Black Orc 3rd skill *double*

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Greyhound
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Re: Black Orc 3rd skill *double*

Post by Greyhound »

That's the benefit of the digital version a mouse over will always tell you what they have.

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Re: Black Orc 3rd skill *double*

Post by mattgslater »

Still gotta scheme around it all.

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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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Re: Black Orc 3rd skill *double*

Post by one_second_of_insanity »

Well this is tabletop and we both have access to each others rosters on our match sheet.

I ended up going for sidestep, over doge and diving tackle, we'll see how it goes but now I have 3 side steppers and 1 stand firm player so I should get to have a bit of fun and dictate positioning.

Now just to try and think about some D setups as I think his insane mino will be gunning for a couple of my players

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Re: Black Orc 3rd skill *double*

Post by mattgslater »

Inverted Ziggurat defense, SS Blitzers on the wings, SS BOB on the nose. Orcs are so heavy that they can use a "speed" defense against all comers, assuming every opponent is the (relative) agility team. Chaos can go toe-to-toe in the damage contest, which is one thing the Inverted Zig was designed for coping with. But if you can force them to cage in the backfield, all your positioning skills will really help you attack it, and keep the offense in front of you.

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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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Re: Black Orc 3rd skill *double*

Post by mattgslater »

The Mino is nasty, but negatable. He can be pushed and is AV8. There's really nothing you can do about the fact that he'll get a pair of 2d hits. But you can make those hits worthless with your I-Zig. He'll be afraid to use him on the wings, because if he pushes on the first hit then doesn't break armor, you can crowdsurf him. So he will probably go to the interior. Your midfielders in an Inverted Zig are the only non-safe interior players. Since they don't hold a key spot, you can put anybody there. I'd use the Troll and Block/DT guy. This Chaos team's total lack of Guard means he won't be able to win on the LOS against your three B/G BOBs, never mind the Side Stepper. If he had even one, it might be different.

I just don't think there's anything you can reasonably do to protect your ST4/AG4/Dodge/SS/Tackle guy against the Mino on the opening drive, other than to leave him on the inverted wing and hope the oppo decides the risk of surfing is too high. Use your PO guy on that flank, in case he gets a knockdown on the opening block. If you had a little Frenzy, it would be even better, but no matter. Frankly, his odds of hurting your guy are kind of like your odds of hurting his, so it's not that bad if he sells out and risks his Mino to get +2 on a 20/27 chance of an AV roll, with no hope of tactical gain.

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.
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Re: Black Orc 3rd skill *double*

Post by Carnis »

You could just put the standard anti-bash defence up, to protect your valued players & force your oppo on a side. A 0 guard chaos team is indeed, strange. I think you'll have the upper side on this match for that reason alone..

Code: Select all

-- -- -- --|-- -- Bo Tr Bo -- --|-- -- -- --
-- -- -- --|-- -- -- -- -- -- --|-- -- -- --
-- -- -- --|Xx -- -- Xx -- -- xx|-- -- -- --
-- -- -- --|-- Va Va Va Va Va --|-- -- -- --
Bo = BOB
Tr = Troll
XX = something you want to sacrifice to get hit with
Va = Value players, to be repositioned on turn1.

Edit: He will still get the LOS blocks though, but he will have to commit people to assisting and block from outside of the LOS, that's why he will probably block the troll with the mino on T1.

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Re: Black Orc 3rd skill *double*

Post by mattgslater »

Carnis wrote:You could just put the standard anti-bash defence up, to protect your valued players & force your oppo on a side. A 0 guard chaos team is indeed, strange. I think you'll have the upper side on this match for that reason alone..

Code: Select all

-- -- -- --|-- -- Bo Tr Bo -- --|-- -- -- --
-- -- -- --|-- -- -- -- -- -- --|-- -- -- --
-- -- -- --|Xx -- -- Xx -- -- xx|-- -- -- --
-- -- -- --|-- Va Va Va Va Va --|-- -- -- --
Bo = BOB
Tr = Troll
XX = something you want to sacrifice to get hit with
Va = Value players, to be repositioned on turn1.

Edit: He will still get the LOS blocks though, but he will have to commit people to assisting and block from outside of the LOS, that's why he will probably block the troll with the mino on T1.
I'd be too concerned with the risk of getting locked out. One of those screeners is getting pushed, and a Chaos team can deliver into a cage if there's no pressure. With all your rushers three squares back and all coverable by the same few guys, you can't deliver that pressure, and you don't have the mobility to front on the cage if the blitz yields a knockdown.

I do kind of agree that you don't have to cover the whole pitch. Have you thought about a five-man front? Use the Troll on one end and the SS BOB on the other, with the Block/Guard BOBs on the interior and the ST4 Blitzer at centerfield. Then you can protect other players behind the front five, and hopefully force the Chaos team into an unwinnable blocking war.

One way you can prevent any 2d blocks on the line is to put guys one square behind the line. With an inverted Zig, this is nice and safe, because the midfielders don't hold down any kind of way in. You're going to get chained on a Quick Snap no matter what you do, so there's no real penalty for getting QS'ed.

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.
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Re: Black Orc 3rd skill *double*

Post by stashman »

arthurinkpen wrote:
stashman wrote:Side Step is a great choice

Side Step in combo with Stand Firm players are evil to face.

Why would you have both? Isn't that a waste of spp and TV?
mattgslater wrote:It's a waste on the same guy. But having a lot of both on the same team is awesome. For one thing, it confuses and flusters opponents, who aren't nearly as used to remembering who is who and which player has what as you are.
What Matt says: On diffrent players in combo skills spread across the roster

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Re: Black Orc 3rd skill *double*

Post by stashman »

Carnis wrote:

Code: Select all

-- -- -- --|-- -- Bo Tr Bo -- --|-- -- -- --
-- -- -- --|-- -- -- -- -- -- --|-- -- -- --
-- -- -- --|Xx -- -- Xx -- -- xx|-- -- -- --
-- -- -- --|-- Va Va Va Va Va --|-- -- -- --
Bo = BOB
Tr = Troll
XX = something you want to sacrifice to get hit with
Va = Value players, to be repositioned on turn1.
Why put black orcs on LOS???

There are many teams that will get 2 dice block even if you use black orcs on LOS to be the stronger team.

I rather use Linemen (wrestle/fend and still AV9) and troll on LOS.

Use Black Orcs behind so you can use them after opponents turn is over.

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Re: Black Orc 3rd skill *double*

Post by mattgslater »

All ST4+Guard on the LOS, lots of Stand Firm to hold the interior if any linemen stay upright, an opponent without any Guard to make anything of all his ST. Two CWs and two Beastmen can nuke two linos and a Troll.

Besides, why would you have two linos on the pitch at the same time? You have a Power Nine and a Thrower, right?

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.
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Re: Black Orc 3rd skill *double*

Post by one_second_of_insanity »

Well it almost all worked I ended up losing on turn 8 of overtime after I made a silly mistake that should have seen me score in the second half after turning him over and would have set me up for a 2-0 lead at the bottom of turn 12. Oh well I guess.

On the decision of the sidestepping black Orc even though he is now only Mv3 it is a golden skill and much more useful than standfirm, he often was in contact with the minotaur or a warrior and was able to lead a few players around, a very worthwhile investment.

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Re: Black Orc 3rd skill *double*

Post by Skarsnikk »

Rather than start a new thread I'll simply hi-jack this one instead :D

One of my Black Orcs rolled a double for his first skill, normally I'd pick Side-Step or Dodge, but as his first skill I'm not sure. I'm a bit concerned it'll knock his progression back a bit and am contemplating ignoring it and plumping for plain old Block or Guard instead.


What do you guys think?

Oh all other team memebers are rookies except the thrower who has Block.

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Re: Black Orc 3rd skill *double*

Post by inkpwn »

Sidestep. Then block. If you make it to 16 spp, block, and if you manage to get your 3rd skill guard.
I'm sure everyones going to bring up mighty blow in a second so roll on the MB fans.

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Re: Black Orc 3rd skill *double*

Post by mattgslater »

Side Step. Always, doubles on a BOB is Side Step, unless he already has Stand Firm (then get Dodge). There is no greater deterrent in the whole game than a BOB with Side Step; used correctly, that guy just ruins offensive game-plans and gives you too many options when caging. Block next, of course, then Guard.

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.
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Re: Black Orc 3rd skill *double*

Post by Carnis »

I'd ignore the double, go for MB to speed progression. Later on Block/Guard or Block/PO. SF is also on the table later on so SS is not strictly necessary. More often than not when facing bashteams SF is better than SS, cause it prevents the opponents blocking guard player from getting into position (and keeps your guard in position).

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