![]() He’s not bad per say, just odd, he appears to be showing off two huge, carved bones but quite why he’s doing this isn’t at all clear. That said, don't bother with a thrower, if you're having trouble scoring without one, taking another slow player who is AV8 isn't going to help you.I’ve always found the Warchanter to be a bit weird to be honest. Of course everything depends on the specifics of any matchup, you approach playing wood elves differently than you approach playing Chaos, but your end goal is still the same, get more of them off the pitch than they get yours.Īre you having trouble against pillar defenses? Against teams with equivalent strength players? Against everyone? It's difficult to give useful advice without understanding how you build a cage and how you attack the defense. Cage, set up favorable blocking situations, and try to get the opponent to commit to a position you can pin down due to BoBs ST4. That means you should probably be playing them the way you are trying to play them. They are not as slow and unagile as Dwarfs, but cannot afford to try a passing/dodging game unless they have not had any luck with the rest of their game plan. Orcs are an attrition based team, meaning they win most easily when they can get a player advantage on the pitch. :-) They are one of the best teams at being able to control the pitch and to force the opponent to play the way you want them too.ĭouble skulls happen, but they shouldn't hurt oks too much if you're positioning well. If you can keep that in mind, you'll see the wins come. Orks are a control team more than a bash team. I personally use a goblin to allow for passes and breaking through tackle zones where necessary, but eh, each to their own. On defence, try and wheel them onto a sideline before basing them, agility teams especially will back off, but it will also give you a favourable bash mirror, as the opposition is engaging, but only getting a couple of blocks when you get full reign.ģ) wrong carrier or fear of hand-off (pass if necessary) - The Ork Thrower has one job and that is to stand in the middle of the big guys when the above things are happening, however, it's better to level blitzers than him, so when you're getting close to the line, and preferably you still have a re-roll, hand-off and run is a very valid tactic to score. Don't always base up with your opponent, instead try to push your team forward one spot away from the opposition each time. ![]() Keep two tackle zones between each, one if you're playing tight up against a side of the pitch.Ģ) getting a littl too involved in the fight, forgetting to actually defend the ball, or move a team due to chasing kills. Ball tucks in behind/between said big guys. So, ork mistakes fall into three categories usually.ġ) tight cages that never move because opposition pins them in place - solution, loosen up the cage, have more of a circular defence using the 8 big guys and push it forward, better yet, an arc so you're not wasting guys at the back. Sometimes watching from the other teams persective can give you a good insight into what sort of positioning would have really made their game harder (And therefore your game easier) Sometimes getting the field into a position where they can't (Or need a fair amount of risk to) stop you sacking the ball carrier next turn is better than a lower chance to sack the carrier a turn earlier.Īlso for games you think you should have been able to win, go through the replay and see if you can spot anything you could have done differently to increase your chances of winning. The best advice I can give is rather than trying to steal the ball when the other team has it, pressure them into needing to score faster or risk losing the ball to you if they don't. ![]() There really isn't much more advice I can think to give other than keep trying, even if you are doing it right you obviously won't expect to win all the time. ![]() Originally posted by Lucifer:Only time I make 1 die blocks is if my guys have block and theirs don't.įair enough, though I still wouldn't do it if you getting that skull gives the other team an opening.
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