Advice for Orc-Team development

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Tante Kaethe
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Advice for Orc-Team development

Post by Tante Kaethe »

Hi,

I'm looking for advice on how to develop my Orc-Team which is looking like this

Troll - Guard
Blitzer - Tackle (15 SPP)
Blitzer - Jump Up +double5
Blitzer - Frenzy
Blitzer - Dodge
Black Orc - Block, MA+1
Black Orc - Guard
Black Orc - Block
Black Orc - nothing
Goblin - nothing
Thrower - (3 SPP)
Line Orc - Sure Hands (14 SPP)
Line Orc - Dirty Player
3 RR, 6 FF, 1 AC, 1 CL

So, what to do with the Blitzer with JU who has rolled double 5? I'm really favouring taking the MA+1 but maybe I'm missing something?

And for the others who are close to the 2nd skill: I'd give the Blitzer with tackle Mighty Blow, the thrower accurate and the Lineorc with SH KO-Return. Any comments on my proposals? Any further tipps?

Thanks in advance :D ,

Tante Käthe

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Lychanthrope
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Re: Advice for Orc-Team development

Post by Lychanthrope »

Tante Kaethe wrote:So, what to do with the Blitzer with JU who has rolled double 5? I'm really favouring taking the MA+1 but maybe I'm missing something?
I like this one. I've had a blitzer like this before and he's a good runner and down field threat.

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Post by Aliboon »

I'd go for the +MA. A MA7, jump up blitzer provides something that orcs generally lack-speed. Even if he gets knocked down, he's still got his 7 squares to go and be a bother.

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Post by Aliboon »

Mmm, seeing as you've given your lino sure hands, he might as well have KO return if he is to be your main runner. Personally I don't really see why you'd have given it to him in the first place, ok he's AV9, but your thrower can do the same job, has the option to pass and will have more skills for the same amount of SPPs.

You might wanna develop him into an defensive player-use the sure hands to pick up the ball when the opo's lost it on his drive. Therefore block will help as it will keep him on his feet (seeing as if you do pick it up in the melee, you're likely to be open for a blitz) and will make him a good defensive player anyway who you'll wanna have on when you kick.

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Post by skatingtortoise »

i think +Mv on the blitzer is a must. a serious attacking and defensive threat, these two advances make it very easy for him to be in the right place at the right time.

as for the lineorc, i like the idea of having a utility lineman, to get some extra distance on a throw, and so you dont have to put out your thrower every drive. after KoR id consider Kick/leader, make him the backfield handyman.

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Post by voyagers_uk »

I would echo the +MA although you can never have enough Guard! probably a waste of a double though

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Post by TennBoy »

This team would really benefit from kick. I would try and skill up the DP lino for this skill if it was me.

I'd go with the +MA on the blitzer, and on his next skill give him SF to make him even more mobile or Tackle and turn him into your sacker. it goes without saying Dodge on doubles.

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Post by stormmaster1 »

For me orc teams go something like this:

Blitzers: tackle on 1 or 2 is most important. Give one of the mighty blow to kill blodging elves/rats. Then mix up some stand firm, frenzy, juggernaught and maybe 1 strip ball. For doubles get dodge, jump up, sure feet or diving tackle.

BOBs: Guard. First and foremost. 4 ST4 guards should let your side dominate most scraps. Then get block to make them more reliable. Then choose between mighty blow, frenzy and stand firm. doubles get side step or dodge.

Throwers: Get kick off return. Decide if you are likely to pass much. If so get accurate, if not get block. doubles get strong arm.

Lineorcs: dirty player, kick, block, tackle. On doubles get guard.

Overall with skills: if in doubt get guard, although too much tends to irritate the opponent

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Post by PubBowler »

stormmaster1 wrote: Overall with skills: if in doubt get guard, although too much tends to irritate the opponent
You say this like it's a bad thing...

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Post by wesleytj »

Yuck! Why in God's name did you take +MA on a black orc?

On the blitzer, sure, it's great. But where's a black orc going?

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Post by voyagers_uk »

Oh I don't know, he's +1St away from being an un-boneheaded Ogre.... I would probably have taken Guard or the AV though

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Post by Tante Kaethe »

First of all thanks for all your replies :D !
wesleytj wrote:Yuck! Why in God's name did you take +MA on a black orc?

On the blitzer, sure, it's great. But where's a black orc going?
No regrets so far. MA5 makes it so much easier to keep up with the Blitzers and to make 2dice Blitzes with him without the need for moving in an assist first.

As to why I gave Sure Hands to the Lineorc: I had some serious bad luck in the first games needing to replace three players including one Blitzer. Therefore I didn't have the money to buy a thrower and as this Linorc skilled up I gave him Sure Hands. He's doing a great job, making 3 TDs in as many games.

I know I'm lacking Guard but all the last improvement rolls for the Black Orcs and Blitzers have been doubles or MA+1 :lol: . I'm in a true Perpetual league without forced retirement of teams si I hope it will pay off in the long run.

Cheers

Tante Käthe

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Post by omnimutant »

MV 7 on an Orc Blitzer is actually pretty huge during game play. He will become your main catcher/runner.

I agree with your choice for the Black Orc as well. A more versitle STR4 Player always comes in handly.

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Post by wesleytj »

He's still only AG2. Usually his job is just whack whoever is standing next to him. I don't know how much versatility it adds. I must play orcs way differently than you guys. :)

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Post by DoubleSkulls »

+MA on the blitzer is a huge improvement (I had an MA8 one once :))

After that as others have pointed out you are light on guard & tackle. In particular guard is crucial for being able to dominate other strength teams later on in team development.

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