Orcs TV 110 + Skills

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Boar Bolter
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Orcs TV 110 + Skills

Post by Boar Bolter »

Yeah, I'm going to go to test my BB-skills, and take on a BB-tournament. In this tournament teams first play two matches, and after that possible semi-finals and final. So it is maximum of four games. After each game coach can give two norm-skills or one double for his players, still only one skill per player.

My roster (now) looks like this:

4 Blitzers
4 Black Orc Blockers
1 Thrower
4 Lineman

1 FF
3 Re Rolls
=
1.100 000

All injuries are discarded after each game, so dying won't be a problem.

What do you think about this roster?

About skills, I think that Blitzers could have Tackle and one of them maybe Strip Ball. For Borcs, Guard or Block. In my league, my Orc Thrower with Dump-off has became a really good ball carrier (just have to remember to keep one player without opposite TZ:s within 3 squares)
but I don't know what I should pick for him in tournament (or just ignore him) Kick would be nice for one lineman.

Well, hopefully you can understand this all, and I'm thankful for any piece of advice :D

-BB

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Setomidor
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Post by Setomidor »

With Orcs you don't need that many players unless you plan to foul extensively. You could consider exchanging some spare playes for a Troll.

You probably could consider dropping the Thrower too, and giving Sure Hands to a Blitzer after the first game. Blitzers should be your primary ball carrier anyway, so he needs Sure Hands to counter Strip Ball.

Other than that, it looks good :)

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Post by Leipziger »

I agree that you probably won't need 13 players in your squad. You could drop a lineorc and buy an apo (if your tourny allows them). Alternately, there is the troll option or dropping the thrower and taking a 4th reroll.

For skills, you are right re: BOBs and guard/block (although stand firm is also good). For your blitzers, tackle, mighty blow, more guard or strip ball will do you fine. Given that you could have 6 normal skills by the final round, you might fancy 2 x block BOBs and 4 x guard blitzers. That will make it much harder for your opponent to get 2 dice blocks against you.

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Post by Carnis »

Given you get doubles on demand, how about -2 linemen -1 FF and pick up a troll.

Then skill up block troll and 4x guard blitzers on the 2 other skillups.

Seems like the most obvious plan to me. Really stupid is compensated by ST5 and mighty blow for sure.

Could consider dropping the 2nd lineman for an apo, as apo can now cure knockouts too and curing a positional is often better than replacing with a lino.

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Post by Boar Bolter »

Thank you guys!
So how about a roster like this :

4 Blitzers
4 Black Orcs
Da Troll
2 Linemen
Thrower

3 Re Rolls

I think that picking up the ball will surely burn some rerolls, so starting Sure Hands won't be a bad thing. With this roster, after the first game Troll will be given block right? Only thing about this is, that then the block is only (added) skill after the first game. Two blitzers could be given guard after the first game too... Think about the power of Da Cage after that...

And yea, apos are allowed.

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Post by Carnis »

I'd likely get the 2 guards first, the troll can work as a roadblock until he gets block. And yes, surehands to start and -MA probably better than "wasting" a blitzer with sh. RRs you need for your BOB blocks, with no block skill.

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Post by Setomidor »

If apos are allowed, get an apo instead of the second lineman. As already mentioned, keeping your skilled up Troll, BlackOrc or Blitzer in the game is more valuable than having an extra lineman.

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Post by mattgslater »

I wouldn't burn two skills on a double. Give the Troll Guard and get a Blitzer with Frenzy after game 1, then skill 2 BOBs (Block, Guard or Stand Firm; all does the same thing in context) after game 2. Then get a pair of Stand Firm Blitzers after 3, and you'll be uncrackable.

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Post by Joemanji »

Block on the Troll is gold. Well worth the double.

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Post by Carnis »

mattgslater wrote:I wouldn't burn two skills on a double. Give the Troll Guard and get a Blitzer with Frenzy after game 1, then skill 2 BOBs (Block, Guard or Stand Firm; all does the same thing in context) after game 2. Then get a pair of Stand Firm Blitzers after 3, and you'll be uncrackable.
None of this makes any sense to me :p. Maybe it's a different gaming philosophy altogether, but imo they all do a different things.

Simply comparing
4x BOB + block
4x Blitzer
vs
4x BOB
4x Blitzer + guard

I would rate the guard-team always higher, simply because they bring in so much more effective str (with extra assists) into the match. Same with the troll, bringing him is +2 effective str on the field.

Why I would put the guards on the blitzers? 3 Reasons : 1 mobility 2 block 3 S3. A S4 player can tie down a player solo, no need for guard.

Frenzy is very situational, stand firm over guard blitzers just doesn't make any sense to me at all.

The reason troll with block is golden is he cannot reroll his blocks, so effectively without block he cannot block. Getting that turnover chance from 1/9 to 1/36 makes taking a troll worthwhile, and more.

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Post by Joemanji »

Well said Carnis.

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Post by mattgslater »

Carnis wrote:I would rate the guard-team always higher, simply because they bring in so much more effective str (with extra assists) into the match. Same with the troll, bringing him is +2 effective str on the field.
If you can win the ST war consistently, you're happy. You start with 39 ST points, 98 AV points and a reserve, more AV than anybody-bar-none and more ST than any team that doesn't have massive limitations (like no Block, or no AG3 and a bunch of AV7). If you don't out-ST any opponent you're facing all the time, it's either your fault or a freak coincidence. So all or almost all of your blocks should be 2d whether you take one guy with Guard or six. Not to say you shouldn't take any, but in this format skills are precious and on this team ST is not so precious.
Why I would put the guards on the blitzers? 3 Reasons : 1 mobility 2 block 3 S3. A S4 player can tie down a player solo, no need for guard.
If you put a BOB and a Blitzer next to each other in a formation (pretty common), and the Blitzer has Guard, the BOB is unhittable until the Blitzer gets pushed, but it's comparatively easy to get a single assist on the Blitzer and send him down or back, and then get 2d on the BOB. If the BOB has Guard, then they're both effectively ST4. The first block is 1d. The opponent will go for the BOB first, but you need Block or it's really dicey. Stand Firm also works here, but in reverse.

On your turn, it's the Blitzer who needs the assist, not the BOB. The BOB will get 2 dice either way (he needs 3 assists to get 3d most of the time, and that's not worth gaming for, and you should never have to give up assists on your own blocks with an Orc team), so Guard on the Blitzer is no benefit to the BOB. If neither has a skill, then you save yourself the need to engineer an assist by blocking with the BOB first, but if you don't have a TRR or Block, it's a little spooky until the end of your turn, 'cause the Blitzer's 35/36 action is hanging on the BOB's 8/9. If the BOB has Guard, however, the Blitzer gets to hit with 2d, taking his comparatively safe action before the BOB's riskier one. Block is even better in that case, of course, as the BOB can go first without any extra risk. You'll also get more knockdowns.

BOBs are also better than Blitzers for protecting your Troll. A Troll needs only 2 assists to block with 3d. Blitzers with Guard will tend to get knocked away, unless you gave your Troll Guard (that is, not Block).
Frenzy is very situational, stand firm over guard blitzers just doesn't make any sense to me at all.
Frenzy is not all that situational. Or rather it requires any of several situations, one or more of which you can engineer over and over. Stand Firm deals with high MA or Frenzy, shutting out the WZ to narrow the field or prevent OOB pushes. It's also good against bash, as it lets you immobilize cages, fronting on them with Blitzers and digesting them with Frenzy-Boy, the BOBs and the Troll. It's also good on offense, as it lets you seal out the outside front of your cage with rugged, immovable potential scorers. A Stand Firm Blitzer and a Guard BOB is a wall of doom, especially if the Blitzer is manning the outer edge.
The reason troll with block is golden is he cannot reroll his blocks, so effectively without block he cannot block. Getting that turnover chance from 1/9 to 1/36 makes taking a troll worthwhile, and more.
Agree. But it costs two skills. That's scary. If it were 40k per match cumulative and the double cost 30k, then that would be different as you'd be able to take another double later. But it's two skills or one double. And a Troll is such a great noseguard, and Guard is better than Block on the nose. It makes it very hard to knock BOBs off of him, minimizing the impact of Really Stupid (Block or Stand Firm on at least one BOB is great here, as is SS on a Goblin to a lesser extent).

Why not take Block on BOBs? That also reduces your chance of turnover. In fact, it does it better: there's a 1/6 chance the Troll will fail without turnover every time he does everything, and on top of it, this same chance will eliminate his TZ, which usually prompts people to take block actions late with the Troll so as to use his assist while he's got it. So you're tempted to block with the BOBs first. So they're more likely to cost you actions on a skull-out, meaning you get better dividends from reducing their chance to skull. Not only that, but it only costs one skill.

But if you take a Block Troll, put him at end and take a Guard BOB (nose) and a SF BOB (end) next, and everyone will hate you forever. With Orcs, it all starts on the line.

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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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Post by Carnis »

Long post.

We play different. In my games, the opponent has turns as well. Meaning he can dictate some of the game play (meaning stand firm and frenzy are both much less important).

***

The guard on BOB vs guard on Blitzer argument is very valid indeed.

The real question is do you want to "average" your St to 4 across the board (guard BOBs), or have 4x straight ST4 players and 4 multirole & harder to knock down guard blitzers. Both work in different situations, but both work.

Guard troll is also nice. It may well be better to get guard + other skill over the blocking troll. I like blocking trolls, though.

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Post by mattgslater »

Carnis wrote:[T]he opponent has turns as well. Meaning he can dictate some of the game play (meaning stand firm and frenzy are both much less important).
That's true of all skills. Your opponent can knock Guarders away, mismatch up on your Block players, foul your Leader in the first turn, take advantage of your lack of Stand Firm....

Of course, optimum use of Stand Firm depends on solid order of operations and good positioning to keep your SF'er exactly where you need him, so my advice is contingent on having at least average coaching skills... including a grasp of concepts that aren't always best-explained in 50 words or less.

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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.
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Post by Carnis »

mattgslater wrote: my advice is contingent on having at least average coaching skills... including a grasp of concepts that aren't always best-explained in 50 words or less.
:lol:

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