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Orcs Vs Liazrdmen

Posted: Tue Nov 19, 2002 9:50 pm
by Munkey
I've just played a game against a Liazardman team and been absolutely crushed, I don't seem to be able to outrun them (throwing or running) and I certainly can't outpower them with two extra ST 4 guys - tried that, one dead BO, and one seriously injured Bltzer for my troubles.

My only thought for next game is to take out the skinks as this prevents them from getting the ball, but as they all have dodge and are not inclined to get in my tackle zones to often this is easier said than done, besides those Sauruses are quite distracting.

Any suggestions?

Posted: Tue Nov 19, 2002 9:59 pm
by Ithilkir
Linemen make wonderfully resilient people to get squashed :) I've never played a competitive game against Lizzies with my Orcs, but if you have a full team, I'd maybe elect to keep the Bobs on the bench and blitz a Skink with a blitzer (preferabbly with tackle) each turn.

Play deep.. 3 on the line and the rest spaced out so every square has a TZ on it, they WILL fail dodges... eventually :)

Posted: Thu Nov 21, 2002 1:23 pm
by Sputnik
Ithilkir wrote:
Play deep.. 3 on the line and the rest spaced out so every square has a TZ on it, they WILL fail dodges... eventually
Lizzies can blitz as well ...and won't have to dodge that way if the blitz was successful :?:

one hole is enough to get one TD. And it's nice to get an Orc thrower out that easily :lol: :lol:

Sputnik

Posted: Thu Nov 21, 2002 1:28 pm
by DoubleSkulls
Lots of tackle to take out the skinks, and mark all the saurus so they can't move. Your high Av should allow you to survive the blocks.

lizzies

Posted: Thu Nov 21, 2002 4:26 pm
by Nermal
how many saurus does he have?

if loads this may not work but, try marking his Str 4 suarus with linemen. if they get squashed you lose less. but the saurus will not be able to move away, they don't dodge, thet will block un mercifully but your AV 9 will help. when all the saurus are accounted for just hammer the skinks as much as possible. their stunty is your best ally as they get hurt more easily than most. if you do blast all his skinks cage your way up the pitch and foul his suarus when they go down.

it will be a dirty and nasty game but hey thats blood bowl. :lol:

Posted: Thu Nov 21, 2002 6:55 pm
by Munkey
Ianwilliams said:
ianwilliams wrote:Lots of tackle to take out the skinks, and mark all the saurus so they can't move. Your high Av should allow you to survive the blocks.
Unfortunately this was my plan, but when I marked all the saurus they hammered me and even my high AV didn't help.

My opponent didn't follow up a lot of the time meaning I had to mark him to keep him tied up but could not get too many blocks in, eventually all those armour rolls took their toll.

I did think about not always zoning the saurus and even tried this for a bit but six movement six saurus moving about unhindered is difficult to cope with and once they surround your cage can be difficult to break out from.

Posted: Thu Nov 21, 2002 10:07 pm
by DoubleSkulls
Well I'd say you were unlucky then. If there are 6 sauruses (sauri?) on the pitch then he's short of ball handling. Even so its a tough match up - lizzies can be an extremely effective team.

Posted: Thu Nov 21, 2002 10:43 pm
by Munkey
ianwilliams said:
lizzies can be an extremely effective team.
I'd certainly agree with that, as painful as it's going to be I think more practice is going to be needed :-?

Posted: Thu Nov 28, 2002 11:42 pm
by Munkey
As an update i've just played the Liazardman team again.

I had marginally better luck with the injury rolls but I think the real difference was that I put pressure on the skinks, blitzing and zoning where possible (and with two tackle players)

This forced the skinks to dodge or face a block and used up team re-rolls eventually causing TOs and allowing more blocks.

I was also a bit smarter with my zoning, only zoning when I really needed to and ensuring where possible that a two dice block was hard to get and used two players to block one of mine.

Result, a win and a renewed confidence that Lizardmen can be beaten. They are a very different team to play against than most and require a slight adjustment in tactics thats all. First game was just a bit of a shock :o

Orcs vs. Lizardmen

Posted: Fri Nov 29, 2002 10:43 am
by stone
The way I see it, Lizzies move faster and Orcs have better armour values. You can hinder Lizardmen movement easily by placing each of their sauri (I just loved that plural... :D ) in a tackle zone of one of your linemen or BOBs. If there is one BO beside 4 sauri and 2 linemen (or 1 ogre and 1 lineman) beside the remaining 2, the sauri most probably will not be moving a lot. What remains is Orc blitzers against skinks, and me likey that. Especially if you have one or two of your blitzers with tackle (and Mighty Blow). Besides, who says that you can't still bash some of those sauri aswell...

Posted: Sat Nov 30, 2002 12:16 am
by Munkey
Besides, who says that you can't still bash some of those sauri aswell...
You certainly can, at one point I hadn't touched a skink but had KO'd three Sauri and the Kroxigor :D

Posted: Mon Dec 02, 2002 12:13 pm
by Marcus
(Cross post from other vs Lizardman thread)

Played Daniel Martinez' Lizards in the top-table match 2nd day of the WPS tournament. Here's how I beat him (using orcs)

Made an effort to isolate every saurus, through good choice of pushbacks. Those Saurus were then marked with lineorcs. He made dozens of blocks on them but AV9 held out; the good thing was they weren't dodging away to go somewhere else.

Main thrust of Saurus/Krox was surrounded and blunted. Prevented rollouts of Saurus by hunting them down with blitzers/blackorcs to ensure none ran through. The rest were contained in a ruck.

Blitzers with tackle were sent running down the flanks to hunt down and murder the skinks hiding in the backfield. Skinks who broke through were picked up by a tackling blitzer and thrashed to within an inch of their life.

With the Saurus man-marked it was hard to break enough of them free to get the play moving. Random blocks were the best he could manage, negating his speed advantage. The skinks, once isolated, were vulnerable to tackling blitzers and risked burning rerolls to make their dodges.