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Orc Throwers

Posted on 24 September 2009 by Coach

Defensive Thrower:

If you don’t build two Ball Carrying Throwers and also pass up the Passing build then you can go for the Defensive build, which can also double up for the ball carrying role if the other is missing from injury. I’d start with Block as you can use them to hit with and help with protection as well. Kick is a useful second skill, normally I’d give Kick to a Lineman, though on Orc teams when typically setting up when kicking off the Linemen will be on the Line Of Scrimmage. Nerves Of Steel can help if you end up picking the ball up in a tackle zone and gives you the option to pass the ball out instead of trying to dodge. After that you can either go with Fend for protection to to try and help keep him mobile, or Tackle in Dodge heavy leagues or if you are light on Tackle. Dodge is probably the best choice on doubles, or perhaps Guard though Orc teams might not really need it. +ST and +AG you don’t want to pass up at all, +MV is probably more useful than +AV again though.

Dump Off Ball Carrier:

This is a rather unorthodox way to go and not one I’ve tried myself. The idea is to build both Throwers in this manner and have them near each other. It lets you play the team in a looser fashion though it does mean that your Throwers are going to be getting hit more and they do have lower armour than the average Orc. So Dump off first will let you pass the ball to a team mate, with the idea is that you still keep possession of the ball. Nerves Of Steel next up will make this easier as well (note you don’t have to pass to the other Thrower can be good time to perhaps pass it to a Blitzer who could do with the SPP for example). After that I would look to protection skills, Block and then Fend and Dodge on doubles. Another double roll and Side Step could be handy or Sure Feet if to add to mobility. +ST will make them harder to hit, +AG will help with movement and ball handling and +MV gives greater pitch coverage.

Orc Thrower Summary:

As you can see there are a few different ways to go with Orc Throwers and they stop the team playing in a one dimensional way. Even if you don’t go the all out passing route then they still can pass the ball fairly well and there is nothing stopping you putting Accurate in any of the other builds to make them a bit more flexible. I still think the most efficient route is to build the standard ball carrying way, but there are certainly other options that might make your games more entertaining and the surprise element to your play may work to your advantage.

Original article submitted by Doubleskulls, he has been into Blood Bowl longer than he can remember. Since 2005 he has been a member of the BBRC helping shape the rules of the game. He is also the #1 NAF ranked coach with both Orcs and Goblins and attends as many tournaments as he can!

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Thanks for reading, The Coach.

11 Comments For This Post

  1. 1 WhiteHawke Says:

    Really enjoying these articles. I’m playing an orc team right now in the cyanide pc version of the game and I pretty much made a thrower that is a combination of these different suggestions. He’s turning out pretty well and I have to say that I really like dump-off. It’s very rare that it is intercepted and it usually keeps me in possession of the ball. I try not to throw much if possible, and he does have kick off return so that he can always get the ball on the first turn it’s available. This is the first time I’ve played blood bowl and this is my first team, so I’m pretty happy that the skills I decided to go with were overall good choices.

  2. 2 Camouflage6 Says:

    Orc’s thrower is the only thing IMO that ORC team is better than Chaos team (Don’t count Throwing goblin due to throll’s stupidity)

    It’s created diversity in game play, you can surprise the opponent who let your goblin sneak pass his line and stay near endzone.

    If you decide not to make a pass it still make him worry a bit.

  3. 3 Zeramo Says:

    Hi,first of all great site coach, it gave me a lot of  ideas for developing some of my players.
    But now I’m a little bit unsure, what to do I have a new Orc team and my thrower got an Ag+ as his first skill and now I don’t really know where to go from there. Any Suggestions?
    Thanks

  4. 4 Coach Says:

    +AG makes them more mobile and better at passing. I’d stick with the standard and go Block next and you can also use him on defence to pick up loose balls. Orcs don’t really have any proper receivers for a long passing game and I’m a fan of playing to your strengths. For more detailed ideas though you are better off signing up on the forum and asking. Likely to get more replies and won’t clutter up these articles with everyone asking about specific players. Thanks for compliment and glad you find it useful!

  5. 5 Bone Helm Says:

    Very informative.  This article was instrumental in making me realize that Orcs were more than just a one-dimensional bashing team and that they could have some kind of passing game, even if it’s not as good as the pantywaist Elves or scurrying Skaven.  I’m now using both of the permitted Throwers to force my opponents to defend against a pass, even if I’ll end up running the ball most of the time.
     
    Looking forward to the Orc Blitzers article whenever it comes out.

  6. 6 Ian Says:

    I don’t build orc throwers for long passing as it’s not going to be often enough that it’s needed. I’m pleased with an orc thrower I’m developing at the moment though, he’s got doubles twice so I gave him Dodge followed by +AG. If I can get a third skill and get Block on him he should be a total pain in the backside for opponents to deal with. I really like the flexibility that an orc thrower gives you. Even if you plan to run it up the gut just moving a blitzer out to one flank should make the opponent respect the possibility of you throwing it and stretch themselves out a little.

  7. 7 Coach Says:

    Just to clarify, you need to roll 11 to get +AG, not a double. Not sure if you are playing it wrong or you just typed it out wrong.

  8. 8 Ian Says:

    Ah, no that was my bad on the typing. First one I rolled doubles, for the +AG it was just the high roll of 11.

  9. 9 Murkglow Says:

    I’m having a hard time making myself get a thrower.  On other teams (like say humans) it’s really a no brainer as the thrower is simply better then a lineman in every way for only 20k.  For the orcs however the thrower got hit with a -AV penalty and lacks any real targets to throw at (unless you get a goblin but then goblins have their own problems).  I find myself saying, “Why don’t I just skill a Lineman/Blitzer in Sure Hands to hold the ball?”  That way I don’t have a more fragile player on the field to be targeted and I’m getting the same running ability or better (though no passing “bluffs” it’s true).

  10. 10 Falcon Says:

    I like to put leader as a second skill on one of my throwers, especially if they have not rolled doubles. Its nice to get the extra re-roll especially early on and doesn’t increase your team value as much. Also can’t be stolen by a master chef.

  11. 11 Brettski Says:

    On doubles, I take strong arm. You should always grab strong arm if you can, no exceptions. IMO, Anything else is a waste. I like to fire throwers and hire new throwers until one of them gets strong arm.

    As long as you have re-rolls available, catching with blitzers is decently reliable (88%). With accurate, your opponent has to respect the danger of a pass. It’s like a poker bluff, you can win free yards in your running game with the implied threat. With strong arm + accurate, its not really a bluff anymore :D

    Remember that agile teams tend to dodge away from your hitters to avoid injuries. When you have a thrower that can actually throw, you force them to manmark your blitzers, so throwing builds help you get more injuries in a round about way.

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