posted: Fri Apr 29, 2011 11:47 am
by grinn
JaM wrote:Accurate for the thrower, or Kick off return.

MB for the rest, perhaps frenzy for the developed blitzer. And/or tackle on the blitzer. There are more than enough dodge-types out there, you want them down and out since most of them heve more MA then you.

Just my 0.02 €
On the thrower, I figured I d go accurate strong arm on one (to make him my throw dude), leave him on the corner of the box in case I need to hand off to him and lob a long one. the ball carrier is going to be the thrower with block - i guess kick off return is a golden skill for him that way - thanks!

Re: Orc Development V2

Posted: Fri Apr 29, 2011 1:15 pm
by MKL
grinn wrote:I have NEVER used Frenzy. Its main use is crowd pushing right?
Not the main one, just the most spectacular! :orc:
A Frenzy player is useful for sacking the ball-carrier, creating chain-blocks, boxing opponents against the Troll/BOBs, and simply opening gaps in the opponent's defense.
Try it, once in the field you will discover a lot of uses.

Re: Orc Development V2

Posted: Fri Apr 29, 2011 1:24 pm
by JaM
With frenzy you can block twice, instead of once. If you have a blocker/blitzer with MB and tackle you are well on your way to get that player down.
You need to do some positioning with frenzy though, but not much. Just make sure you have guarders around you to get 2 dice both time.
It makes breaking up a cage "easier", you can push players all over the place (well, a bit).

Frenzy is also useful for making that 1ttd, although with Orks it's a bit more complicated. You are better of lobbing a goblin... All you need is a troll and a gob for that.

Re: Orc Development V2

Posted: Fri Apr 29, 2011 2:44 pm
by mattgslater
BOBs: Guard, both.
Blitzers: Frenzy or SF for the first one, MB for the second one.
Thrower: Fend.

Re: Orc Development V2

Posted: Fri Apr 29, 2011 2:53 pm
by Jimmy Fantastic
BOBs: Guard, both.
Blitzers: PO for the first one, MB for the second one.
Thrower: Tackle , Sack this guy though, waste of TV.

Re: Orc Development V2

Posted: Fri Apr 29, 2011 7:38 pm
by Coachbalrog
#9 Zibel – Black Orc – Block, [ ]
Guard

#10 Muntun – Black Orc – Block, [ ]
Guard

#6 Mintoff – Blitzer - Block, Tackle, Mighty Blow, Dodge, [ ]
Guard or Frenzy

#7 Fred-Ugh Sant – Blitzer – Block, Guard, [ ]
Tackle

#1 Grotlu One-Eye – Thrower - Sure Hands, Pass, Block, [ ]
Kick

Re: Orc Development V2

Posted: Fri Apr 29, 2011 10:15 pm
by DoubleSkulls
Guard on both BOBs.

Piling On on the first Blitzer, Tackle on the 2nd.

Kick of Return on the thrower

Re: Orc Development V2

Posted: Sat Apr 30, 2011 11:45 pm
by juck101
Guard on the bobs looks good.
I think if you keep two throwers leader is good - but kor is something wonderful you missed so far

Blizters I duno. Stand firm is cool with guard but tackle, Po frenzy all are ok. I think with 2 guard 2mb and 1po you don't lack anything so any suggestion is personal rather than a need that you have missed. I think 1sf guard would be nice but equally I would be happy with 3tacklers and maybe 2 Po mb hitters. If any of these appeal that sounds like you best bet. Kick and surehands are ok but I expect if you see how you won games before you should see what complements that idea best

Re: Orc Development V2

Posted: Sun May 01, 2011 7:57 am
by grinn
Thanks all for the great advice. The skills are falling into place. I m still stumped on

#7 Fred-Ugh Sant – Blitzer – Block, Guard, [ ]

Tackle feels like a bit of a waste on yet another blitzer - at least against bash teams.
Mighty Blow is always helpful but not sure when it becomes overkill (or does it ever?). I ll go with MB on one more BO after the Guard and give SF to two of them
Stand Firm I ve never used in a league so not sure of its utility on a S3 piece with guard.

Perhaps what I m missing with the team (aside from a nice stat roll, hint hint Nuffle) is developed lineorcs. Need to spend a game or two developing them. In an ideal world the tackle would go on a lino with tackle wrestle instead of "wasting" it on a blitzer.

Re: Orc Development V2

Posted: Sun May 01, 2011 1:56 pm
by DoubleSkulls
I don't know your league composition but I generally think 4 tackle is about the right number in a developed Orc team. If you run into any high end elves/skaven it makes a massive difference, and even against bash teams as they get developed you often see a few dodgers. The other day I played a Dwarf team with ~5 dodge players. :o

Re: Orc Development V2

Posted: Sun May 01, 2011 2:24 pm
by mattgslater
I think style has a lot to do with that optimum number. I build into a ton of SF and take a Frenzy guy, so I end up needing less Tackle, usually two at peak. I face a lot of elves and (especially) rats, and with 5 positioning skills and one Frenzy player, one of two Tackle players is almost always in position. Against teams with just a couple Blodgers, the most important thing is to have sufficient Block/MB to lay out the smack. Numerical advantages make it easier to stay in position.