Dodge isn’t that great on Black Orcs, their low AG means that you won’t get as much benefit from it as a Blitzer would (even better if he has AG4).Gabbi wrote:ok, thanks!
I was also thinking if in case of doubles on first skill I should take the chance and get Dodge...
While I wouldn't waste the double, Dodge will help my Black Orc only in a "passive" way (keeping it on the field), but not granting him more SPP chances, while Block will help him both on defense (removing one harmful result from the die) and giving him more chances to injury opponent's players.
To the other hand, Dodge will remove a result always harmful, while Block will remove a result harmful only if the opposing player has Block himself (or the opposing team is in very desperate need to lay down my player).
What are the opinions of fellow greenskin coaches? =)
But if you already have some dodge on the team then taking it can be good, in general it’s better to have lots of dodge or none, most teams will have some tackle so a decent coach can either tie up black orcs or hit them with the tackle guy.
If your team is new I’d be less inclined to take anything bar block, MB or +ST on the Black Orcs. I’ve had some of them take 20 games to get to 6 spp’s so am wary of anything that doesn’t help them get more cas. It can be even worse if you have a rookie on a developed team as he’ll be easy pickings against other bashers and won’t warrant apoth usage.
But 1 key consideration is your entertainment. The bread and butter skills are the most efficient but Orcs really suffer from “cookie cutter syndrome” as lots of them all look exactly the same. So throwing in some doubles and stats may not be the most tactically efficient choice but will make the team more interesting for you. No one is going to remember a block, guard, MB, Stand Firm, tackle black orc. But one with AG3, dodge, block, sure hands and MA5 is the stuff great Bloodbowl legends are made of.