Advice with developing an Orc Team

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grinn
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Advice with developing an Orc Team

Post by grinn »

Hi everyone, I've just started playing Orcs in an online League. It's meant to be a lasting time that will go on for a few seasons. Playing in a healthy and sizeable league. My current division has two amazon teams, two norse, chaos, necro, undead, two high elves, dark elves and orcs. I ve just been through one season and have gotten the team this far:

#8 Bima – Black Orc – Block, Guard, [ ] - standard skill up
#11 Barri – Black Orc – Block, Guard, [ ]
#9 Zibel – Black Orc – Block, [ ], [ ]
#10 Muntun – Black Orc – Block, [ ], [ ]
#6 Mintoff – Blitzer - Block, Tackle, Mighty Blow, Dodge, [ ]
#5 Gonzi – Blitzer - Block, Tackle, Mighty Blow, [ ], [ ] - standard skill up
#4 Agat Argh Barbara – Blitzer – Block, Guard, [ ], [ ]
#7 Fred-Ugh Sant – Blitzer – Block, Guard, [ ], [ ]
#13 Imangul – Lineman – [ ], [ ]
#2 Kazz Ahmar – Lineman - [ ], [ ]
#12 Zeppi il-Hafi – Thrower - Sure Hands, Pass, Accurate, [ ] - doubles, +1MV or +1AG
#1 Grotlu One-Eye – Thrower - Sure Hands, Pass, [ ], [ ]
#14 El Buzobb – Troll – Mighty Blow, [ ], [ ]
#15 Pesisu - Goblin - Dodge, Stunty, Right Stuff, [ ], [ ]

I have three players pending level up and am really not sure what to give them.

#8 Bima the BO I m torn between Mighty Blow, Stand Firm, Frenzy and Tackle. It seems like Mighty Blow is always useful, Stand Firm I ve never used but could prove useful in keeping him in those tackle zones with the guard, Frenzy is useful on a ST4 but sucky on a MV4 (never used it either) and Tackle would get those bastard blodgers down but useless against bashy teams.

#12 Zeppi il-Hafi the Thrower just rolled a double 5s. I was going to go with kick off return but now I feel I should use the doubles or MV. The MV is always useful on a thrower, getting him further up the pitch in a cage and shortening the range on a pass. Dodge is always handy, in which case I d develop him with Block after for blodgin Thrower. Alternatively diving tackle makes him a good defender... aaah the choices...

#5 Gonzi the Blitzer is equally confusing. The Frenzy could go on him instead of the BO but am a bit apprehensive as I havent used it much before. Piling on is also tasty for those extra casualties but this is a player I want on his feet as much as possible... otherwise I m not sure what else to go for...

All advice appreciated :)

Thanks!

Grinn

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Re: Advice with developing an Orc Team

Post by Urb »

#8 Bima – Black Orc – Block, Guard, [ ] - standard skill up
Standfirm or MB, I think standfirm will win more games.

#5 Gonzi – Blitzer - Block, Tackle, Mighty Blow, [ ], [ ] - standard skill up
Piling On or Frenzy. Toss up but I think it's ok if he's prone for a turn to take a player off the pitch.

#12 Zeppi il-Hafi – Thrower - Sure Hands, Pass, Accurate, [ ] - doubles, +1MV or +1AG
I think dodge but mv is good as well.. depends how much tackle is going around.

Hmm not sure if I helped at all.

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Re: Advice with developing an Orc Team

Post by grinn »

Thanks Urb! Havent used SF in LRB5, could you explain why you think it would win games?

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Re: Advice with developing an Orc Team

Post by Urb »

grinn wrote:could you explain why you think it would win games?
How annoying is just one rookie flesh golem standing in front of your cage? Even when they get knocked over no one gets any more room to move. Give him gaurd then block? Dang. To move the cage you must go sideways which will give you opportunity to takes some corners out and get to ball carrier.

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Re: Advice with developing an Orc Team

Post by Jimmy Fantastic »

Wow that is a very light league. In light of that I would take MB on your skilling BOB and tackle/MB as all your skill picks on blitzers/BOBs from now on ignoring all doubles, you have enough guard for this league already.
Seeing as you haven't gone Block on the thrower maybe you could go +MA, but I would take dodge and blodge him up eventually.
You almost have to take Piling On on the blitzer, AV9 and some men protecting him will make it not worth fouling him and he will be able to rip apart the blodge and norse teams by himself.

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Re: Advice with developing an Orc Team

Post by grinn »

To clarify: this is just one division - There are five in all in the leauge with lots more bashiness there and I gotta think ahead :)

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Re: Advice with developing an Orc Team

Post by Jimmy Fantastic »

In that case dodge on all doubles is good, MB next on your two block BOBs is still good to speed their progression seeing as you already have enough guard for now.

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Re: Advice with developing an Orc Team

Post by Carnis »

grinn wrote: #12 Zeppi il-Hafi – Thrower - Sure Hands, Pass, Accurate, [ ] - doubles, +1MV or +1AG
How did you get doubles +ma or +Ag? Did you roll 5+5 and mean +AV actually? I'd take dodge if that's the case.

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Re: Advice with developing an Orc Team

Post by Urb »

Carnis wrote:How did you get doubles +ma or +Ag? Did you roll 5+5 and mean +AV actually? I'd take dodge if that's the case.

grinn wrote:#12 Zeppi il-Hafi the Thrower just rolled a double 5s.

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Re: Advice with developing an Orc Team

Post by mattgslater »

Don't take Dodge in that league; there will be a ton of Tackle.

Dodge or MA on double-5s for Throwers, unless they've already got Accurate; then Strong Arm. MA in this case.

In a league that light, take a little Guard (check), then Stand Firm or Mighty Blow, spam spam spam. How's the Chaos team looking? That's the driver. If they're the big threat and like Claws, take MB across the board or almost across the board; if not, take the strategy that appeals the most to you.

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What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
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Re: Advice with developing an Orc Team

Post by DoubleSkulls »

I might be tempted by Grab on the BoB, depending on how much sidestep you are already up against. Otherwise MB/SF are good choices.

With the thrower I think accurate was probably a mistake. Block would be better. Strong Arm gives you something like a reasonable thrower, but MA is probably better.

I'd probably retire a line orc too, 14 is too many in that league.

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Re: Advice with developing an Orc Team

Post by grinn »

Thank you so much for your replies guys!

@matt - the chaos team is run by a brilliant coach (close friend and world cup finalist) who's loading up on the MB and Cl.

He still has only one of those machines, 2 guards in total and a few other MBs. But I can see that changing in the near future. I m more thinking long term with this team - hopefully making it to premiere division at the end of this season. There I m looking at 2 undead, 2 amazon, 1 orc, 2 chaos. SO all in all not overly bashy in terms of short to mid term future.

With the thrower I took accurate cause I wanted to move the ball around a bit (and has been mighty useful). I m not playing them right. Have always played humans in leagues and must admit these orcs are looking a bit too throwing-happy for an orc team. So now that I have throw it seems that I should keep developing him as a thrower, not a runner? In that case is strong arm or ma better?

@doubleskulls - I agree about the player numbers. I m seriously thinking of ditching the Troll and gobbo. They have no SPPs yet and have so far been largely unhelpful. I m worried that pulling the Troll is gonna reduce my hitting power but I really dont like his unpredictability and tying up one guy to baby-sit him. what do you guys think on that ? Maybe remove the troll and gobbo and replace them with a lineman.

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Re: Advice with developing an Orc Team

Post by Jimmy Fantastic »

With Amazons and Elf teams everywhere here and 2 amazons in the top division you need MB/Tackle spam not MB/SF spam.
Seriously whats with everyone recommending SF all the time??!
I would probably sack the troll because you are in a light league and they are unreliable.
Unless he is on 4 spps then you could try skilling him to see if he could get a double for block.

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Re: Advice with developing an Orc Team

Post by mattgslater »

I throw more than most Orc coaches, too. It works out fine so long as you're conservative with your passes and careful with your overall strategy, to keep it as a complement to a cage-game. I find I tend to throw about one pass in close games, two in bad losses, and four in blowout wins.

In fact, an Orc Thrower with Accurate is kind of like a Necro Werewolf when it comes to cage mobility. You can build a "front" instead of a cage, and then deliver the ball when your opponent gives you someplace to cage up properly.

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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: Advice with developing an Orc Team

Post by Urb »

Jimmy Fantastic wrote:Seriously whats with everyone recommending SF all the time??!
Cause tackle is situational. He already has a few and usually a few is enough. Sure it doesn't hurt to have more but he has no SF at all. Vs orc you want to push them around and out of position. Sf with gaurd and block on str4 is a serious problem for many teams. You don't need a lot of SF but a few will tranform the effeciency of your D.

vs elfs not so great however you only get a block or two a turn. It'll most likely be on your mobile players, blitzers, who already have mb, and tackle at that.

Truely what is great about sf if they don't knock you over on thier block you get a free hit. Great for cage breaking.

All which I know you are aware of but you did ask.

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