1100 Orc team vs 1850 Undead (Mummies) team: Inducements
- Kypt
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1100 Orc team vs 1850 Undead (Mummies) team: Inducements
Hi, I'm fairly new to BB and am about to face a team with a huge TV difference from mine. Below is my team:
4x Blitzer
4x Black Orcs
2x Linemen
1x Thrower
3x Rerolls
4x FF
1x Apothecary
One of the blitzers has dodge and it's the only one that's lvl'd so far.
His team is what you'd expect from such a high value Undead (Mummies) team (i'd think). I'm thinking on what I should take for inducements. I'm thinking on getting the Star Player Troll, Chainsaw guy, a wizard and I'm not sure what else, but am not 100% sure if this is optimal. Any ideas? The Troll I want to be able to go toe to toe with his mummies (both have guard and are only ones w/ guard). Chainsaw to hopefully destroy whatever ghoul gets close (he has 4) or maybe try to take out one of his mummies (not 100% sure which). Any ideas/criticism/words of wisdom?
4x Blitzer
4x Black Orcs
2x Linemen
1x Thrower
3x Rerolls
4x FF
1x Apothecary
One of the blitzers has dodge and it's the only one that's lvl'd so far.
His team is what you'd expect from such a high value Undead (Mummies) team (i'd think). I'm thinking on what I should take for inducements. I'm thinking on getting the Star Player Troll, Chainsaw guy, a wizard and I'm not sure what else, but am not 100% sure if this is optimal. Any ideas? The Troll I want to be able to go toe to toe with his mummies (both have guard and are only ones w/ guard). Chainsaw to hopefully destroy whatever ghoul gets close (he has 4) or maybe try to take out one of his mummies (not 100% sure which). Any ideas/criticism/words of wisdom?
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Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements
Hi Kypt.Kypt wrote: (...)
His team is what you'd expect from such a high value Undead (Mummies) team (i'd think).
(...)
his mummies (both have guard and are only ones w/ guard).
Can you post the whole team? Only two Guard on a 1800 Undead team is somewhat atypical. I'm wondering what his Wights are doing...

About Ripper: he's good to keep Mummies out of action... IF they lack Block or Break-Tackle (or +St, of course). If these Mummies are really his only Guards, I would be tempted to go all-out and take Morg
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- Kypt
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Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements
Below is his team:
Mummy #1 Mighty Blow, Regeneration, Block, Guard
Mummy #2 Mighty Blow, Regeneration, Break Tackle, Guard
Wight #1 Block, Regeneration, Dodge, Mighty Blow
Wight #2 Block, Regeneration, Strip Ball
Ghoul #1 Dodge, +AG, Block, Diving Catch
Ghoul #2 Dodge, Kick-off Return, Block
Ghoul #3 Dodge, Block, Side Step, Fend
Ghoul #4 Dodge, Block, +AV
Skeleton #1 Regeneration, Thick Skull
Zombie #1 Regeneration, Kick
Zombie #2 Regeneration
Zombie #3 Regeneration, Wrestle
Skeleton #2 Regeneration, Thick Skull, Wrestle
Zombie #4 Regeneration
Thanks!
Mummy #1 Mighty Blow, Regeneration, Block, Guard
Mummy #2 Mighty Blow, Regeneration, Break Tackle, Guard
Wight #1 Block, Regeneration, Dodge, Mighty Blow
Wight #2 Block, Regeneration, Strip Ball
Ghoul #1 Dodge, +AG, Block, Diving Catch
Ghoul #2 Dodge, Kick-off Return, Block
Ghoul #3 Dodge, Block, Side Step, Fend
Ghoul #4 Dodge, Block, +AV
Skeleton #1 Regeneration, Thick Skull
Zombie #1 Regeneration, Kick
Zombie #2 Regeneration
Zombie #3 Regeneration, Wrestle
Skeleton #2 Regeneration, Thick Skull, Wrestle
Zombie #4 Regeneration
Thanks!
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Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements
How many rerolls? That team looks like 1590 as is. 3 RR and a lot of FF? Coaches/Cheerleaders?
If you get chainsaw guy, you will probably want a bribe or two with that, since it also allows you to foul mummies if they should fall down. And don't saw on standing people, unless they are ghouls. (Especially ghouls with balls) Chainsaws are for people napping on the pitch. :p
If you get chainsaw guy, you will probably want a bribe or two with that, since it also allows you to foul mummies if they should fall down. And don't saw on standing people, unless they are ghouls. (Especially ghouls with balls) Chainsaws are for people napping on the pitch. :p
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Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements
He's got 5 re-rolls, 9 Fan Factor, and one cheerleader. I'll keep the chainsaw tip in mind!
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Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements
You cant afford Morg, because then you wont get the wizard..
Ripper + Varag for 260k + 240k & then the wiz and you are at 650k. Then 2x babes and you should be sailing towards an easy win.
His team is bloated with FF, rerolls, and coaching staff. Nothing much to worry, unless there are coaching issues.
Ripper + Varag for 260k + 240k & then the wiz and you are at 650k. Then 2x babes and you should be sailing towards an easy win.
His team is bloated with FF, rerolls, and coaching staff. Nothing much to worry, unless there are coaching issues.
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Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements
The team is big, not great, imo. Bloated, like Carnis wrote.
Your main issue are his 5 block+dodge: you have no Tackle/Wrestle to cure 'em.
A wizard can solve some problems here.
About the chainsaw: I'm not keen about the loonies, somehow they always fail me
Once the two Mummies are engaged by the S6 monsters, the Orcs can bash the rest of the team into oblivion.
Another option: Morg (430) +Wizard (150) +mercenary Troll (140) = 720k
Just remember to use the Troll only to mark a Mummy, he's a turnover machine. Morg is far more reliable and can pound the blockless Mummy with ease.
Your main issue are his 5 block+dodge: you have no Tackle/Wrestle to cure 'em.
A wizard can solve some problems here.
About the chainsaw: I'm not keen about the loonies, somehow they always fail me

I think the wizard is the best single inducement, but in such a game I would be tempted to go Morg+Ripper+babe.Carnis wrote:You cant afford Morg, because then you wont get the wizard..
Once the two Mummies are engaged by the S6 monsters, the Orcs can bash the rest of the team into oblivion.
Ripper + Varag = 270k + 290k. +wizard= 710. No babes, but a really solid option regardless.Carnis wrote:Ripper + Varag for 260k + 240k & then the wiz and you are at 650k. Then 2x babes and you should be sailing towards an easy win.
Another option: Morg (430) +Wizard (150) +mercenary Troll (140) = 720k
Just remember to use the Troll only to mark a Mummy, he's a turnover machine. Morg is far more reliable and can pound the blockless Mummy with ease.
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- the.tok
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Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements
Don't worry that much about the mummies.
Orcs are one the teams that can handle them pretty well.
I would take Morg and Varag, that way you can cage all day long and hope MB gets the job done.
With this, you have 5 ST 4 players + 1 ST 6. You can roll over him
well you're still the underdog so it also will depend how many pow you can throw in those blodgers face
Orcs are one the teams that can handle them pretty well.
I would take Morg and Varag, that way you can cage all day long and hope MB gets the job done.
With this, you have 5 ST 4 players + 1 ST 6. You can roll over him

well you're still the underdog so it also will depend how many pow you can throw in those blodgers face

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Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements
I'd go Ripper, Ugroth, Wizard, Bribe, and two Babes.
Having no tackle is going to be a problem though. Wizard and chainsaw should help with that.
Having no tackle is going to be a problem though. Wizard and chainsaw should help with that.
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Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements
the.tok wrote:Don't worry that much about the mummies.
Orcs are one the teams that can handle them pretty well.
(...)


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- the.tok
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Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements
but you can manage to stick them next to a lineorc and he'll be out of the action for a few turns. (Even the BT one if you manage to place between the mummy and the action). Capitalize on the times you knock them down to move the action a little bit further, they are slow. They have to stand up, and then only get back to the action...MKL wrote:the.tok wrote:Don't worry that much about the mummies.
Orcs are one the teams that can handle them pretty well.
(...)Sure, these Mummies are not worrying, but are a key asset of the opponent. Take them out of action (by positioning or by violence), and the UD lose their only Guards. Against Orcs, it's an harrowing prospective
Be careful of the ghouls though, they are the main scoring threat, so if you can take them out, it's even better

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- Kypt
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Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements
Game was played and ended up in a tie. I ended up taking Ripper, Varag, and a Wizard. He had me receive first which ended up as a TD for myself. Unfortunately on the 2nd drive on 1st half I missed a gap in my defenses which he managed to get 3 of his ghouls through scoring a TD.
During the 2nd half, however, my luck turned and I managed to KO all of his ghouls, most of his skeletons leaving his mummies, a few zombies, and a couple of skeletons. Unfortunately, however, I made rookie mistake (rookie coach after all) and didn't notice how close to TD line I was. If I had GFI once or twice on turn 7, I would've been able to score on turn 8, but i was more worried about getting blitzed so I kept my ball carrier one square too far back to score. Was a bit upset about this, but considering the giant TV advantage, the fact that I got 4 casualties and didn't lose anything for it I'm happy with how it turned out
During the 2nd half, however, my luck turned and I managed to KO all of his ghouls, most of his skeletons leaving his mummies, a few zombies, and a couple of skeletons. Unfortunately, however, I made rookie mistake (rookie coach after all) and didn't notice how close to TD line I was. If I had GFI once or twice on turn 7, I would've been able to score on turn 8, but i was more worried about getting blitzed so I kept my ball carrier one square too far back to score. Was a bit upset about this, but considering the giant TV advantage, the fact that I got 4 casualties and didn't lose anything for it I'm happy with how it turned out

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