1100 Orc team vs 1850 Undead (Mummies) team: Inducements

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

Post Reply
User avatar
Kypt
Experienced
Experienced
Posts: 79
Joined: Fri Sep 16, 2011 4:03 pm

1100 Orc team vs 1850 Undead (Mummies) team: Inducements

Post by Kypt »

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?

Reason: ''
MKL
Emerging Star
Emerging Star
Posts: 442
Joined: Thu Oct 08, 2009 3:11 pm

Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements

Post by MKL »

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).
Hi Kypt.

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... :wink:

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

Reason: ''
User avatar
Kypt
Experienced
Experienced
Posts: 79
Joined: Fri Sep 16, 2011 4:03 pm

Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements

Post by Kypt »

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!

Reason: ''
Nikolai II
Experienced
Experienced
Posts: 90
Joined: Fri Apr 08, 2011 4:27 pm

Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements

Post by Nikolai II »

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

Reason: ''
User avatar
Kypt
Experienced
Experienced
Posts: 79
Joined: Fri Sep 16, 2011 4:03 pm

Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements

Post by Kypt »

He's got 5 re-rolls, 9 Fan Factor, and one cheerleader. I'll keep the chainsaw tip in mind!

Reason: ''
Carnis
Super Star
Super Star
Posts: 1124
Joined: Thu Apr 09, 2009 8:50 pm

Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements

Post by Carnis »

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.

Reason: ''
MKL
Emerging Star
Emerging Star
Posts: 442
Joined: Thu Oct 08, 2009 3:11 pm

Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements

Post by MKL »

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 :-?
Carnis wrote:You cant afford Morg, because then you wont get the wizard..
I think the wizard is the best single inducement, but in such a game I would be tempted to go Morg+Ripper+babe.
Once the two Mummies are engaged by the S6 monsters, the Orcs can bash the rest of the team into oblivion.
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.
Ripper + Varag = 270k + 290k. +wizard= 710. No babes, but a really solid option regardless.

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.

Reason: ''
User avatar
the.tok
Veteran
Veteran
Posts: 242
Joined: Fri Mar 11, 2005 7:09 pm
Location: Brussels, Belgium

Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements

Post by the.tok »

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 ;)

Reason: ''
Genghis
Experienced
Experienced
Posts: 142
Joined: Wed Mar 19, 2008 6:22 pm
Location: Georgetown, Ontario

Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements

Post by Genghis »

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.

Reason: ''
Will drink beer for food.

The Tragically Hit - Amorical Cup '17 Team Champions
Best Defense - Underworld Cup '16

Image
MKL
Emerging Star
Emerging Star
Posts: 442
Joined: Thu Oct 08, 2009 3:11 pm

Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements

Post by MKL »

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 :orc:

Reason: ''
User avatar
the.tok
Veteran
Veteran
Posts: 242
Joined: Fri Mar 11, 2005 7:09 pm
Location: Brussels, Belgium

Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements

Post by the.tok »

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 :orc:
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...

Be careful of the ghouls though, they are the main scoring threat, so if you can take them out, it's even better :)

Reason: ''
User avatar
Kypt
Experienced
Experienced
Posts: 79
Joined: Fri Sep 16, 2011 4:03 pm

Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements

Post by Kypt »

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 :)

Reason: ''
User avatar
the.tok
Veteran
Veteran
Posts: 242
Joined: Fri Mar 11, 2005 7:09 pm
Location: Brussels, Belgium

Re: 1100 Orc team vs 1850 Undead (Mummies) team: Inducements

Post by the.tok »

Well done ! :)

Reason: ''
Post Reply