All in all, this means at some point it is almost certainly worth throwing 40k at one just to give you these options. They offer decent movement and agility, the Dodge and Stunty combo to let them get to places that Orcs rarely can, they facilitate the Throw Team Mate option, and they have great potential as cheap foulers. Goblins are a very interesting piece for Orcs. Personally I think Sure Hands outweighs the other issues, but this is the kind of argument that can lead to mass Orcish brawls. One upside is access to Leader on Normals, which looks more attractive in a team which now finds itself shorter on these than it used to. His passing skills are largely irrelevant outside of exceptional unplanned circumstances, and Animosity doesn’t help. He also has AV9+, and if you have to field him on Defense you can bet your opponents will target it. Sure Hands is a huge boon for average AG teams that require reliable pickups to get their cages going but MA5 means you are committed to a slow grind, and when you need to do anything quickly you are hamstrung. The first of our controversial Orc positionals (we have a few), the Thrower has always been one of the most debated positionals in Blood Bowl. The combo of their raw strength and the applied blocking skills of the Blitzers gives Orc coaches a significant toolbox to determine how they bash. Four of their most critical pieces getting an upgrade to one of the most important stats in the game was a real shot in the arm for the roster, especially considering they would still be must-takes without it.īig’Un strength is critical to the Orc gameplan. Should drop your TV to 1820.The Artists Formerly Known as Black Orcs, the Big’Uns got a huge upgrade in BB20 with a boost to MA5. Fire Thrower, replace with lineman and use ST 4 Blitzer as ballcarrier. Keep the Troll - block/guard makes him valuable without blocking, a near unmovable roadblock and regenerate helps when facing bashy or chaos kill teams. Saves 50k and either leaves you with an expendable target or a cost effective fouler.įire the goblin, not worth if he's not the ball carrier or a projectile. Strip Ball is nice but it's rare that you'll be using him to attack the ball with only MA 5 and 3 AG/ST, rather than using him to tie up a cage corner.Ĭonsider replacing with a Dirty Player Lineman and leave the other unskilled. He's currently the same price of a Black Orc with Block/Guard without the STR to support/defend himself. Keep the lvl 3 lineman until another of your Black Orcs gets guard. Especially with the TV bracket you're in. Pressuming your thrower is your main ball carrier? Blodge is great but bit worrying since he's slow and your team lacks a reliable outlet for emergencies. ST 5 Black Orc with block makes me jealous as an orc coach. What is the reasoning behind that?īlitzer 1: Guard, Mighty Blow, Frenzy (140k)īlizters look fine: 2 supports, 1 ST 4 killer and a safety. I am also wondering why many experienced players don't take a troll in an open ladder but do take the troll (and perhaps a goblin) in leagues. On top of that I have even managed to forget that I had a goblin on the team on occasion! :-) The trolls strength is useful but unreliable even with block on him. I think the troll + goblin is close to useless for a oneturn touchdown because it is very unreliable. I am also considering to drop 1 reroll since I have leader on the thrower. I am a little concerned about TV bloat and wants some advice about whether to keep the troll and Goblin in an open ladder? But at the same time it is hard to fire the troll since he has block. Blitzer 2: Dodge, Diving tackel, Stand firmīlitzer 3: Mighty Blow, Piling On, Tackel, +ST
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