How to defense Wood Elves with Orcs?

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JeffB
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How to defense Wood Elves with Orcs?

Post by JeffB »

Okay, I'm doing pretty well with this team against everybody but a wood elf team:

Thrower1: +1MV, Block, Accurate
Thrower2
BOB1: Stand Firm
BOB2: Block, MB
BOB3: Block
BOB4
Blitzer1: Guard, MB
Blitzer2: +1AG, Dodge
Blitzer3: Guard, MB
Blitzer4: Tackle
Line1: Block, Tackle
Line2: Block
Line3: Block
Goblin1: Block
Goblin2
Ogre: Piling On, Dodge

I'm working on Tackle for more of my guys. Aside from that, how would you recommend I defense against the Welfs? I've been using a 3-4-4, with these lines:

BOB/Ogre/BOB
Line/BOB/BOB/Line
4 Blitzers

However, it's not uncommon for the Welfs to make it through in 2-3 turns. Should I avoid closing and being in tackle zones with my back 8 adn stay in zone, hoping my opponent eventually makes a mistake? Or should I go after the ball carrier? Should I reshuffle my lines? Any advice appreciated.

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Poxous
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Post by Poxous »

I like the 3-4-4 like this:

Lineorc/Troll/blitzer
XBlackorcXXblitzer lineorcXXblackorcX
X
X
XblitzerXXthrower blitzerXXlineorcX

X=empty square


With S4 guys on your wings the WEs can't get an easy block to run down the sideline. The middle is open but if the elve run there you can thump them. The trick is to force the 2 turn score attempt with the blitzer on the line. He goes straight for the ball and the troll drops back to the middle if the elves dodge away giving you a S5 short safty. Just put tackle zones on every elf and stay between them and the endzone with help at angles behind the elf. This layered approach means the elves have to make some serious rolls and fast to score. I have never been scored on by elves using this 3-4-4 and I only have 2 tackle players on my team!

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JeffB
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?

Post by JeffB »

Problem: That's five blitzers. :)

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Arkan
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Post by Arkan »

You are an Ork, go for the kills. If you take one out every other turn, thats already good enough. In that scenario, a 2-1 victory would be the goal.

But then again, hasn't really been that simple for my Orks either 8)

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Robotorz
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Post by Robotorz »

Defending against their offence or deffending the ball carrier?

Defending against their offence is easy especialy with Orks. First of all ignore the Treeman. Concentrate to Hurt them. Move your players in Tacklezones and try to force him to score as fast as possible. The faster the better (2nd Turn!!). You can only achive this if he is in a position where he thinks you are going for the ballcarrier and you better should! Get 2 Blitzers directly towards his Ball Carrier. Do 4+ doges if you have to, since you have doge on your 1 of Blitzers you have good chances. If he paniks or you get the ball lose watch closly for him to make a mistake. If he does. Exploit it!
Your goal should be:
He scores at Turn 3(or earlyer) or you get the ball and score yourself.

If you where talking about defending your ballcarrier from him, then just do the Cage and put people with Guard next to your ballcarrier (sadly you only have it on Blitzers...).

General advice against Woodelfes:
Watch those Wardancers and those ag5 or 6 players!
Try to hit them (especialy a combination of leap and ag 5 or 6)as often as you can and use your Gobos to foul them.

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Mortalman
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Post by Mortalman »

I'd deploy a deep defence that requires a lot of dodges to get through, using BOs to anchor the points he could blitz through. That way he's likely to only get one group of receivers into your backfield. Mark these as well as you can (use your tackle players) and blitz whichever one you are most likely to hurt. Chances are you'll never get near the thrower/ball carrier though if you can because of a lucky short kick it's worth putting some pressure on him: against elves it's the only easy way to make the opponent turn over the ball for an easy touchdown.

The basic idea is to give him a few heavily marked receivers to pick from and beat up his line. This will force him to throw the ball as early as possible so giving you the best chance of a turnover.

Things to bear in mind:
1. He may still score. Elves, particularly Wood Elves, are just that good and can run/leap/dodge out of almost anything. But if he does he'll have to do it on turn 2/3 so you'll get plenty of time to try to equalise.

2. If he does mess up, think carefully about whether you want to immediately go for the ball and try to score. Worst case scenario for you is to pull players away from hitting elves and cage up the ball only to be held up for ages, lose the ball and have the WE score in turn 8. Instead, if you can't be sure of holding onto it and scoring, put a tackle zone or two round the ball and continue to beat on his players. Mark the dangerous threats - with any luck he'll screw up due to weight of 2+ dice rolls and give you a quick turnover to capitalise - then you go for the score!

3. Hurting them is useful but not the absolute goal of the game. If you want to win, DONT collect 7 guys round a fallen WE and foul him. For one you're bound to roll a stunned and for two it works against your numerical advantage. If you get sent off you're stuffed, and it will leave less players to mark the WE scoring threats.

4. It is worth marking Wardancers. Their 3+ leap roll is one of the most eminently failable rolls the WE team can make, and they are always doing it!

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