A Starting team for a 6 game tournament?
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A Starting team for a 6 game tournament?
I am thinking of entering some of the US Blood Bowl Tournaments this year at the varios gamesdays and I was thinking... '6 games? hell, my Orc team normally doesn't start doing well till game 10!!!'
As a LEAUGE team with 30-60 games a season, I love my orcs... by game 15, they are almost as scary as a dwarf team with 16 players with guard. But it seems they FALL SHORT as being a 6 game team...
So here is my question: What teams are best in a 6-game mini season?
If I plan to use my orks... I would plan the following:
Starting team:
1 Ogre
2 Black Orcs
2 Blitzers
2 Throwers (or 1 kicker/1 thrower if kicking rules are in effect)
3 linemen
2 gobbos
2 rerolls
7 fanfactor
I would set up with a broad front line and 2 throwers in the back. The goal is to pick up the ball, hand off to the gobbo, throw team mate and run it in for a TD.
This works pretty well, and even if it fails, its primary function is to put teams on the defensive. Next time they kick off, (especially if it works) they will probably checkerboard the backfield to prevent the gobbo hijinks. And then I can march it down the field in good old fashion orky style.
As the 6 games go on.
Ogre: Block, Pass on doubles
Black Orcs: Pile on, Dodge on doubles
Blitzers: Guard, Dodge on doubles
Throwers: Accurate, Strong arm on doubles
linemen: Block, Catch or Leader on doubles
gobbos: Catch (gives hand offs a reroll and helps TTM) Block on doubles
All gold goes to buying an apothacary first and then blitzers and black orcs as the games go on.
As a LEAUGE team with 30-60 games a season, I love my orcs... by game 15, they are almost as scary as a dwarf team with 16 players with guard. But it seems they FALL SHORT as being a 6 game team...
So here is my question: What teams are best in a 6-game mini season?
If I plan to use my orks... I would plan the following:
Starting team:
1 Ogre
2 Black Orcs
2 Blitzers
2 Throwers (or 1 kicker/1 thrower if kicking rules are in effect)
3 linemen
2 gobbos
2 rerolls
7 fanfactor
I would set up with a broad front line and 2 throwers in the back. The goal is to pick up the ball, hand off to the gobbo, throw team mate and run it in for a TD.
This works pretty well, and even if it fails, its primary function is to put teams on the defensive. Next time they kick off, (especially if it works) they will probably checkerboard the backfield to prevent the gobbo hijinks. And then I can march it down the field in good old fashion orky style.
As the 6 games go on.
Ogre: Block, Pass on doubles
Black Orcs: Pile on, Dodge on doubles
Blitzers: Guard, Dodge on doubles
Throwers: Accurate, Strong arm on doubles
linemen: Block, Catch or Leader on doubles
gobbos: Catch (gives hand offs a reroll and helps TTM) Block on doubles
All gold goes to buying an apothacary first and then blitzers and black orcs as the games go on.
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- DoubleSkulls
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For The Blood Bowl I took
1 Ogre
1 Varag Ghoul Chewer (!)
3 Blitzers
2 Goblins
4 Line Orcs
1 Thrower
1 FF
2 TRR (+ Varag)
I think that team was pretty damn good for my style of play - long grinding drives.
Blitzers are, IMO, better than BOBs until the BOB has Block. So under a 1 skill per game system I was left with at most a couple of BOBs who weren't going to get skills until late on, so I took all blitzers and it worked pretty well.
Now I assume you aren't going to have Varag, so the 4th blitzer and TRR are tempting, using the remaining 20k to boost another line orc into a thrower.
Alternatively, if you really want the BOBs would be to drop the Ogre and a blitzer and take 3 of them. Then use the remaining money to upgrade the goblins.
Lots and lots of options with Orcs.
I'm just realising that you've put down progression as normal. In a lot of tourneys you get no money and get a number of skills per game rather than normal progression. I'd check that out before you decide your roster as it makes a big difference to team development and selection.
1 Ogre
1 Varag Ghoul Chewer (!)
3 Blitzers
2 Goblins
4 Line Orcs
1 Thrower
1 FF
2 TRR (+ Varag)
I think that team was pretty damn good for my style of play - long grinding drives.
Blitzers are, IMO, better than BOBs until the BOB has Block. So under a 1 skill per game system I was left with at most a couple of BOBs who weren't going to get skills until late on, so I took all blitzers and it worked pretty well.
Now I assume you aren't going to have Varag, so the 4th blitzer and TRR are tempting, using the remaining 20k to boost another line orc into a thrower.
Alternatively, if you really want the BOBs would be to drop the Ogre and a blitzer and take 3 of them. Then use the remaining money to upgrade the goblins.
Lots and lots of options with Orcs.
I'm just realising that you've put down progression as normal. In a lot of tourneys you get no money and get a number of skills per game rather than normal progression. I'd check that out before you decide your roster as it makes a big difference to team development and selection.
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Ian 'Double Skulls' Williams
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You always need fanfactor because otherwise you will lose soooo many kick off table events. Close to half of all the kickoff table events are fanfactor related and with on average 4 kickoffs a game, that could turn very ugly every fast.
Also... You never know who you will end up playing against and only having 11 players is the quickest way to lose a game.
I will have to find out if it is 'same team every game' or if it grows like normal.
If I had no hope of buying new players then I might go with a more skilled team of blitzers and such, but an ogre in game 1 can seriously knock teams down a peg...
Also... You never know who you will end up playing against and only having 11 players is the quickest way to lose a game.
I will have to find out if it is 'same team every game' or if it grows like normal.
If I had no hope of buying new players then I might go with a more skilled team of blitzers and such, but an ogre in game 1 can seriously knock teams down a peg...
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Re: A Starting team for a 6 game tournament?
No offence but if you plan on using throw team mate from the off then your asking for deep trouble. Ogre will fail more often than not, and your fragile goblins went last long if they get left on their own, or hit the deck to often.nkelsch wrote:I would set up with a broad front line and 2 throwers in the back. The goal is to pick up the ball, hand off to the gobbo, throw team mate and run it in for a TD.
Use Throwers as ball carriers take an extra blitzer for the two goblins, Look to win 2-1 or 2-0. take block as first skill for one of the Throwers, this makes him a more effective ball carrier.
PS: Orcs are one of the best teams play to their strengths not their weakness's. You should only use throw team mate with this team when a one turn TD is the only alternative.
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Throw teammate works great.
*Thrower picks up the ball on 3+ with reroll
*hands off automatically
*Gobbo catches on 3+ (catch gives reroll)
*Ogre throws goblin accuratly on a 6+ but gets him off on anything but a 1 (leader gives reroll)
*Gobbo lands on a 4+ and runs it in.
It works well in season play but I am unsure if it will work in a short tournament.
*Thrower picks up the ball on 3+ with reroll
*hands off automatically
*Gobbo catches on 3+ (catch gives reroll)
*Ogre throws goblin accuratly on a 6+ but gets him off on anything but a 1 (leader gives reroll)
*Gobbo lands on a 4+ and runs it in.
It works well in season play but I am unsure if it will work in a short tournament.
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With MA 5 its not that easy for the thrower, unless they get a lucky scatter. If the defense get a chance to react, typically they will pressure/blitz the gobo and ruin the play.
It's considerably tougher then a handoff/land.
It's considerably tougher then a handoff/land.
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I have found that unless the person ahs the KICK skill, the D6 scatter will force most players to deploy the ball in the middle of my side of the field to guarantee no touchback.
More often than not, with 2 MA 5 guys in the backfield I can almost always have one of them scoop it up and hand off in 5+2 GFI.
I usually form a small cage around the gobbo area so if I drop the ball on a GFI, hand off, fumble TTM the ball will be in orc controled territory with a good chance my team will grab the ball or have 3+ tackle zones on it.
The great thing about TTM is it so easily turns into a regular 'orc cage' defense the only time you are realy vunerable is on the gobbos landing. a screw up any other time in the chain can be easily protected and recovered from.
So it psykes people out, forces people to defend against the POSSIBILITY of 1 turn TD and if it fails or I decide not to do it, I am not in too bad a shape.
More often than not, with 2 MA 5 guys in the backfield I can almost always have one of them scoop it up and hand off in 5+2 GFI.
I usually form a small cage around the gobbo area so if I drop the ball on a GFI, hand off, fumble TTM the ball will be in orc controled territory with a good chance my team will grab the ball or have 3+ tackle zones on it.
The great thing about TTM is it so easily turns into a regular 'orc cage' defense the only time you are realy vunerable is on the gobbos landing. a screw up any other time in the chain can be easily protected and recovered from.
So it psykes people out, forces people to defend against the POSSIBILITY of 1 turn TD and if it fails or I decide not to do it, I am not in too bad a shape.
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I assume your using no modifiers for the Throw then as you'll fumble a bit more than on a 1.nkelsch wrote:Throw teammate works great.
*Ogre throws goblin accuratly on a 6+ but gets him off on anything but a It works well in season play but I am unsure if it will work in a short tournament.
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