Where to go with my orcs?

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amadoris
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Post by amadoris »

i play we, and seldom the first player i try to eliminate is the thrower. with bltiz then kicking him with dirtyplayer. The thrower or the fouler of the other team. Remember, 2 thrower and 2 dirtyplayers...

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EmperorNorton
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Post by EmperorNorton »

Gus wrote:Chaos ? Rotters ? Ogres ?
I don't think Chaos or Rotters have moe strength than Orcs. The only thing that could give them an advantage is horns, and they can only use that once per turn.
Ogres certainly are stronger, but nobody plays them here. I think they aren't even allowed in our league.

So from what I read I should fill my roster with a thrower, a troll and a gobbo.
I think a fifth re-roll would be nice. In which order should I try to obtain these?

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Post by Fronko »

If you feel you don't need the extra strength right now, get the thrower first. Then big guy and gobbo.

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Gus
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Post by Gus »

EmperorNorton wrote:I don't think Chaos or Rotters have moe strength than Orcs. The only thing that could give them an advantage is horns, and they can only use that once per turn.
Chaos and Rotters both have 4 ST4 guys, a BG, and horned players. that's big strenght. more than orcs. and at higher TR, all the staff has ST access, which theorically means more Guard. the only drawback is they have lower av, which means they have to be lucky and get players out before they get bashed off the pitch :)

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Post by Orin »

Gus wrote:
EmperorNorton wrote:I don't think Chaos or Rotters have moe strength than Orcs. The only thing that could give them an advantage is horns, and they can only use that once per turn.
Chaos and Rotters both have 4 ST4 guys, a BG, and horned players. that's big strenght. more than orcs. and at higher TR, all the staff has ST access, which theorically means more Guard. the only drawback is they have lower av, which means they have to be lucky and get players out before they get bashed off the pitch :)

But they are soooo much more expensive :(

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Gus
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Post by Gus »

not really, actually... and even then, they're still stronger :)

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orc team development

Post by Mic »

I'd suggest getting two goblins, a troll, another orc thrower and sack your least experienced lineman to make space for the last of these players.

Goblins are fantastic in an Orc team. Aside from the fact that you can throw them at other players or to score TD's. Goblins choose from the agility skills list which means you can give them catch skill as their first.

Goblins can run through opponents lines relatively easily as they have stunty and dodge. If I were receiving the ball I would have two goblins on the field. I would try to punch a hole in my opponents line and run a player through it. I would then as one of my last actions run the goblins through tackle zones or even throw one behind your opponents line with the troll.

My aim would be to get two to three players behind my opponents line whilst leaving my thrower out of range of the opposition, who has secured the ball earlier. This leaves your opposition with big problems as they can only blitz one player in their turn. They will likely move tackle zone onto your one or two other players who have made it through. So your goblins have already used up two of their players at least. I would then work at removing one of the tackle zones off one of these players and then pass them the ball and run it in for a TD.

This is only one of a number of strategies which can be used with goblins and trolls in your side. Plus having a Troll always seems to intimdate players whenever they are on the field.

My personal side for Orcs is:
4 Black Orc Blockers
4 Blitzers
4 Goblins
1 Troll
2 Throwers
1 Lineman

I start off with more lineman but slowly weed them out as my team develops, keeping my best.

Definitely have the two throwers as all it takes is one lucky block and your thrower is dead and then you have to start developing a new one. I tend to use my inexperienced thrower against the weaker teams in my league, this ensures that I have a competent reserve thrower in the big games, in the case of injury.

4 Goblins sounds laughable but you'd be surprised how dangerous they can be, good as mobile foul machines among other things.

I hope I was some help.

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Post by Grumbledook »

real orcs won't let goblins be on the their team

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Post by Zyad »

Gus wrote:
EmperorNorton wrote:I don't think Chaos or Rotters have moe strength than Orcs. The only thing that could give them an advantage is horns, and they can only use that once per turn.
Chaos and Rotters both have 4 ST4 guys, a BG, and horned players. that's big strenght. more than orcs. and at higher TR, all the staff has ST access, which theorically means more Guard. the only drawback is they have lower av, which means they have to be lucky and get players out before they get bashed off the pitch :)
plus the physical abilities... those can cause quite a bit of damage ;)

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Post by kithor2002 »

Grumbledook wrote:real orcs won't let goblins be on the their team
But they would act good as cheerleaders :lol:

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Post by Mightypeon »

As a LZM player I can only confess that stunty + dodge is indeed nice, especially with an agility increase.

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Post by Mic »

Grumbledook Posted: Tue Sep 28, 2004 11:15 pm Post subject:

--------------------------------------------------------------------------------

real orcs won't let goblins be on the their team
Not quite right.

Real orcs won't be seen on a goblin team.

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