Black Orcks

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Gabbi
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Black Orcks

Post by Gabbi »

Just started a league, I'm playing orcs. I'm not asking how to develop them, but how can I get Black Orcs get points. Passing and scoring seem definitely out of reach for them (MV4 AG2 :roll: ), so I have to rely on cas, but seems a bit too random to me (beat AV AND roll 10+).

Yesterday I played the first game, lost 0-1 vs Khemri, but got two points on thrower, two on a lineman and five on a blitzer (lucky me). I was trying to score with a blitzer but the clumsy dude failed to pick up the ball twice in a row :facepalm:

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klauser
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Re: Black Orcks

Post by klauser »

Black Orcs rely heavily on points from CAS and MVP, both mostly random.

To gain maximum spp from CAS, you need to increase the number of (successful) blocks with your Black Orcs. Try to engineer 3D blocks, and give them 'Block' first so you can block with them more often and more reliably.

Also, look for opportunities to feed them TDs. Generally, this is only an option when you dominate a game - typically when you are already in the lead and in good control of the ball and the pitch. Walk up your cage to the endzone, position your Black Orcs in the middle of the cage and have a RR ready for the hand-off. Don't stand next to the edge to avoid having the ball bounce off the pitch. Best to try this on T14 or T15, so you can try again if he drops it at the first attempt.

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Re: Black Orcks

Post by spubbbba »

klauser wrote:Also, look for opportunities to feed them TDs. Generally, this is only an option when you dominate a game - typically when you are already in the lead and in good control of the ball and the pitch. Walk up your cage to the endzone, position your Black Orcs in the middle of the cage and have a RR ready for the hand-off. Don't stand next to the edge to avoid having the ball bounce off the pitch. Best to try this on T14 or T15, so you can try again if he drops it at the first attempt.
Yeah, the only safe way to do this is if you are already 1-0 and it is late in the game with no opposing players who can realistically steal a dropped ball.

The other option is to take a risk and try to hand off or pick up with a Black Orc when you are not already winning. If you’re feeling brave or have already lost you can even try giving them the ball from a rare touchback or pick it up in a big cage if he already has 3 or more spp’s.
You risk decreasing your chances in the short term but if you don’t skill up Black Orcs then at higher TV they can end up being a liability. The throwers and blitzers will rack up the spp’s but Orcs need to make a lot of blocks to win games.

It might be worth saving apoths for Black Orcs too as Blizters may be better all rounders but will skill up easily so ideally when the 2nd or 3rd generation of blitzers get to 31 spp your 1st or 2nd gen Black Orcs will still be alive and on 16 or 31 themselves.

T8 or 16 pass attempts can be worth a shot since you have a 25% chance of picking up and making an accurate quick pass even without a re-roll. If you have a re-roll left or an AG4 receiver then it works even better.

Once he has reached 6 spp’s then MB can be an option to get to 16 quicker. Usually I’d do this when I already have at least 2 block Black Orcs. Bear in mind they don’t need much more than Block, Guard and MB, doubles are a bit of a waste and only +ST is worth it for stats.

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Re: Black Orcks

Post by tzoscey »

i usually try three types of Black Orcks, with first skill
mighty blow > it suffers from the skull/pow syndrome but it usually works well with a bit of luck
guard > it is most useful of three but it tends not to block so it usually doesnt gain no more XPs. i use it only in leagues/tourney with a lot of bruiser teams
Block > the safiest blocker, it becomes a 5th blitzer (until you get another block black orc). gain Xps slow but sure.

In tournament with no Xp gaining, i mix guard and block ones
In leagues, i mix three of them (first block, second mighty, third guard, fourth depends if one of them gets second skill)

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Gabbi
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Re: Black Orcks

Post by Gabbi »

Thanks everyone for advice. So, no stat increase? I was thinking that MA 5 Black Orcs would be pretty nice... it's not worth the effort?

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Re: Black Orcks

Post by spubbbba »

Gabbi wrote:Thanks everyone for advice. So, no stat increase? I was thinking that MA 5 Black Orcs would be pretty nice... it's not worth the effort?
Under lrb4 I took it occasionally to add some variety to the team, but sadly I don’t feel it is worth the extra TV in crp. I wouldn’t take +AG or AV either but ST 5 is still good.

That’s the issue with a lot of players in crp, they don’t have any great double or stat choices and once you have block, guard and MB there aren’t any great picks either.

Piling on add damage potential but with only MA4 they risk missing out on the action so is better for Blitzers.
Tackle is useful but again works best on Blitzers since most of your targets will be MA7+ anyway.
Stand Firm is probably the best option but doesn’t add that much against some teams who won’t hit you very much.
Frenzy can be nice to get some extra blocks in, but risks getting in to trouble vs bash teams with lots of guard.

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Re: Black Orcks

Post by klauser »

Gabbi wrote:Thanks everyone for advice. So, no stat increase? I was thinking that MA 5 Black Orcs would be pretty nice... it's not worth the effort?
Obviously, you would always take +ST, and decline +AG and +AV. I would also skip +MV early on, but it can be nice as a 3rd skill, e.g. with Block and Guard.

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Re: Black Orcks

Post by burgun824 »

Developing Black Orcs can be a grind. But once you get them developed they become a nightmare.

Here is how I do it:

Block -> Guard -> Mighty Blow
doubles: Dodge
STATS: take +ST, ignore all others.

If you are in a position to need to skill up quickly then you may consider taking MB first. Just remember that this is a high risk, high reward venture.

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Re: Black Orcks

Post by Gabbi »

MB is Multiple Block ?

thanks again to everyone!

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Re: Black Orcks

Post by Glowworm »

Gabbi wrote:MB is Multiple Block ?

thanks again to everyone!
Nope MB IS Mighty Blow!! Which will get you to 16Spp's (block) quicker than block will get you there....

Also on doubles I'd consider side step as black orcs stepping into a cage on defence when blocked is golden......but I will admit I'm not a great Orc coach ( or any other sort of great coach TBH)

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Re: Black Orcks

Post by tzoscey »

MB is Mighty Blow

about stats always ST, the rest as other pals say are useless.

Progression on second skills, depends on the team
they tend to have block and guard and lathird skill Stand firm or Mighty Blow,
but once i got a block + break tackle which was a surprise blitzer (i already had guard troll+ two guard Black orc+ guard blitzer), always near the blitz line of course, but it was very difficult to fix with a lineman

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Gabbi
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Re: Black Orcks

Post by Gabbi »

ok, thanks!

I was also thinking if in case of doubles on first skill I should take the chance and get Dodge...
While I wouldn't waste the double, Dodge will help my Black Orc only in a "passive" way (keeping it on the field), but not granting him more SPP chances, while Block will help him both on defense (removing one harmful result from the die) and giving him more chances to injury opponent's players.
To the other hand, Dodge will remove a result always harmful, while Block will remove a result harmful only if the opposing player has Block himself (or the opposing team is in very desperate need to lay down my player).

What are the opinions of fellow greenskin coaches? =)

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Re: Black Orcks

Post by DixonCider »

Gabbi wrote:ok, thanks!

I was also thinking if in case of doubles on first skill I should take the chance and get Dodge...
While I wouldn't waste the double, Dodge will help my Black Orc only in a "passive" way (keeping it on the field), but not granting him more SPP chances, while Block will help him both on defense (removing one harmful result from the die) and giving him more chances to injury opponent's players.
To the other hand, Dodge will remove a result always harmful, while Block will remove a result harmful only if the opposing player has Block himself (or the opposing team is in very desperate need to lay down my player).

What are the opinions of fellow greenskin coaches? =)
Personally I would take Side Step, then Guard on skill two to sneak him into cages

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Re: Black Orcks

Post by burgun824 »

I am a terrible coach, which makes me great at playing orcs.

Listen to me when I tell you this. Do NOT get overly fancy with a Black Orc. They are meant for one purpose. Holding the LOS while killing everything in sight. All black Orcs need block, guard, and Mighty Blow. You only stray from this to take +ST or dodge.

If you have 4 block, guard, MB BOs on the LOS next to a guard Troll you have one of the strongest lines in the game. Good luck moving it. Especially if yo have a couple of guard blitzers moving around filling your weak points.

Side Step is cute but a blodging Black Orc is a nightmare. Especially if you're lucky enough to get a couple of them or a +ST one. Start considering skills like side step when you've gotten them developed to their 4th and 5th skills.

Now obviously this is just my opinion but it's reliable.

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Re: Black Orcks

Post by mattgslater »

I love my Wildsquigz because their studs are so studly (nm the sub-Jackass record, that's my FUMBBL learning curve). That said, I can't argue that ST4/Blodge isn't at least as good as ST4/Block/SS: I've often wished the two ST4 guys had Dodge, and I've often been glad they had Side Step: it's won me games (plural) when opponents pushed on key blocks, and I've lost games (including the last one) because they took pow/pushes. What I can tell you is that 2x ST4/B/G/T/MB/SS is a LOT better than one, and that I need to get either Horkadakk or Jarromrolrg to Legend, because I need mobile Tackle.

My new BOB track:

Rookie teams, first three Skills: First BOB to skill gets Block. The rest can go Block first or Guard first. After Block, MB or Guard, by your tendencies.
#1: Block, Guard
#2: Guard, Block
#3-4: (either track, to taste)
* Third normal skill is Mighty Blow.
* Ignore doubles until Block, then take Dodge or SS (Dodge is better, SS is more fun, both are both good and fun).
* Ignore 10 and 11. Take +ST, duh.

Developed teams: New rookie BOBs don't get Block. You have to earn Block by making it to 16, and there are two ways to do it. If I'm feeling buildy, or if I need more shock value, you get MB and block your way up. If I feel I need a little more oomph to get the Sea of Little Red Dots going, you get Guard, and I don't worry about your SPP total until you hit 13 and I clear up some garbage time.

Stars:
4-skill guys (Block, Guard, MB, in whatever order) get a team skill, which depends on what I've got. Guard, Grab, Tackle, maaay(and sometimes yy)beee Break Tackle, Frenzy or Fend. I'm down on Fend these days, but Stand Firm is an option if I think I can keep him from getting ClawPOMBed to death (like if I get three of them at once: two B/G/MB/SF BOBs and a B/G Troll can be prohibitive.

+ST: Block, MB, Guard, then at 51+, choice of SF, Grab, Break Tackle; Multiple Block is an option after Grab: this invites much gleeful silliness on the LOS and/or cage: should you be so fortunate as to build this monster to Legend (ST5 B/MB BOBs are tough SOBs, but they either attract scary attention or get played around very hard), Stand Firm would make that combo just stupid on a player with no negatraits. Not that I've been there...
Dodge Track: Block, Dodge, Guard, Break Tackle, Tackle. SS on doubles.
SS Track: Block, Dodge, Guard, MB, Tackle. Dodge (and Break Tackle in lieu of MB) on doubles.
Other Strangeness: Only thing I'd consider is +AV at 51+ SPP, to protect the investment (50% save vs non-Claw pows). +MA was good after Block, before TV. Not great, just not terrible.

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