Green is Dah Best!

 

Green, Mean and Fungal

The Orc Identity is a pretty approachable one. That is to say, Football Hooligans.

Okay, a little more context. Orcs are supposed to be bigger and tougher than humans. They are physically larger, with heavy, defined muscles and big teeth. They are also too stupid to know better than to get back up after a hit. Of course, this all comes at a cost. Big muscles are bulky and slow! And the average Orc isn't clever enough in the right ways to do fancy things with a ball.

If Humans are on the running side of a generalist team, then Orcs are on the bashy side of generalist. At the end of the day they can handle the ball better than most bashing teams! But it's not where they excel and they can't expect to keep it up against teams that are actually built for it.

The other thing with Orcs is that they are actually pretty cost effective. Orcs care more about the experience of murdering a team on the pitch than they do about being paid! But the flip side of that affordability is that they lack access to the tools that make true kill teams what they are. Orcs are somewhere near the middle of the Kill/Control split, but definitely hedge a little control-ward.

 

The Roster

No.  Name MV ST AG AV Skills N(D) Cost
0-16 Line Orc 5 3 3 9   G(APS) 50K
0-4 Blitzer 6 3 3 9 Block GS(AP) 80K
0-4 Black Orc Blocker 4 4 2 9   GS(AP) 80K
0-2 Orc Runner 6 3 3 8 Sure Hands, Nerves of Steel GP(AS) 70K
0-1 Troll 4 5 1 9 Loner, Really Stupid, Always Hungry, Throw Teammate, Regeneration, Mighty Blow S(GAP) 110K
0-4 Goblin 6 2 3 7 Stunty, Right Stuff, Dodge A(GPS) 40K

Once again, the Orc team we see here is largely the same as the CRP6 equivalent. We have slow but durable Line Orcs, slightly less slow but equally durable Blitzers and the mighty Black Orcs for extra muscle forming the core of the team. Troll and Goblin alternative options are still available as well. By the way, did you know that the Goblin serves the role of a Catcher on this team? It totally does!

Which, really, goes a long way to explaining the Orc team's approach to ball handling.

The one big change here is that we've replaced the Thrower with a Runner. This Runner still has Sure Hands, but has an extra point of movement compared to the Thrower. It's also been given Nerves of Steel instead of Pass because it's more thematically appropriate for the player. This is a ball handler who's not afraid to get caught up in a brawl!

 

What About Rerolls?

To peel back the veil here for a moment, this was almost a discussion about stadium enhancements. But I looked over my drafts and realized that this VERY IMPORTANT mechanic was missing in the discussion, so out goes stadiums and in comes rerolls.

So, I've been ignoring these in the rosters so far. Surely there's a good, important reason for that, right?

Well, sort of.

Rerolls, and more specifically reroll pricing is one of the most easily tweaked balance nobs in the game, and also predictably one totally ignored in CRP6.

In theory, Reroll prices represent how well a team plays together and how efficient their trust and teamwork is. This is a convenient lie. I do not believe for a moment that Skaven or Dark Elves have the same level of trust and teamwork between them as Pro Elves or Dwarves. Goblins sure as heck don't coordinate with one another well, yet they have 50K rerolls as well. And are you really telling me that the warriors of Papa Nurgle, or undead zombies and wights animated only by the necrotic magic of their masters can't get along? 

No. That's nonsense. We're throwing away that pre-text.

Instead, we're tying reroll cost directly to win rate. Teams with a better success rate have get more expensive rerolls. There. Done. Simple, right?

Well...not as simple as it sounds. The truth of the matter is that this is a value that can and will need to change over time as metas shift and coaches become more experimental and experienced. I don't think that's a big ask, really, but it is something to keep in mind. For playtesting purposes we can steal the NAF tier list to use as a starting point, then adjust from there as necessary.

That Tier list will also probably need splitting up into 4 tiers from 3. Stunties are a thing of their own and I think it would be a little misplaced to give 50K rerolls exclusively to them. On the flip side: eat 70K rerolls Wood Elves and Skaven!

 

What's Next?

We covered Orcs and briefly discussed Rerolls. Next time we'll look at something a little more contentious, but until then why don't you comment about your favourite stadiums and/or new stadium ideas? Since, you know, we didn't actually have any content about them.

Until next time!

 

- Kaosubaloo

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Comments

This a really great series! Very impressive in scope! - WaitHoldMyBeer

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