Orc Lineman AG4

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

el sid
Veteran
Veteran
Posts: 185
Joined: Thu Jan 13, 2005 9:26 pm

Orc Lineman AG4

Post by el sid »

I've started a new Orc team some time ago. One of my Linemen rolled an AG upgrade as its first skill roll. A few questions come to my mind:

1. Should I have kept the AG upgrade? I did, but I'm wondering now if it can be of much use on a MV5 stompy creature?

2. Now that I have an AG4 Orc Lineman, what should I do with it? Specialize in making it my main scoring Orc? He looks like an obvious target for passes and hand-offs.

3. If I would roll a double on a next skill roll, should I give it Dodge and -Nuffle forbid- make it a fat, slow, green, smelly ELF?

Any advice is greatly appreciated.

Reason: ''
User avatar
falconeyed
Star Player
Star Player
Posts: 698
Joined: Mon Mar 01, 2004 4:06 pm
Location: Danville, CA

Post by falconeyed »

Catch or Dodge might be in order should you roll doubles ... basically turn him into a durable goblin. The other option would be to turn him into your ball retrieval specialist ... put him back with a thrower.

Or you could really piss some people off and give him Leap.

Reason: ''
No one should be honored for doing what is expected.
Snorri
Star Player
Star Player
Posts: 597
Joined: Wed Mar 10, 2004 6:48 pm
Location: Netherlands

Post by Snorri »

Catch if doubles. If not, then block or something.

Reason: ''
omnimutant
Experienced
Experienced
Posts: 150
Joined: Wed Jan 05, 2005 11:53 pm

Post by omnimutant »

I would give him gaurd. Then I would use the slightly more agile Orc to bob and weave to get into any position where his guard skills are needed. :) He's not fast enough to make him a ball carier, and you've already got the bashy thing covered if your an Orc team, so making a very mobile guard IMO would be your best bet.

Reason: ''
User avatar
TuernRedvenom
Legend
Legend
Posts: 2051
Joined: Wed Apr 07, 2004 10:39 am
Location: Argueing the call...

Post by TuernRedvenom »

dirty player ;)

Reason: ''
Un bon mot ne prouve rien. - Voltaire
Mad Jackal
Shaggy
Posts: 2694
Joined: Mon May 24, 2004 2:31 am

Post by Mad Jackal »

TuernRedvenom wrote:dirty player ;)
That would be better than "Kick" :D

On topic:
I would vote for doubles as catch, Nerves of Steel, pass, and dodge in that order.

Normal skill roll, Sure Hands....

Reason: ''
Impact! Miniatures Forum
Impact! Miniatures
Galak 3:16 says "There is a point in time that a player really should read the rulebook."

Icepelt is my Hero.
absent1
Ex-Mega Star, now just a Super Star
Ex-Mega Star, now just a Super Star
Posts: 1540
Joined: Tue Sep 07, 2004 8:44 pm
Location: Madison, WI

Post by absent1 »

i say doubles- gaurd, dodging a gaurd assist around on a high str team is gonna make people cry

on normal roll-block, then surehands, turn him into a good blitzer and ball carrier

don't waste a doubles roll on a bad skill like catch, if you want to make him more of a scoring player go with dodge, that is going to be at least as useful as catch in scoring situations, will increase his life span, and will be useful in non scoring situations as well.

Reason: ''
living up to the name
Mad Jackal
Shaggy
Posts: 2694
Joined: Mon May 24, 2004 2:31 am

Post by Mad Jackal »

Absent we'll dis-agree then.

Guard is good for getting inside scrums and getting hit...Sure, but dodging into that TZ (where he would be most usefull) for a 3 is silly. When repeated over and over and over..Any schmuck line -orc who rolls doubles can take guard. -Or Bob's can take break tackle and guard, and be better at it.

This guy is the ag 4 ball handler orcs need.

Dodge will be tackled immediatedly whenever possible- thus not always a skill (and more of a waste than catch in my opinion.)

Catch how-ever can not be taken away. And thus he'll need marked. He'll be able to take hand-offs with ease, pick up the ball if needed and dodge past a defensive man for a score.

Sure hands to me is important as well, because when facing strip ball, ag 4 sure hands, will add nicely to the threat of two throwers....

Reason: ''
Impact! Miniatures Forum
Impact! Miniatures
Galak 3:16 says "There is a point in time that a player really should read the rulebook."

Icepelt is my Hero.
OverDose
Rookie
Rookie
Posts: 46
Joined: Fri Mar 25, 2005 9:41 am
Location: Helsinki, Finland

Post by OverDose »

I agree with absent. I mean, come on.. He catches with 2+ now. He does not need catch. Dodge is much better. I'd say make that fat elf. On doubles, dodge. If not then block.

But he's not much of a runner either with MA 5 so I wouldn't give him sure hands. And he doesn't need another thrower so forget about the passing skills.

I wouldn't take him guard, because that you can do with every orc (on doubles at least), and this is your chance to suprise your opponent, make a completely different (and fun) orc lino. So I'd say, if you'd had the chance, dodge and leap would be killer :)

Reason: ''
absent1
Ex-Mega Star, now just a Super Star
Ex-Mega Star, now just a Super Star
Posts: 1540
Joined: Tue Sep 07, 2004 8:44 pm
Location: Madison, WI

Post by absent1 »

edit: this is response to MJ, another post came in while i was typing.
well, we agree some on surehands then. :) I can say that any player i've had that starts with catch, i'd rather have dodge with, and never felt that way about a dodge player having catch, and wouldn't take catch before a skill like sidestep or sure feet on an agi type player. Plus i'm more saying with gaurd that you can dodge AWAY from one tacklezone to position the gaurder into an ideal spot, do it all the time with my high elves, it makes people want to tear their hair out.

to each their own, thats just my general thoughts as an orc coach that coaches agi 4 players often too. TBH i've never had an agi 4 lineorc, so it's all speculation by me.

Reason: ''
living up to the name
Bizzy
Emerging Star
Emerging Star
Posts: 326
Joined: Wed Feb 09, 2005 9:43 pm

Post by Bizzy »

We are looking to make this lineman a double whore. He is probably going to roll a normal skill next. On that I suggest sure hands, or block depending how you use this guy. Then the next skill give him the other (block or surehands depending on what you gave him 2nd)

If you do get a double though (no stat increase) I would go dodge, catch is nice but only so-so. Dodge not everyone tackles, and you have a reroll to get out on a 2+ if you need too.

Reason: ''
narkotic
Da Collector
Posts: 3760
Joined: Thu Jan 02, 2003 4:27 pm

Post by narkotic »

I'd give him pass block as his next skill, afterwards catch or dodge on doubles, on a normal skill roll Block. He will make a very good defence player against agile teams and give your Bashy team a finese aspect.

He will have no problems dodging away if marked and the three extra squares of movement will make him very movable and he will be most probably end at the area where the ball is played to/from, utilizing his AG4 most where you need it: to get the ball.

Reason: ''
chunky04
Veteran
Veteran
Posts: 213
Joined: Fri Jul 02, 2004 7:27 am
Location: Wollongong, Australia
Contact:

Post by chunky04 »

I'd get him DP myself if you intend to have one. You cen get him the odd cheap completion to keep his spp ticking over even though he's not going to getting a huge amount by fouling. The extra mobility for a DP makes them a lot more effective.

Reason: ''
User avatar
DoubleSkulls
Da Admin
Posts: 8219
Joined: Wed May 08, 2002 12:55 pm
Location: Back in the UK
Contact:

Post by DoubleSkulls »

I'd probably take Dodge on a double and I'd also have a hard think about Sure Feet too (to counter his low speed). Guard is never a bad choice, I just think in this instance there are better ones.

On a normal skill roll it really depends how you want to use him. As an all purpose then I'd say Block, as a specialist ball retriever Sure Hands (but you've got throwers for that...).

Reason: ''
Ian 'Double Skulls' Williams
Skummy
Legend
Legend
Posts: 4567
Joined: Fri Oct 11, 2002 5:48 pm
Location: Camping on private island, per BBRC advice.

Post by Skummy »

As the proud owner of a block/dodge 4AG passblock Orc Lineman in my tabletop league, the movement restriction is certainly a huge limitiation. If you have enough rerolls, I wouldn't worry too much about ballhandling with this guy. The Agility does do wonders for Orcish offence, and gives you a real legitimate downfield reciever threat who can take a lot of abuse.

Reason: ''
[url=http://www.bloodbowl.net/naf.php?page=tournamentinfo&uname=skummy]Skummy's Tourney History[/url]
Post Reply