![]() ![]() Normal: Block, Kick Off Return, Fend, Nerves of Steel.Throwers also have lower armour than their Orc team mates which does perhaps weaken the team’s ability to get a player advantage during a drive as the Thrower will get targeted for removal by opponents. The other issue is that Orc teams don’t have any recognised player to be the receiver, you can use Goblins or Blitzers to do the role but don’t expect amazing things from them. The downsides are that the Throwers are fairly slow at only MV5, which isn’t great for moving the ball around fast or covering the pitch while carrying the ball, but as they usually sit in a cage this shouldn’t be a big deal. This can stop the team from being one dimensional. They also have passing skill access and so can be built to move the ball around the pitch with greater ease and distance the more they develop (if you choose that route). Both are rerolling skills so save on team rerolls as well and by using an Orc Thrower to pick up the ball, it frees up the Blitzers to do what they do best. Orc Throwers have a few uses on an Orc team, firstly they add the Sure Hands and Pass skills which helps with both picking up the ball and moving it around the pitch. So Orc Throwers means you can play the team without just focusing solely on playing a hitting caging game (although that is what they are best at). Khemri and Dwarfs spring to mind, Norse perhaps can but their low armour means they don’t usually like games of attrition. There are a couple of others that do but typically they have no real options for a target to pass the ball too. Should drop your TV to 1820.Most bashing teams don’t have access to Throwers, or players with passing access and this ability sets the Orcs apart. Fire Thrower, replace with lineman and use ST 4 Blitzer as ballcarrier. Keep the Troll - block/guard makes him valuable without blocking, a near unmovable roadblock and regenerate helps when facing bashy or chaos kill teams. Saves 50k and either leaves you with an expendable target or a cost effective fouler.įire the goblin, not worth if he's not the ball carrier or a projectile. Strip Ball is nice but it's rare that you'll be using him to attack the ball with only MA 5 and 3 AG/ST, rather than using him to tie up a cage corner.Ĭonsider replacing with a Dirty Player Lineman and leave the other unskilled. He's currently the same price of a Black Orc with Block/Guard without the STR to support/defend himself. Keep the lvl 3 lineman until another of your Black Orcs gets guard. Especially with the TV bracket you're in. Pressuming your thrower is your main ball carrier? Blodge is great but bit worrying since he's slow and your team lacks a reliable outlet for emergencies. ST 5 Black Orc with block makes me jealous as an orc coach. ![]() What is the reasoning behind that?īlitzer 1: Guard, Mighty Blow, Frenzy (140k)īlizters look fine: 2 supports, 1 ST 4 killer and a safety. I am also wondering why many experienced players don't take a troll in an open ladder but do take the troll (and perhaps a goblin) in leagues. On top of that I have even managed to forget that I had a goblin on the team on occasion! :-) The trolls strength is useful but unreliable even with block on him. I think the troll + goblin is close to useless for a oneturn touchdown because it is very unreliable. I am also considering to drop 1 reroll since I have leader on the thrower. I am a little concerned about TV bloat and wants some advice about whether to keep the troll and Goblin in an open ladder? But at the same time it is hard to fire the troll since he has block. Blitzer 2: Dodge, Diving tackel, Stand firmīlitzer 3: Mighty Blow, Piling On, Tackel, +ST ![]()
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