Orcs vs Next Opponent Tactics

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Big Daddy
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Orcs vs Next Opponent Tactics

Post by Big Daddy »

Greetings all :)

I am playing against a Chaos Pact team in a week or so in the second round of our local league and I'm looking for some idea's on how to play it. He's coming off a 2-0 match against Khemri and I'm coming off a 3-0 against Dwarfs.

His team is the three big guys (mino with +AV)
the gobbo, dark elf and skaven and the balance in marauders (5).
2TRR, 2FF.

My Orcs are
2 Throwers 1 with a skill to choose
2 blitzer
2 BoB
5 lino
4 TRR, 6 FF, 60k banked

I'm thinking block or accurate on the thrower. His name is Long-bomb so I'm leaning to accurate for character but an extra guy with block could be real handy with only 2 blitzers. I'm thinking to not spend any treasury and thereby be pretty much guaranteed to be able to buy a blitzer for round 3. The alternative is to buy another lino to have someone on the bench for attrition. Thoughts...?

Set up on D...I'm gonna give away the strength on the LOS due to his 3 Big guys. I'm thinking to use three unskilled Lino's to take the heat and use my BoB's as cornerbacks. My blitzers will play at ILB 2 back from the LOS. Thoughts on viability of this tactic?

Blocking wise I will try to hit the Marauders as they don't have animosity league rule - need to make a 2+ roll to pass or hand off) and I will take any open shot on the gobbo just to try a kill the one turn option out of the chaos game. If I manage a numeric advantage which of the big guys should I go for? The mino or the ogre? I figure going after the troll could be a waste as a good set of dice can get nullified by the regen...?

Cheers,

BD

(PS comments about my lame starting lineup are not necessary ;) )

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Re: Orcs vs Chaos Pact tactics

Post by PubBowler »

Big Daddy wrote: I'm thinking block or accurate on the thrower. His name is Long-bomb so I'm leaning to accurate for character but an extra guy with block could be real handy with only 2 blitzers. I'm thinking to not spend any treasury and thereby be pretty much guaranteed to be able to buy a blitzer for round 3. The alternative is to buy another lino to have someone on the bench for attrition. Thoughts...?
Block before Accurate for the thrower.
You need your positionals ASAP so I'd bank.
Big Daddy wrote: Set up on D...I'm gonna give away the strength on the LOS due to his 3 Big guys. I'm thinking to use three unskilled Lino's to take the heat and use my BoB's as cornerbacks. My blitzers will play at ILB 2 back from the LOS. Thoughts on viability of this tactic?
Definitely linos on the LOS.
After that you start with the American Football talk and I lose interest...
Big Daddy wrote: If I manage a numeric advantage which of the big guys should I go for? The mino or the ogre? I figure going after the troll could be a waste as a good set of dice can get nullified by the regen...?
For me the Mino, the frenzy is a threat (but both for you and his turnover) and makes your positioning harder.

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Re: Orcs vs Chaos Pact tactics

Post by CoachScott »

Big Daddy wrote: My Orcs are
2 Throwers 1 with a skill to choose
2 blitzer
2 BoB
5 lino
4 TRR, 6 FF, 60k banked
It's not that bad, a nice all-round lineup rather than pure muscle. I would of liked a third blitzer (or bob) over the FF but all those rerolls will come in handy.
Set up on D...I'm gonna give away the strength on the LOS due to his 3 Big guys. I'm thinking to use three unskilled Lino's to take the heat and use my BoB's as cornerbacks. My blitzers will play at ILB 2 back from the LOS. Thoughts on viability of this tactic?
An option is to deploy your 3 linemen on the far left/right of the LOS (rather than the standard centre). If your opponent deploys his big guys opposite them then he will leave a weak flank, ready to exploit by your Blitzers and BoBs.
I'm thinking to not spend any treasury and thereby be pretty much guaranteed to be able to buy a blitzer for round 3. The alternative is to buy another lino to have someone on the bench for attrition. Thoughts...?
Tough choice, especially against that Pact. Usually I'd go with the blitzer as AV9 would see you through, but against 3 big guys... You could always go for an apoth, might be better in the long run, and he might save a blitzer or BoB against the Pact.

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Post by Grendel »

Not sure how your opponent plays his guys, but his Skaven is the only MA7 player. So target the Skaven early (with only AV7 that shouldn't be a problem) to slow your opponent down a bit.

The Dark Elf will most likely be his guy to pick up the ball (provided he doesn't have Marauders with extra Arms and such). So take out the Dark Elf early on. Force him to handle the ball with the Marauders instead.

The Mino has frenzy, so be careful not to leave any guys too close to the side lines. So I suppose out of the Big Guys I would try to gun for the Mino first, then Ogre and Troll last.

If you use the Thrower in a ball carrying capacity, then go for block. If you throw the ball early give him accurate.

The idea to use BoB on the edges and the Blitzers inside sounds good to me. Just bre ready to have a collapsing center, if your opponent lines up all three big guys in the middle.

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Post by jammydodger »

front line is going to be the real weakness here - both yours and his. if his big guys rage, stupid or bonehead then you've got the advantage there, as they won't hit you. on the other hand, if they don't 1 themselves, you could potential lose 3 players each time you kick - not good.
i wouldn't advise attacking the big guys - the high st and low ag means the only thing they'll be doing is hitting you. aim to win the game, not outbash him, because you'll probably lose on that front. get rid of the dark elf and any ag friendly players (big hand, +ag, etc), limiting his ball play options. keep a sweeper back to cause trouble if he manages to punch through and then pressure him into turning over - get one touch ahead a leave him to catch up - better a defence than attack against that much str.
although i must admit i'm not sure how this is going to play out... looks like it might be a toughie!
jammer / cws

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Post by falconeyed »

If you're getting the CP player to do stuff with his big guys early in the turn, then you're already tactically ahead of the game. I've got all of three games of CP experience, but I've seen that stuff tends to go much better when I wait until near the end of the turn to do stuff with my troll and ogre and try to not have them in positions to have to throw critical blocks. You've got the AV to weather Mighty Blow as well. The final thing to note is that your opponent only has two rerolls. I've got four on my CP team and I'm blowing through them consistently.

Beat on the marauders, take shots at the AV7 goblin and skaven when they arise and hopefully you'll be in OK shape. The CP are rather flexible offensively (from what I've seen), so be ready for that. He should be playing you like he was playing a human team with some stat bonuses.

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Re: Orcs vs Chaos Pact tactics

Post by Craigtw »

CoachScott wrote: An option is to deploy your 3 linemen on the far left/right of the LOS (rather than the standard centre). If your opponent deploys his big guys opposite them then he will leave a weak flank, ready to exploit by your Blitzers and BoBs.
If I was the CP player and someone did this, then I would be tempted to put two of my BGs against the lineorcs and then leave one to the "weaker flank" to target the exposed throwers (my first choice with weaker armour and lack of Block skill) or other positionals that are more available.

Sounds like you are going to have a tough go of this, as you lack the muscle that orcs usually have to deal with teams like this. For future consideration I would max out on the blitzers and blockers ASAP!

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Post by stormmaster1 »

As mentioned above beat down on the skaven, elf, gobbo and marauders in that order of preference. If you can get 1 or 2 ahead in the numbers department then you'll be ready to take advantage as soon as his big guys bonehead out. Don't target the big guys too aggressively, but take any easy shots if you can spare a couple of guys for assists. The minotaur is great to knock down as with wild animal he's got a very good chance of not getting up without wasting a blitz.

Dealing with 3 big guys can be tricky. Tying them up so that all that ST5 is as far away from th main offensive play is great, but means free ST5 mighty blow hits on your lineorcs. (and even AV9 can break)

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Post by Craigtw »

One other thing to think about too is that if one of his BGs is a troll, try to capatalize on any opportunities to hit his "babysitters" (therby removing it from the trolls TZ) so that any time he tries to activate the troll will be on a 4+ in stead of a 2+!

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Post by Big Daddy »

Thanks for all the input guys! Some good tips in there to try and put to use.

I have picked block for the Thrower. I'll want him well clear of the LOS so Block should make him an excellent safety/sweeper in this match as none of the CP guys have block. It also gives my the flexibility to use my blitzers a bit more aggressively against the softer targets.

@ PubBowler...If someone can show me how to do the code thing to get a visual representation of line-ups I would be most grateful and not have to use NFL talk.

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Post by CoachScott »

Big Daddy wrote:@ PubBowler...If someone can show me how to do the code thing to get a visual representation of line-ups I would be most grateful and not have to use NFL talk.
Try something like this:

{code}
-- -- -- --|-- -- 08 07 09 -- --|-- -- -- --
-- 01 -- --|06 04 -- -- -- 03 05|-- 02 11 --
-- -- 12 --|-- -- -- -- -- -- --|-- -- -- --
{/code}

but with square brackets, it will show up like:

Code: Select all

-- -- -- --|-- -- 08 07 09 -- --|-- -- -- --
-- 01 -- --|06 04 -- -- -- 03 05|-- 02 11 --
-- -- 12 --|-- -- -- -- -- -- --|-- -- -- --

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Post by bouf »

if you use notepad
(Start -> Run -> "Type" notepad -> enter)

It gives you a canvas (so to speak) so you can get it right the first time.

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Post by Big Daddy »

Thanks guys. Here is my proposed defensive formation. The Throwers will be back further.

Code: Select all

-- -- -- --|-- LM -- LM -- LM --|-- -- -- --
-- BO LM --|-- -- -- -- -- -- --|-- LM BO --
-- -- -- --|BL -- -- -- -- -- BL|-- -- -- --

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Post by bouf »

Big Daddy wrote:Thanks guys. Here is my proposed defensive formation. The Throwers will be back further.

Code: Select all

-- -- -- --|-- LM -- LM -- LM --|-- -- -- --
-- BO LM --|-- -- -- -- -- -- --|-- LM BO --
-- -- -- --|BL -- -- -- -- -- BL|-- -- -- --
I wouldn't leave your BO exposed to a crowd push like that...

Mino + Frenzy = Bad!

Code: Select all

-- -- -- --|-- LM -- LM -- LM --|-- -- -- --
-- -- LM --|-- -- -- -- -- -- --|-- LM -- --
-- BO -- --|BL -- -- -- -- -- BL|-- -- BO --
That would be better...

If you want your BO closer to the inside he'll have to commit more to the Blitzing that side with any advantage. Plus the BO is slow... If goes right, the guy on the left is WAY too far out of position.

Even better to go...

Code: Select all

-- -- -- --|-- LM -- LM -- LM --|-- -- -- --
-- -- BO --|-- -- -- -- -- -- --|-- BO -- --
-- LM -- --|BL -- -- LM -- -- BL|-- -- LM --

TH in back field, 
TH in Reserves.

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Post by Big Daddy »

Good point about the crowd push from the mino. Thanks.

In your second example...are you recommending I buy the extra lineman and forgo picking up the blitzer for round three...?

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