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  #11  
Old 28th July 2010, 09:48 PM
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imo definitely drop the second thrower unless he's within a pass or a TD of a level up and if he was to get a +1 agi I'd keep him and drop the other. I use throwers as runners. Easy (ish) ball pick up, then sit in the cage. First skill would be block. If you're fortuante enough to get the +1 agi then you might be able to go crazy and play a short/medium passing game, or at least have it in the locker as an option.

I don't let my goblins get 2 skills unless they get some stat increases or doubles. They're just not worth the TV imo.

Don't drop the tackle BO. They are soo slow to skill up and tackle isn't that bad, I wouldn't have taken it as a second choice (maybe 3rd probably 4th) but it's still got some usability. I'm sure you'll enjoy it against dodge heavy teams and it should make him skill up a little faster, although not as much as MB would have.

I like the strip ball lino. Get him wrestle on his next skill up and he'll be a right pain in the a**e for opponent ball carriers.

-1 agi on the Blitzer is manageble. I'd only look to replace him when you've got block and guard on your rookie BOs.
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  #12  
Old 23rd August 2010, 11:22 PM
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I've been playing the cyanide game for a couple o months now. I have an ork lineman with block who has just rolled doubles.

So the question is to guard or not to guard???

Keep in mind I've no kick or tackle in my team. (I'm a noob ok).

Basically i need kick and tackle badly but is more guard too good to pass up?

Or dodge?

Ahhhh.

Any advice much appreciated.
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  #13  
Old 23rd August 2010, 11:32 PM
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Guard is pretty awesome. Tackle doesn't even compare IMO (especially since you can just get it next level up). Kick is ok but Orcs don't have the speed or agility to really make it great so putting it off for a bit longer isn't as big a deal IMO.

If you feel confident dropping the option of guard (it's a hard one to drop though) then I still wouldn't get Kick or Tackle. I'd look at things like Dodge, Sidestep, or Diving Tackle first.

Still, I guess it really depends on the what you want this guy to be doing and what the rest of your team looks like.
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  #14  
Old 24th August 2010, 07:58 AM
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I think I would go with dodge, it helps you on defense and enables you to get your player were you need him.
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  #15  
Old 24th August 2010, 03:53 PM
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I'd still take Guard personally, you can get Tackle on the Blitzers.
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  #16  
Old 24th August 2010, 05:10 PM
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Possibly leader depending on your number of rerolls.
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  #17  
Old 31st August 2010, 11:08 PM
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Cheers for the advice, i went with guard in the end, i don't regret it so far.
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  #18  
Old 2nd September 2010, 02:59 AM
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I always keep a lineman with Wrestle handy too. Nothing really annoys an opponent like when you mark up his killer player with an av9 guy who is hard as hell to hurt and who has a decent chance of dropping them on the floor. Especially when it's a big guy who depending on rolls, may have a hard time getting back up.

Once in a while he even gets a shot at a ball carrier and the wrestle can make the difference.

edit- I wouldn't take it on the guy with block for obvious reasons though
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  #19  
Old 4th September 2010, 11:27 PM
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Default Playoffs!
Alright, after a short season I managed to make it into the top 6 (out of ten) teams. This means I got put into the playoffs.

First match up was against humans. America's own Oakland Raiders. I had faced this coach many times so I knew what he was capable of. Every time I got the ball I caged up my Black orks, sent my blitzers running to do some bruising and my troll sauntered about with a goblin in tow.

First half the humans pop the ball lose, grab it and go for the touchdown. I get the ball again with 4 turns to go and manage to toss it off to my blitzer who makes a valiant run for the end zone to spike the ball in a turn eight touch down.

Turn two, I kick to the humans. Fight, fight, fight but I can't take the key players down. They break a hole and run for the touchdown.

Three turns left, oh-no. We roll kick off, get a pitch invasion and the clock moves back. I've once again got 4 turns for a touchdown. I Grab the ball, cage up and now it's time for some risky buisness. First turn, I toss a gobbo down field, lands on his blitzer they both go down. Second turn, I stand the first gobbo up. Then I hand off to my second gobbo on the field. My troll, grabs him and tosses him down the field as well. MY black ork busts a hole, my blitzer takes off to offer support to the gobbos.

My opponent reversed direction, runs at my gobbo and pounds him into the pitch. Unluckily for him, none of his other players can break free with a dodge. He fails, turnover.

Turn 7. I need to pick up the ball in a tackle zone. No re-rolls, no sure hands, not enough movement to blitz it free. Did I mention it was raining hard too?

My blitzer runs in, grabs the ball, dodges out and after two go for its lands in the end zone for the tie.

My opponent so furious at this concedes before his last turn and overtime and I am declared victor.

My next game, in the semi finals, will be against Nurgle. He has two more players than I do which is scary. I'm praying my guard, and more players with block can do this.

This is my team now and we have ruled that no new players can be purchased once playoffs start.

Black Orc: Block, Tackle
Black Orc: Block, Mighty Blow, Guard
Black Orc:
Blitzer: -1 AG, Guard, Mighty Blow
Blitzer: -1 MV, Guard, Mighty Blow
Blitzer: Pro, Frenzy, Mighty Blow
Blitzer: Tackle
Lineman: Tackle, Diving Tackle
Lineman: Strip Ball
Thrower: -1 ST, Leader, Strong Arm (Who is also MNG)
Gobbo: Catch, Dirty Player, Sneaky Git
Gobbo:
Troll: Guard

$210 000 in spending money for inducements.

What do you think should be done against a Nurgle team with mighty blows, blocks, and wrestles?
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Last edited by Balthalonius; 4th September 2010 at 11:29 PM.
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  #20  
Old 5th September 2010, 11:39 AM
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Good Luck, try and target his Pestigors, they are really the key players for him. Also if you can tie his Beast of Nurgle up with a Lineman to keep him away from your ball carrier, then look to do so.
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