help on how to advance an Orc team

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Fester
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help on how to advance an Orc team

Post by Fester »

Im one game down in a free for all league, I got challenged by an a few games older skaven team and figured it would be a good start, some good playing and not a murder as some teams are.

I started out with:
6 Lineorcs
1 Thrower
3 Blitzers
2 Black Orcs
2 Re Rolls
6 FF
apothecary

As one could expect I did not get any advances in the game but I am in a good position to gain some the next match:
one TD each for the blitzers and a magical helmet on on one of them (yay)
the MVP on a black orc and a few cas has me hangin on skills for all my blitzers one black ork and a lineman.

My winnings augumented by lovely team singing by my new team leader lineorc (no skill yet) was enough to get a third black orc.

So what should I get next?
and if I get the standard skill rolls what should I go for?

Its been a while since I played and many skills have been altered with this new skill/trait thing.

sugestions are welcome.

The oponents I play are not the most violent of teams being human, skaven, dark elves so I do not feel I need a troll or ogre yet but who knows, them squishy teams tend to do alot of damage at times.

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Post by wesleytj »

ugh!! line orcs?! 6 of them?!?!? :-?

Orcs were never meant to have line orcs anywhere but on the bench.

4 blitzers
4 black orcs
2 goblins
1 thrower

that's 11. then you can buy an ogre and another thrower. only buy line orcs after you have all your position players, and only if you find yourself taking too many casualties.

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Post by Fester »

hey, im new to orcs, I used to play skaven, thay use alot of linerats, they need them.

Besides, line orcs are good fodder and later good assistant coaches :)

I knew I need to flesh out my blitzers and black orcs, reading some other posts I have gotten a new perspective on goblins... orc teams with catchers, how wonderfully decadent :)

I was only going to get a dirty playing goblin but I see I have to rethink that, I love learning new things.

So for skills on the blitzers, if I want to play a fast game, what skills does one go for?

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Post by Gertwise »

ugh!! line orcs?! 6 of them?!?!?
I agree, 6 lineorcs was a bit much. I would get my other 2 black orcs and then the last blitzer.

I wouldn't mess around with any gobbos until you get a big guy. All that happens to them, especially with dodgy speedy type teams, is that they get dead and injured in a hurry.

I prefer the troll myself (my opponents like bashing him for some reason and regen really helps out here) but a lot of people like the ogre.

My starting line up would look something like this:

3 Black Orcs
4 Blitzers
1 Thrower
3 Lineorcs
2 RR's
9 FF
10k left over

I use 2 line orcs a lot and I spose if you really liked them (but I never take one at the start) you could drop a line orc and replace it with a gobbo, but I definitely would never ever start with 2 gobbos.

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Post by Bookman »

Don't sweat it, fester. Having some line-orcs isn't a bad thing. After all, you may want the odd general skill on a grunt player now and then and Gobbos can't take em. I started an orc team a short while ago (I posted the team in its current state here) and my starting lineup was a lot like yours. I like the passing game, so I made sure to get a third RR and started with only 11 players, but otherwise we weren't that far off.

Looks like you may get a roll on a blitzer after next game. The consensus 'round these parts seems to be guard, but I like that as my doubles-on-a-lineman skill. Personal preference; there are a lot of coaches here with tons more experience than I have. I like to have a strip ball specialist early (if playing against other inexperienced teams) before teams that don't start with it have a chance to pick up sure hands on their ball retrievers. Also, there's always room for Mighty Blow.

Consensus on doubles for Orc Blitzers is dodge; I agree. Giving your fastest AG3 players 'blodge' can't be wrong.

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Post by sangraal »

Lineorcs are OK, you want at least 2, one with Leader(eventually, for re-rolling the TTM pass) & you definitley want one to get Kick (& then Pass Block down the track).

I mean, you wouldnt take the skills/traits above with anyone other than a lineorc, & the Kick skill can be really important against some teams.

I have 6 linorcs in my TR202 Orcs, but I only have 2 BOBs. I put the 3 lineorcs that have Block on the LoS on defence. (mostly anyway).

Another one has AG4, so he acts like a defensive thrower.

sangraal

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Post by Gertwise »

I have 6 linorcs in my TR202 Orcs, but I only have 2 BOBs.
What's the rest of your team look like?

Right now my orcs are at 210 TR. I have 4 BoB's, 4 Blitzers, 3 Lineorcs, 1 thrower, 1 gobbo, and 1 troll. All but 2 of my players have gotten a skill after 11 games.

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Post by sangraal »

Heres the team at the moment:

1 Thrower - Accurate, Dump-off, Strong Arm
2 BOBs - 1 with Block, 1 with Stand Firm
4 Blitzers - 2 with Guard & Mighty Blow, 2 with Tackle
2 Goblins with Catch ( should have given one diving tackle)
6 Lineorcs - 3 with Block, one with Kick & one with AG4
( the 6th one is on 3 SPP's & I really want doubles for that Leader trait)

And last but not least:

Orge with Block, Piling on & Pro ( a CAS machine)

FF 14
4 Re-rolls
3 Assitant coachs
3 Cheerleaders
Apoth

sangraal

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Post by campaigner »

I usually play with only 1 gobbo, so I also use lineorcs.

they advance slowly because they are rarely fielded :oops: but then, Block and Tackle are the skills. Guard on a double of course and 1 Leader and 1 Kick (haven't got those two so far).

on blitzers I go for guard, MB and Tackle.
BOBs: Block, then MB or Piling On
Thrower: Accurate, Block... then maybe Safe Throw

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Post by Joemanji »

Lineorcs - 1 kick, then block, tackle
BO - block, mighty blow, tackle
Blitzers - tackle, guard, strip ball
Thrower - accurate, safe throw

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Post by Kheldar »

Mine Startup for my Orcs (was my first time with Orcs):

1 Thrower
3 Blitzer
2 BoB
3 Line Orc
2 Gobbos
1 Ogre

6 FF
2 RR

I know its low on FF and an ogre in the startup is quite strange, but it worked for me in my two first games. The ogre gives me the ability for TTM and make my team more flexible. The gobbos are quite fast support and can reach places other players cannot even dream to reach. The line orcs are the maximum I would take for an orc team. One will get kick the other dirty player. The third will be on the bank or as blitzer reserve with block tackle guard.

My first game against chaos was 3:0 with this team. The second against delfs 2:1.

In the meantime I got my apoth and another BoB. And my FF is 7 now.

One of my blitzers got Standfirm, so he can move on the sideline without getting pushed out. Or help in the line if needed. I think 2 Blitzer should get Stand Firm as fast as possible to make a good setup on defence against Frenzy players.
My one gobbo got sidestep as first skill. So he and his Blitzer pal will trouble on wing pretty good I think.

I'm not sure if I should get another RR or BoB or Blitzer as next. The time will show.

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Post by Kheldar »

Next game was against Undead 3:0 in my favor.

One Lineorc got dirty player.
FF now 8.

Now 3 games 3 wins 8:1 TD's 7:2 CAS

:P :P :P

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Post by BunnyPuncher »

My normal start is...

3 BOB
3 Blitzers
1 Thrower
4 Line Orcs

2 RR
9 FF (I think, it might be 8, don't have my sheets in front of me)
Apoth

I play a very conservative (read boring) orc game and really only use the rerolls on handoffs and spring blocks (to get my blitzer into the EZ)

After that fill in the Blitzers and BOBS with one more each, pick up a backup "throwa", a gobbo and finally if you want a big-guy.

The only problem is you need a death/niggle free couple of first games in order to build up your team. If you lose a BOB or blitzer in the first game it will set you back.

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Post by Lordred »

My set up was

3 BOB
3 Blitzers
1 Thrower
1 Gobbo (VERY DAMN USEFUL!!!!)
3 Lineorks

3 RR
6 FF

and 20K cash for good ;)

And right now I won 3 gamesin a row against Undead, Skaven and Humans.
But unfortunately my Thrower has made most of my Tochdowns. Something is going wrong there :lol:

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Post by Bookman »

I'm of the opinion that getting the third RR is more important than adding extra position players (you should have at least seven(!) anyway) or a Big Guy to your starting lineup.

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