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Post by apolloswill on May 31, 2015 23:20:22 GMT
Hi Mr. Manco.
I was wondering if you have the time to look at this planned skill selection for my Green Mean Machinez team. I think I screwed up, as I have been rolling a lot of doubles, and stayed true to my plan. If you have time, any advice? I wanted a team, that could throw and cage roll. Trying to open options instead of specializing.
Thrower(s)
Bandagh "Over the Mountain" Bar Normal: Accurate, Safe Throw, Nerves of Steel, Kick-off Return, Dump-off Double: Strong Arm, Dodge
Tu "Knockoff the Predictions" Pa Normal: Block, Kick, Nerves of Steel, Tackle, Fend Double: Guard, Dodge
Goblin(s)
Sub "Elf Lover" Up Normal: Catch, Sure Feet, Sprint, Side Step, Jump Up Double: Block, Sure Hands
Donk "Sneaky Bastard" Jonz Normal: Sneaky Git, Side Step, Diving Tackle, Jump Up, Sure Feet, Sprint Double: Dirty Player, Guard, Block
Blitzer(s)
Sri "Windbreaker" Nif Normal: Tackle, Mighty Blow, Guard, Frenzy, Stand Firm Double: Dodge, Diving Tackle
Vitgut "Hit Man" Torug Normal: Mighty Blow, Piling Up, Tackle, Frenzy, Juggernaut Double: Jump-Up, Dodge
Sinsbog "Gimme the ball" Vakmu Normal: Strip Ball, Mighty Blow, Stand Firm, Guard, Frenzy Double: Dodge, Side Step
Urul "Got yer Azz" Oggha Normal: Guard, Stand Firm, Tackle, Pass Block, Might Blow Double: Diving Tackle, Dodge
Black Orc(s)
Prikdarok "Black Wall" Zog Normal: Block, Guard, Mighty Blow, Stand Firm, Piling On Double: Dodge, Jump Up
Trilug "Two head Chopper" Purbag Normal: Block, Mighty Blow, Piling On, Tackle, Guard Double: Jump Up, Dodge
Bra "Skullcrusher" Duk. Normal: Block, Tackle, Mighty Blow, Guard, Piling On Double: Diving Tackle, Dodge
Ig "Stoneborn" Bazur Normal: Block, Guard, Mighty Blow, Tackle, Piling On Double: Dodge, Diving Tackle
Troll
River "Dancer with Goats" Rot Normal: Guard, Stand Firm, Grab, Piling On, Break Tackle Doubles: Block, Pro
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Post by apolloswill on May 31, 2015 23:31:31 GMT
Here is where we are at. Did just get Guard on troll, and another double on Two-head Chopper, where I picked dodge (which again, is probably silly. Those damn doubles)
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Post by Deleted on Jun 2, 2015 10:40:05 GMT
Hi mate, Sorry for late reply some reason I missed this.
At work at the so will reply later with more detail.
You team and skill choice Look good only thing is the blorcs.
The best route us to keep it simple.
Block,Guard,Mighty Blow. Not necessarily in that order.
It us pretty hard to get more than three skills on blorcs. So taking doubles early can screw the progress of them.
One thing I gave been experimenting recently is taking Mighty Blow at the first skill. It has been working well, I have tried it with three blorcs and all reached there next level very fast. This method is also better for the long run as the blorcs can gain level 5 even 6.
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Post by apolloswill on Jun 3, 2015 3:38:38 GMT
No worries. Any minute you guys are putting in to this is awesome.
I do think my biggest mistake is picking/using those double in the start, especially on the black orcs which have no start skills. I never got the basics on them. 3 out of 3 skills on them is doubles. I could at this time have had an black orc with block and one with block and mighty blow. A lot stronger line. Other player have mentioned a few times now, the strange choice in picking goblins instead of line orcs. Im a little surprise at that, as I find being able to get some agile ball runners on a bash team is kinda unique (but than again im normally an amazon/elf player).
Am i hurting the team a lot with those goblins? I know they are slower than human catchers, but they are still harder to keep locked down, plus with a troll they do add an option of the random throw team mate.
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Post by Deleted on Jun 3, 2015 6:35:35 GMT
Gobbos are so underrated in a Orc tea, Keep them! a good tip is to keep recycling one to you get a +AG boost.
A fouling Gobbo is a must to, As he can take Sneaky Git. I got a Sneaky Git/Dirty player Lino if i did not have him i would be using a Gobbo
Plus the Option of a one turner with the troll.
So always use goblins !
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Post by Squiggy on Jun 3, 2015 15:58:30 GMT
If you are set on taking dodge on a blork combine it with break tackle
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Post by apolloswill on Jun 3, 2015 17:20:18 GMT
If you are set on taking dodge on a blork combine it with break tackle Will dodge make you reroll Break tackle? If, thats very cool.
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Post by Squiggy on Jun 3, 2015 17:45:17 GMT
Yep, as well as the obvious block protection it offers.
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Post by apolloswill on Jun 3, 2015 18:04:55 GMT
Yep, as well as the obvious block protection it offers. Thank you. Than guess what my next skill on the blorcs are going be? Here we go blorc runners . I really didn't know that. Changes the whole perspective on them.
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Post by Squiggy on Jun 3, 2015 18:14:25 GMT
Yep, as well as the obvious block protection it offers. Thank you. Than guess what my next skill on the blorcs are going be? Here we go blorc runners . I really didn't know that. Changes the whole perspective on them. This is by no means the "best" way to do it, but here's what I do with my blorks. First 2 to level get block, nuff said. Second two, depending on my blitzer's current development, either get break tackle if I'm short on dodge (one of my orc teams had SEVEN blodge!!!) or block. Second skill, 2 with guard, one with stand firm (cage corner, there's usually one side exposed unless I sideline hug and a block/stand firm black orc makes a lovely reliable wall) and one with mighty blow. Any double at this point goes on dodge, which automatically means the next skill that guy gets will be break tackle. Mighty blow as third skill. Edit: HAD seven blodge. A nasty nasty game vs ogres has meant retiring THREE blitzers...one dead, two -st and no longer justifiable for their TV. Poor orcs, but frankly I've been riding my luck recently and I was due a kicking. Current development on my "main" orc team's blorcs is block/guard, block/MB/stand firm, blodge/break tackle, block/guard/MB. I find having one reliable wall, and one "mobile" blorc plus two with traditional bluard is optimal, though I'd like more MB obviously. your mileage may vary, i am NOT a skilled orc coach, but it works for me:)
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Post by shaunuthun on Jun 3, 2015 19:43:44 GMT
Im not experienced with orcs in anyway. Gobbos on the other hand, If you get doubles consider taking wrestle instead of block. Why? Because most ball carriers will have block but if you can dodge into the cage and get both down then it wont matter. If you weren't planning on risking breaking cages with a gobbo ignore that part and focus on this. If he blitzes your Gobbo when he is down field and you have block you now have a goblin that's standing but needs to dodge (not hard but not guaranteed) and then also catch the ball. but if you have wrestle and your Gobbo and an opponent go prone you can just stand the gobbo up and move him where you need him to be without having to worry about that slim chance of failed dodge. This tactic combines really well with jump up for obvious reasons. Oh and if you get +ST the cage breaker tactic becomes even more viable Just my thoughts tho and I am more used to Gobbos with two heads than regular ones so take it as you will.
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Post by Squiggy on Jun 3, 2015 20:14:58 GMT
Im not experienced with orcs in anyway. Gobbos on the other hand, If you get doubles consider taking wrestle instead of block. Why? Because most ball carriers will have block but if you can dodge into the cage and get both down then it wont matter. If you weren't planning on risking breaking cages with a gobbo ignore that part and focus on this. If he blitzes your Gobbo when he is down field and you have block you now have a goblin that's standing but needs to dodge (not hard but not guaranteed) and then also catch the ball. but if you have wrestle and your Gobbo and an opponent go prone you can just stand the gobbo up and move him where you need him to be without having to worry about that slim chance of failed dodge. This tactic combines really well with jump up for obvious reasons. Oh and if you get +ST the cage breaker tactic becomes even more viable Just my thoughts tho and I am more used to Gobbos with two heads than regular ones so take it as you will. A 2 dice AGAINST block with wrestle/strip ball on the ball carrier (assuming no sure hands) gives a 86% (roughly) chance to them dropping the ball if you have a reroll. Now, if you were to factor in dauntless/or tackle as well (granted that would make for one doublefreak of a goblin...) it's even higher, but overall a 60%+ chance of dodge/2D-block/carrier drops ball is pretty good odds for a stunty attack!
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Post by shaunuthun on Jun 3, 2015 21:08:31 GMT
Im not experienced with orcs in anyway. Gobbos on the other hand, If you get doubles consider taking wrestle instead of block. Why? Because most ball carriers will have block but if you can dodge into the cage and get both down then it wont matter. If you weren't planning on risking breaking cages with a gobbo ignore that part and focus on this. If he blitzes your Gobbo when he is down field and you have block you now have a goblin that's standing but needs to dodge (not hard but not guaranteed) and then also catch the ball. but if you have wrestle and your Gobbo and an opponent go prone you can just stand the gobbo up and move him where you need him to be without having to worry about that slim chance of failed dodge. This tactic combines really well with jump up for obvious reasons. Oh and if you get +ST the cage breaker tactic becomes even more viable Just my thoughts tho and I am more used to Gobbos with two heads than regular ones so take it as you will. A 2 dice AGAINST block with wrestle/strip ball on the ball carrier (assuming no sure hands) gives a 86% (roughly) chance to them dropping the ball if you have a reroll. Now, if you were to factor in dauntless/or tackle as well (granted that would make for one doublefreak of a goblin...) it's even higher, but overall a 60%+ chance of dodge/2D-block/carrier drops ball is pretty good odds for a stunty attack! wait is Strip ball Agility or General I have no clue.
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Post by crimsonsun on Jun 11, 2015 13:41:54 GMT
Strip Balls general.
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