Blood bowl 2 orc skill guide2/10/2024 ![]() Having stunties as positional is terrible- this team can be compared to lizards, but lizardmen can reposition to protect skinks because of their speed and got best big guy in the game as another plus. It is difficult for imperial nobility as a new team with only 1 passer to have a pass gameplay, bashing gameplay is also hard wjen you miss 2 Bodyguards.īlock is number 1 skill in this game, so having no players with it vs 4 is huge. On the other hand i think imperial nobility lacks power and/or passing ability. Thick skull goblins+regeneration trolls and serious black orc who can do 1v1 against lizardmen is a killer and compared to other teams less chances of injuries. What snowdog said is true for the goblins they can stick more on the field with thick skull and can be throwed by the troll + regeneration troll. Only drawbacks compared to orcs normal team is no block and the new skill they got is just not so good and with this skill you hesitate to take block as first skill on black orcs (a must have on at least 2 imo) I disagree, you have 6 potential blitzers with 4 strenght 1 troll who can deal serious damage. Regular orcs are good because they have zero stunties (unless gobo 1turn memes) and 4 players with block. Thick skull is a meme skill, especially on a stunty. Semi-stunty, slow, not really agile, doesn't start with a lot of good skills. Originally posted by Hairy Coo:It's a crap team. I am curious to the thoughts of others who have played as Black Orcs. A lot less player types for sure, but maybe in this case, that is a good thing. But I can see myself playing as Black Orcs quite a bit now. Since I started playing Blood Bowl, back in 1986, I have mostly played as Human, my favourite team type being Human League. Most of which were earned by the Goblins.Īt the end of the second match, I had enough winnings to buy a troll. I won convincingly in every match, which led to a lot of SPP. I played against Humans, Elven Union and Dwarfs. ![]() They are punchier, and more mobile than regular orcs as a team. They tend to stay on the pitch a lot more, and not end up in the dugout like normal. The Black orcs themselves are very punchy, even against Dwarfs.īut what surprised me, was how good the Goblins are, compared to regular Goblins. Only having 3 types of player to choose from, I thought things might be limited, but surprisingly I found that was not the case. This gives you a 3+ re-rollable chance to get into any square, regardless of Tackle Zones.I have just played as Black Orcs for the first time, and I like them. ![]() Your Goblins can also assist in general play by getting into positions that most players cannot, thanks to the combination of Dodge and Stunty. This is a low percentage play, but it can completely change games in your favor. Fouling is one of your best removal tools, and your cheap Goblin players are perfect for it.ĭon't forget that you can attempt one-turn Touchdowns with the Throw-Team Mate skill. You can also use it to position downed opponents in places where they can be gang-fouled. ![]() You can use this to keep weak opponents locked in base contact with your Black Orcs and Troll. Your Black Orcs' Grab skill is an incredible control tool, and you have it in abundance. ![]() Most probably you will carry the ball with a Goblin, but if you have a lot of control or numbers advantage, you can carry with a Black Orc to try and get them more Star Player Points. On offense, you will need to play a slow, cage-based grind down the field. This means your goal will be to control the pitch through strength and removing your opponent's players while positioning your own, carefully, to ensure you are not outmaneuvered. This build will only see four players with Movement Allowance 6 on the field, with the rest of your team having only MA4. Black Orcs are a team with very high strength but low mobility. ![]()
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