Advice for Orc-Team development

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Rituro
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Post by Rituro »

Female orcs... who knew? :-?

Anyway, awesome team build so far. As to the undecided lineorc, I'd go for Kick. That way, you can get the ball in deep and hopefully buy yourself some time before the ball comes back your way.

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Post by Kheldar »

In my oppinion, against Khemri kick will help more, than block. Especially since you have allready some block in your team.

But to be honest. Then only thing to win this final is to get rid of Kithors mummies fast.

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Tante Kaethe
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Post by Tante Kaethe »

datalorex wrote:Those pics are incredible! I wish I could paint like that!
:oops: :D Thanks!
Kheldar wrote:In my oppinion, against Khemri kick will help more, than block. Especially since you have allready some block in your team.
But to be honest. Then only thing to win this final is to get rid of Kithors mummies fast.
Yes, I think I'll take Kick and give the thrower Block on her next upgrade (to have one Block/SH player). And with regard to Kithor's Mummies, I'll try my best :lol: . Whatever the outcome may be - it will be a very bloody affair :D ...

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Tante Kaethe
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Post by Tante Kaethe »

Hooray,

my Orcs won our "Chaos Cup" final against the Khemris after 24 brutal turns by penalty shoot-out :D :D :D . Here's the team

Troll - Guard (15 SPP)
Blitzer - Tackle, Mighty Blow, Piling On
Blitzer - Jump Up, +MA, Mighty Blow
Blitzer - Frenzy, Guard, Mighty Blow
Blitzer - Dodge, +MA
Black Orc - Block, +MA
Black Orc - Guard [Mutation]
Black Orc - Block
Black Orc - Guard -MA
Goblin - nothing
Thrower - Kick Off Return
Line Orc - Sure Hands, Kick
Line Orc - Dirty Player, Sneaky Git
TV 190, 4 RR, 10 FF, 1 AC, 1 CL, 390.000 treasury :o

My questions are:
- what to give to the mutating Blackorc? I'm thinking about Claws (long fingernails :wink: ) or Disturbing Presence (she's so hot :wink: :lol: )
- what to do with injured Blackorc? Fire her?
- what to do with the 390.000 treasury? Just keep on hoarding it?

Many thanks in advance and also for your sterling advice so far

Tante Käthe

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Post by stashman »

Tante Kaethe wrote: My questions are:
- what to give to the mutating Blackorc? I'm thinking about Claws (long fingernails :wink: ) or Disturbing Presence (she's so hot :wink: :lol: )
- what to do with injured Blackorc? Fire her?
- what to do with the 390.000 treasury? Just keep on hoarding it?
Go for Foul Apperance! Always makes the opponent think before blocking. Good on LOS.

With so much cash I would fire the blorc and get a new fresh.

Maybe get another lineorc and get FEND to have a "game-destroyer".

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Post by Tante Kaethe »

stashman wrote:Go for Foul Apperance! Always makes the opponent think before blocking. Good on LOS.
Hmm, Foul Appearance - I haven't thought of it... I wonder whether it is really worth it :?: (now that the Disturbing Presence is a separate skill). Claw would have the nice "side-effect" that it will help me to gain SPPs faster (she's at 10 SPP atm, so only 3 CAS are needed :wink: ), because now with Guard and no Block or Mighty Blow development is taking a LONG time...

Cheers

Tante Käthe

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Post by Rituro »

Tante Kaethe wrote:My questions are:
- what to give to the mutating Blackorc? I'm thinking about Claws (long fingernails :wink: ) or Disturbing Presence (she's so hot :wink: :lol: )
- what to do with injured Blackorc? Fire her?
- what to do with the 390.000 treasury? Just keep on hoarding it?
So, let's see: the lucky BOB gets any mutation, Hypnotic Gaze, Stab or Regeneration. For mutations, Foul Appearance is a decent deterrent, and Claws would make her a deadly ST4 blocker. Hypnotic Gaze is not an option considering a BOB's AG, Stab would limit your ability to earn SPP, but Regeneration would give you a chance to keep the BOB on the pitch should the worst case scenario happen. If you see yourself facing high-armour teams, Claws are definitely the way to go; otherwise, it's between Regeneration and Foul Appearance.

Since you have 390k in the bank, re-hiring the injured BOB isn't a big problem. She only has one skill-up anyway (Guard) and I imagine she can rack up three casualties (or one + MVP) quick enough to get back to that level. On the flip side, how often do you plan on moving a BOB? -MA isn't that big a handicap if you're dead set on keeping her.

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Post by datalorex »

Claws is the most useful but FA is the most annoying. Disturbing Presence would be nearly useless since your MV is so low. I'd lean toward claws.

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Post by Jural »

Foul Appearance. Players try to hit the guard guys first, a 1/6 chance of the block (or blitz) being wasted or a re-roll used would be fine.

I would cut the BOB and replace him ASAP. One less player with guard won't kill you unless you have a lot of khmeri in the league.

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Post by PubBowler »

Foul Appearance is one I think about.

But so is Prehensile Tail.
They often try & run from Guard players too...

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Post by datalorex »

PubBowler wrote:Foul Appearance is one I think about.

But so is Prehensile Tail.
They often try & run from Guard players too...
Well, PT just wouldn't be that effective. So an Elf dodges on a 3 instead of 2, so what? You'll get more use out of FA or claws.

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Post by PubBowler »

datalorex wrote:
PubBowler wrote:Foul Appearance is one I think about.

But so is Prehensile Tail.
They often try & run from Guard players too...
Well, PT just wouldn't be that effective. So an Elf dodges on a 3 instead of 2, so what? You'll get more use out of FA or claws.
Yes, you are correct on the change in odds.
But that is still an effective change. Try it & see.

Preferably on more than one player.

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Post by Buggrit »

-MA BOB, Keep Her. I've got a MA 3 BOB with Jump up and Block who normally sits on the LOS and batters the opposition. BOB's are Blockers, not Blitzers and their low movement means that you should maximise their hitting potential rather than use them as blitzers (unless as you've done on one BOB you get the +MA)

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Post by TuernRedvenom »

For the mutation I'd go for prehensive tail or claw, depending on your league comp. If you're struggling vs bashy take claw, if those leves give you headaches take prehensive tail. As an elf coach I can testify that the change for a dodge going from 2+ to 3+ is very significant!

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Post by Tante Kaethe »

First of all thanks again for all your valid input :D !

I have finally decided to

- take Claws on the BOB
- fire the -MA BOB

In the end the SLOW progress off the BOBs was the deciding factor: with Claws she'll rack up more CAS and earn more SPPs. Prehensile Tail was tempting too, but normally she's in the middle of things, surrounded by other "Blocker"-types that won't/can't dodge away anyhow. And FA, well it only works 1 in 6 times and even if it works it mostly won't be a game-deciding Block/Blitz. Moreover, she's such a beauty, FA just wouldn't fit :wink: .

The BOB got fired as she only had 7 SPP and Guard and 'cause I had the money. @Buggrit: I would have kept the BOB of your example too, but only cause he head JU and therefore still was mobile.

I didn't take any RRs (4 usually is enough) or additional players (I always had 11 to start a drive) in order to keep the TV down. IMO LRB5 really has changed my team development here, under LRB4 I would have definately stocked up to 5 RRs and 15 players. But under LRB5 that's 160.000 more for inducements - so not really worth it.

Cheers

Tante Käthe

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