ORCSby Coach Blacknife and Nigel BuckleOrcs are a popular team. A really popular team. There are a couple of reasons for this aside from getting the majority of your players free in the box! They're a good all round team, but you can also specialise them to a degree. They also epitomise Blood Bowl; they are as green as the turf, as tough as the standard issue boots and could even give the crowd a good challenge in a straight up fight! If you're playing for the first time then Orcs may well be the team for you as they are forgiving of a bad starting line-up. On the other hand, if you are an experienced Coach playing in a well established league then trying to find plays to surprise your opponents with may be the challenge you are looking for. After all, everyone knows how to play Orcs... don't they? Starting TeamsPlaying Orcs is a matter of taste more than anything else. Coaching
style dictates your starting set-up and the Orcs allow for differing
styles more than most teams. The following is a fair mix of strength
and skills allowing you leeway for a change of pace mid-drive:
No you don't need an Apothecary in your starting line-up; just have a look at the Armour Value (AV) of the players! The money saved from the loss of the Apothecary can be funnelled straight into Rerolls (which are always handy). If you prefer more Black Orcs then either a straight swap for Blitzers or a deal involving Linemen, Rerolls and Fan Factor is in order. I prefer the Blitzers because Strength (ST) 3 players with Block beat ST4 without nine times out of ten. (I don't care for the actual statistics, but I feel safer!) You can't really go wrong with this set-up because, at the end of the day, including an Orc with Sure Hands (da Thrower dummy!) is going to earn his keep just picking up the ball! Alternatively you could get cocky and try the throwing game... Playing an Orc TeamCard Selection Offence At the end of the day you have the ball and once it's been well protected you can concentrate on pounding your opponents into the turf - if they're in the Dugout they can't help the Defence! Defence Damage Limitation General
Advancing OrcsSkills SKILLS: Block and Tackle Thrower. Not much to be said here except that you've got a slower Thrower than anyone else. As such he may well need some protection from designated ball-retrieval experts on the Defence; fortunately he starts with Sure Hands (which will protect against Strip Ball). Add a mix of Passing and General skills and you have yourself a little powerhouse who can toss the ball and then tidy up the backfield: all you need now is someone who can catch... SKILLS: Accurate and Block Blitzer. Being your star players, your Blitzers get the choice of skills fit for kings; kings of the Blood Bowl pitch at least. As they will be your major ball carriers and retrievers, the Blitzers should be equipped with skills relating to their task. SKILLS: Stand Firm, Strip Ball and Sure Feet Black Orc Blocker. There are few players in the game with such a slow initial skill progression as those relying upon Casualties for Star Player Points. The Black Orc falls into this latter category. Because their roll is to hurt the opposition you can concentrate on skills which emphasise the Blocker's starting talents. SKILLS: Block and Mighty Blow I was tempted to offer Break Tackle as a Skill, but why would you want to Dodge and Blitz when you can just Block?
General Commentary#1 Vanilla (Blood Bowl and Death Zone) #2 Jervis Johnson (Blood Bowl, Death Zone, No Stars,
Big Guys and Allies)
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