Orcs for the BloodBowl
- Darkson
- Da Spammer
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To the BB a couple of years ago I took:
4 Blitzers
3 BOBs
1 Lino
1 Thrower
3 Gobbo
2 FF
3 RR
but that was constrained by the figs available - given the choice, I'd have swapped a gobbo and a FF for a 2nd lino.
4 Blitzers
3 BOBs
1 Lino
1 Thrower
3 Gobbo
2 FF
3 RR
but that was constrained by the figs available - given the choice, I'd have swapped a gobbo and a FF for a 2nd lino.
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Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
- wesleytj
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Not necessarily...an orc thrower could have good success throwing quick passes to orc blitzers and gobbos.SolomonKane wrote:I'd tihnk about what your team will look like defensively. We all know what orcs do on offense - pound, pound, and pound some more. A more developed team could consider adding a throwing game, but it's rather pointless with a TR 100 team.
See with my roster you get the best of both worlds. You have a super strong LOS (troll in the middle, bob to either side), and then the other 2 bob's are on the wings, making it tough to run the corners. Makes your defense pretty stout.SolomonKane wrote:Because of this, I'd go with 3 BOBs and 4 Blitzers. The BOBs can plant their big green butts on the LOS while the Blitzers attempt to strike at the ball. The remaining players simply play for catcher containment. You get a goodly number of skills to begin with and everybody's got a purpose. Alternatively against faster agility teams you can put 3 liners on the LOS and place a couple BOBs on the wing, to compensate for their slow speed and to make it more difficult for agility teams to blitz open holes. .
Not that your roster was bad...I just think mine is better.

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I just learned early and often in learning to play Blood Bowl to not rely on Big Guys, especially with a young team. I simply got stung too many times rolling double skulls at the start of a turn, or failing a really important WA/BH/RS roll which would totally destroy the plans I had for that given turn.
Certainly, a Troll adds reliability to defensive formations, with its ability to stay in the game with regeneration, and the strength can't be denied. I've just learned to use my roster players rather than a Big Guy. Whether that is a superior way to play or not is obviously debatable.
Certainly, a Troll adds reliability to defensive formations, with its ability to stay in the game with regeneration, and the strength can't be denied. I've just learned to use my roster players rather than a Big Guy. Whether that is a superior way to play or not is obviously debatable.
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my point exactly. Your trollrolls 1 on bonehead roll and losses his tackle zones (he becomes a hole in the defence instead of a wall - i'm a poet and i didn't know it)SolomonKane wrote:I just learned early and often in learning to play Blood Bowl to not rely on Big Guys, especially with a young team. I simply got stung too many times rolling double skulls at the start of a turn, or failing a really important WA/BH/RS roll which would totally destroy the plans I had for that given turn.
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- wesleytj
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Well each coach has their own preferences, that's what makes the game good. I, for one, would much rather have 1 troll 5/6 of the time than 2 line orcs all the time, which I guess is what it boils down to in the most absolute form. Sure, there are going to be plays where the troll lets you down...on average 2 or 3 a game. But the other 13 or 14 turns... 

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That means that means that the 13-14 rounds you are trying to cathup the 2-3 TD your oponent scored cous of your trollwesleytj wrote:Well each coach has their own preferences, that's what makes the game good. I, for one, would much rather have 1 troll 5/6 of the time than 2 line orcs all the time, which I guess is what it boils down to in the most absolute form. Sure, there are going to be plays where the troll lets you down...on average 2 or 3 a game. But the other 13 or 14 turns...

I'm kidding but you get mypoint.
----
In the end it coms down to preferences. (mine is winning so listen to me

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- DoubleSkulls
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IMO Blitzers are better against the fast/agile teams. BOBs are better against other bashing teams since the strength is more important when you are in a bashing game.SolomonKane wrote:Because of this, I'd go with 3 BOBs and 4 Blitzers. The BOBs can plant their big green butts on the LOS while the Blitzers attempt to strike at the ball.
That means if you are only having 7 the 3/4 split ought to be 4 BOBs & 3 Blitzers because strength teams are more common than agile ones (just because there are only 5 out and out agile teams, and 16 neutral or bash ones).
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Ian 'Double Skulls' Williams
- wesleytj
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Yes, and I get that you're joking, but seriously, having your troll fail the roll is generally not catastrophic. It just means the guy standing next to him doesn't get pummeled. Certainly doesn't mean your defense will fall apart. Sure he loses his tzs, but generally he has a black orc or two next to him anyway...Walker wrote:
That means that means that the 13-14 rounds you are trying to cathup the 2-3 TD your oponent scored cous of your troll![]()
I'm kidding but you get mypoint.
The thing that hurts the most is when you declare the blitz on your troll and he rolls a 1. But honestly, he's only ma4 anyway, you shouldn't have him blitzing that much anyway.
You get a lot more out of the troll on the turns he works, than you lose on the turns he doesn't.
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- Joemanji
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Don't blitz with the Troll.
Don't activate him at all if you can't afford to lose his TZ ... at ST5 he can afford to just stand there. If you do activate him, do it last.
Try to maximise 3 dice blocks ... the main use for a Troll IMO is as a mighty blow LoS basher surpreme.
People will generally avoid a Troll if they can, so he will often only have a Move action to make ... in which case no turnover can occur.
In that case activate the Troll first, and then change your plan if he goes stupid.
I can get through most games without ever really needing the Troll to do something more than once, if at all. True, that is easier to manage with a developed team than a starting TR100 roster, but the principle is still there.
Don't activate him at all if you can't afford to lose his TZ ... at ST5 he can afford to just stand there. If you do activate him, do it last.
Try to maximise 3 dice blocks ... the main use for a Troll IMO is as a mighty blow LoS basher surpreme.
People will generally avoid a Troll if they can, so he will often only have a Move action to make ... in which case no turnover can occur.

I can get through most games without ever really needing the Troll to do something more than once, if at all. True, that is easier to manage with a developed team than a starting TR100 roster, but the principle is still there.
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- Richy
- Veteran
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I took this team last year, but with 4 blitzers and 3 BoBs (same as Darkson said he'd take if he'd had the figures). I loaded all 3 BoBs with guard and did most of the hitting with the blitzers, using the thrower as the ball carrier. Provided you invest in guard this team is unlikely to get out-strengthed. As for the Goblins, they're good, even on defence especially against teams with little tackle.ianwilliams wrote:We'll my BB Orc team last time was
4 BOBs
3 Blitzers
2 Gobbos
1 Thrower
2 Line
3 RR
1 FF
Skills I took DP on a Line Orc and a mix of Guard on BOBs and Tackle/Strip Ball on Blitzers - making my choice once I'd seen who the next opponent was.
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so what you mean to say buy an expensive player and then don't use him.Nazgit wrote:Don't blitz with the Troll.
Don't activate him at all if you can't afford to lose his TZ ... at ST5 he can afford to just stand there. If you do activate him, do it last.
Try to maximise 3 dice blocks ... the main use for a Troll IMO is as a mighty blow LoS basher surpreme.
People will generally avoid a Troll if they can, so he will often only have a Move action to make ... in which case no turnover can occur.In that case activate the Troll first, and then change your plan if he goes stupid.
I can get through most games without ever really needing the Troll to do something more than once, if at all. True, that is easier to manage with a developed team than a starting TR100 roster, but the principle is still there.
I know there is mor to it but i think that it (a troll) is not a wise choise for a turnament TR100
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I wouldn't listen to those who recommend throwers and goblins or more than 11 players. I would go with:
4 BOBs
4 Blitzers
3 Line Orcs
3 RR
3 FF
You don't really need more than 11 for a tourney when you have AV9 all around. And three rerolls and no big guy will give you a decent amount of reliability. Sure, you won't have a trolls extra beef, but with 4 BOBs and 4 Blitzers, you're pretty well set to pound anyhow.
4 BOBs
4 Blitzers
3 Line Orcs
3 RR
3 FF
You don't really need more than 11 for a tourney when you have AV9 all around. And three rerolls and no big guy will give you a decent amount of reliability. Sure, you won't have a trolls extra beef, but with 4 BOBs and 4 Blitzers, you're pretty well set to pound anyhow.
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I would suggest:
Troll
3 Blitzer
3 BOB
1 Thrower
2 Gobbos
1 Line
3RR
4FF
Gives you all you need and more. Plenty of Strength to give out a beating (use the troll as Nazgit wrote, hit with BOB and Blitzers), plenty of flexibility with the Thrower and 3 Blitzers. And don't forget the Gobbos. They are just nasty as distractions and assist setters, or good for a foul. They are also nice for a score, your opponent will have to cover them with much more expensive players if you send them into his half when your Thrower has the ball. Also, you have that 1 turn TD chance if you need it. With probably not so much Tackle and Block around in a tourney, they won't go down much if you put them next to the right opposing players like lineman or catchers
Troll
3 Blitzer
3 BOB
1 Thrower
2 Gobbos
1 Line
3RR
4FF
Gives you all you need and more. Plenty of Strength to give out a beating (use the troll as Nazgit wrote, hit with BOB and Blitzers), plenty of flexibility with the Thrower and 3 Blitzers. And don't forget the Gobbos. They are just nasty as distractions and assist setters, or good for a foul. They are also nice for a score, your opponent will have to cover them with much more expensive players if you send them into his half when your Thrower has the ball. Also, you have that 1 turn TD chance if you need it. With probably not so much Tackle and Block around in a tourney, they won't go down much if you put them next to the right opposing players like lineman or catchers
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- El_Jairo
- Veteran
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@ Manik:
Why not change the Liner and 3FF to a BoB or a Blitzer? Ok, the Liner has MV5 but imo a BoB or a Blitzer add more to the team.
As you have already some strength with 3 ST4 and 5/6th ST5 I personally would go for a blitzer: more movement and Block (the most important skill for low TR teams). A blitzer is also better at scoring and protecting gobo's.
Why not change the Liner and 3FF to a BoB or a Blitzer? Ok, the Liner has MV5 but imo a BoB or a Blitzer add more to the team.
As you have already some strength with 3 ST4 and 5/6th ST5 I personally would go for a blitzer: more movement and Block (the most important skill for low TR teams). A blitzer is also better at scoring and protecting gobo's.
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@El Jairo: That's worth a thought. It would definetely be the Blitzer not to run to low on options for playing with the ball. I still like FF4 for a tourney. It is higher than most other teams, which helps with the kick-off table. And I had some bad experiences with that table going against me because I had lower FF. Upgrading the Lineman by sacrificing FF is up to personal taste, I think, but definetely not a bad idea
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