Orc Blitzers... What to do...

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mattgslater
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Post by mattgslater »

Hmmm... if you're only getting one guy with Mighty Blow, is it still as good? I think it's still worth taking for sure; it combines well with +ST and you're playing enough matches that more rolls are likely to come, so MB will make them happen sooner, but if you've only got one MB guy that kind of defeats the purpose... I guess you've got that PO/JU Blitzer and the Troll, so yeah, I think that's still a good choice for him.

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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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Post by stormmaster1 »

BOBs: guard is a better skill than block in terms of the team will benifit more in the short term. With block, the BOB will skill up quicker as he will block more, so it's a trade off. Side step is a waste of a doubles. Stand firm will do roughly the same job and won't waste a precious doubles roll, or drastically increase TV.

Gobbos: get anything and see what happens. they're not going to be your most reliable player, and you won't be ab;e to rely on them staying on the pitch even. diving tackle and side step can be useful v elves, but they will die quick as left in TZs and blocked. Sure feet will help them score, and benifits their main strength of mobility. Doubles: block will make a better more survivable player. I found strip ball great fun though for a kamikaze player willing to either be thrown into the backfield and nick the ball for a cheeky TD or dodge into loose cages for a 2DB against to try knock the ball loose. Very hit and miss, but i had a gobbo like it who won at least 2 games for me before he got decapitated by the wardancer he nicked the ball off. nerves of steel would also be good but it depends how you use your gobbo. Is he solely for TTM (get catch or sure feet for the re-rolls) or is he a runner or a reciever?

Blitzers: so much down to personal preference, but you can't go wrong with tackle, mighty blow, guard and sure hands in any order.

Troll: don't be afraid to block with him if you've already used the re-roll if you'd be blocking with a non-block player anyway. If you don't use him he won't skill up and get block or guard.

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mattgslater
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Post by mattgslater »

stormmaster1 wrote:BOBs: guard is a better skill than block in terms of the team will benifit more in the short term. With block, the BOB will skill up quicker as he will block more, so it's a trade off.
It's a very long season he's talking about. That increases the value of any skill that improves SPP.
Side step is a waste of a doubles. Stand firm will do roughly the same job and won't waste a precious doubles roll, or drastically increase TV.
1) 10k diff isn't drastic. 2) Side Step rocks all over Stand Firm (it was the other way 'round before they nerfed Stand Firm), especially if you put the time and effort into making it work (except with Pro Elves, you pretty much have to look to the late season). Agility teams, who are mostly ST3, are best with two corners and two inside men with SS; it's the BEST cornerback skill, but that doesn't matter to orcs; you can just stack Blitzers/Throwers/whatever one in from the sideline and totally deny the WZ anyway. The ability to dominate the sidelines with little effort means you HAVE to hold the square (or worse, 2 squares) just inside from the wide zone marker one or two back, and you can rest assured your opponent will go inside so you'd best be ready for it. The best way to do that is to have player with ST4, Block and Side Step on the inside who can soak up the blitz and reliably either fall right where you need him or, even better, hold his ground. Whoever you use to blitz (in the American Football sense: get the QB), they will become dramatically more successful if your opponent can't get through on turn 1 of the drive.
I found strip ball great fun though for a kamikaze player willing to either be thrown into the backfield and nick the ball for a cheeky TD or dodge into loose cages for a 2DB against to try knock the ball loose.
"Nick the ball for a cheeky TD?" Mike Ditka is turning in his grave, and he ain't even dead yet!
Troll: don't be afraid to block with him if you've already used the re-roll if you'd be blocking with a non-block player anyway. If you don't use him he won't skill up and get block or guard.
I second that.

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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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Post by PubBowler »

It's worth bearing in mind that Stand Firm is only canceled by a Blitz with Juggernaut. Therefore can only happen once a turn and stops the opponent hunting your danger/vulnerable players.
Any Block with Grab will negate your Side Step players.

Personally I'm not sure the difference is worth spending the double (and the extra TV) on (i.e if I have S access then I'd take SF, Side Step with A access).

And a doubles roll on a G only player is normally Guard!

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Post by stormmaster1 »

I agree side step is a good skill, but i'd say it is only marginally better than stand firm. Personally i wouldn't waste a doubles roll on a skill that is only marginally better. That said, when i think about it, what skill would i choose for BOB on a double anyway. It used to be traits, but now???? I'd consider dodge, then either stand firm for an annoying player or break tackle for something different.

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Post by wesleytj »

Diving Tackle is actually an excellent Black Orc doubles skill. Put him on the wide zone, and watch your opponent cringe. He will have trouble blocking you out of the way, and he certainly won't want to dodge past you...follow up with skills like Tackle (and of course Block if you don't already have it)

If you get a pair of them, your defense will be nigh airtight.

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