It is rare to see an Orc Team without all four possible Blitzers on their roster. They are the star players of the team with the usual high armour of an Orc player, one of their fastest players, great skill access and average strength and agility makes them fairly versatile. Their flexibility lets them take on practically any role that the team needs fulfilling. Throwers may tend to carry the ball a lot, but the Blitzers are faster, Black Orcs do a lot of hitting, but the Blitzers start with Block and can match them, they are far more manoeuvrable to get to targets as well. At a pinch they can be used as receivers as well, with both their scoring and hitting ability you may find they are the fastest players on the team to advance.
With the other players on the team rather defined in their roles and what they do on the pitch, you have quite a few options with how you want to utilise each of your Blitzers. The most obvious is for that as an actual Blitzer, they are the best equipped to fulfil that role and you will make good use of them. There are two kinds you can develop though and both can be useful, one for extracting the ball and another to cause damage to the opponents (though the latter you can easily get away with). Blitzers can also be developed into very good mobile support players, which is very helpful for both defending and in offensive cage play. Especially so early on in the team’s life while the Black Orcs are slowly skilling up.
Ball Targeting Orc Blitzer:
- Normal: Tackle / Strip Ball, Mighty Blow, Guard / Frenzy / Pro / Wrestle / Stand Firm
- Doubles: Dodge / Side Step / Diving Tackle
- Stat Increase: +ST +AG +MV
This Blitzer build is designed for hitting the opposing ball carrier, though you may find a lot of the time you just have to use whoever is available if he is out of position. They are still versatile though and are good at blitzing in general, especially low armoured Dodge players. Tackle is a good first choice to negate Dodge, you need Tackle on the team somewhere and there isn’t anyone else likely to get it, if you don’t you can really struggle against Dodge heavy teams. The alternative first skill is Strip Ball, it loses effectiveness the more Sure Hands players there are in your league, though I like to have one on the team for the times you bog down their usual ball carrier. You can get by without it though so it isn’t a vital skill and skipping it entirely wouldn’t cause major problems. Mighty Blow is good next up to help remove those players you do knock over from the game.
After that you have a wealth of options to take and I would pay some attention to what skills your team could use overall. You can never have enough Guard, though you will prefer to not have this player tied up in tackle zones, that doesn’t stop it being useful. Frenzy increases your chances of knocking players over (be careful with it though), Pro can give you a reroll on your hits again increasing your knock down chances. Wrestle is fantastic for getting Block players over and while not normally advised to take it on Block players sometimes you can make exceptions. Stand Firm can also cause problems for the other team should you only get a push back and means it is hard for them to free their ball carrier up. There are cases to be made for other skills as well but there are only so many you can take!
With so many great options on normal rolls you wouldn’t be making a mistake to ignore any doubles that you roll. Dodge is the usual option, though you may be going the route of not taking any Dodge on the team making all the Tackle on other teams useless. I’m not a big fan of dodging with AG3 players and try to use position to keep them free, or support players to free them up with blocks. Side Step is a useful alternative though you can somewhat replicate use with Stand Firm. Diving Tackle is another good option and will make them more flexible rather than overly specialised. Jump Up could also be considered as well though I think other skills are more useful for this build. For stats +ST is fantastic and will make Frenzy more attractive, +AG lets you get around and to your targets and can collect a loose ball afterwards too. +AV isn’t needed for such a high armoured player and for a fairly overall slow team +MV is going to be more useful.