Orcs are the most straight forward team in Blood Bowl. They
are one of the original ‘cookie cutter’ lineups that allow you to field a near
perfect roster at 1,000,000 tournament value.
Their advantages are obvious:
cheap strength and toughness in spades.
Eight positional players have access to strength and general skills
making them easy to develop and juggernauts at mid TV.
Weaknesses are also obvious- average speed, lack of real
agility players and a nonexistent passing game. Additionally, in perpetual
Match Making leagues they become outmatched by 1750+ Chaos teams. Claw/Might
Blow/Piling On turns your Orcs into AG3 Wood Elves. Claw is your enemy- and there really isn’t a
great way to fight it.
The Boston Bruisers |
Throughout this guide I am going to acknowledge the
popularity of the various perpetual matchmaking leagues that FUMMBL and Cyanide
have created. These leagues allow teams to develop into 1750+ TV monsters
rather easily. Additionally, I will
offer advice on normal 8-10 person standard leagues that we all grew up playing
on the Table Top edition.
Starting
Rosters:
First let’s take a look at the most accepted and widely used
starting Orc roster. It fits neatly into 1,000,000 TV and offers the safety of
3 rerolls and all necessary positional players. This list is lacking a Troll-
which I am a BIG fan of in an Orc lineup. However, it is consistent, safe, and
a great list to take to a tournament or to start a short league.
Standard
Lineup:
Quantity
|
Player / Item
|
Cost
|
2
|
Linemen
|
100k
|
1
|
Thrower
|
70k
|
4
|
Black Orc
|
320k
|
4
|
Blitzers
|
320k
|
3
|
Rerolls
|
180k
|
Total
|
990k
|
Standard Lineup
with Troll:
Quantity
|
Player / Item
|
Cost
|
1
|
Lineman
|
50k
|
1
|
Thrower
|
70k
|
4
|
Black Orc
|
320k
|
4
|
Blitzers
|
320k
|
1
|
Troll
|
110k
|
2
|
Rerolls
|
120k
|
Total
|
990k
|
This lineup drops a lineman and a reroll for access to a Troll. Adding a Big Guy, with loner and stupidity while dropping a reroll makes this starting lineup CONSIDERABLY less reliable. However, any experienced coach knows how to mitigate the Trolls drawbacks while maximizing his strengths.
Quantity
|
Player / Item
|
Cost
|
1
|
Goblin
|
40k
|
1
|
Thrower
|
70k
|
4
|
Black Orc
|
320k
|
4
|
Blitzers
|
320k
|
1
|
Troll
|
110k
|
2
|
Rerolls
|
120k
|
Total
|
980k
|
This is another variation of the Troll lineup. This time we
drop the lineman in favor of the Goblin… Yes, no lineman and yes, a goblin.
Sure Gobbo’s are squishy, sure they die, but they have access to agility
skills, can be tossed for the TTM and can be uniquely developed. The above
roster is fun and one I bring to tournaments and TT leagues. However, roster number one is the most consistent and competitive.
As you can see there are multiple starting rosters that Orcs
can field. All are reliable and formidable.
Do you want to have one route to victory: bash and cage, or do you want
other options. The choice is yours.
Players and
Development:
0-16
Lineorcs:
Position
|
Price
|
MA
|
STR
|
AG
|
AV
|
Skills
|
Normal
|
Double
|
Lineorc
|
50,000
|
5
|
3
|
3
|
9
|
None
|
G
|
ASP
|
Lineorcs are the exemplary lineman. They have the average
stat line, but above average armor. The Armor Value of 9 allows them to take
beating after beating and keep coming back for more. The resilience of the
lineorc is commendable, but is it needed? What role does the Lineorc play that
can’t be better served by the Black Orc, or Troll? With normal access to
general skills you are relying on doubles (and the added TV boost) to get
guard, Dodge or Mighty Blow. I personally would rather have the an extra
Thrower. This is not a popular view but one that I am confident in.
Admittedly they are fine players and if you want to field
one or two lineorcs here is the skill progression I would follow:
Standard Lineorc
Fodder:
·
General:
Block, Tackle, cut em’
·
Doubles: Guard
·
Stats Increase: ST, AG
By level 4, if you have not Doubled up, or rolled at least
one stat increase… cut him, trim the TV and start again. This will keep TV
bloat down while giving more chances at ‘star players’.
Lineorc Kicker:
·
General:
Kick, Block, Tackle, cut em’
·
Doubles: Guard
·
Stats Increase: ST, AG
So, just basically a lineorc with kick. Orcs can’t take
advantage of kick as well as other teams so I personally don’t develop these
players. But, if you like the idea of pinning people deep or kicking short and
praying for a blitz then go for it.
Lineorc Dirty Player:
· General: Dirty Player, Wrestle, cut em’
· Doubles:
· Stats Increase:
I neglected to add the dreaded DIRTY PLAYER. Once you hit 1500 TV I say add one of these Orcs immediately. The are there for those damn clawPOMB chaos teams, and pesky War Dancers. You dont want many skills on them. But they are worthwhile. This is your 12-13 Orc.
0-2 Throwers:
Position
|
Price
|
MA
|
STR
|
AG
|
AV
|
Skills
|
Normal
|
Double
|
Thrower
|
70,000
|
5
|
3
|
3
|
8
|
Pass, Sure hands
|
G, P
|
AS
|
Let’s get one thing straight, Orcs are not a passing team.
They should not be developed as a passing team. With AG 3, a low MV and a
deficiency in agility skills, Orcs are made for bashing and caging, not dodging
and throwing. For this reason, Orc Throwers are often relegated to ball
retrieval duty- or left off the roster all together.
Orc Throwers should not be developed as passers in the elven
sense, but they play essential role on an Orc team. With the way the Orc roster
is laid out, it often comes down to choosing between a Lineorc or a Thrower for
the last slot on the field- the Thrower is correct choice. For +20,000 TV you
get -1 AV, but still a respectable 8, and two worthwhile skills in Sure Hands
and Pass. Sure Hands is a nuffle send for AG 3 teams, and although Pass should
not be used often, it opens up a different avenue of attack if your cage gets
bogged down- or you need to score quickly in a pinch. A developed Orc team
should always field the maximum of two Throwers.
So how these should these Throwers be developed? The first thrower should be your primary ball
carrier:
Ball Carrying
Thrower:
·
General:
Block, Leader
·
Doubles: Dodge, Sidestep
·
Stats Increase: ST, AG, MV (later in
development)
Obviously, the first skill chosen for the Thrower should be
Block. A stat increase of AG, or ST is the only
deviation from this plan. Sitting
a sure handed, blocking Orc inside a cage is tough for many undeveloped teams
to deal with. On any double grab Dodge immediately. This is more for keeping
him on his feet than dodging in and out of tackle zones. ST increases and AG
increases are Nuffle sends, take them and smile.
Skills I usually stay away from. Kick of Return- I honestly think this is a
waste of TV- and you should have at least two players back on any kick off
anyways. Fend is fine later in development, level 6 or above,as it will help
keep your player on the pitch.
Defensive Thrower
(Thrower #2):
·
General:
Wrestle( Block), Strip Ball, Leader,
(Kick)
·
Doubles: Dodge, Guard
·
Stats Increase: ST, AG, MV
Thrower #2 should be developed as the utility knife. I start
with Wrestle over Block as I leave him back as a safety (albeit a slow one!)
meant to pick off any overzealous runners looking to make a break from my
Blitzers and Black Orcs. Next up is Strip Ball to help disrupt the opposing
attack and free up the ball. Leader can be taken at any time during the skill
progression, it depends on your team’s development and how light you are on
rerolls. Kick is also an option as this
Thrower should be nowhere near the Line of Scrimmage.
On doubles, I would go with Guard first followed by Dodge. All stat increases
should be taken as they come up.
0-4 Black
Orcs
Position
|
Price
|
MA
|
STR
|
AG
|
AV
|
Skills
|
Normal
|
Double
|
Black Orc
|
80,000
|
4
|
4
|
2
|
9
|
None
|
G, S
|
A,P
|
Black Orcs are the glue that holds the green team together.
They are big, strong and difficult for non-claw opponents to remove from the
pitch. With AG 2, they won’t be scoring often- so their skill progression is
fairly straightforward. You need to
maximize their damage ability while keeping them on their feet and limiting
turnovers.
·
General: Block,
Guard/ Mighty Blow, Stand Firm, Grab
·
Doubles: Dodge
·
Stats Increase: ST
I’ve read people argue that Black Orcs first skill should be
Guard. Guard is a GREAT skill and I understand
that it increases your chances
of throwing Two Dice blocks more often- but they are simply wrong. Block is the
ONLY first skill choice for Black Orcs. Black Orcs need to be knocking people
down in order to gain SPP. In low TV there are only a handful of teams you
won’t be throwing unassisted Two Dice blocks against anyways. Guard can wait.
The only real debate is what skill to take next, Mighty Blow or Guard? In perpetual MM leagues, I think it’s best to
go with Mighty Blow next. You will play more games and your third skill will
come a lot faster than standard weekly leagues. In standard weekly leagues with a 10-12 game season I think Guard is the correct choice as it has a more direct impact on your team right away. Getting a Block/Guard Black Orc from 16 spp to 31 spp is going to take a lot longer than one season. If you are using a Troll (who’s first skill will always be guard) you can feel free to split the Black Orcs up 2 with Block/MB two with Block/Guard. After these three skills it’s really preference. I like Stand Firm, on most with Grab on one. Stand Firm makes your line nearly impossible to budge and Grab can assist in surfing or keeping pesky players next to your line. I stay away from Piling On as I would rather have my Black Orcs on their feet- plus we have blitzers for that.
Ignore Doubles until you get the Holy Trinity of
Block/MB/Guard then look to Dodge to help keep your big Orc on his feet. Diving Tackle should be avoided as it is
wasted on your non mobile Black Orc… and again, I want to keep them on their
feet.
Stat increases are ST taken at any time. AG 3 is cute, but
where are you dodging with your MV 4 Black Orc anyways? Just stay the course on
Block/MB/Guard and be happy.
One more note- if you are pummeling your opponent and have a
chance to score with Black Orc, waste a couple of turns trying to get the big
oaf the ball… Those 3 SPP can really help.
0-4
Blitzers
Position
|
Price
|
MA
|
STR
|
AG
|
AV
|
Skills
|
Normal
|
Double
|
Blitzer
|
80,000
|
6
|
3
|
3
|
9
|
Block
|
G, S
|
A,P
|
The Orc Blitzer, the true star of the Orc team. Blitzers
start with Block, are the fastest player on the Orc team and come with the rock
hard 9 AV. On top of all this they have access to both general and strength
skills allowing them become tailored to specific rolls. I like to make two blitzer/killers and two
support Blitzers.
Orc Killer Blitzer
·
General:
Mighty Blow, Piling On, Tackle, Frenzy
·
Doubles: Jump Up, Dodge
·
Stats Increase: ST, AG, MV
I like to develop two Blitzer Killers. The skill progression
I use is Mighty Blow followed by Piling on. These
players when coupled with your Black Orcs will be making Two Dice blocks on opposing players and hopefully removing them from the pitch. My third choice is Tackle, as nothing makes an Orc happier than squishing a dodgy little elf (especially the ones with mohawks that dance around in the woods). Frenzy is a popular late choice- I’m just not a huge fan of Frenzy on ST 3 players as it leads to bad, bad situations.
On doubles, Jump Up works great with Piling On. Mighty Blow
should always be the first choice on a killer. Dodge is helpful as the Killer
will soon become a target for the opposition.
Stat Increases- ST and AG at any time during development.MV
after MB/PO. On a roll of a ten I would consider Jump Up before +MV.
·
General:
Guard, Tackle, Mighty Blow
·
Doubles: Side Step, Diving Tackle, Dodge
·
Stats Increase: ST, AG, MV
If I could blitz 4 times in a turn, I would make 4 killers-
sadly I cannot. So that’s where support Blitzerscome into the picture. Support
Blitzers pick up where your team is lacking. Are you lacking Guard with Black
Orcs? Take Guard first. Are you facing a plethora of agility teams? Take
Tackle. I usually start with Guard first, followed by Tackle and Might Blow.
Guard is the key on these players and really helps you start pummeling the
opponent.
Doubles should be taken immediately. This will allow you to
specializeyour Support Blitzer from the beginning. I’m a big fan of Side
Step/Diving Tackle or Stand Firm/Diving Tackle on Support Blitzers.
Stat increases help you mold the Support Blitzer to your
liking. There is nothing wrong with making a MV 7 blitzer a running back or a
ST 4 Blitzer as your 5th Black Orc.
0-1 Troll
Position
|
Price
|
MA
|
STR
|
AG
|
AV
|
Skills
|
Normal
|
Double
|
Troll
|
110,000
|
4
|
5
|
1
|
9
|
Loner, Always Hungry,
Mighty Blow, Really
Stupid, Regeneration,
|
S
|
APG
|
The Troll has caused more smashed keyboard than any other
big guy in the game. Sure, other big guys have negative traits, but try tossing
your star Goblin for the winning touchdown to have your Troll decide he looks
like a tasty little twinky. Still Trolls play a vital role on the Orcs front
line. They are big, the regenerate and have an AV of 9. Claws be damned, they
are not going anywhere. A line of scrimmage with 4 Black Orcs and a Troll with
Guard is a problem that few teams can deal with.
Da Troll
·
General:
Guard, Break Tackle, Stand Firm,
Grab
·
Doubles: BLOCK, Dodge
·
Stats Increase: ST
A Trolls skill progression is pretty simple. Guard first, then
what ever makes you happiest next. I like Guard, Break Tackle, Stand Firm. Just
as my Black Orcs, I like to keep the Troll on his feet so Piling On is not an
option.
Doubles, take Block. Hell, even if you roll a 12- take
block. This will make using your Troll considerably less frustrating and will
turn him into a consistent asset to your team.
0-4 Goblins
Position
|
Price
|
MA
|
STR
|
AG
|
AV
|
Skills
|
Normal
|
Double
|
Goblin
|
40,000
|
6
|
2
|
3
|
7
|
Right Stuff, Dodge, Stunty
|
A
|
GSP
|
I find goblins play an essential role on the Orc team. They
are the only player with general access to agility skills. They start with
dodge, are dirt cheap and faster than 75% of your team. Of course, they are
also weak and squishy. Furthermore, the sneaky little gitz are adept at running
around the pitch and kicking prone gutter runners or witch elves. Don’t underestimate how these agile little
buggers can complement the other bashers on your team.
·
General: Side
Step, Diving Tackle, Catch
·
Doubles: Block
·
Stats Increase: ST, AG, MV
The main role of the Goblins... agility? Kicking opposing
players? One turn touchdowns? Not really essential to a competitive team, but
they are fine for you 12-13th player.
On Doubles, Block is the way to go. Making a stunty blodgestep
goblin can me a nightmare to any non tackler.
As for stat increases, AG 4 on a stunty player is absurd. It allows
them to go anywhere they want, whenever they want, +MV after Diving Catch and
ST if it presents itself.
Offense:
Throughout this guide I have spoken generally about
offensive strategies for moving the ball from one side of the pitch to the
other. Nothing I say here will be earth
shattering. On attack my preferred starting lineup is:
4x Black Orcs
4X Blitzers
1X Troll
2x Thrower
I will make my front line of 4x Black Orcs and the Troll.
Splitting up the Guard Black Orcs to ensure Two Dice block down the line, and
hopefully a Three Dice block for the Troll (always the last move of the turn!).
I keep my Support Blitzers 2 squares in the flanks- this allows them to be
moved up to support the Line of Scrimmage or fall back to cage up deep in my
zone. My two killers will remain within blitzing range of one of the opposition’s
players, this will sometimes leave him prone for a ripe kicking, but so be it-
that’s what the AV 9 is for. My throwers remain deep and will stay there unless
I can form a decent cage. I will happily sit back for 2-3 turns and bang with
my Blitzers and Black Orcs until I am comfortable making a cage or forced to.
Once I establish a cage- stay committed to it. Sometimes its
better just to not move the cage then try to force something that isn’t there.
Remember you have 8 turns to score-no need to panic. Let them make the mistake.
Additionally, it’s better to not score on your drive, than risk something that
will leave you exposed and allows them to score on your drive. You don’t want
to be down 1-0 and kicking off to the opposition.
As the cage progresses down field, make sure you get at
least one or two Black Orcs anchoring the corners. This will allow your more
agile blitzers to be maneuvering down the field and pestering the opponent. A
Blitzer down field is also a threat to score something that will pull players
away from your cage.
Defense:
Defense varies greatly depending on what team you are
playing against. I will give my general defensive strategy here then delve into
specific matchup later.
4x Black Orcs
4X Blitzers
1X Troll
2x Thrower
With my suggested lineup of there is not much leeway. The
Black Orcs and the Troll hit the line and the Blitzers hold the flanks. The two
throwers are set back from the fray hoping to pick up overzealous receivers or
assist on a block in a pinch. You have to play conservative on defense with
Orcs- they don’t have the speed to adjust if something goes wrong. Against
agility teams you have to understand they are going to score on you… so punish
them. If an important player hits the pitch- kick him until the opponent
scores. You want agility teams to score quickly or make a mistake because you
are maiming their team.
Depending on what TV team you are playing, other bashy teams
are easier to deal with. There are few- if any- teams that can consistently 2-1
grind an low TV Orc team- maybe
Lizardman but Blitz a skink works wonders against the 2-1 grind. Mark their cage with Black Orcs- they will
need to double up on the Black Orcs to get favorable dice. This will give you
the number advantage in the on run. Let them burn rerolls on failed blocks and
take advantage of any mistake. Do not over commit! Even a Dwarf Runner is
faster than the majority of your team!
Hope you enjoyed the revamped ORC strategy guide. Comments are welcome.
Frank N. Stein
Nice write up :) Orcs are probably my favorite team.
ReplyDeleteI like the Orc thrower- I'm always trying to play a short-pass game with orcs, even if it isn't always ideal.
Another skill to consider for the Thrower is Kick.
I like to field a thrower even on defense, so I can have a player with a decent chance of picking up a knocked-lose ball in a tackle zone, but with wanting to protect him, he's back from the center - a perfect place for a kicker anyway! Kick can be good for Orcs- a short kick, forcing the opponent to deal with the ball up where you have your blitzers & black orcs can be a great thing for the orcs- less time for them to cage up and defend, and better chance to steal the ball.
btw, can you add a 'follower' function to your blog? I don't see a way right now to add on so I can follow.
Thanks mate, I added the follower gadget. Kick is a good idea on the Thrower, thanks.
DeleteThanks for the advice here. Really enjoyed the write up and the ideas. I've recently started playing Fumbll and the Orcs are proving more fun than Slann.
ReplyDeletedo you always put BoB's and troll on the LoS at defence?
ReplyDeleteis it never good to have 3 lino-fodders?
Def worth it to have 3 lino fodders against developed chaos id think
ReplyDeleteDiggin the paint jobs. You get a lot more contrast in than most do with large units.
ReplyDeleteNot comfortable with 5 sluggish models, probably due to high amount of elves at my place.
ReplyDeleteMy list eventually takes shape into 3 black orcs, 1 troll, 4 blitzers, 2 throwers, 1 dirty liner.
I should learn to have a wrestle/strip ball thrower. Seems like great deal to de-rail pointy ears'.
A troll with block is nuffle sends. nuff said. Great writing.