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This is a rather strength-oriented setup, with no goblins at all. Since both types of players cost 80k, you can drop a blitzer for a black orc or the other way around. I'd not start with too few black orcs, however, because they advance very slowly, and you will want them to get at least one skill (Block, obviously) ASAP.
To even increase this team's bashing power, you can add a big guy. Since you don't want to use TTM, a troll might be worth considering. He is cheaper than an ogre, and his Regeneration ability makes him extremely tough. You have to keep at least one player next to him, however, to avoid the effects of Really Stupid. Drop a black orc and two points of FF for him. The ogre is slightly more expensive; I'd cut a lineorc, a RR and 1 FF for him.
The other way to go is to use goblins, either with or without TTM, but I've never done this myself, so I'll leave putting up a setup to others :)
I'd personally suggest a second thrower to make sure you can get to the ball with a Sure Hands player. MA 5 makes it tough to cover the whole backfield with one thrower. - BadMrMojo -
This style of setup may work for elves and skaven, who can score easily with linemen and have a high player turnover, but with Orcs it will just mean firing excess linemen to make way for positional players, while the team performs poorly over the first few games.
I like the troll, can't help it ;-) Besides the TTM option can be effective sometimes (Hell, if there is only one turn to go, better a risky play than no play at all). I take 4 BOBs, because they're really slow to develop. The blitzer will have no problem to catch up.
The idea is to start off with all the BOBs & Troll so they can skill up quickly. In the longer term getting all your BOBs with that 2nd skill will really help, while the blitzers can be bought in later as they tend to skill up quickly. Gobbos are handy at the start, and if they live long enough to get skilled they can be worth keeping.
Goblins as starting players are actually pretty decent - so long as you have some ST 3 (or more) to back them up. They make excellent assists and are reasonably difficult for a rookie team to take down with dodge. I frequently use them just to throw some tacklezones in the way. No block is rough, but it worked out well for the first two games. The idea was to eventually max out at 13 players, with future purchases being:
Goblins are weak. Throwers are weak. Trolls are unreliable. A pure orcish set-up with a reasonable number of re-rolls aimed at getting the Black Orcs skilled up early.
An apothecary and more Blitzers are the next additions (Blitzers skill up easily).
Alternate roster. It's risky, definitely, but then you also start with an impressive line-up, so you should be able to limit those risks. The goblin is there to provide TTM capability, but also proves quite resilient thanks to Dodge. First priority is an Apoth, then either a RR or a Lineman. Then it's pretty much like other rosters.