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Belca
Last seen 6 years ago
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Archive

2009

2009-05-23 08:20:19
rating 2
2009-05-20 16:58:36
rating 2.6
2009-05-17 23:02:52
rating 2.8
2009-05-07 15:23:55
rating 3.4
2009-05-06 15:12:17
rating 4.3
2009-05-06 15:12:17
26 votes, rating 4.3
Humans vs. Orcs
Just a great read by JanMattys in the forum:
http://fumbbl.com/index.php?name=PNphpBB2&file=viewtopic&t=16049

1- Orcs usually go for the "bash first, ask later" approach. Of course, if and when this works fast you are pretty much screwed. The important thing you have to keep in mind, though, is that it doesn't happen nearly as often as Orc coaches expect. Actually, it takes a very good orc coach to consistently trim your lines.

2- Why? Because Orcs only get lots of MBs as their second (often third) skill choice. A full-MBs orc team is certainly scary, but we're talking TR 240+ here, so not really your average team. In an average team, orcs can't have more than 2-3 MBs (unless they want to give away their oh-so-precious Guards), so, while big and mean and green, they don't really have THAT much of a firepower. Their best weapon is to maximize blocks, not having lots of MBs or claws, so it's all a matter of positioning on your part.

3- Black Orcs do not start with block. For all purposes, rookie black orcs are your best friends. They are big, they get 2 dice blocks on their own... but they are turnover machines. Exploit this. Let your opponent block you. Lure him into blocking you with his Black Orcs... and turnovers WILL happen. Target the blitzers, who are the REAL threat (having agility, movement, and block) and let the Black Orcs "think" they can handle the block game... they will screw themselves up royally sooner or later. Or at least deplete your opponent's rerolls pool. Which is extremely nice a thing in itself.

4- Orcs are slow. Five ma4 positionals (Black Orcs and Troll)? That is mighty slow. That is dwarf/khemri kind of Slow! On the other hand, humans are fast. Four ma7 blitzers and one or two ma8 catchers? That is mighty quick. You can potentially run circles around orcs with your positionals. Use your linemen to put tacklezones and to provide cannonfodder to the stupid orcs, while your catchers and blitzers can go after the ball, or target specific players (orc blitzers), in preparation for a good foul.

5- Wait, what? use your catchers? Hell yes. Catchers are extremely valuable for DEFENCE. Ag3 is not reliable for offence, I prefer to score with blitzers... while on defence, Catchers are awesome. On rookie teams, dodge catchers can tie up Black Orcs (no block on the orc, dodge on the catcher, makes the catcher a blodger for all purposes). On developed teams, you can have a block dodge sidestep divingtackle catcher at 31 spps... and that's about the most annoying thing a human can have. Stick the little guy to the ball, and you are practically guaranteed that the orc team will HAVE to spend the blitz action with a tackler to take the little fella on the ground. Why this is good? Because when it's YOU who decide where and how the opponent will blitz, it means you are controlling the game. Orcs are incredibly solid and scary if they have options, but they become bulky, slow and difficult to handle when they are forced to stay and fight for every inch of ground. They ARE bashers, you know, but Bloodbowl games are won by TDs. Convince them they can win by playing their preferred game, and you have won half the battle. Smart orc coaches will focus on the ball, even ignoring dangerous blocks or avoiding contact in search of a better positioning... but not-so-smart coaches won't. They will let you come in contact, thinking "oh joy, someone I can smash to the ground"... and when they realize they are running out of time, or that they can't reform the cage any more, they panick.

6- Guard on blitzers will let you take on orcs. Remember: you can't overpower orcs all along the field. But you can overpower orcs in a specific part of the field. Alexander the Great and his 40.000 men defeated a persian army of one million soldiers. How? Certainly not by outnumbering them in the whole field... just outnumbering them where it was important. Your better movement will allow you to do that. And in my experience, many orc coaches do not understand the importance of movement. They don't keep defensive safeties, they split Black Orcs to the sides, they don't play compact. Those are weaknesses you can exploit. Of course your 11 humans can't compete with 11 orcs, but that's not the point. Many times, you will be able to put 6-7 humans against 4-5 orcs, while tying the rest of the orc team with just two or three linos. That's where you can penetrate their defence, or stop their offence.

7- Last but not least: AG3 can dodge. If you play careful, and have a rr spare (something that shouldn't be too difficult with humans), you can try all sorts of crazy stuff. Linemen can dodge, blitzers can dodge, you can 1d block, and so on. Try the unexpected. People have this weird assumption that putting a tackle zone on an ag3 guy is safe enough... prove them they are wrong. Humans can get dodgy, and rerolls are basically there for exactly that reason. Humies have the skills to reroll everything else (sure hands, dodge, catch), so make sure you do not end up with many rerolls in turn 8 and 16... if you need to get to a better position, do it.

8- it's up to your coaching skills to determine if it's better to try and dodge -with or without rr- or keep a TZ on the opponent player. Remember: every free block you give away, it's 90% of the times a block chance that your opponent will take. So if you give him (say) five blocks, that's five players he will NOT move on his turn... I know this sounds suicidal, but it's exactly what I was talking about in point 5... if you are able to make your opponent play the way YOU want to, you are controlling the game. Often, offering block chances is a neat way to force your opponent to play the way you want to, limiting his movement options and his tactical options.

9- Play aggressive. Never surrender, never step back. If you give Orcs enough time to plan and organize, they will steamroll you.

10- Never fear orcs. Humans are not a sub-par roster at all. It's all in your head. Get rid of it.
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Comments
Posted by Leijonet on 2009-05-06 16:56:27
10- Never fear orcs. Humans are not a sub-par roster at all. It's all in your head. Get rid of it.

...Get rid of my head?
Posted by Count_Von_Halseburg on 2009-05-06 18:12:38
11- your mumma...
Posted by bobafettsmum on 2009-05-06 20:55:56
While this is a good blog its really Jans Blog. Still good on you for highlighting it!
Posted by Shimin on 2009-05-07 20:22:58
11- Works even better against Khemri.

Khemri's disadvantage is four SLOW mummies, that you can mostly tie up. At start most Khemri teams look happy at the prospect of getting their mummies tied up, but they forget that without those, their team is worthless. So if you can use some linemen to tie up his mummies and spread them out a bit, its an easy way to get the upper hand. Skeletons dont hold up to much when one-on-one. Furthermore most khemri teams dont play to win, they play to bash, leaving easy TDs open for the taking.