A Drunk Chef Rants about Orc Teams

A Drunk Chef Rants about Orc Teams

Introduction, Pros And Cons Of The Greentide


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Welcome back everyone to another rambling tyraid from this drunk chef. Today we will be discussing Green Skin teams, more commonly known as Orcs or “the Green *&$!% that just wont die!”

Orcs are the second of classic starter box teams, and is one of the most commonly played teams for league play in Blood Bowl, as well as being tournament fixtures. Orcs are so loved because they can field just as much raw muscle as Chaos or Nurgle with up to four ST 4 Big Uns and a ST 5 troll, but also have (for the most part) the same AV as Dwarves. In fact Orcs are second to only Dwarves when it comes to just how hard they are to remove from play, and that is only due to the bearded bastards having thick skull!

Orcs are are also second only to Humans when it comes to just how versatile they are, with most of their players having AG 3, an okay thrower, and enough movement to keep up with all but the fastest teams. It is no surprise that to many a coach Orcs are the perfect Bash team, being able to consistently bring the pain and still score without too much trouble if the injuries just don't happen.

All good things do have their downsides and for the Orcs this is true as well. For the Orcs this weakness comes in relative roster complexity. Orcs have the largest roster in the game with three positionals with caps of 4 of each, a big guy (Troll,) Thrower (with a cap of 2) and linemen. That is 15 players before you add in any linemen! This means it is impossible to ever have everything this team has to offer without having a prohibitive amount of money just sitting on the bench. This further forces the Orcs to adopt curtain play styles when you consider that you can only have 11 players on the pitch per dive, thus you have to know what to leave behind to get the most out of your team.

They also have a minor weakness in the movement category, which averages at 5 for most of the team and caps at 6 with the Blitzers and the Goblins. The slowest player you have also is your strongest stat wise, with the Troll having only a MV of 4. This isn't too big of a deal vs bash teams as they will be standing nearby anyway trying to smash in your players' faces. This is often a good thing, as I said before, Orcs can take a beating and a punching Orc is a happy Orc. But against faster and/or agility based teams your low MV could be a problem. They will try to avoid contact with you when they can and just screen you out or just run around you. Thus you need to need to focus on positioning and not letting the other team to get behind you, especially their Catchers who are often the fastest players any team has.

Orcs also got hit with the nerf bat in Blood Bowl 3 for reasons I can't quite understand. These nerfs come mostly in the Animosity trait becoming a common feature on the bulk of your team. I thinks this was added for flavor as Orcs are meant to be brutish, undisciplined, and anarchic. But if you are going to add Animosity for that reason, Skaven need Animosity (everyone) on everyone for the same reasons. What Animosity does is when a player with that trait attempts to hand off or pass the ball to the player specified with the trait (such as Blitzer) you have to roll a 2+ check. Fail this and the activation ends immediately. This is not a turn over, but you are now no longer allowed to change targets for the ball and trying again. Thus you will have times were your entire plan is derailed due to one player being a ball hog. It is also worth mentioning that Animosity on Orcs seems to be centered towards two targets, others with the same position within the team, or the ENTIRE TEAM itself. At least Goblins didn't get it and Stars bypass it or else moving the ball in a hurry would truly be a pain in the ass.

Orc rerolls are also slightly more expensive when compared to other teams at 60k at creation but while this is a minor set back, it does ensure that team creation will have some sacrifices, as that extra 10k adds up. And at 120k after creation, rerolls cost more then your troll; making them the most expensive thing to add to your team.

The Roster- Blitzers


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Note: No Orc player can gain Mutations, double skills are in Italics, and skill suggestions are listed in no particular order

Cost: 80k (Roster Limit: 4)

Stats: MV 6 ST 3 AG 3+ PA 4+ AV 10+

Starting Skills: Block, Animosity (Everyone)

Primary Skills: General and Strength

Skill Restrictions: Mutation

Recommended skills: Guard, Tackle, Mighty Blow, Dauntless, Stand Firm, Grab, Frenzy, Strip Ball, Sure Hands, Dodge, Jump up, Diving Tackle

Everything I said regarding the Human Blitzer applies here, They are the backbone of your team and you will want all four of them and they are even slightly cheaper! The Bltizer is also the fastest player you can have on a Orc team and many coaches will give one Sure Hands and use it as a replacement to the Thrower, thus making it the defacto ball handler. This is not a bad way to go, however this insures that most of your spp will go to him and should he be hurt, you will be missing a key part of you team. Blitzers are also a bit pricey to replace.

The roles they can fill are the same as Humans:

Support where they help other team mates assists and help to control the pitch (Guard, Stand Firm, Tackle, Diving Tackle)

Ball Hawk where they try to get to the player with the ball and knock it loose directly or just tying them down, (Strip Ball, Tackle, Diving Tackle).

And finally Killer who specializes in removing players (Mighty Blow, Tackle, Frenzy.)

I find having two Support and two Killer/Ball Hawk are a good balanced mix. Saving for Dodge early may be wise in longer running competitions as Block and Dodge is just too powerful a combo to not considering taking. Guard works well on any role of Blitzer as Orcs need as much Guard as possible to help counter Bash heavy teams. However when you should take it depends on what you are going to be up against, vs what you already have. If you have two Guard Blitzers already then it may be a good Idea to focus on a ball hawk or killer skills Blitzer first unless you are in a bash heavy league.

When leveling, stick to chosen skills until your third level with these guys, then go random skill ups. Stat ups take too long generally and cost too much, but should you roll +AG; that is more then worth the 40k boost in cost.

The Roster- Big Un Blocker


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Cost 90 (Roster Limit: 4)

Stats: MV 5 ST 4 AG 4+ PA - AV 10+

Primary Skills: General and Strength

Skill Restrictions: Mutations and Passing

Starting Skills: Animosity (Big Un)

Suggested Skills: Block, Guard, Tackle, Mighty Blow, Stand Firm, Break Tackle, Grab, Frenzy, Pile on, Dodge, Jump up, Diving Tackle

Big Uns are the raw muscle of the Orc teams and are a small upgrade to the Black Orcs that the team used to have due to their point of extra movement. Big Uns act as both a wall limiting the opposition's advancement and as a blunt instrument to rip holes in the other team's line. Only a handful of players can match the shear strength of the Big Un and only big guys surpass them; so the other team must either run around them or dedicate two or three of their own players to deal with just a single Big Un. With a full run of four of these brutes manning your cage, going through them is only an option for the bashiest of teams teams.

The Big Un does have two major weaknesses, they are clumsy (Ag 2) and kind of slow (MV 5.) This means that they have trouble keeping up with the action against faster teams or they will find themselves in a less then ideal position. And often they are easily locked down with a lineman to ensure that they will be. These shortcomings ensure that they rarely get the ball and are able to score. Thus they must rely solely on casualties and MVPs to level up, a process that can take several games just to get your FIRST skill on them.

To use the Big Un effectively a smart coach will have to be careful of when to follow up their blocks and to know when back away from the fighting to be a road block. Should a Big Un ever get a dodge upgrade, the player will become much more mobile and make a good player to hold the ball when you wish to stall.

Common roles for a Big Un are:

Support/Wall: is the most common role. Even if the Big Un is slow slapping guard on one forces your opposition to play close attention to any scrum that forms anywhere near them. And due to this player's high strength and armor, any attempt to out right remove it is not likely to work without the other team opening themselves to an even bigger scrum. The only real way for many teams to deal with a line of Big Uns with Block, Guard, and Stand Firm is to go around them. But if you position well that may not be possible; allowing you to keep on punching

Murder Line: Given how hard it is to level a Big Un it is not uncommon to see them given killer skills such as Mighty Blow in an attempt to help them grow faster. A murder line is used similarly to the wall role above but will require a bit more support from the rest of your team as there is less guard to help your line in holding back the other team. This may leave a hole for faster teams to exploit so don't press too hard and remember to read the pitch every turn.

When leveling a Big Un, best to stick to chosen skills until your third level with these guys, then go random skill ups. Don't even bother with Stat ups as Big Un's are solid enough on their own, but a ST+, while expensive, could be devastating as you'd have an Ogre without the down sides.

The Roster- Thrower


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MV 5 ST 3 AG 3+ PA 3+ AV 9+

Cost: 65k

Hire Limit: 2

Skills: Pass, Sure Hands, Animosity (Everyone)

Skill Access: General and Passing

Skill Restrictions: Mutations

Suggested Skills: Block, Accurate, Cannoneer, Cloud Burster, Leader, On the Ball, Nerves of Steel, Dump Off, Fend, Dodge, Side Step, Guard

This is probably the most debated position on the Orc Team and it is not to hard to see why. Even at a discount you are getting an armor busted lineman with some extra skills and passing boost. Many an Orc coach say it is better just to put sure hands on a Blitzer and save the 65k. Often these coaches justify it with the old Dwarf criticism "If you pass and are not Elves, you are playing wrong! And even then it is a desperation play!" While I disagree with that adage, on Orcs I can see the argument given their low speed, lack of any true catcher, and Animosity against everyone, making throwing less effective. I still fell having a Thrower is a net positive for any team, (especially as it keeps a Blitzer free,) but this is one position that could be skipped if you want to save some cash.

There are two primary roles throwers have and they are traditional Quarterback and Runner. The Quarterback's role is to get the ball and wait for a good opportunity to throw it to an open catcher before they can be hit. Quarterback skills are the obvious candidates of Accurate, Cloud Burster, and Cannoneer. In fact once the Thrower has Accurate and Cannoneer they can throw long bombs on a 3+ and will only fumble the ball on a natural 1. Not even elves can hope to do better then that! Also so if a Accurate Cannoneer Thrower gets an PA+, they will pass as well as an Elf at at that point! However, the spp costs to try for PA+ makes that more of a theory then something you will see to often as you could have bought two or three other skills per ATTEMPT.

Runners on the other hand are about running the ball up the pitch themselves, with the support of cages and offensive screens. Skills like Block, Dodge, Fend, Side Step, and Dump Off help them do this job. The Sure Hands skill a Thrower naturally has makes them immune to Strip Ball too. However at only MV 5, they will take a few turns to get down the pitch, leaving him vulnerable to elf screen tactics and possible attrition from blocks.

Given Orcs low speed, Runner is by far the most often seen. But always remember a Quarterback can run, and a Runner can throw. Orc coaches become losing coaches if they are too rigid in their tactics and play.

Again when leveling, stick to chosen skills until your third level with these guys, then go random skill ups. Stat ups may be worth considering here as well if you are focusing turning these guys into Tom Brady. +AG is more then worth the 40k boost in cost, +MV effectively reduces pass distances, and +PA will ensure the ball will almost always fly straight to all but the farthest targets.

The Roster- Goblin Runner


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MV 6 ST2 AG 3+ PA 4+ AV 8+

Cost 40k

Hire Limit: 4

Skills: Dodge, Stunty, Right Stuff

Primary Skills: Agility

Skill Restrictions: Mutations

Recommended Skills: Side Step, Sneaky Git, Jump Up, Sprint, Sure Feet, Diving Tackle, Catch, Block, Dirty Player, Wrestle

Goblins are your cheapest, most fragile, and weakest player, so why have a goblin? They are tied with Blitzers for being your fastest players, (if you know how to work Stunty,) they can never be completely screened, are ideal foulers, and can be thrown by trolls for fun and profit.

Stunty allows Goblin's to dodge everywhere on a 3+ no matter how many TZ's are on that square. That means sideline cages are extremely dangerous against any team with stunty players as the most common result of a 2 die up hill block is a push into the crowd and a both down is often worth it to stop the ball from moving forward. Elf screens are also a mere inconvenience as well as you only need to make two 3+ rolls (with a dodge skill reroll if needed) to charge through it.

Goblins can also be thrown to attempt one turn touchdowns or as a way to attack a cage without blitzing. Should the goblin crash upon landing but not stun themselves (or die) they can still move afterword giving you a potential catcher or support player in your opponent's half in the upcoming turns. Should a goblin ever get + AG praise Nuffle and enjoy it until he dies. The stat boost not only make all dodges 2+ everywhere it aids with landing a thrown player safely. Just try to keep them away from tackle or mighty blow players, goblins tend to die fast thanks to the down side of stunty and low armor.

When it comes to leveling Goblins, I think random Generals (Secondary skill) are the way to go for the first level. If it is something useful like Block, Wrestle, Kick, or Dirty Player, the Gobbo has earn himself a permanent spot on the team. If not, retire him and hire a new rookie, he just isn't worth the costs of the extra slop your feeding him. After the first level I would just do random primary and secondaries until the little bastard breaks. Stat ups are really not worth it for Goblins but should you get AG+ he becomes a little terror, dodging 2+ everywhere and landing throws on a 3+! Perfect for thrown team mate touchdown attempts.

Common Roles for Goblins are:

Catcher: Goblins are the only player on Orc teams that have natural Agility access, and thanks to their relatively high speed (for an Orc player) they make for natural receivers. The dodge skill also acts as a minor protection from blocks and blitzes as unless the attacker has tackle, it offers as much protection as the block skill. Naturally the Catch and Diving catch skills help with this role

Fouler: A goblin's low cost, high movement, stunty and dodge skills means that they should always be able to get the boot into downed opponents. Even more so if they roll doubles and pick up Dirty Player to make fouls more likely to hurt, or have Sneaky Git for less risk of being caught should it fail to do so.

Ammo: Many Orc coaches only buy goblins to be thrown. And having done so myself many a time I can say it is great fun. As long as the goblin doesn't have the ball it doesn't matter it they actually land as no turnover will happen. This makes offensive throws an effective (if unreliable) way to take out cage corners or even the ball carrier themselves! Thrown Goblins offer you a (somewhat) simple way to score one turn touchdowns as well. It is even possible to catch your own kick off for a touchdown using throw teammate. The Sure Feet and Sprint skills help with this as it will help negate some of the randomness of the scattering a thrown player has. But be sure to only ever hand off to the goblin if attempting to thrown teammate touchdown or a break away throw that same turn, as throwing a teammate also counts as your pass action that turn. On that note, it should bring us too...

The Roster- Untrained Troll


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MV 4 ST 5 AG 5+ PA 5+ AV 10+

Cost: 115k

Hire Limit: 1

Skills: Mighty Blow, Very Stupid, Loner 4+, Throw Teammate, Projectile Vomit, Always Hungry, Regenerate

Primary Skill: Strength

Restricted Skills: Mutations

Recommended Skills: Guard, Grab, Stand Firm, Juggernaut, Multi Block, Strong Arm Arm Bar, Brawler, Break Tackle Block, Tackle, Pro, Frenzy

Trolls are the cheapest and arguably the worst of the big guys. This comes down to Very Stupid, the worst negative trait. What stupid does is that whenever you attempt to use this player you must roll to see if will obey or just drool, just like bonehead. Also like Bonehead when it fires the troll will lose all tackle zones and lose use of most skills. Unlike bonehead, you need to roll 4+ to pass unless you have a teammate next to them who is able to slap them (making the needed roll a 2+.) Should the troll ever become completely isolated... good luck doing anything with it. This need to be babysat makes them much less versatile and useful then other big guys but Regenerate makes them even harder to remove from the game.

Trolls are often used in the same manner as Big Uns only being able to hit harder due to natural mighty blow and higher strength. Troll are also launch pads for goblins, but this has it own extra risk due to Always Hungry. After Stupid is rolled, but before the throw itself is made, you roll for hunger. If the roll is a 1 the troll will attempt to eat the Goblin! The Goblin will then make its own squirm save, but if the roll is 1 again it is eaten and dies. No apothecary is allowed to stop it but it is not a turnover unless the goblin had the ball. Due to how Loaner works it is best to reroll the squirm save on the goblin then the hungry check.

New to Blood Bowl 3 Trolls learned to weaponize their own puke. With the Projectile Vomit trait, the Troll gains effectively a stab attack with a small chance of backfiring. How it works is instead of punching its target, if the Troll passes a 2+ accuracy test they may roll directly against the targets armor without any modifiers, potentially knocking them over and hurting them. Fail the test and the Troll pukes on itself and has to roll against its own armor to see if it is hurt. This failure is not a turn over if the Trolls armor does not break, and at a 10+ it is not likely to happen; making this a fairly safe way to attack. Projectile Vomit is best used vs low AV targets who have Block, Wrestle, Dodge or a combination. This makes Amazons the perfect target for this skill, so be sure to get your Two Girls, One Cup on!

Trolls do have their uses but they do require care and thought or you may find that your heaviest hitter is you biggest liability.

As for leveling this big guy, I would suggest you save for Block as your first skill on them. It doubles your spp cost when compared to a chosen primary but block is just too useful to not rush in my opinion. After that it is up to you, but I would suggest no more then two chosen secondaries as the TV cost start to get crazy after that. Random primaries are not a bad choice either as all strength skills are useful to the troll. Even Strong Arm, which now only works when throwing team mates, and Thick Skull to prevent removals even further.

The Roster- The Lineman


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MV 5 ST 3 AG 3+ PA 4+ AV 10+

Cost 50k

Hire Limit: None

Skills: Animosity (Linemen)

Skill Access: General

Skill Restrictions: Mutations and Passing

Suggested Skills: Block, Wrestle, Dirty Player, Tackle, Kick, Dauntless, Frenzy, Dodge, Guard, Mighty Blow

Lastly we have the humble Lineman. Orc Linemen are often considered the best lineman in the game, because they are in many ways the perfect speed bump. Strong enough to punch. Agile and fast enough to dodge and reposition, while being sturdy enough to rarely be removed from play. Orc Linemen can fill out any role in a pinch, their low cost make them good foulers, and as they level they become even more versatile. I find having two Block Tackle Linemen and Three Wrestle Linemen and a Kick Dirty Player Lineman a good mix.

Leveling Linemen is more about choosing between consistency or min/maxing costs with random primaries. I'd say choose Block for the first 3 that can buy it ,and go random for everything else. Maybe save for dodge or a random strength skill for the third level up

Star Players And Special Rules

Across the many editions of Blood Bowl Orcs have always had one of the more bipolar Star Player lists, and Blood Bowl 3 is no exception. Where BB 3 differs is in structure; all teams are given at least one special rule key word to classify what Stars, special inducements and/or special rules may be hired by a team. And all teams that share that key word will also share these benefits and inducement options.

These key words typically are flavored after various Blood Bowl super leagues within the world of Blood Bowl and are meant to imply how various teams are linked together and play. Orc teams have the Badlands Brawl key word, and it does not offer anything special in and off itself. Badlands Brawl has one of the smallest but weapon heavy pools in the game.

Also new to BB 3 is the idea that every Star has their own unique special skill. Often these skills are once per game use but can be game changing if used wisely, so don't forget about them. They are not yet in the game and only exist on tabletop but I am including them for completion sake and to future proof this guide

Let's begin with the universal Star Players. These guys will work for just about everyone and come in all shapes, sizes and utility.

Star Player- Morg 'n' Thorg


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Cost: 380k

MA 6 ST 6 AG 3+ PA 4+ AV 11+

Skills: Loner 4+, Mighty Blow 2+, Block, Throw Team Mate, Thick Skull

Role: Super Ogre!!!

Special: The Ballista- Once per game if Morg fails a Pass or Throw Team-Mate action, you may reroll the D6

Note: Will not work for Sylvanian Spotlight teams (Undead, Necro, Vampire, and Khemri)

Morg is THE hardest hitter in the game, needing only single assist to 3 die block most players and having Mighty Blow +2 to ensure that should his target go down, it will stay down. That extra +1 added to Mighty Blow may not sound like much on paper but that means you KO your target on a 6, Cas on an 8, and crush Dwarf armor on a 8! In fact MB+2 is so good GW had to bump up Morg's price and labeled him as a Super Star for tournament play, due to his habit of clearing the pitch by himself! His average AG also makes him solidly maneuverable and a reliable ball handler. Also with AV 11+ he is extremely unlikely to be removed from play. Morg's Special Skill is take it or leave it, but when you are out of rerolls and absolutely need to throw that Fling, it can be a life saver. Morg's only real downside is that he is so expensive (the most expensive in the game) so he rarely sees play; but when he is there, hoo boy...

Star Player Helmut Wulf


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Cost 140k

MA 6 ST 3 AG 3+ PA – AV 9+

Skills, Loner 4+, Pro, Stand Firm, Chainsaw, Secret Weapon

Role: Universal Chainsaw

Special: Old Pro- Once per game Helmut may reroll ONE die that was rolled as part of an ARMOR roll

Helmut is a classic Blood Bowl Star and he now plays for everyone, so even Elves may pack a chainsaw onto the pitch! Helmut's Pro skill ensures that Loner will not be an issue while being versatile enough to be used for anything, from dodges to the chainsaw's kickback. Stand Firm also makes blocking or blitzing Helmut a gamble as if your opponent fails to knock him down, they just provided him his next victim to filet. Chainsaws can also be used to foul with and assists stack with it. So if there is something that absolutely must die (like a high level Gutter Runner) you know who to issue the coup de grace with. And if he is caught, well he was not going to stay long anyway.

The main down sides of Helmut come from the fact he is a Secret Weapon player and will be ejected from play when the drive he was deployed in ends. You may argue the call or use bribes to keep him in, but those options may not be available at the time or just not work. Even if this doesn't happen Chainsaws are scary and are prime targets for blitzes. Given how chainsaws work Helmut is effectively AV 6+ like a snotling when blocked, so he may not stay to long regardless; so enjoy him while you have him.

Star Player- Akhorne The Squirrel


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Cost 80k

MA 7 ST 1 AG 2+ PA - AV 6+

Skills: Loner 4+, No Hands, Claw, Dauntless, Frenzy, Dodge, Jump Up, Stunty, Titchy, Side Step

Role: Joke Assassin

Special: Blind Rage- Akhorne may reroll the Dauntless roll. There is no limit to how often this skill may be used beyond you never being able to reroll a reroll. Yes, you can use it multiple times a turn.

Have you ever wondered what the killer bunny from Monty Python and the Holy Grail would look like on the Blood Bowl pitch? No, well here you have it regardless. Akhorne is the angriest; most violent rodent who has ever set foot on the pitch, and that is saying something considering he's competing with Skaven and Rat Ogres in that category. So how do you actually use him? His stats are garbage out side of dodging and running, and he can't even pick up the ball. The key is Dauntless, as when it fires it forces Akhorne's ST to match the target, so if no assists are valid it will be a 1 die block. Thus with a little planning you can reliably 2 die targets all you want, and frenzy ensures a second hit if the first is just a push. Dauntless still has to be rolled each hit, and at ST 1, that make it a 3+ on average for Dauntless to work. And with the Blind Rage ability it should work more often then not. You can also take advantage of Frenzy and Dauntless in another way, as it can make one turn touch downs more likely to work due to easily chain pushing the line. Claw also makes even the most heavily armored player as frail as a wood elf, so Akhorne excels in matches vs Orcs.

Vs Dwarfs not so much due to his weaknesses, and they are plenty. First off Akhorne is basically a fast violent snotling, and all hits against him will be most likely be 2 or 3 die blocks. Also with only Dodge to protect him, should he go down, he is likely to be stunned or worse. This is why Dwarf matchups are not good for Akhorne, their large amount of tackle means squirrel stew is on the menu. Also Dauntless is a random skill, if you roll low you are looking at a 2 die uphill block at best, and with out block you have 1 in 3 chance per die of a turnover. At least he is cheap and is worth playing around with if you don't want a beer keg but can't afford a bribe or reroll.

Star Player- Grak And Crumbleberry


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Cost: 250k

Grak- MV 5 ST 5 AG 4+ PA 4+ AV 10+

Skills: Loner 4+, Mighty Blow, Kick Team-mate, Thick Skull, Bonehead

Crumbleberry MV 5 ST 2 AG 3+ PA 6+ AV7+

Skills: Loner 4+, Dodge, Stunty, Right Stuff, Sure Hands

Role: Fling punting on demand

Special Ability: Two for One- If one player in this duo is removed from play the other's Loner skill becomes +2 instead of 4+. This is permanent and stays even if his partner wakes up and returns to play.

Note: You must hire both players as a set. This takes up two player slots on the roster and count as both of your Star Player slots

Grak and Crumbleberry are what brought the Kick Team-mate skill to Blood Bowl '16 and in my opinion only got updated for BB 2020 because they actually have a model. (All be it a fairly limited release with an even more limited availability outside of the UK... Grumble) So why hire them? Well it is a big guy for anyone to hire and offers the glories of flying flings. What makes kicking a player different from throwing one is that it doesn't count as a pass action so you may still attempt to throw a player (or the ball) after doing so. Also worth noting is that any player with the Right Stuff skill may be kicked, not just Crumbleberry. This allows for some deep recoveries after particularly long throw ins or to get the ball out of range of the opposing team after a sack near your endzone. Kicking does have the risk of just out right braining the Right Stuff player if the roll is a 1, but with Two for One Grak will just become more reliable then a rosterd Ogre. Crumbleberry also works really well on teams with low AG like Khemri, and can make a solid ball handler.

The weaknesses of Grak and Crumbleberry is you are not getting that much for the cost. They fill a niche role and it is hard to justify taking them when a wizard and/or a different Star may be better suited for the opposition you are currently facing

Now on the the Badlands Brawl stars proper

Star Player- Varag Ghoul-Chewer


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Cost: 280k

MA 6 ST 5 AG 3+ PA 5+ AV 10+

Skills: Loner 4+, Block, Jump Up, Thick Skull, Mighty Blow

Role: Super Blitzer

Special Ability: Crushing Blow- Once per game when Varag smacks down an opponent, he may apply an additional +1 to the Armor roll. This may stack with Mighty Blow if desired.

Varag is sometimes called the Orc Griff Oberwald, but if you look at his skills and stats more closely you will see Varag is more of a mini Morg! Varag can do everything but passing adequately, but much like the Orc Blitzer he is built off of, Varag is more about getting into the the thickest fighting and smashing heads. Jump Up even allows for him to get a revenge block should he be knocked down on a 2+ or no movement penalty when standing up on a move or blitz action. As long as you don't let your own blood lust blind you, Varag should prove to be an excellent addition to any team that can afford his rather high wages.

Star Player- The Black Gobbo


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Cost: 225k

MA 6 ST 2 AG 3+ PA 3+ AV 9+

Skills: Loner 3+, Dodge, Stunty, Disturbing Presence, Side Step, Sneaky Git, Stab, Bombardier

Role: Ref Blind Spot

Special Ability: Sneakiest of the Lot- As long as the Black Gobbo is in play you may have a second Foul action every turn, so long as one of these Fouls is done by The Black Gobbo himself.

Since the White Dwarf got a rules update, it is only “fair” that his longtime archnemesis (and the second model packed in) get one too. The Black Gobbo is all about illegally removing players, be it with boot, blade or bomb! In fact he is the only bombardier player without the Secret Weapon trait so he can potentially stick around the entire game, regardless of the number or drives! Stab works wonders on low AV Blodgers and couples well with side step. And Sneaky Git ensures that the ref is all but blind to our ebony antihero.

Remember Bombers have gotten a huge buff in Blood Bowl 3. Thrown bombs now have mighty blow, hit players on the ground, and will not cause turnovers: EVEN IF THEY HIT YOUR OWN PLAYERS as long as none of them had the ball! The only down side is that the bomb's Mighty Blow applies to your dudes if they are caught in the explosion but that is a small price to pay for just how good they've become.

The down sides of the Black Gobbo are his relatively high costs for a leveled goblin. And being so foul oriented; it is inevitable that even as blinded and blackmailed as the Refs are by him, either the Black Gobbo or several of your other players will be ejected over the course of the game, potentially without causing any real damage in return. Thus The Black Gobbo is best hired with a few bribes being paid to ensure you don't foul yourself off the pitch. Naturally he works extremely well with chainsaws and other dirty players. On that note...

Star Player- Nobbla Blackwart


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Cost 120k

MA 6 ST 2 AG 3+ PA – AV 8+

Skills: Loner 4+, Dodge, Block, Chainsaw, Stunty, Secret Weapon

Role: The Annoying Chainsaw

Special Ability: Kick em While They're Down!- Once per game, Nobbla may use his chainsaw action against a prone or stunned player adjacent to him. This is not a Foul Action and thus he can not be sent off for it!

Nobbla is the other major Chainsaw Star Player of Blood Bowl and is considered by many to be superior to Helmut. This opinion is based on the fact Nobbla has both Block and Dodge to not only be more mobile then his human counterpart but also is even more annoying to knock over, even with his low ST ensuring that 2 die blocks against him are common. Nobbla's mobility is a huge asset when using him to foul or blitz with. You can also use your blitz action to allow him to use his Special Ability against distant targets too, as it is just him using his standard Chainsaw action and all conditions apply.

Nobbla's weaknesses are that on top of the normal Secret Weapon quirks limiting his time on the pitch, he is still a goblin and is deathly allergic to Tackle players. Also should he go down from a block or kick back, he is more frail then a Snotling by having an effective AV of 5+!

Star Player- Bomber Dribblesnot


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Cost: 50k

MV 6 ST 2 AG 3+ PA 3+ AV 8+

Skills: Loner 4+, Dodge, Stunty, Accurate, Bombardier, Secret Weapon

Role: Precision Bomber

Special Ability: Kaboom!- Once per game, if an opposition player catches a thrown bomb, it may explode immediately, rather then be thrown by the catching player like normal

While Cindy Piewhistle may be a carpet bomber, Bomber Dribblesnot is a precision terrorist; using the interference weakness that come with being a stunty and embracing it! With a little thought over the bombs intended flight path, you can really force the opposing coach be between a rock and a hard place as they have to judge who to sacrifice to Nuffle IF you actually intend on using Bomber's Special Ability in the first place. They may even just choose to let the bomb fly unmolested to its intended target then risk a valuable player going up in a cloud of smoke.

The down side of Bomber is other then the standard weaknesses of Secret Weapons, Bombs and Stunty, it is his skill is once per game and once used he his not much better then a rostered Goblin Bombardier. But he his dirt cheap so may still be worth taking just for the threat of bomb going off in the heart of the other team's formation.

Star Player- Fungus The Loon


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Cost: 80k

MV 4 ST 7 AG 3+ PA – AV 8+

Skills: Loner 4+ Ball and Chain, No Hands, Stunty, Secret Weapon, Mighty Blow

Role: “Guided” Battering Ram

Special Ability: Whirling Dervish- Once per ACTIVATION, Fungus may reroll the direction d6 when moving.

Fungus the Loon allows for his hiring coach to more or less own the line of scrimmage. Ball and Chain players can only make move actions but they move randomly in a general direction, and anyone they run into will be considered to be blocked by the Ball and Chain player, (often for 3 dice,) or making an armor roll while being pushed away. These are done for every square the player moves into, so in theory, Fungus can have up to 6 blocks or unassisted fouls (with no chance of ejection) per turn! Mighty Blow just ensures that whoever he hits is hit as hard as possible, and is half they reason you are hiring him. The other half is Fungus Special Ability which while still random, allows a little more precision. Ball and Chain also prevents the need to roll dodges so Fungus using his ability can potentially take out an entire cage by himself!

The downsides of Fungus are the downsides of Ball and Chain, if you “block” down your own players it is a turn over, low MV and random movement ensures he will find himself out of position often, should he move on to the ball it will be an automatic turn over due to No Hands, and should he go down for any reason; it is an automatic knock out at best. That last one often encourages the other team to gang up and risk 2 die up hill blocks to try and hope for the knock down, or even a both down in order to remove him. If they have Stab or Puke, that makes Fungus even more at risk as they can attack him with little or no chance of it backfiring, but Fungus has only a 1 in 3 chance of even hitting them per point of movement. Again Fungus has Secret Weapon and will most likely only be around for a single drive.

Star Player- Scrappa Sorehead


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Cost 130k

MV 7 ST 2 AG 3+ PA 5+ AV 8+

Skills: Loner 4+, Dodge, Stunty, Right Stuff, Pogo Stick, Sprint, Sure Feet, Dirty Player

Role: Ultimate Goblin Runner

Special Ability: Yoink- Once per game, if Scrappa can interfere with a pass he may choose to roll a d6, and on a 2+ he not only successfully interferes with the pass but intercepts it as well!

Scrappa Sorehead is another iconic Blood Bowl Star Player, and on the pitch he is one of the most effective runners in the game. This comes down to his ability to move 10 squares a turn reliably due to Sprint and Sure Feet, Pogo Stick ensures he can just jump over anything he can't stunty dodge through, and he can also be thrown or kicked, which is something Goblin Pogoers can't do normally; which allows him to extend his already large movement zone. And if the ball is safe and you don't really need him anymore, there is Dirty Player to try and recoup Scrappa's hiring costs with your opponent's blood! All of this make Scrappa a great ball handler when you know you are in a match were you need to score quickly and often. Scrappa's Special Ability, while it will be rarely deployed due to passing being nurfed overall, a 2+ interception can be a HUGE game changer when remembered and deployed. I can guarantee you many of your opponents will forget that ability even exists, so punish them for their carelessness when you can. And if they do remember it, that may shut down their passing game entirely, and means more blocking for your team.

Scrappa's weakness is he is still a Goblin and as such he is weak, and squishy. Again keep him away from anything with tackle if at all possible or he is going to be napping in your dugout soon. At least he is cheap.

Star Player- Ripper Bolgrot


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Cost: 250k

MV 4 ST 6 AG 5+ PA 4+ AV 10+

Skills: Loner 4+, Mighty Blow, Grab, Throw Team-mate, Regenerate

Role: A Reliable Troll

Special Ability: Thinking Man's Troll- Once per HALF reroll ONE die that was rolled as part of anything that isn't an Armor or Injury roll!

Ripper is back, and is still the same Star Player veteran Blood Bowl coaches have come to know and love. Ripper is just a +ST Troll with grab, but NO negative traits. This means that any who hire him get the full power and regenerative qualities of the troll, but no longer have to effectively hold a player back to be a babysitter and Ripper will always do what he is told. . This alone tends to allow a team to project more power then it would seem at first, due to always having a heavy hitter on stand by. Ripper also will throw Goblins without you having to worry about him eating them, so Thrown Team-mate Touchdowns become effectively easier as well! The only thing a rostered troll can do that Ripper can not is puke, but his Special Ability makes up for it, by making Ripper even more reliable. Ripper still shares two key weaknesses with standard Trolls however, and that is low MV and horrible AG. For this reason Ripper should either be in the middle of the biggest fights or holding back a little and acting as a very angry wall.

Starting Rosters

Orcs have long been one of the most popular teams in Blood Bowl and there are many different rosters one can choose. As I said before it can be tricky to know what to take and what to leave, but I will list the most common starting rosters I have seen. Some builds may have some extra cash left over. This money may be saved or spent on Fans to start earning money a little faster. Never buy more then 2 fans at the start however as your odds of losing fans should you lose goes up as your fame does.

Krumpin Time

4 Blitzers (320)

4 Big Uns (360)

1 Goblin (40)

2 Linemen (100)

3 Reroll (180)

Total TV 1000

This build gets you a solid line of Big Uns with linemen in support, while your Blitzers harass and work the ball. A solid and versatile build that is only a few games away from an apothecary. A common variant of this trades a Big Un for a thrower and upgrading the Goblin to a Lineman.

Nasty Gits

4 Blitzers (320)

4 Black Orks (360)

Troll (115)

2 Goblins (80)

2 Reroll (120)

Total TV 995

One of the few no linemen builds in the game, this will allow you to throw and foul with goblins while still having the full power of your Big Uns and Blitzers. The low amount of rerolls will mean some care is needed to reduce the risk of bad dice.

We'z Gobbos

4 Blitzer (320)

4 Goblin (160)

1 Thrower (65)

Troll (115)

3 Linemen (150)

3 Reroll (180)

Total TV 990

This is as fast as you can make an Orc team but you are sacrificing a lot of hitting power by dropping your Big Uns. You do have bench to make ejections or injuries less of a problem. Not a bad build but I can't say I'd recommend it to new players.

WAAAGH!!

4 Blitzers (320)

3 Big Uns (270)

Troll (115)

3 Linemen (150)

2 Reroll (120)

Total 975

This is as bashy as you can make an Orc team out the gate. You could replace a Blitzer with a Big Un here, if you wanted to, but I think having 4 Block is more useful then having a forth ST 4 players The low amount of rerolls and low speed coupled with the unreliably of the troll makes this a hard build to recommend, but it is quite workable.

Da Boyz

14 Linemen

5 Reroll

Total TV 1000

No skills. No special tricks. Just raw numbers and a solid number of rerolls. A good roster for those that want a challenge and don't have the balls to play stunties, or those want to help a friend learn the game without handicapping yourself too hard.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2936482489					

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