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Fred
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Post by Fred »

I try to figure out what the best starting team for orcs in a league is, here are some options :
1)
4 Black Orcs :evil:
4 Blitzer
1 Thrower
2 Linemen
2 Re-Roll
7 Fan-Factor
2)
2 Black Orcs
3 Blitzer
5 Linemen
1 Thrower
4 Re-Rolls
4 Fan-faktor
3)
1 Troll
2 Black Orcs
4 Blitzer
1 Thrower
3 Linemen
2 Re-Roll
8 Fanfaktor

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franck_le_grand
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Post by franck_le_grand »

I'd take #2, because you really need the re-rolls if you're planning on scoring some T-Diddy's.
And as quick as you can by a new black orc...

Le Grand

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Post by Icedman »

Hi Fred,

Dunno if I'm the best one to be having a go at this; haven't played Orcs for about 3-4 leagues now. That being said, they were the team that taught me how to PLAY the game (we won't discuss the fiasco that was my Dark Elf team :oops: ).

Option 1 has some really good prospects for caning most anyone you meet in the first couple games, provided they don't get lucky and take one of your guys out. Saying that, though, I'd put a Goblin on the team instead of 1 of your linemen; gives you a bit of agility on the team and (eventually) opens up a passing play (Gobbo gets Catch). Funilly enough, this would probably be the team setup I'd take if I returned to playing Orcs.

Option 2 is what I like to call a "long-term investment": start out reasonable, but "small", and build your team from there. This option is good for building a solid base of skilled Linemen to centre your team around, although the Fan Factor could use a little boost.

Option 3 is the best way to go if you're thinking of ever having a Big Guy on your team. AFAIC, if you want a Big Guy, get him straight up, coz he needs those SPPs rolling in quick. One guy in my current league started his Chaos team with an Ogre, and after 1 full cup and the playoffs of the second, that Ogre is somewhere in the 20-30 SPP bracket (only 1(?) MVP).

In a finesse league (lots of Elves, Humans, Skaven, etc), I'd suggest Opt 1 or 3, and centre your playing style around the slow, rumble-down-the-field Cage, bashing and maiming as you go. In a strength league, well... all three options have their advantages: Options 1 and (slightly less so) 3 give you the ability to give as good as you get, whereas Option 2 (particularly with a little more FF) gives you the ability to roll with the punches and still field a partway decent team.

Hope my thoughts help a little; and remember, they can't hit you if they're dead :D

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Post by Fred »

Maybe, I take team 1. And instead of one Linemen I take a Goblin, and then another Re-Roll for the Fan-Faktor.

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Post by vorner23 »

Hmmmm.

Interesting.

I like 2)

Although I might be tempted to drop a RR and opt for a little more FF.

3 RR is nice to start with, not as nice as 4! but then FF will keep the money rolling in and allow those nifty purchases earlier.

Plus don't forget the damage the kick off table can do to teams with woefully low FF.

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Post by Khail »

Personal favorite starting orc lineup:

4 blitzers
2 black orcs
1 thrower
2 lineorcs
2 gobbos

3 rerolls
9 fan factor

1st purchase apoth
2nd purchase ogre
3rd and 4th purchases are black orcs

The team has some speed to start with (6 guys with 6 move), and the gobbos really do open up some options with stunty and dodge. High FF, good Rerolls. <shrug> This just fits my play style...your milage may vary :wink:

They're currently 6-1 in their first league :D

-Khail

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Post by BigD »

I've gotta agree with Khail. You've got the opening blitzers for hauling ass with damage and stuns being dealt out by the Black Orcs. Having the high fan factor and 3 RR's makes it playable as well.

The Troll just doesn't work. I'd take the Ogre if anything but remember to make him your final move. Bone Head just bites and can cost you a game. Remember, no RR's for the Ogre or Troll and they will blow it. At least they have for me in the past and cost me a few games. DOH!

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Post by Grumbledook »

Once you get a troll or ogre pro it gives them a better chance, I am thinking about starting an orc team with a troll, will fit in the character of the team rather well.

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Post by Khrage »

I would go with three or four black orcs, personally. The blitzers are the bread and butter of the Orc team, but they can soak up the spps rather easily. Black orcs need to be on the pitch to get the points to get them to their first skill, but once they are there Wow. I like Khail's lineup, but would swap two blitzers for Black orcs. You have your gobbos for ball movers as well as two blitzers, so load up on the muscle.

Defenitely go with the Ogre after you have grabbed a blitzer and an apoth.

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Post by DaFoola »

hmmm . . . of the options you've presented, I would go with #2. I've just recently started playing in the MBBL with a somewhat similar roster, and 4rr is really nice, although I now think that if I had it to do over again, I would take 3rr and a higher ff. Think about this: fan factor can't be bought, while rerolls can, and buying team rerolls during the season will keep your TR from getting overinflated and thus reduce the number of handicap rolls your team gives up when developed.

I like Khail's lineup as well, although I'm reluctant to start an orc team with goblins. The big advantage that orcs have over most other races (besides a flexibility that only humans or mixed-race teams could match) is toughness, and starting goblins on this team, particularly if you don't have a starting roster of 12 players, could dilute that toughness. If you buy your goblins later, you can use a single game's winnings (or less), and you're likely to have more than 11 players once you buy the little guy, so you can put him on the bench when you need to.

I'd probably go with a lineup similar to one that ianwilliams put out in a previous discussion of orcs and orc lineups, that goes a little like this:
3 Black orcs
3 Blitzers
Thrower
4 Lineorcs
3rr
7ff

Of course, if your goal is just to kick everyone else in the teefz, you could try a lineup I'm now testing:
Troll
4 BOB
2 Blitzers
Thrower
3 Lineorcs
2rr
8ff

lots of strength, but limited Block skill and ballhandling ability. Not sure how it will play out, but after a little development, this team could become a real nightmare (hopefully). There you have it. Make of it what you will.

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Post by Nermal »

i think i would go for option 2.

i like the re rolls and think that too many black orcs at this stage will make for a slow team. you need one or two but not four right now. alternativly drop a black orc and a re roll and pick up an ogre and a few fan factor. :?:

i do admit to a certain love of the big guys. i like the demorolised look on an opponant when you set up a big guy on the skirmish line. :)

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Post by vorner23 »

I got agree about more black ors is not necessarily better. Certainly to start with. Say you take 4, thats generally 4 lots of 2 dice blocks against an opponent.

Which looks good on paper.... but remember a starting BO doesn't have block. So many times, taking these 4 blocks first you'll get some block results trun up, before you know it. Turnover.

Better to have maybe 2 BO. To make a hole in the centre, then get some assists for the blitzers with block skill.

Just my view. Gotta love orc teams!

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Post by Fred »

Ok, let's assume I've taken two Goblins in my Team, what Skills should I give them. Maybe Diving Tackle :evil: , is a nice one, because the Goblin can easily dodge into an enemies tackle zone. Of Course Tackle would be a choice for such a player, if have rolled a double.

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Post by Khail »

Pretty much anytime I roll a double on a gobbo, I go for block. Sad, but true...adds quite a bit to their expected lifespan :)

On normal rolls sidestep is nice, catch is good, diving tackle as you said, sure feet for some added range...all good skills. Leap is good for sheer entertainment value also...heh.

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Post by Xynok »

I actually went against conventional wisdom, and built my team completely different from anything here. Basically, I reasoned the 9 AV across the board (less the Thrower) would have to suffice for keeping attrition as low as possible; it worked! I finished the first season with a full roster and 4 Team Rerolls, and had a record of 6-4 (not enough to make the playoffs, as 7-3 was the minimum needed). I agree that 4 BOs WILL cause Turnovers (indeed they did), but if you DON'T get them to start, it is going to be a LONG time before they DO get Block. Therefore, my initial team looked like this:

4 x Blitzers
4 x Black Orcs
1 x Thrower
1 x Lineman
1 x Troll
Apothecary
1 RR
3 FF

The scary part was the RR and FF. Still, I assumed Very Stupid and lack of Block as part of my game plan (the game is, after all, about disaster management), so the single RR was almost exclusively used for catching the Ball. The 3 FF WAS a gamble, but again, I relied on AV9, Regenerate, and the Apothecary to keep attrition low, and it worked beautifully! I was able to save my money to ADD to my roster instead of REPLACE players. I got lucky as my Thrower got an AG up (yay!) and even got a Blitzer with a ST up (yip!). The Troll amassed a nice collection of casualties, and ended the season with Block and Guard (Pro is next!). However, my Black Orcs developed incredibly slowly. Until I got my 2nd RR, I HAD to accept the Turnovers their lack of Block routinely caused. By the time I got my 4th RR at the end of the season, my third BO finally got Block (last game of the season). I still have a BO with ZERO SPPs...2 dice isn't reliable. Period. I can't imagine how slowly BOs would develop if you got them late. They rely completely on casualties, which is hard enough, and lack of Block make merely knocking people down difficult enough. I HIGHLY suggest getting 4 BOs to start because of their slow progression...once they DO get Block (piling on good too), watch out!

Anyway, at the start of season 2, my roster looks like this:

4 x Blitzers (All developed with at least 2 skills each)
4 x Black Orcs (All Block but one)
1 x Troll (Block Guard)
2 x Throwers ( 1 w/ AG up!)
4 x Lineman (no skills, heh)
1 x Goblin (Catch)
Apothecary
4 x RRs
9 FF
Record: 6-4

As you see, they developed nicely. In a nutshell, I did everything I could to ensure my team was as hard as possible to hurt. Granted, I got lucky a few times, but 9AV across the board is HARD to deal with, not to mention the Apothecary and Regenerate. Disaster management, baby!

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