Orc Blitzer - what next as double?

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Which skill suits best?

Jump up
10
48%
Dodge
7
33%
Tackle
2
10%
Catch
0
No votes
Flying Catch
0
No votes
Side Step
0
No votes
Something else
2
10%
 
Total votes: 21

hpb
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Orc Blitzer - what next as double?

Post by hpb »

Hi,

my Orcteam that won last season, starts the new season with a double on a blitzer with Mighty Blow.
I thought about Jump up (to take Piling On as next skill) or sth standard like Dodge / Tackle. As I have a Thrower with AG+, even Catch or Flying Catch would be interessting.

In my group I will play against: Dwarfes, Wood Elfes, Elfes, Humans, Skaven.

My Team currently has a TV of 1710k:
4 RR
12 FF
1 Cheerleader
1 Trainer
1 Apo

Thrower + AG - ST - AV
Thrower
Troll + Guard + Standfirm
Goblin
Blackorc + Block
Blackorc + Block
Blackorc
Blackorc
Blitzer + Mighty Blow + AG
Blitzer + Mighty Blow + <Double>
Blitzer + MA
Blitzer + Tackle + Dodge
Lineorc
Lineorc + Kick <MNG>

Thank you for your help

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Shteve0
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Orc Blitzer - what next as double?

Post by Shteve0 »

Dodge is excellent, of course. Maybe Diving Tackle is an option... Paired with tackle you'll have an excellent marker (elf hunter :) ) on your hands.

Problem is, while JU and SS are good, Tackle, Frenzy, Guard and PO are all awesome for the role these guys fill. Blodge is worth doubling into, otherwise you're probably looking at either taking the normal or going down a specialist route.

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Re: Orc Blitzer - what next as double?

Post by hpb »

I´m so tempted to take JU, just because then I can use PO each time I want. But of course, this will force the Blitzer to skip possible (though not probable) +ST or +AG advances. And until the 3rd skill its not much of an advance.

What I forgot to mention is that my first game this season is against the dwarfes (rookie team of TV 1100k + Block on a runner, that will definately induce a deathroller in the match) and after 5 games, when I played once against each team in my group, the final tournament will start, where I will (hopefully) meet the best teams from the other group of: Vampires, Chaos Pact, Chaos Dwarfes, Necromants and Undead.
This is why I´m not sure that Tackle will be the best choice. I will need it definately, but maybe on another blitzer.

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Re: Orc Blitzer - what next as double?

Post by Smurf »

Dodge

Or if you want to be sneaky Catch. At least he could be got to player for throwing the ball to for Thrower SPP farming and then handing it off.

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Re: Orc Blitzer - what next as double?

Post by Ullis »

Do not ever, I mean, never ever take Catch or Diving Catch on orc blitzers. There's no possible scenario where it might work. If you have a good thrower, then you'll use a team reroll to catch. You even have a +AG blitzer who's a great catcher without needing any skills.

I'd skip the doubles. You have +AG, +MA and Dodge on the other blitzers already. This means that you're falling behind on strength skills, which are essential for an orc team to succeed. If you had Piling On already, then I'd consider Jump Up, but it'll take too long to get the third skill to maximise use of Jump Up. Take either Guard or Piling On.

Also, your team is getting bloated. 14 players, 4 rerolls and support staff. I'd start by cutting the +AG thrower and not replacing him. Sad because of the +AG, but he's just too fragile with -ST and -AV. There's simply no place for him on the team. 2 substitute players are enough for orcs.

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Re: Orc Blitzer - what next as double?

Post by DixonCider »

Jump Up to make him Mighty Blow, Jump Up, Piling on. SP's will follow

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Re: Orc Blitzer - what next as double?

Post by mattgslater »

Voted Jump Up, because he already has MB.

Dodge is a more powerful skill, so that's reasonable too.

Side Step is also very good: had he had Guard or Tackle instead of MB, it would be an option.

None of the other skills you listed are any good in my mind, except Tackle, which kind of feels like a waste of a double on this guy.

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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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Re: Orc Blitzer - what next as double?

Post by hpb »

Ullis wrote:I'd skip the doubles. You have +AG, +MA and Dodge on the other blitzers already. This means that you're falling behind on strength skills, which are essential for an orc team to succeed.
You convinced me on that point. Dodge is allways nice to have, but my team really has few strength skills in the 12 advances. Guess I could make use of Guard as well, but kicking some elf-ass with PO seems to be fun.
Ullis wrote:Also, your team is getting bloated. 14 players, 4 rerolls and support staff. I'd start by cutting the +AG thrower and not replacing him. Sad because of the +AG, but he's just too fragile with -ST and -AV. There's simply no place for him on the team. 2 substitute players are enough for orcs.
This point convinces me as well - I´m just not sure if now is the best moment or after my first game? With ne MNG now, I´d only have 12 Players against the dwarves, and I guess I could make use of a thrower, I dont care too much about getting hurt.
On the other side this would lower my TV and thus his inducements by 110k to "only" 480k...

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Re: Orc Blitzer - what next as double?

Post by besters »

I usually play Orc's with only 11 players, so certainly you can get by with 12. I voted dodge for the double, I find Orc's need anything to give extra mobility.

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Re: Orc Blitzer - what next as double?

Post by mattgslater »

I have generally found that I tend to run three Orc Blitzer builds, not by choice but by necessity.

1) Workhorse (x2). Two Blitzers on average will get only normal rolls. For me, that's normally G, MB, T, and then it depends on format and coaching style. PO, SF, Fend, Frenzy, whatever. I'd say guys with late doubles, like G/MB/T/SS/Frenzy, or G/MB/T/PO/JU, those fall under the same category.

2) Warhorse. One Blitzer will end up with +ST. It just happens so often. If not, my last Blitzer starts building like he has it anyway. Tackle, Frenzy, MB, PO. My Wildsquigz (I'd link but FUMBBL is down) have this one guy with -AG, but +ST, Guard, Tackle, and Side Step, plus a BOB with Block, Guard, Tackle and Side Step. The two together are really effective (they were better before three of my four Stand Firm guys (2 BOBs and a workhorse blitzer) died).

3) Racehorse. One Blitzer always ends up with something crazy. Two doubles, or +AG, or in the case of the Wildsquigs, +AG, +2MA, and a double. This guy's build is very much a matter of style.

MB first or Guard first depends on team, opposition, style, and circumstance. I'm generally a proponent of Guard first on young perpetual teams or in elimination tournaments, MB first on replacement Blitzers for established teams and in competitive seasons, where I want to build up for a postseason.

I am a firm believer in getting at least one Frenzy or Tackle Blitzer quickly, but that really just means distributing the scores among the scorers until you've hit 6 on all four. Then you can just let nature take its course.

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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: Orc Blitzer - what next as double?

Post by SunDevil »

The fact that he got MiB first made me go Jump Up since he can use it right away. He does nto need PO to make it work, he just gets BETTER with PO next. :)

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