WAAAAAAAAGH!!
- DixonCider
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WAAAAAAAAGH!!
This http://bbloc.calgarygamers.net/index.ph ... obj_id=135 is what I am thinking for my first orc team. We play 12 game seasons. What players should I try to SP up first? Is this the most stable starting roster?
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Re: WAAAAAAAAGH!!
Replace a lineman with a thrower, and it's perfect.
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- DixonCider
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Re: WAAAAAAAAGH!!
shouldn't I be trying to level the Blitzers as ball carriers first, until they have Mighty Blow/Tackle?Kikurasis wrote:Replace a lineman with a thrower, and it's perfect.
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Re: WAAAAAAAAGH!!
I'd spam Guard initially, rather than Mighty Blow, but a smattering of the latter is certainly needed. It's a question of balance, league environment and with playstyle certainly effecting this, but I'd say that going too heavy on Mighty Blow too early might not be the best course of action in a competitive environment.DixonCider wrote:shouldn't I be trying to level the Blitzers as ball carriers first, until they have Mighty Blow/Tackle?Kikurasis wrote:Replace a lineman with a thrower, and it's perfect.
Even for the Black Orcs, I'm currently leaning on taking Guard on the first one or two advances, but that depends a little bit on the rest of the team's development. If there is more than enough Guard vs the opposition, then certainly Block.
There's really lots of ways to develop orc teams though and many of them will be competitive. Well, more like variations on the theme of Guard, Mighty Blow and Stand Firm, with lots of other skills in the mix too: Tackle, Frenzy, Dodge, Side Step, etc.
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- DixonCider
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Re: WAAAAAAAAGH!!
Coach Grievous wrote:I'd spam Guard initially, rather than Mighty Blow, but a smattering of the latter is certainly needed. It's a question of balance, league environment and with playstyle certainly effecting this, but I'd say that going too heavy on Mighty Blow too early might not be the best course of action in a competitive environment.DixonCider wrote:shouldn't I be trying to level the Blitzers as ball carriers first, until they have Mighty Blow/Tackle?Kikurasis wrote:Replace a lineman with a thrower, and it's perfect.
Even for the Black Orcs, I'm currently leaning on taking Guard on the first one or two advances, but that depends a little bit on the rest of the team's development. If there is more than enough Guard vs the opposition, then certainly Block.
There's really lots of ways to develop orc teams though and many of them will be competitive. Well, more like variations on the theme of Guard, Mighty Blow and Stand Firm, with lots of other skills in the mix too: Tackle, Frenzy, Dodge, Side Step, etc.
So Guard/Mighty Blow on the Black Orcs alternating, Sidestep if doubles comes up; Tackle/Mighty Blow/Guard for the Blitzers, Dodge if doubles come up?
Kick Off Return then Kick on regular rolls, doubles unknown for the thrower.
Line Orcs all dirty players?
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- burgun824
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Re: WAAAAAAAAGH!!
I always take MB first. I find it helps bring in more SPP in casualties and helps clear the enemy off the pitch. Plus your BOB's will level up slower then the others so you'll want to help them along any way you can
Here's how I build an orc team:
BOBs - MB -> block -> guard
doubles: dodge
stats: take +ST ignore the others
2 Blitzers - guard -> tackle -> strip ball/shadowing
doubles: dodge -> diving tackle/side step
stats: take any except +AV
2 Blitzers - MB -> PO -> tackle (-> frenzy)
doubles: jump up
stats: take +ST, consider +MA, ignore rest
Thrower - block -> KO return -> leader (-> kick)
doubles: dodge
stats: take any, consider +AV but I'd take +MA over it.
2 Lineman - Dirty Player
Troll - Guard -> Stand Firm -> grab
doubles: block -> pro
stats: take +ST ignore the others - if you get +ST consider Multiple Block in lieu of grab
Gobbo - catch -> sprint -> sure feet
doubles: ignore
stats: take +MA, ignore the others
Here's how I build an orc team:
BOBs - MB -> block -> guard
doubles: dodge
stats: take +ST ignore the others
2 Blitzers - guard -> tackle -> strip ball/shadowing
doubles: dodge -> diving tackle/side step
stats: take any except +AV
2 Blitzers - MB -> PO -> tackle (-> frenzy)
doubles: jump up
stats: take +ST, consider +MA, ignore rest
Thrower - block -> KO return -> leader (-> kick)
doubles: dodge
stats: take any, consider +AV but I'd take +MA over it.
2 Lineman - Dirty Player
Troll - Guard -> Stand Firm -> grab
doubles: block -> pro
stats: take +ST ignore the others - if you get +ST consider Multiple Block in lieu of grab
Gobbo - catch -> sprint -> sure feet
doubles: ignore
stats: take +MA, ignore the others
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- DixonCider
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Re: WAAAAAAAAGH!!
if the line orcs get doubles sneaky git? any other skills do you cut/re-buy?
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- burgun824
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Re: WAAAAAAAAGH!!
I think sneaky git is a waste of money for a line orc. You should be gang fouling with them if you bring them on the pitch anyway. I'd go with straight up block as a second skill on a lineorc and if you were to select a double I'd say go with guard. I generally will cut my lineorcs after two skills though so that I don't bloat my roster.
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- DixonCider
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Re: WAAAAAAAAGH!!
burgun824 wrote:I think sneaky git is a waste of money for a line orc. You should be gang fouling with them if you bring them on the pitch anyway. I'd go with straight up block as a second skill on a lineorc and if you were to select a double I'd say go with guard. I generally will cut my lineorcs after two skills though so that I don't bloat my roster.
think I am seeing what you are saying here, thank you very much
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- DixonCider
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Re: WAAAAAAAAGH!!
may turn this into a team blog like sort of thing.
here is that the team started like:
http://s1323.beta.photobucket.com/user/ ... 3.jpg.html
and this is one of the back orc's looks like when about 90% complete. Any suggestions before the hardcoat, mat coat, and basing get done?
http://s1323.beta.photobucket.com/user/ ... d.jpg.html
here is that the team started like:
http://s1323.beta.photobucket.com/user/ ... 3.jpg.html
and this is one of the back orc's looks like when about 90% complete. Any suggestions before the hardcoat, mat coat, and basing get done?
http://s1323.beta.photobucket.com/user/ ... d.jpg.html
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- burgun824
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Re: WAAAAAAAAGH!!
Other than highlights which would make it much better. That's a good gaming standard though. It has a very neat look between colors. You shouldn't be ashamed to bring that to the table.
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- DixonCider
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Re: WAAAAAAAAGH!!
highlights where? on the skin/metals/etc? is it worth it to paint the eyes? what color are ork eyes? how do you paint eyes?burgun824 wrote:Other than highlights which would make it much better. That's a good gaming standard though. It has a very neat look between colors. You shouldn't be ashamed to bring that to the table.
I am figuring between basing, gloss and mat finish, and fixing a white patch on his left shoulder(so random) I have about an hour left on this guy.
This being recently single is giving me SO much time to work on mini's
EDIT: what model would you use for the Troll?
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Re: WAAAAAAAAGH!!
My Orc plan is very format dependent. In a 12-game season followed by a reset, I'm not worried about skilling up BOBs. I try to get them handoffs to get them up to Guard, which is the most effective bang-for-buck first skill in a young format (MB gets better over time, as it earns you SPP and takes out more developed players). I may or may not bother with a Thrower; if I don't, the first Lino or Blitzer to two normal skills gets Sure Hands. If I expect to see elves, Thrower it is. In a short format, my philosophy with Blitzers is the opposite of that with BOBs. Rather than Guarding them up and assuming that's all they'll get, I'm giving them MB to skill them up to 16 faster.
If it's 12 games then an elimination postseason, Block first on the BOBs, or on #1, 3, and 4, but Guard on the second one, might be smarter. Some of them will have Block/Guard by the time you get where you need to go. In that case, you definitely want MB Blitzers.
If it's 12 games, then another 12 games, then another 12, perpetually, MB Blockers. Get them up to Block/MB, which in the here-and-now is the second-best combo, as fast as you can, and then field B/G/MB guys next season. In that case, sell out for nothing but MB as a #1 skill on BOBs or Blitzers, deviating only for +ST (BOB) and +MA/AG/ST (Blitzer). In that case, take a Troll.
Troll progression on normal rolls only is: Guard, SF, cut/replace, except in an elimination postseason, where a fun skill alternative is okay, because a Guard/SF/anything Troll is worth 60k on the pitch over a rookie, even if (PO, Grab, blah blah) goes totally unused. PO is good under those conditions, on the offchance that he skills again and doubles. Doubles saves his career: B/G/SF, then at star status you can get cute with stuff like MultiBlock and Grab, which on a Block Troll is a barrel of monkeys. Push guys into him, and he just stays right there and nukes them in place.
If it's 12 games then an elimination postseason, Block first on the BOBs, or on #1, 3, and 4, but Guard on the second one, might be smarter. Some of them will have Block/Guard by the time you get where you need to go. In that case, you definitely want MB Blitzers.
If it's 12 games, then another 12 games, then another 12, perpetually, MB Blockers. Get them up to Block/MB, which in the here-and-now is the second-best combo, as fast as you can, and then field B/G/MB guys next season. In that case, sell out for nothing but MB as a #1 skill on BOBs or Blitzers, deviating only for +ST (BOB) and +MA/AG/ST (Blitzer). In that case, take a Troll.
Troll progression on normal rolls only is: Guard, SF, cut/replace, except in an elimination postseason, where a fun skill alternative is okay, because a Guard/SF/anything Troll is worth 60k on the pitch over a rookie, even if (PO, Grab, blah blah) goes totally unused. PO is good under those conditions, on the offchance that he skills again and doubles. Doubles saves his career: B/G/SF, then at star status you can get cute with stuff like MultiBlock and Grab, which on a Block Troll is a barrel of monkeys. Push guys into him, and he just stays right there and nukes them in place.
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
- burgun824
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Re: WAAAAAAAAGH!!
Mainly on the skin for an orc. It really helps to define them. Eyes are a yes for me personally. Norse wrote a pretty nice painting guide that tells how to do eyes relatively simple. It available on Impact! for free. Like I said though, there is nothing wrong with what you have here. It has a very clean paint job and if you're happy with it then that really is all that matters.DixonCider wrote:highlights where? on the skin/metals/etc? is it worth it to paint the eyes? what color are ork eyes? how do you paint eyes?
Step back and look at it. If you think it looks good then you're good. Finish it. As you paint more you'll naturally become a picky ass to yourself. It took me a while to learn not to do that.

I don't know if I'm the right person to answer that...I hacked up about three different troll models to make mine.DixonCider wrote:EDIT: what model would you use for the Troll?

pics here
The color is nasty on some of these because I was playing around with it. Sorry.
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- DixonCider
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Re: WAAAAAAAAGH!!
I should clarify, it is 12 games to a season and we can play teams for as many seasons as we like(if we keep within the spiraling expenses rules). Season three and four I played Chaos, we just completed a mini Chaos Cup, and now the league is gearing up for season five. It looks like there will be 'flings, gobbos, wood elves, nurgle, dwarfs, amazons, skaven, humans, etc so Mighty Blow/Guard on black orks and Mighty Blow/Tackle on the Blitzers will be high priority skills
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