Orc skill choices against Lizards and Pro Elves
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Orc skill choices against Lizards and Pro Elves
I'm coaching a new Orc team in a small perpetual league. After two games I skilled up two blitzers. And the team looks like this:
1. Peter Parker (Bz) + normal skill
2. Barry Allen (Bz)
3. Bruce Wayne (Bz) + normal skill
4. Steve Rogers (Bz)
5. Clark Kent (BO)
6. Ben Grimm (BO)
7. Piotr Rasputin (BO)
8. Luke Cage (BO)
9. Matt Murdock (Thr)
10. Bruce Banner (Troll)
11. Rick Jones (Li)
12. Jimmy Olsen (Li)
13. Oliver Queen (Thr)
RR:3 Gold: 10.000 Apo: yes
Steve Rogers, Clark Kent and Bruce Banner have decent chances of skilling up after next game.
I know that the final two games will be against Lizardmen with no skills, but with 6 Saurus, a Krox and 4 RR, and after that a fairly developed (TV 150+) Pro Elf team complete with sidestepping blodgers.
Even if my Orcs win both games it is unlikely that they will make the league final, but I really want to win both games, without totally sacrificing long term development.
So what skills to choose for the blitzers?
Tackle is definitly going to be helpful in both games. Guard is going to be immensely helpful vs. Lizards, but only ok against the elves. I really like Stand Firm, but it is not going to do much against the Lizards. Frenzy would be nice against both and could do tackles job and still be helpful in future games against non-dodge teams.
I lean towards Guard on both, since it is should help me perform better against the Lizards and thus increase chances of getting more SPP and skills before I face the Elves. But it is kind of vulgar. Maybe Tackle and Guard?
Suggestions?
1. Peter Parker (Bz) + normal skill
2. Barry Allen (Bz)
3. Bruce Wayne (Bz) + normal skill
4. Steve Rogers (Bz)
5. Clark Kent (BO)
6. Ben Grimm (BO)
7. Piotr Rasputin (BO)
8. Luke Cage (BO)
9. Matt Murdock (Thr)
10. Bruce Banner (Troll)
11. Rick Jones (Li)
12. Jimmy Olsen (Li)
13. Oliver Queen (Thr)
RR:3 Gold: 10.000 Apo: yes
Steve Rogers, Clark Kent and Bruce Banner have decent chances of skilling up after next game.
I know that the final two games will be against Lizardmen with no skills, but with 6 Saurus, a Krox and 4 RR, and after that a fairly developed (TV 150+) Pro Elf team complete with sidestepping blodgers.
Even if my Orcs win both games it is unlikely that they will make the league final, but I really want to win both games, without totally sacrificing long term development.
So what skills to choose for the blitzers?
Tackle is definitly going to be helpful in both games. Guard is going to be immensely helpful vs. Lizards, but only ok against the elves. I really like Stand Firm, but it is not going to do much against the Lizards. Frenzy would be nice against both and could do tackles job and still be helpful in future games against non-dodge teams.
I lean towards Guard on both, since it is should help me perform better against the Lizards and thus increase chances of getting more SPP and skills before I face the Elves. But it is kind of vulgar. Maybe Tackle and Guard?
Suggestions?
Reason: ''
- mattgslater
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Stand Firm, to build corners, unless you plan on playing the Lizards next. In that case, go for Tackle. But yes, Stand Firm is great against Lizards: the Saurus is the perfect lead-blocker, and beating developed Lizards means building great cornerbacks. Stand Firm is the third-best cornerback skill, and your guy already has the second-best one to start (the best is Side Step, but that's neither here nor there).
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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I do plan on playing the lizards next (as indicated in the post).
Stand Firm seems pointless unless I give it to both Blitzers and although I will definitly want two SF blitzers at some point I'm still not convinced that it will be a gamewinner against the lizards (at least when compared to guard or tackle). I'm always ready to be convinced though.
If I go for tackle giving it to both seems overkill. Maybe not in the next two games, but at least long term.
That takes me back to tackle and guard.
Stand Firm seems pointless unless I give it to both Blitzers and although I will definitly want two SF blitzers at some point I'm still not convinced that it will be a gamewinner against the lizards (at least when compared to guard or tackle). I'm always ready to be convinced though.
If I go for tackle giving it to both seems overkill. Maybe not in the next two games, but at least long term.
That takes me back to tackle and guard.
Reason: ''
- mattgslater
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Oops. Wasn't reading clearly. Tackle on one to make him a safety, eventually evolving into a corner when he gets SF at 16 SPPs. The other could take Tackle or Guard; either way, make him an OLB on the side across from the Tackle safety. Remember, beating Lizards is about beating Skinks. The Sauri and Krox are support and distraction, nothing more, and when they start running out of Skinks, the extra ST on the other guys suddenly fades away into multiple-assist-land.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Tackle will help with the Skins, who will be his ball carriers. Most likely you are going to have to dive into a cage to get to him, so any less of a reason to just push him I would go for.
Did you ever consider Mighty Blow? I know its a boring skill, but you will have more chance to break a Saurus' armor and a greater chance of keeping the Pro-elves out of the game.
Did you ever consider Mighty Blow? I know its a boring skill, but you will have more chance to break a Saurus' armor and a greater chance of keeping the Pro-elves out of the game.
Reason: ''
- mattgslater
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- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
Mighty Blow is a good idea... but whatever you give him, remember that a Saurus is a distraction, and a Skink is a target. If you give him MB, try to match him up on Skinks, just like you would if you gave him Tackle.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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- Location: Gatineau, Quebec, Canada
My typical intial development for Orcs. Adjusted for who I play when, and what types of teams are in the league.
Blitzers: 2 Tackle, 2 Guard. Then a mix of Frenzy, Mighty Blow and more Guard.
BoBs: 2 Block, 2 Guard. Then the 2 Block get Guard and the 2 Guard get Block. Then Stand Firm.
Troll: Guard then Stand Firm. Doubles = Block. Troll is to get in the way. Give him passive skills, and don't activate him unless you have to.
Thrower: Block. Then Leader for one. Other gets Kick-off-Return after block. Use them to carry the ball when facing strip ball opponents. Otherwise they hang-out next to a blitzer ball carrier in case your offence goes to heck and you have to take desperate measures. Use them on defence, useful to pick-up loose balls.
Given your immediate opponents, I'd get Tackle on the two Blitzers that skilled-up. Next blitzers that skill-up get Guard, as show above.
BoBs: I like Guard on the first two that skill-up. Help getting those two-dice blocks with the Blitzers against the Elves. And those BoBs form opposite corners of your cage to avoid having the Elves get one-die blocks on your ball carrier, especially if they have leap/dodge/side step, and other skills that help getting in your cage to knock the ball loose.
Blitzers: 2 Tackle, 2 Guard. Then a mix of Frenzy, Mighty Blow and more Guard.
BoBs: 2 Block, 2 Guard. Then the 2 Block get Guard and the 2 Guard get Block. Then Stand Firm.
Troll: Guard then Stand Firm. Doubles = Block. Troll is to get in the way. Give him passive skills, and don't activate him unless you have to.
Thrower: Block. Then Leader for one. Other gets Kick-off-Return after block. Use them to carry the ball when facing strip ball opponents. Otherwise they hang-out next to a blitzer ball carrier in case your offence goes to heck and you have to take desperate measures. Use them on defence, useful to pick-up loose balls.
Given your immediate opponents, I'd get Tackle on the two Blitzers that skilled-up. Next blitzers that skill-up get Guard, as show above.
BoBs: I like Guard on the first two that skill-up. Help getting those two-dice blocks with the Blitzers against the Elves. And those BoBs form opposite corners of your cage to avoid having the Elves get one-die blocks on your ball carrier, especially if they have leap/dodge/side step, and other skills that help getting in your cage to knock the ball loose.
Reason: ''
Cramy