More Orc prevarication

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Smeborg
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Re: More Orc prevarication

Post by Smeborg »

A major consideration for Kick on slower teams is this: is there a slot available on defense for a Kicker (i.e. starting neither on the LoS nor in a Wide Zone)?

I found with Nurgle (to give one example) that I would almost never set up a Rotter in that space, thus Kick for the team became an unaffordable luxury (I would not delay or arrest the development of a Warrior or Pest for Kick).

While not as severe, similar considerations may apply for the Orc team (a Lino with Kick is obviously not going to go on the LoS).

Hope that helps.

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mattgslater
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Re: More Orc prevarication

Post by mattgslater »

burgun824 wrote:I would argue that anyone that's not a fast AG team needs kick at some point. It gives you more control over ball placement and forces MOST opponents to respect that on their set up by spreading out a little more.
Awesome. 'Cause I'd argue that only fast AG teams ever need Kick. You can pretty much rely on a quality opponent getting the cage together on Turn 1, unless the ball goes super deep, in which case only a speedy team can threaten it before the cage forms. I will take Kick on slow teams sometimes too, but then it's for shallow kicking to prevent overloaded formations and capitalize on Blitz! results.

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Chris
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Re: More Orc prevarication

Post by Chris »

Yes I take kick normally on slow bash teams both to try and draw models back and to get lucky and end up with the ball only defended by a light cage near my half.

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crimsonsun
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Re: More Orc prevarication

Post by crimsonsun »

Chris Looking at your Roster you need more Guard more than anything else! Its critical, as IMO any Orc team approaching 2k needs 9 Guard. Personally you also have an overload on PO, IMO 2 is plenty, as is 1 frenzy 2 with your limited Guard will cause you an utter nightmare against a lot of teams.

I feel you need a bit more direction with you builds. rather than looking at what makes a player nice by himself you need to spend more time thinking about the team will function as a unit as I see it you have a squad of 4 individual glory chasers and then 7 players that stand around, only 3 of which form a unit of any coherency. Obviously I realise deaths etc never make like easy for building a squad but you really need to start getting SPP else where as you have awful distribution currently. Look at scoring with Line Orc's and Throwers, and start setting up blocks with those rookie black orcs while you have 2+ rerolls left during the half.

I do not know what division your in but 11 players on a Orc side is asking for difficulties, I feel the extra TV cost that 2 more players will bring is easily worth the TV difference that they cost you as currently you have no back up/or reserves and against any Strong Bash side or even worse a Pitch control team and you will be really struggling due to missing players from very early, and your team simply does not have the speed to compensate for that.

What Division are you in now, and are you doing well? Promotion? Relegation (I am purely asking for my personal knowledge as I am returning this season to either tier 4 or 3 I think)

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Re: More Orc prevarication

Post by Chris »

Division 2 (d) - did have a 5 game winning run, but just lost 1-0 to lizards (I always lose to lizards, little sods, I can just never hurt them...), sods retired a couple of players too. Need to win next couple of games to win division and go to div 1, sadly the next game is against a killer nurgle side that will probably wipe me out :(

Yeah went for Guard in the end. I would have preferred guard on the bo's, but they just keep dying... Next targeted skills game is after this one assuming I survive against the remnants of an elf team.

rr's left in later part of a half? :) I get far too many double skulls for that!

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