This forms a good foundation on which to build a succesful team. The Deff Skwadd started oit with two Black Orcs, two Throwers, one Blitzer, seven linemen, one Goblin, three Re-rolls and a Fan Factor 5. Needless to say they didn't stay super-strong for long!įor a longer-term squad, designed to stand good in a fight but also able to cope with the odd casualty in the initial stages of the season, I recommend the following line-up. I've played in Blood Bowl leagues for quite a long time now and I've fallen for starting with a super-strong eleven Orc killing machine on a couple of occasions. Once you get to this state it is very difficult to pull your team back up to scratch.Ī far better, and safer, idea is to start off with a team designed to compensate for these early losses. This will make it even harder to win your next game, and more likely you'll sustain further injuries. This means that if you start the season with only eleven players, when casualties start rolling in you'll find yourself starting games with less than a full team. When playing in a league your team carries on for game after game and any injuries or deaths carry over to the next match. However, although four Black Orcs, four Blitzers, two Throwers, one Lineman, two Rerolls and a Fan Factor of 5, might sound like the perfect line-up for a one-off game, for a league it's a bit of a risky option. With all these big and aggressive creatures at your disposal, it's relatively easy to create a league team capable of beating the living daylights out of almost anyone they meet. You've probably guessed that this all points to a team built for sustained, stomping, running plays. The lack of Catchers in the team means that the throwing game should be used as a last resort, and because Orcs don't move very fast they can't be expected to outpace anyone in a flat out sprint for the endzone. Black Orcs (with their Strength 4) are at an immediate advantage when they make Blocks, as the majority of their opponents will require an assist to be on even terms. So, what does this tell us? Well, with high armour values you can expect Orcs to stand up to a lot of punishment during a game. Secondly, Orc teams don't have any Catchers which makes the throwing game particularly risky. First of all, their low Movement Allowance means that they can be easily outrun or outmanouvered by other races. On the downside, Orcs also have two major disadvantages compared to other teams. In common with Chaos teams, Orcs are also able to start a season with Strength 4 players, which makes them very very mean. Orcs have the highest armour values in the game, equal to Chaos or Dwarves, so they are very difficult to hurt. Orc teams have two main attributes: toughness and strength. In Blood Bowl, as in war, you should understand your friends and respect your foes - the better you know your team, the more chance you've got of using it to the best of it's ability. It's not that they can't catch, it's just that when the ball is in the air they tend to forget about it and get stuck into fighting with the nearest opponent instead!īefore we look in detail at creating a winning Orc Blood Bowl team, let's take a minute to consider their strengths and weaknesses. Orcs don't tend to throw the ball much which is a good thing really as they are not very adept at catching it. Orcs play a tough and hard-hitting game based around pounding their opponents into the turf before they stomp downfield to score. Orcs have been playing Blood Bowl since the game was invented, and teams such as the Gouged Eye and Orcland Raiders are amongst the most succesful in the league.
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