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Zy-Nox
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Post by Zy-Nox »

Xy-Nok ( er where'd you get that name btw?)
You took 1 re roll.Sorry I just do not agree to this,I cant even explain how bad that is.You have literaly no margin for error(are you that good ?)
My starting orc team goes this way.

4 Blitzers
2 Black Orcs
1 Thrower
4 Liners
3 Re rolls
7 Fan factor.

Imo, Good N solid, re rolls should cover your errors, AV 9 should see you right until you get an apoth, I rarely see the need for lots of black orcs.The blitzers are your backbone.
I've tried this team a lot, and as of yet havent lost with it.

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Post by Xynok »

Xynok is a name I've used for years in various RPGs.

As to 1 RR...as I indicated, I lost 4 games. Am I that good? Well, I'm very good, and very experienced, but luck also has a factor of course. The key is WHAT I used the single RR for...CATCHING. I COULDN'T use RRs for the Troll, the Thrower has a built in RR for his primary action, and the Blitzers have Block. Yes, lack of RRs hurt a few times for sure, but you can always get "free" RRs (Kick-Off Table, and Illegal Procedure the way it works in our league).

Again, it is all about disaster management. The primary focus I took early on was not losing players, even if it meant losing the game. By mid-season, I already had 3 RRs, and guess what...they were almost exlcusively used for CATCHING.

I'm not saying this is THE best way to build Orcs, because it does take an experienced Coach, and A LOT of patience, but you see the results for yourself; I certainly have no reason to lie. I will admit that the way we handle IP (ie Calling Coach gets a free RR) in our League CERTIANLY made a difference a FEW times, but never by more than a couple of RRs.

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Post by DoubleSkulls »

I'd say 3 rerolls on a starting Orc team. I also like starting with 3 BOBs as it gives them a few more games to get SPPs.

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Post by squiggoth »

My team consists of as many Goblins as possible and then a few of the other player types. It's quick, it's agily, it's dodgy AND it packs a punch!
My starting team is always something like this:
4 Goblinz 160K
3 Line-Orcz 150K
1 Thrower 70K
2 Black Orcs 160K
1 Blitzer 80K
1 Ogre 120K +
--------
740K
4 Re-Rolls 240K
FF 2 20K

You can also choose a 13th warrior (Ahmad Ibn Fahdlan?) and another FF at the expense of 1 re-roll, as you probably won't need those much on a team like this - the only player who needs them often is the Ogre (bone-head and low AG make him an eater of re-rolls), but since Big Guys can't use re-rolls I use them mainly when one of my Goblins fumbles or a Black Orc has a bad blocking day...

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Post by DoubleSkulls »

squiggoth wrote: FF 2 20K
This I don't like. I'd be tempted to drop a TRR and go with 8FF. Then you'll get a lot more money to buy extra players and replacement gobbos. As well as having a much better chance at kick offs.

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Post by stone »

There are quite a few things that I like about orcs. A good LOS (BOBs), good Blitzers, decent thrower, decent Linemen (AG3, AV9), Ogres and Gobbos. I think with orcs, you can develop a team of your liking. Your team can look very different from another orc team, but both may be equally effective.

I started my orc team with:
3 BOBs
3 Blitzers
1 Thrower
4 Linemen
Apo
2 RR
8 FF

Currently I have played 11 games (10-0-1) with 20 GF/4 GA, 30 CF/4 CA and have
4 BOBs (all with Block)
4 Blitzers (most with Tacle or MB)
2 Throwers (1 offensive + 1 defensive)
4 Linemen (not too much development here, though)
1 Gobbo and
1 Ogre
Apo
4 RR
13 FF (just went down :pissed: )

Yes, I know, I have been very lucky with this team, I've caused casualties and scored TDs for development and haven't lost a single player on injuries or ageing. And I've played for the most against elvish teams (HE, DE) and have succeeded in defence against them. If I don't throw doubles for my Gobbo, I would go for Diving Tackle or Shadowing and throw him to slow down throwers. And a Kicker is a must in an orc team... :P

And what was the point of this long post :oops: ? Well, to just say that you can develop an orc team to fit your liking, play well and succeed. At least enjoy playing... :wink:

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Post by squiggoth »

Yeah, for league play I might swap 1 reroll for 6 more fan factors... It might be better over an extended period. For one off games with this team I always go for the rerolls/extra players.

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Post by Xynok »

The only thing I would do differently from what I have posted here if I were to make a new Orc team is to NOT take the Troll, replace it with a Lineman, and start with 8 FF. As I indicated, the only gamble I took with my initial creation was the 3 FF, but I got lucky with it going up quickly.

1 RR will suffice to start. Sure, 2 is a boon, but consider the running game of the Orcs, especially early on...all you need is one successful Catch and you are fine. The Thrower has built in RRs with Sure Hands and Pass. Remember, you can only RR any given roll ONCE, so extra RRs for this player aren't needed. Next consider the Blitzers...they have Block, so unless double skulls are rolled, no RRs are needed here...all you need is that one RR for the Catch they will have to make. Finally, consider BOs...if lack of Block ISN'T in your game plan with these guys, you need to learn to play Orcs! It is part of the team, and routine TOs with BOs is simply a drawback of the team. Expect a LOT of pushes, and if you are using RRs to avoid TOs, I honestly feel you aren't playing very well. Always use the BOs LAST, and disaster management the EXPECTED TO lack of Block WILL cause. In other words, RRs shouldn't be used for BOs UNLESS you have them to burn (laugh), or you have messed something up. Black Orcs without Block fall down a LOT, so it MUST be part of your game plan if you use even ONE. Rolling double skulls with Blitzers is simply bad luck, and you learn to deal with it. After 6 games, unless you get ridiculously unlucky, you will be up to 3 RRs...and you'll still be using them a LOT for Catching the ball (unless you get a Goblin with Catch...what an addition!)

As one person pointed out, there are numerous ways to build an Orc team. I refuse to start without 4 BOs, 4 Blitzers, a Thrower, and an Apothecary. Once you have all of that paid for, there isn't much choice left.

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Post by DoubleSkulls »

I'd rather have spent the 240k (for 2 TRRs) on 3 players and not suffered so many TO's in my first 6 games.

Ian

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Post by Xynok »

Ah, but this assumes there were a LOT of TOs. Four players without Block don't cause THAT many TOs, especially considering they get 2 dice most of the time by THEMSELVES. You just have to plan your Blocks right. Sure, the BOs invariably DID cause TOs, but good disaster management made up for it, because I PLANNED for them...but there were still times when it REALLY screwed me...just like ANY player without Block throwing a Block.

As to buying players, because of my initial setup, all I needed were Lineman and Goblins. 140k = 2 Lineman and a Goblin...very easy to get. Your argument could be applied no matter how you begin...240k is what 2 RRs cost, period. You have a better case if I'm trying to buy BOs or Blitzers, but since I already HAVE them, the most expensive position left to fill costs a mere 40k, and only 50k for additional lineman.

As always, go with what you are comfortable with, but the team developed nicely first season (6-4), and is currently 4-1 (OT loss to Lizardmen, bah) with a full developed roster and 5 RRs in season two.

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Re: Orc Team

Post by Fred »

stone wrote: 2 Throwers (1 offensive + 1 defensive)
What does this exatly mean? And which is the thrower you start with?

Hans :wink:

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Re: Orc Team

Post by stone »

Fred wrote:
stone wrote: 2 Throwers (1 offensive + 1 defensive)
What does this exatly mean? And which is the thrower you start with?

Hans :wink:
Well, firstly I prefer running game with orcs, so they are not *that* different from each other. For the offensive thrower I usually take accurate or strong arm first (the opponent has to be prepared for throwing-play also), only in this case he got MA+1 :) . For the defensive thrower it's usually block. I like to have an orc with Sure Hands also in the defence. But from there on, it's pretty much the same development for both of them, since you need a decent thrower even if your 1st offensive thrower misses the drive.

The starting thrower depends on wheter I receive or kick-off the ball, of course :wink: .

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Post by Fred »

I think I finally decided what to do!

2 Black Orcs
1 Troll
4 Blitzers :evil:
1 Thrower
1 Lineorc
2 Goblins :?:
3 Re-Rolls
4 Fanfaktor

I think that is a nice team, and I can even throw some Goblins around!!
:smoking:

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