Worth taking a Dirty Player as well, and go with 13 players if you do. Lineorcs - Block, tackle, guard on doubles. This means your cage starts far further forward, meaning you have less to do in terms of gaining ground. I have one sat back with KOR to collect the ball, and he throws it forward to the other who is sat in a loose cage (for the inevitable scatter). Throwers - Some people don't like these at all and don't bother. I'd lean more towards Dodge with these guys though due to the AG3. You can also build more mobile guards with them, and some people like to turn them into their ball carrier (due to the MA), but it's not my preference as it takes a killer out of the team.ĭoubles - similar to BOBs. Best to have a third ready to go, too, because they will eventually die and you don't really want fewer than 2 killers on an Orc team. At least 2 will want to be built with TPOMB, and I prefer to go with one built MB-PO-T and the other T-MB-PO. They're the team's damage dealers and stars. ST is, ofc, a taker.īlitzers - pretty simple, really. Stats - Wouldn't bother with MA/AV, and probably not AG either. Some go for Sidestep, but I find that a bit of a waste on a piece which can take Stand Firm. I quite like Diving Tackle (because few people expect it). Dodge is always good, but once you start down the dodge path you need to take it on all doubles on all your players. Hopefully you'll have at least 2 with Guard to provide assists to the Blitzers before that happens.ĭoubles - lots of options here. You want your BOBs to level at roughly the same rate, so you need to get those unskilled guys in the blocking game, and block is needed to do that. ST4 and block is a safe block, ST4 without is not. So why the bit about "once one has block give them all block?" Once one has block you will be blocking with it. Guard is the single best assist-giver in the game, and having it on hard-to-shift ST4 players is a godsend. You don't want them to be getting to 51SPP without the full gamut of kill skills, and in order to do so you will need assists. Your Blitzers already have Block, and they want to be getting Mighty Blow, Tackle and Piling on PDQ. What? Why guard first? Because you want to hit with your Blitzers. ![]() Short version: give them guard first then block, unless one of them gets block before all the others have guard then give them all block then guard. This is all opinion, and there is no definitive "do this/don't do that", so take what you want from it. Great at countering Really Stupid, Always Hugry, or even just a bad Block Roll. Not only does it ignore Loner, but it halfs their chance to instantly fail anything. Troll: Guard, Juggernaut (Can be replaced by Block if you get a second Double Roll), Pro (Double roll). Suggested leveling path for the first three levels. Your Blitzers are for maintaining cages around your Thrower/Goblin while Black Orcs are used to remove other players from the game either via injury with Mighty Blow and Pile On, or pushing them into the crowd. Give your Black Orcs Block and the Blizters Guard on their first level up. Your main tactic is to sneak your Goblin past the back lines and have your Thrower pass the ball to him. Later on you can buy two additional Blitzers and use your two Linemen as backups in case of injury/heatstroke. The rules to use Black Orc teams in your games of Blood Bowl can be found in Blood Bowl – The Official Rules and Spike! Journal Issue 12.Here's what you need to do for your starting team: You'll also find 2 turn counters, 2 coins, 4 balls (2 with sturdy spikes and 2 with a horned beast icon), 12 32mm Round Blood Bowl bases, and a transfer sheet. ![]() This multipart plastic kit contains all the components you need to build the Thunder Valley Greenskins, a Black Orc team for use in games of Blood Bowl. Incredibly strong on offence and hard to shift on defence, a well-managed Black Orc team is a fearsome thing to face off against across the Line of Scrimmage. Grind down the pitch, crushing the other players underfoot, until your Goblins are close enough to make a dash for the End Zone. If you like your plays rather unsubtle, this is the team for you. Teams like the Thunder Valley Greenskins have made a name for themselves with their impressive athleticism and discipline as much as their capacity for grievous violence. Even the trolls on Black Orc teams are well trained, which is an impressive feat! Well drilled in comparison to their peers, the little guys are quick to run the ball through any gaps the Black Orcs open up for them. Their biggest weakness is a lack of speed – but that's where the Goblins come in. ![]() Smarter, stronger, and more serious than their kin, they were tired of soaking up all the big hits and giving up all the glory. Forgot your password? or Create A New Account orīlack Orcs have been splitting off and forming their own teams for years now.
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