Posted by JackassRampant on 2013-12-02 15:52:28
You don't need AV8 BOBs. Journeymen linos are at least as good at their main job (getting hit) and represent a better value (cheaper), and if they snake your MVP you can just hire them. Then buy BOBs as you can afford them. I'll cut most BOBs for any permanent injury except -AG, because rookie BOBs make great linefodder.
+AG Blitzers are awesome. I tend to think of my 4 Blitzers as really filling two positions: two are hunters and two are support pieces. +AG is great on a support piece, as Guard is a good skill for a carrier as well as for a mobile assist. Then the hunters can get MB, Tackle, and PO.
Re: Thrower, three thoughts.
1) Strong Arm is a double, and competes with Guard and Dodge. Even if I take Accurate first I'll follow with Guard over Strong Arm. I would say SA is the third-best Thrower double, but it's worse than that, because if you had Guard and Dodge you'd want Side Step, and then Diving Tackle (though SA as a first double makes more sense than SS and DT).
2) Everybody will tell you not to focus so much on the passing game, and mostly they're right.
3) Accurate is the exception, as it offers excellent bang for buck and renders Quick Passes about as safe as handoffs (sure beats going for it).
You can't go wrong with Block or Accurate on a Thrower: both are excellent. I tend to prefer Block first because it is stronger at lower TV: the sackers all have Block (not Wrestle yet) and the guys covering your cage might not. I sometimes take Accurate first for its accelerant value: you get SPP every time it works, while Block will only feed you points rarely. Either.
Posted by JackassRampant on 2013-12-02 16:03:00
AG is also good after Tackle and POMB: one of the big advantages of Witch Elves is that they can dodge out of a funny spot if Frenzy puts them there on a Blitz action, and PO is kind of like Frenzy too. Sometimes you follow, figuring you'll go prone and be safe on the ground in a big ol' scrum, but then you get a Cas, and it's like, "Hello, Mr. Ogre. I'm not supposed to be in your Tackle Zone: please don't sploosh me." But this is more a problem for da hoomiez, as ladz iz 'ard an' kin 'andle it.
Posted by DrPoods on 2013-12-02 16:24:00
Some great help @JackassRampant!
I reckon that could be a great way to go with the blitzers. With the Thrower, I guess I might have come across as a bit too keen on the pass! My thinking is that if I have an Orc that has Accurate then it may stop teams piling all their guys forward meaning we have a slightly easier time running the ball. Sell the pass, buy the run as it were. Also, it could allow for a Plan B if we get bogged down.
Also think you are right about getting rid of the AV8 BoBs. Will see how it goes!
Cheers mate.
Posted by JackassRampant on 2013-12-02 16:44:13
K, so here's how I would manage this team going forward.
1) Play a game to get back into purchase mode.
2) Cut #5 and #6 before they steal an MVP. I would not replace them right away, even if I have 80k.
3) After each game until I get back to full strength, go down the following checklist:
a: did my Journeyman MVP? If so, do I have 50k? If so, hire.
b: do I have 120k in Treasury? If so, hire BOB. Only spend your bottom dollar to hire an Apoth or to pick up an MVP Journeyman. If you lose any Blitzers, put their replacements in the hopper ahead of any remaining BOB hires. If you lose your Thrower… get SH on your +AG Blitzer and run without a Thrower until he dies.
4) Get used to blitzing with #8 now, try to carry with #9, get them both up to 6 SPP ASAP, give one MB and one Guard (the other one gets MB). From here out, take no doubles on your other three Blitzers until they have either MB/Tackle (one of those is Job 1) or Guard. +AG guy can get Dodge on doubles, Guard on normals. Take all stats on Blitzers (MA on 10).
You don't need 4 BOBs early on. You do need some to give you that extra oomph and make up for your lack of speed, but beyond the first two they're linefodder with benefits.* It's only at middle-to-high TV that the last couple BOBs really make a difference, as they can lock guys out and magnify your Guard advantage elsewhere, and they don't need doubles to develop well (that is, you can give them Block/Guard/MB on normals). I tend to cut linemen at 31 SPP on normals: Block, Frenzy, retire. Stat or MB at 31 means they live to see Tackle at 51 and Pro at 76, ditto 6+4 at 16 (ignore at 6). Doubles at 6 or 16 is Guard, MB after. AG early changes the track to Block, Sure Hands, Kickoff Return, Fend.
* I like 4 Blitzers, 3 Blockers, 4 Linemen, 4 Re-Rolls to start.
Posted by bghandras on 2013-12-02 17:43:08
I would not use passing as the main strategy for orcs, but if you really wanted, then you could take nerves of steel for the ag4 blitzer, along with guard (then your guard will be always in the right place.)
You could also take catch if you really wanted.
Back to reality: I tend to get block, and leader on my orc thrower, as I usually don't pass much. If they don't roll a double or stat, then I tend to retire them. If double, then I take dodge.
With that said I would probably develop the ag4 as a runner/retriever, and would cut the thrower after some time, and get the ag4 blitzer sure hands asap. In case of double, then you will choose dodge. 2nd double is not needed, but may give you side step. If orcs need leaping, then something went horribly wrong, and is probably beyond repair. (I have sometimes this feeling with dark elves too, which are much softer than orcs.)
Posted by DrPoods on 2013-12-02 22:33:47
Leader had totally slipped my mind @bghandras! That could be a great skill for Bratt Waaagh and it would play into the fluff I was idly thinking of developing for him (I guess a lot of fumbblers would know who I am talking about!)
Yeah. There are certainly better skills for a blitzer to take (especially for Orcs early in development IMO).
Again, passing is meant to be a Plan B. I was, as I said, thinking that it might prevent bashier teams from simply pouring players forward to totally stall the running game. With that in mind it could certainly work developing the +AG blitzer to be a solid rushing option.
Thanks for the input.
Cheers @JackassRampant. That is certainly a valid development strategy for the team moving forwards!