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#11
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- Dodge? Opponents will just hit you with their Tackle players, and even though you might occasionally use Dodge to elude a marking player, that'll happen rarely enough as Orcs that a Reroll suffices. I'd only take Dodge here if you already have other players with it, but you don't. - Catch? It's not something you do often, so a Reroll is nearly as good. A flanking threat is more about spreading the field anyway, and AG 4 is enough for that. - Jump Up avoids your opponent stuffing your flanking threat by dropping your player, as you can still dodge free and move full distance. Even if that is only 5! Bonus points since you already have Strong Arm on your Thrower for the resulting long pass. - Jump Up also plays well out on the flanks were few players are committed. If you drop your opponent, you have the upper hand of course. But if he drops you then marks up as you lay on the ground? You have the upper hand then too! I've got an Orc Blitzer (+AG, +MV, Mighty Blow, Jump Up) who has just made devastating use of Jump Up. Far surpassed my expectations. Turns the tide in blocking scuffles, and he is the sort of constant scoring threat that Orcs typically lack. Works better on a Blitzer than a Lineorc obviously, and you'll also need Block to make it really worthwhile, but still a potent threat. Last edited by Jasper; 28th January 2012 at 03:04 PM. |
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