Chaos Cup Orcs

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CptnSnuggles
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Chaos Cup Orcs

Post by CptnSnuggles »

Hey guys,
Galak had helped me out with an orc team for the Chaos Cup: Standard 100, with one star player. All casulties reset. You get one skill to give to a player after each game (no star player points).

Varag, Ogre, 4 Blitzers, 2 Goblins, 2 Lineman, 1 Thrower, 2 rerolls, 3 FF

Has anyone tried this combo? Any other good orc lineups for a 6 game tournament?

One more question... been happy with ogres? Throwing team mate worth it?

Thanks much,
Brian

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Post by DoubleSkulls »

I took a similar lineup to The Blood Bowl, but dropped a blitzer & 2 FF for two Line Orcs. I was the topped place Orc. IMO you have to take 12 players.

You will struggle against Undead teams with Luthor and 2 piling on mummies, and against Humans with Griff (plus whatever else they have).

Skills - you have to get Dirty Player (Line), Strip Ball (Blitzer), Tackle (Blitzer) and either Block or Piling On on the Ogre. Your last skill is probably Guard or Tackle on a blitzer.

Play very slow and steady heading for those 2-1 wins and you'll do fine.

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Post by Deathwing »

I'd contemplate getting another Thrower in there, I've been hurt before by Kick, and one MA 5 player just don't cover it. Maybe drop a Blitzer for a Thrower and bump the FF by the extra 1.

Ogres? Bonehead cost me a win at the Dutch Open, but then I did throw a gobbo for a one turner. :D
Dunno if I'd take an Ogre under these rules though, I think DP and Tackle should be early priorities to take out the Griffs and Luthors you'll inevitably face. If you take an Ogre then Block has to be your first skill choice.

Hmm...interesting..I'd have to have a little tinker under CC rules. I like to play with Gobbos on Orc teams though, even without TTM.

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Post by Deathwing »

ianwilliams wrote: I was the topped place Orc....
Only just! :wink:

Actually only 1 Thrower facing Griff and the Kick skill hurt me real bad, I was on the back foot the entire game and got soundly trashed 4-0, and that made the difference between myself and Ian points-wise.

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Post by DoubleSkulls »

I think the Varag/Rookie Ogre combo is a very strong one. You've got the Leader RR to use on the Ogre which makes a world of difference to the team.

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Post by GalakStarscraper »

ianwilliams wrote:I think the Varag/Rookie Ogre combo is a very strong one. You've got the Leader RR to use on the Ogre which makes a world of difference to the team.
My thoughts exactly. And if you know how to use TTM its a nice scoring option.

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Post by CptnSnuggles »

Guys, thanks for helping me out on this; I appreciate it.

So I guess the question is... drop a blitzer & 2 FF and go with two line-orcs or keep as is. 12 orc or 11 orc starting line-up.

What offensive formations from the pitch seem to work well with you guys with this sort of team? I'm a little new with the ogre.

Thanks,
Brian

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Post by DoubleSkulls »

Set the Ogre up for 3 dice blocks (2 assists) to get the maximum benefit from his MB.

I tended to use Varag as a sweeper, at least until I got tackle on a blitzer.

Offence is basically a nice steady slow cage, using the Blitzers to hit everyone out of the way and goblins for mobile assists. Often you'll have to roll out at some point and hand-off or pass to a goblin who can run in the TD.

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Post by Slinky78 »

Having played Orcs slightly less successfully in 2 tournaments, I'd highly recommend 12 players. I took 11 both times and it can hurt - especially when you have gobbos as part of the 11. It means fouling is dodgy as getting someone sent off can put you a man down permenantly. And TTM becomes a worse liability if the gobbo splats. Orcs aren't exactly rapid, so being men short on defence can be very unpleasant.
Bonehead is a pain, but the ogre is probably worth it on balance. The only other downside being he'll probably take up your first skill with block.

I'll leave the tactics to the Orc gurus...

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Post by CptnSnuggles »

A crazy idea... was wondering if any of you have used this and what you've thought.

On Defense... putting the ogre on the LOS flanked by two linemen with a goblin directly behind him.

Possibly taking kick so you can place the ball outside of a slow moving team's reach (this is the gamble part). Once I get the defensive move, promptly throw the goblin towards the ball and hope he picks it up and runs in for a turn 1 defensive TD.

If anything this sort of setup should convince someone to spread out deep.

O = ogre
B = Blitzer or Varug
L = Lineman
T = Thrower
G = Goblin

____|__LOL__|____
____|___G___|____
_B_B|___G___|B_B_
____|_B___T_|____

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Post by GalakStarscraper »

First rule of TTM ... it only works good if a Stunty starts the turn standing next to the Ogre OR if the Ogre can get a clear run to the player (which LOS Ogres don't).

I've gotten a lot of surprise TDs from the type of formation you mention.

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Post by Melifaxis »

ianwilliams wrote:I think the Varag/Rookie Ogre combo is a very strong one. You've got the Leader RR to use on the Ogre which makes a world of difference to the team.
That combo is indeed a good one. Man, I wish I could go...f@#$% roof! Not what I wanted to be doing this summer.

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Post by CptnSnuggles »

So torn... go with 1 blitzer 3 FF or 2 LineOrcs and 1 FF...

Thoughts?

Ahhh, decisions!

Thx,
Brian

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Post by CptnSnuggles »

Just tried out the team stated above (with four linemen instead of two). Worked well. For the hell of it I attempted the 1 turn defensive gobbo throw which resulted in a touchdown (ball was not picked up by offense first turn). Makes for an interesting threat.

Here's a question... Kick, worth it? It could allow the one turn gobbo throw a bit better chance to pull it off against a slow team that might not get to the ball first turn (if they don't play super cautious in the backfield).

So far I think my skill progression will be

1. Ogre - Block
2. Lineman - Dirty Player
3. Blitzer - Strip Ball
4. Lineman - Kick

Thoughts? I'm psyched! Only two days away from the Cup!

Thanks,
Brian

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