Orc team scoring TDs problem

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Ludakk
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Orc team scoring TDs problem

Post by Ludakk »

This is not as much of a problem as it is my inexpirience I guess, I've been having difficult time scoring in my played games so far, let me give you my avg TD per game: For- .800, Against- 1.899.
I have been having hack of a time trying to move the ball down field by running it, my thorower has been so ineffective, I've been trying to run the cage formation, but once it is all formed and I'm trying to rumble across the pitch eiteher though the middle or one of the sides, the cage gets stalled: other team just swarms all over my cage, so not im putting as many players around my ball carrier as possible. well, 8, I'm not really sure how to advance while the cage is formed so before last game I got me an Ogre and yes he scored a TTM TD with one of my Goblins and that was the only TD I was able to score, I've been trying to some how some way try to make my 2 goblins to be the catches, but so far I have not been all that sucssesful due to lack of understanding how to do that, maybe my set ups are wrong, maybe I keep putting my players in all the wrong places, but it is just once the oponent gets close to my ball handler/carrier everything on my side gets or runs into a brick wall.
Could you please let me know how to try and fix it?

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Post by Ghost of Pariah »

Anything I have to say will be on this page anyway so here...


TACTICS PAGE


Pay close attention to:

General Offensive Strategies
General Defensive Strategies and...
'Ere we go! 'Ere we go! 'Ere we go!

Those should help you out immensely!
I liked Chet's article on Orcs in a BB2K1 environment too.

Good luck!

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Post by Lorka »

Well Ludakk I am a bit of a newb myself, but it seems to me you make the cage wrong.

I only use 4 orcs to form the cage one on each corner of the ball carrier. If you use 8 (+carrier) you only have 2 orcs left to harrass the opponent.

With 4 cage orcs and the 5th carrier, I have 6 orcs running around messing up the opponent. Sometimes the cage is with more orcs because you will never be able to move the cage uncontested. But as long as you keep in mind only 4 orcs are needed you have much more freedom to move around.

Also I dont use goblins, they are weak and dont help with a cage. If you want to play the passing game with Orcs, sure goblins are good, but I play a bashing cage 2-1 game, so no gobbos for me. Maybe I will take a gobbo as my 16th player so I have the possiblility of the 1 turn TD, but I dont think it will happen :)

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Post by DoubleSkulls »

A couple of things to remember you have to think where you want the cage to go next turn. Put some of your excess players there - then you can always run and leave the other corner men behind.

Passing option. A single blitzer or goblin downfield can force your opponent to cover the possible pass. If he does it should make the running game a little easier. If he doesn't cover then you pass and score.

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Post by McDeth »

Remember the cage should be used as ameans to protect the ballcarrier, until the TD opportunity becomes available. It is not the means of scoring the TD's. Use your Blitzers as potential short receivers, but above all use a little patience, the cage isn't meant to put you in a scoring position in a couple of turns, if i'm running a cage i'm quite prepared to take up to 7 or even 8 turns to achieve the objective.

If your Black Orcs get tied up, then fine roll the cage to the other side and reform it with the remaining members of the team. I'd be happy to leave my BO's holding up a couple of ST3 Players as it will give me numerical advantage in other areas of the pitch. Ideally send a Blitzer or even a goblin deep into enemy territory, which will help distract the opposition players swarmign your cage, as invariably they'll have to blitz the deeper players or use two players to put tackle zones to prevent dodging.

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Post by Ludakk »

Hey, guys!
Yes, you are absolutely right, I'm making it so obvious that I'm going to try and run the ball in and that the players on the oposing team have nothing to do but to swarm me up from each and every direction, besides I'm complaining about lack of passing play and at the same time I send no one down field or if I do that than it is not deep enough and that just leaves the door open for oposition to do whatever they feel like doing.
I'll try and do whatever you guys tell me here, I'll try using alot less players while forming up a cage meanwhile could you perhaps do a lil "Code" and how me what your cage looks like with player position names and skills? If it's not too much to ask you for , you know.
Thank you!
-L-

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Post by Lorka »

Well my cage orcs are preferably Black Orcs with Guard, Block and Tackle (and Stand Firm if i am able to get a double), but it might be an unskilled Lineman if nothing else is able to get into position.

BXB
XOX
BXB

B = Black ork above
X = nada
O = Ball Carrier, either a Thrower or Blitzer

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Post by kaboom »

your black orc have only 4 in average!!!
i prefer blitzer( 2 with guard)

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Post by Ludakk »

Lorka wrote:Well my cage orcs are preferably Black Orcs with Guard, Block and Tackle (and Stand Firm if i am able to get a double), but it might be an unskilled Lineman if nothing else is able to get into position.

BXB
XOX
BXB

B = Black ork above
X = nada
O = Ball Carrier, either a Thrower or Blitzer
Are the very first 2 BOBs being part of your front line on LOS? Also, should the cage be formed right away, during my 1st turn or a little bit later into drive?

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Post by Lorka »

Well as I hope I said I make the cage with whatever orcs are free to make it. Thats also why both Black Orcs and Blitzers take guard and tackle. As the first skills (Black Orc take block before tackle), and both take stand firm on doubles.

So the Cage will often be formed with Black Orcs to begin with and then become Blitzers as the Black Orcs fall behind :)

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Post by Skummy »

"Da Cage" is a form of defensive offence. If it is formed with players at the four posts, the defence cannot easily get a hit on the ballcarrier. Making a very difficult dodge and using leap are their only choices. Caging is only necessary when your opponent can reach the ballcarrier - speed can be a problem for a defence. Ideally, an Orc team wants to stay caged until they can make a run for the end zone, though a passing play to a downfield reciever is a possiblility.

There is also a "half cage" formation when you are low on free players.

BXS
XOS
BXS

You can use the sideline to limit the number of approaches an enemy can use on you. The above diagram comes with a big warning, though. If a blitzer manages to dodge or leap into the area between your two blockers, you're going to be finding out how the fans feel about your tactics.

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Post by NightDragon »

You will find this until they develop, they are not a good starting team. They need plenty of guard skills to protect their thrower. I tend to have one pocket with the thrower moving up one side and another faster pocket going up the other. When the thrower becomes bogged down he unleashes it. My experienced team is now doing well.

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Post by Robotorz »

In my humble opinion Orcs a the best (or at least on of the best) starting team when you know the first basics. Without these basics (rules, some tactics, gamplays ...) you dont do well with other teams either but as soon as you have a feeling for Blood Bowl you can play Orcs quite well.
They are harder when your opponents are experienced (Better Strategies and higher Teamrating) if you compare them with wood or high elfs.
You cant go wrong with them in the beginning since it is so easy to design a gameplan that works. I usualy go for 2 - 1 score or i allow them to make a 2 - 2 and then erase the whole team in overtime (Running/Passing Teams with low AV) when the KO's and Cas are looking good till over time (= lots more of SPP).

A good plan is always to score late on offence

On defence just try to keep a stable defence with lots of dodge rolls for your enemy and have 2 players (blitzers) go after the ball carrier. Put as much preasure early on at the ball and force mistakes and or turnovers. If you manage to control him from your Turn 1 he looses the ball very soon and you get to beat him even more.

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Post by NightDragon »

I don't see them as a good starting team. Too slow and the Black Orcs come with no skills. I see them as a much better experienced team as they get meaner with age.

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Post by Ludakk »

That's what I head about Orcs, hope that by the time they geat better and meaner so will I :)
-L-

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