double on a thrower and a blitzer orc
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double on a thrower and a blitzer orc
is the first skill for them, I think 2 dodge or dodge at thrower and frenzy for the blitzer...
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I wouldn't have a doubt in my mind of giving the thrower strong arm (soon he'll have accurate - and you got your self a realy good thrower)
On a blitzer that is a tugh one
Stand firm is great (remember if you fail a dodge with a stand firm guy you don't fall)
A blodger is allways a formidable player
Frenzy is great (it needs a bit of skill but you proboably have it)
i think you should think about takeing one of those (i would proboably take frenzy - for the blody fun of it - stnad firm is proboably the sfest choice - dodge is the best choise if you want to score more TD's)
I once head a Blitzer in imy orc team that head Block, Tackle, Mighty blow, Frenzy, Stand firm. (he was known for pushing players in to the crowd)
On a blitzer that is a tugh one
Stand firm is great (remember if you fail a dodge with a stand firm guy you don't fall)
A blodger is allways a formidable player
Frenzy is great (it needs a bit of skill but you proboably have it)
i think you should think about takeing one of those (i would proboably take frenzy - for the blody fun of it - stnad firm is proboably the sfest choice - dodge is the best choise if you want to score more TD's)
I once head a Blitzer in imy orc team that head Block, Tackle, Mighty blow, Frenzy, Stand firm. (he was known for pushing players in to the crowd)

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- wesleytj
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Why?Nazgit wrote:Sure Feet on Thrower,
If it's urgent to get to move the thrower dose extra 2 sq. have a RR ready
by strong arm you get the +1 distance on a pass so you don't have to shorten your distance by GFI
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- Joemanji
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Orcs are slow.
Throwers are slow. MV 5 means he can't cover the whole backfield when receiving with GFIs. Re-rolls are precious.
Sure Feet is almost as good at reducing the range/roll on a pass a Strong Arm. Not quite, but nearly.
Strong Arm helps for passing, but you only pass once or twice a game with Orcs, if that. I never pass with Orcs.
Players move almost every turn, espcially Throwers who are less likely to get bogged down in a blocking war.
Being better at something you use every turn is more useful than being better at something you rarely (or never) use.
Throwers are slow. MV 5 means he can't cover the whole backfield when receiving with GFIs. Re-rolls are precious.
Sure Feet is almost as good at reducing the range/roll on a pass a Strong Arm. Not quite, but nearly.
Strong Arm helps for passing, but you only pass once or twice a game with Orcs, if that. I never pass with Orcs.
Players move almost every turn, espcially Throwers who are less likely to get bogged down in a blocking war.
Being better at something you use every turn is more useful than being better at something you rarely (or never) use.
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- Cloggy
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Kinda depends on what TR your are at. I think dodge on a blitzer on a high TR team is not too strong, while on low TR it RULES. In case of higher TR I'd take SF.
For the thrower I'd get NoS, and get dump off after that.
For the thrower I'd get NoS, and get dump off after that.
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- DoubleSkulls
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Depends on how long you think the team is going to continue to play. If its short term (say another half dozen games) then dodge is good value on the thrower and the blitzer.
The problem with dodge is that most teams take some tackle sooner or later. After a while having only one or two dodgers means they just attract the tacklers so your advantage quickly gets negated.
So if its longer then I'd take Strong Arm on the thrower and Stand Firm on the blitzer.
Strong arm means that you can develop a reliable passing game - with accurate you can throw 2+ short passes with a reroll. That means your opponent needs to cover more options than the run/cage.
Stand Firm similarly will prove itself once you've got Guard too - and combines really well with frenzy should you get another doubles.
The problem with dodge is that most teams take some tackle sooner or later. After a while having only one or two dodgers means they just attract the tacklers so your advantage quickly gets negated.
So if its longer then I'd take Strong Arm on the thrower and Stand Firm on the blitzer.
Strong arm means that you can develop a reliable passing game - with accurate you can throw 2+ short passes with a reroll. That means your opponent needs to cover more options than the run/cage.
Stand Firm similarly will prove itself once you've got Guard too - and combines really well with frenzy should you get another doubles.
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- MickeX
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I'd go Dodge & Dodge. The main trouble for orcs are the FUBAR situations where your ballcarrier gets into trouble outside of your cage. Dodge will help you stand up and get moving when the going gets tough. I'd follow up with Accurate & Tackle for their next skills.
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Why is so meny people so much in love with the cage (it is a s***** tactick - any good player with a little luck will brake any cage with almost any team.
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Ceep a thrower safe behind the lines get a few people in the ofensive (the defener wil have to split his effortson the ones that went a bit farther.
Almost
any team can make quite a few sq with the ball with a hand off and a pass in some combo
-----
make a cage a round the defensives not to allow them to get many players interfire (with the ball cerrier and potencial td scorers).
----
Use cage for just a turn or so.
not as an action
there is lots of things you can do especialy with the orcs.
Almost
any team can make quite a few sq with the ball with a hand off and a pass in some combo
-----
make a cage a round the defensives not to allow them to get many players interfire (with the ball cerrier and potencial td scorers).
----
Use cage for just a turn or so.
not as an action
there is lots of things you can do especialy with the orcs.
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Boltgun metal or no metal at all!!
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