Black Orc Blocker Overview:
Black Orcs make really good blockers and are a key position for a successful Orc team. They are great value which above average strength and high armour, whilst not paying extra for movement and agility that they will rarely use. They do all the muscle work around the Line Of Scrimmage and in the middle of rucks, freeing up the Blitzers to perform their roles. Without Black Orcs an Orc team wouldn’t be able to stand up in a fight against the other bashing teams. Their high strength also means you can funnel agility teams where you want as they will have trouble fighting their way past the Black Orcs.
The main downside with Black Orcs though is that they are very slow to skill up. Their low movement and agility makes handling the ball and scoring with them somewhat tricky. They also come with no starting skills, notably Block, which means they can be unreliable and also will get less knock downs compared to those who start with Block and can engineer assists. Apart from SPP from casualties they will generally rely on getting the MVP.
With that in mind when developing them you have to decide between taking skills that will help them generate SPP quicker (mostly from blocking), or to taking skills which will help the rest of the team out as a whole. Quite how you develop may also depend on the other teams in your league, if there aren’t many other bashing teams then your higher strength should lead towards taking Block and Mighty Blow first. Otherwise you may be better off taking Guard to help against other strong teams. If you don’t do this then your Blitzers will probably need to take Guard instead, which means they will have to forgo other options.
- Normal: Guard/Block, Mighty Blow/Stand Firm/Grab
- Doubles: Dodge/Diving Tackle/Jump Up
- Stat Increase: +ST +MA
Guard is probably the best choice for the first skill as it aids their role in the team perfectly. They will often be in the middle of a ruck where Guard is invaluable. Their high strength means they are harder to block away and they are also strong and armoured enough to stand the hits that Guard players will often take. It also frees up your Blitzers to take other skills to help them perform. Guard will stop other teams from being to out muscle you as it will be really hard to get two dice blocks on you.
The alternative is to take Block first, though if you do this other bashing teams are still likely to be able to hit you easily. The flip side is you get more knock downs and progress faster whilst also being more reliable. Which ever of Guard or Block you take as your first skill, then take the other of the two on your second increase, unless you get a double or a useful stat increase. If you do take Block first on the first Black Orc to skill up, then it is probably best to take it as the first skill on all of them. The reason being is that you want to do the less risky blocks first, which means using your Block players. As a result they will get in more blocks and progress faster leaving the other Black Orcs behind in development, especially if you gave the others Guard.
For a third skill you have quite a few options now, Mighty Blow will make them hit harder, aiding progression and removing more opposition players. Stand Firm combos great with Guard, especially so on higher strength players. Grab can also be useful for getting in more Blocks, creating bigger gaps for moving a cage through, or setting up crowd pushes.
For doubles rolls, the main options are either Dodge, making them really hard to knock over, or Diving Tackle to keep targets to hit in your tackle zones. Jump Up can help get more blocks in and also helps keep your movement to keep up with a cage, it will also combine well with Piling On for a killer build. For stat increases, +ST is obviously great, +AG is a waste, though +AV can be useful I would lean more towards taking +MA to keep them a bit more mobile. For a first skill increase though, unless it was +ST I would probably skip it to take Guard or Block instead, otherwise you will really lag behind in development.
You can’t go wrong just building all four Black Orcs using the general build, though you may be tempted by building one to be a bit more nasty (though Blitzers can also go this way instead). Start off with Block to be more reliable and knock more opponents over. Follow up with Mighty Blow to cause more damage and then Piling On to really pile on the pain. I would probably take Guard after that as you can never have enough, though Grab may keep targets next to you to give you the maximum number of blocks.
For doubles Jump Up is probably the best choice as you will be left prone after using Piling On to injure the other team, Jump Up will give you more range around the pitch. +ST is great as you can get your two dice blocks on more players and +MV could be useful to be able to reach targets.
Black Orc Blocker Summary:
As you can see Black Orcs are key to running a successful caging Orc team. As they are somewhat hampered by their slow development it is best to start with them all in your starting line up to maximise their opportunity to get an MVP. If you are running away with a game then by all means try and score with them as well, a touch back on the kick off means you won’t even have to roll to give the ball to one of them. Be wary about taking doubles and stat increases as well for their first couple of skills, whilst they may be useful in the long run, you can really slow down their development.. This could really hamper your team as a whole, so think about just how useful that +MV or +AV actually is for their first skill when you roll it.