Here, in fact, we hit the first of our common pitfalls: team bloat. Block and Tackle are natural choices but after three normal skills you may have to ask if an Orc Lineman is really pulling his weight. It's not even a problem to put these DPs on the LoS since a foul to remove them means a foul not used on a positional (and Orcs do not need fouling to outbash their opponents). Normal skills: Dirty Player is a very popular normal skill on Orc Linemen. Since their only job is to get hit, foul stuff and serve as (rarely needed) replacements, Linemen should not be developed too much as this will tend to be wasted TR/TS. However, all Orc teams should have at least a few, as they have a very important role: LoS duty. If you're fielding 4 Black Orcs, 4 Blitzers, a Troll and a Thrower, that only leaves room for one Lineman. This should have been covered on this page ages ago - but better late than never! The following skill suggestions are based on the skill survey information the commentary is my own. An Orc coach needs to be aware of these tactics so that he can prepare for them and counter them. In addition, Orcs are such a common and powerful roster that many coaches have anti-Orc tactics that they hone and regularly deploy (whereas most don't have specific anti-Rotter tactics, for example). There are certainly things that the good Orc coaches do that the average Orc coach does not. Orcs do not have as high a win rate as quite a few other, less highly rated, rosters (and this can't all be down to inexperienced coaches running them). Many coaches are of the opinion that all you need to do with Orcs is get the basics right and the team will do the rest just by virtue of being Orcs. Well, this strategy section has remained very bare and minimal for a long time. Your Black Orcs are not called linemen for a reason, it is a smart thing to have a couple deeper down in your defence, allowing them to reach your opponent despite their limited range. If you play to win with the orcs, they can outscore any team on a good day. Utilize your Guard Blitzers for the running game. Even if it's very unlikely you can score in a single turn, it's still better then no chance at all in desperate situations. Orcs are not particularly quick, so careful positioning is required.Īlways have one goblin on hand if you got a troll. Some coaches start with all four Black Orcs, hoping that they will snag more of the MVP awards early on. Orcs don't have many, possibly the biggest one is the difficulty in developing the Black Orcs, as they rarely score and cause only the odd casualty. It is tempting to frontload an Orc team at the start, and watch the rookie opposition team futilely try to find a two-dice block to make a hole through the wall of greenskins. Orcs have many cheap, highly armoured Linemen, under-priced Blitzers who are the core of the team, up to four Black Orc Blockers to provide considerable muscle to the roster, a Troll and even some Goblins to use as catchers or to make up the numbers. They even have the option of going for a Throw Team Mate one-turn touchdown in an emergency, using a Troll to hurl a Goblin teammate towards the endzone, and the Goblin runs the rest of the way. They usually bash and run, employing 'the Cage', but with developed Throwers and skilled Blitzers and Goblins, can pass with reasonable success too. Orcs are the original basher team of Blood Bowl, yet can play with an element of finesse, too. Orcs are da best! The doo bashin an runnin an bashin.
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