Note: No Orc player can gain Mutations, double skills are in Italics, and skill suggestions are listed in no particular order With all that out of the way let us move on to the Orc roster itself And at 120k after creation, rerolls cost more then your troll making them the most expensive thing to add to your team. Orc reroll are also slightly more expensive when compared to other teams at 60k at creation but while this is a minor set back, it does ensure that team creation will have some sacrifices, as that extra 10k adds up. Thus you need to need to focus on positioning and not letting the other team to get behind you, especially their Catchers who are often the fastest players any team has. They will try to avoid contact with you when they can and just screen you out or just run around you. But against faster and/or agility based teams your low MV could be a problem. This is often a good thing, as I said before, Orcs can take a beating and a punching Orc is a happy Orc. This isn't too big of a deal vs bash teams as they will be standing nearby anyway because they want to be getting in your players faces and trying to smash them in. The slowest players you have also are your strongest stat wise, with the Troll and Black Orc having only a MV of 4. They also have a minor weakness in the movement category, which averages at 5 for most of the team and caps at 6 with the Blitzers and the Goblins. Thus you have to know what to leave behind to get the most out of your team. This further forces the Orcs to adopt curtain play styles as you just will not have some players available thanks to only being able to field 11 on the pitch during play. That is 15 players before you add in any linemen! This means it is impossible to ever have everything this team has to offer without having a prohibitive amount of money just sitting on the bench. Orcs have the largest roster in the game with three positionals with caps of 4 of each, a big guy (Troll,) Thrower (with a cap of 2) and linemen. For the Orcs this weakness comes in relative roster complexity. It is no surprise that to many a coach Orcs are the perfect Bash team, being able to consistently bring the pain and still score without too much trouble if the injuries just don't happen.Īll good things do have their downsides and for the Orcs this is true as well. Orcs are are also second only to Humans when it comes to just how versatile they are, with most of their players having AG 3, an okay thrower, and enough movement to keep up with all but the fastest teams. In fact Orcs are second to only Dwarves when it comes to just how hard they are to remove from play, and that is only due to the bearded bastards having thick skull! Orcs are so loved because they can field just as much raw muscle as Chaos or Nurgle with up to four ST 4 Black Orcs and a ST 5 troll, but also have (for the most part) the same AV as Dwarves. Orcs are the second of classic starter box teams, and is one of the most commonly played teams in Blood Bowl as well as being tournament fixtures. Today we will be discussing Green Skin teams, more commonly known as Orcs or “the Green *&$!% that just wont die!” Welcome back everyone to another rambling tyraid from this drunk chef.
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