![]() ![]() ![]() There’s a corner marking manoeuvre I really like on match ups like this – a BO corner marker with 2 guard blitzers in support can make his life very tough (as below) – BL are guard Blitzers and BO is a Black Orc, BC is of course their Ball Carrier. If you can remove just a few Dwarves from the pitch they will really start to fall apart, dwarves really struggle at a numerical disadvantage and will lose the capacity to apply enough assists to bash effectively so focus your MB hitters on their AV8 players and use your guard where the fighting is thickest/you need the assists the most (usually around the cage), The obvious first choice for a player who will just pick the ball up and then sit in a cage is going to be Block, with also having Sure Hands this is the safest skill combination with regards to holding onto the. I assume the Dwarves have a significant advantage in Guard, try not to let them take advantage of it, separate out the fight over more of the field so that he cannot have 1 dwarf in multiple tackle zones assisting them all and effectively negating your strength advantage with 1 model. Ball Carrying Thrower: Normal: Block, Kick Off Return, Fend, Nerves of Steel. They either need to separate and dominate small numbers of dwarves, removing them from the pitch where possible (it may take 4 or 5 turns but a slow, steady, crowd surf push will eventually get them off) or bog down superior numbers and let the rest of your guys have numerical superiority on the rest of the field. ![]() A lot can be won or lost by controlling the brawl – your black orcs are key here, so definitely buy a 4th. Hmm, so, IMO Orcs are a really strong team against Dwarves, Dwarves are tough and skilled but they lack strength while Orcs are generally tough and strong but lack skills. If you can keep him from breaking away towards the endzone in the last 2 or 3 turns each half (or let him run, then blitz him down and maybe give a kick in the guts), you are fine on that front. He is a great reciever, but there are probably no good passing skills on the runners so it will have to be a hand off. I'd say spread around a bit, stay flexible, but be ready to commit to heavy marking (all Black Orcs in) when the time seems right.īe cautious of his agi 4 Blitzer, of course, but don't overestimate it. He has the advantage of more Block skills but that is not too bad if you don't give him too many 2D blocks. You are more mobile with higher agility (more agi 3, don't let his one agi 4 fool you) and higher speed. The rounded lineup already has the four Black Orc Blockers and the only way to make it stronger is to include a Troll. Generally try to get him into fights where you are (a) stronger (STR 4 BoBs against STR 3 Dwarfs if they are one on one) or (b) faster. Max Strength TV1000 Orc Starting Roster: Some players like to go for the maximum possible starting strength, there are a couple of ways of doing this but a common way is to drop a reroll. Skills of your opponent would be nice to know, particularly guard as Kalick asked. I would say get the Black Orc and risk his Wizard, but there is quite a bit of luck involved of course. ![]()
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