ORC+PLAYBOOK

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Orc Playbook (Under Construction)
//by Spiky//

Orcs are a tough team with access to a lot of heavy hitters. They also have average JOG and SKILL players which can give them some versatility when it comes to ball handling. They are able to play a good defensive attrition game and still have enough flexibility to capitalise on an opponent's mistakes. The player types combine really well and you can exploit synergies between them especially once they gain attributes.


 * Team Strengths**
 * Lots of High TACKLE players
 * 3 high MIGHT players for zone control
 * Access to Cheapshot to attack down/dazed opponents


 * Team Weaknesses**
 * Only 2 players with high DODGE so can suffer from attrition if not well positioned[[image:http://i30.photobucket.com/albums/c333/Wythavie/ElfBall/DSCN3296.jpg width="534" height="215"]]

Getting Started
This section gives some views on how to compose a team

2 Hobimps on a starting roster are essential in my view, as is the Troll and the Thrower. My first 6 player pick usually would be 2 Hobimps, Thrower, Troll, 1 Hunter and 1 Defender, then adding further players depending on the points limit.
 * 1) Roster Choices**

Potions are a good choice for most team builds, as are 2 Cheerleaders if you have spare points. I think Kegs are situationally less useful with this team, and a Bribed Ref might be worth considering but again is not essential.
 * 2) Support Items**

Abilities make the Hobimps shine in this team, as well as adding further play options on your Throwers, Defenders and Hunters. If your tournament allows I would reccommend taking abilities on at least the Hobimps, but there are great choices for abilities on all of the player types.
 * 3) Abilities**

All players on this team are good choies. I generally have a Hunter in reserve, as then you have a high JOG and TACKLE player that can come on to intercept any scoring threat if things are dire. A Midfielder is also a very good option for the team, which can give you some flexibilty.
 * 4) Reserves**

__**Player Types**__
This section is a quick review of the player types available on the team. They are one of the few teams who don't have access to any of the 'standard' player types.


 * Hobimp**
 * **JOG** || **MIGHT** || **TACKLE** || **DODGE** || **SKILL** || **GRIT** ||
 * = 6 ||= 2 ||= 4 ||= 4 ||= 3 ||= 2 ||

Hobimps can be hugely annoying for your opponent, they're low MIGHT so easy to be pushed around, but their good DODGE affords them some protection from attrition. They can be treated a bit like a Striker, and they are reasonable ball handlers and scorers. Their high TACKLE is unusual combined with their mobility and makes them useful as a ball hunter, even though you need to risk an impact challenge to tackle most opponent players. Due to this they're suited as harrassing players, and their DODGE helps protect them when used as forwards.


 * Ability** **picks**
 * Grapple/Psycho - this combination is amazing on a Hobimp, as it makes them very effective Tacklers. Getting momentum from an impact challenge is likely when you're rolling 3, 4 or 5 dice, especially when you tackle from the rear. Psycho also makes them excellent shovers.
 * Cheapshot - This ability makes your opponent afraid to leave players on the floor, and increases the risk for your opponent if they use Cutblock on your Troll. It also prevents your opponent effectively controlling pitch space with down players.

The Hunter on this team is afforded a more general role than normal, because you have the Troll, Defenders and even the Hobimps to help cause attrition. The speed of the Hunter is good, so abilities to improve their mobility are helpful as they can allow you to act as a backup for the other players. The Hunter can also be a reasonable shover, and works great when teamed up with a Psycho Hobimp. He also can perform well in a defensive position.
 * Hunters**
 * **JOG** || **MIGHT** || **TACKLE** || **DODGE** || **SKILL** || **GRIT** ||
 * = 6 ||= 3 ||= 4 ||= 3 ||= 2 ||= 3 ||
 * Ability** **picks**
 * Steady/Sprinter - Help make him a long range hitter. Sprinter can also be used to deliberatly put him on the floor or get him back out of range so he can't be hit in return! It makes the player a lot more flexible and is my top pick of skills.
 * Buff - to help with Impact challenges or make him a more effective shover
 * Cutblock - Not as optimal on this team in my view, because you've got Defenders and Monsters that can also do the same job.
 * Grapple/Psycho - If you don't take it on a Hobimp (Why Not!?!) it's still a great combo for a Hunter

Defenders main role is zone control and area denial in this team. This doesn't mean that they're above beating the daylights out of any opponent though, but I think they're more useful for holding ground.
 * Defenders**
 * **JOG** || **MIGHT** || **TACKLE** || **DODGE** || **SKILL** || **GRIT** ||
 * = 5 ||= 4 ||= 4 ||= 2 ||= 2 ||= 4 ||


 * Ability** **picks**
 * Buff - This is my favourite choice to help win the Face-off or to generate momentum on shoves. Also makes his Impact challenges better against Monsters.
 * Grapple

He's slow, but if you can get him into a central area he's able to protect your Defenders and other players from the attentions of other big guys. I've mainly used him for area control. You could also deploy him as a roadblock, if he's kept in the Rover circle on one side of the pitch, he can effectively encourage your opponents to attack from the other side.
 * Troll**
 * **JOG** || **MIGHT** || **TACKLE** || **DODGE** || **SKILL** || **GRIT** ||
 * = 4 ||= 5 ||= 4 ||= 1 ||= 1 ||= 6 ||
 * Ability** **picks**
 * Resilient and Rugged may be worth taking to keep this player in the game.
 * Buff and Bonecrusher are good choices to improve his hitting power
 * Plough could be useful to extend his range, although you're only able to shove twice!
 * You might get some mileage out of Steady/Sprinter, firstly to give him a bit more range but mainly to place him prone and immune from counter attack

The Thrower adds some skill to the team. I find this player best used towards the back of your formation, where their low MIGHT doesn't make them a target. Opponents will also tend to overlook the thower as a tackling threat. Having a SKILL 4 player on defence also reduces the likelyhood of potential scorers throwing the ball to the ahead of them when running for the goal.
 * Thrower**
 * **JOG** || **MIGHT** || **TACKLE** || **DODGE** || **SKILL** || **GRIT** ||
 * = 6 ||= 2 ||= 3 ||= 3 ||= 4 ||= 3 ||


 * Ability** **picks**
 * Scramble - increase the flexibility of the Thrower
 * Lead Pass - Allows you to move the receiver with Momentum
 * Buff - If used defensively, this ability can help the thrower with any impact challenges required
 * Agile - reduces your chances of failing key pickups and passes, combo's nicely with Lead Pass

Midfielders add some flexibility to the roster, and make great reserve players in the event a positional is out of the game.
 * Midfielder**
 * **JOG** || **MIGHT** || **TACKLE** || **DODGE** || **SKILL** || **GRIT** ||
 * = 6 ||= 3 ||= 3 ||= 3 ||= 3 ||= 3 ||
 * Ability** **picks**
 * Any of the basic abilities will improve the player but also steer him to a more specialised role
 * Helping Hand/Rally -

__**Setting Up**__
A Hobimp might be a good choice for mannng the Face-Off circle as your MIGHT doesn't matter. You can then take posession of the ball and pass it back to either another Hobimp or your Thrower. A Midfielder is also a good candidate as he can opt to put the opponent down before then picking up the ball in his turn. Generally I'd have the Troll in one Rover circle with a Hobimp, and a Hunter and Defender in the opposite Rover circle. I've been fielding the Thrower in the Defender's circle, but he could easily be replaced by a Hunter or an Imp.
 * 1) Basic Face-Off Rules**

Setting a Defender up is risky, especially if you're setting up first, but is great for controlling the centre of the pitch and is my favourite choice at the moment, especially if he has the Buff ability. I'd also consider fielding a Midfielder for flexibility if you're not sure about what you'll be facing from the opponent.
 * 2) Advanced Face-Off Rules**

__Play Style__
Generally, I find Orcs are great at controlling space, and I will usually aim to get a Defender and another player into the centre of the pitch, the Troll can be placed on one wing as a deterrant, but not too far from central supporting players. I'll normally deploy a Hobimp and a Hunter op the other wing, either to get into a scoring position or harass the opponent's ball carrier. The Thrower normally acts as a safety and is placed behind the main group of your team near the Defender circle.

__**General Positioning Strategies**__
Cheapshot is a fantastic skill pick on a Hobimp in this team and just having the one skill can alter the gameplay of your opponent. The player can cause all sorts of problems for opponenets. I've found a Hobimp with this ability works best when positioned near your Defender and Troll, as you benefit from several things this way.
 * 1) Cheapshot Synergies**
 * Your cheapshot player helps protect your high MIGHT players from Cutblock
 * Your high MIGHT players help protect your cheapshot player
 * You cheapshot attack any opponents knocked over but not injured by your high MIGHT players
 * Your opponent can't easily control any space with down players

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