Showing posts with label Orx and Goblins. Show all posts
Showing posts with label Orx and Goblins. Show all posts

Tuesday, November 24, 2015

SIDELINE REPORT: Greenmoon Smackers vs Wu-ling Wanderers

This game was played with a specifc purpose in mind. I wanted to try out the new Jack rules that are in the Star Realms League Play Pack. So, I asked my opponent to choose a Jack-heavy team, as did I. I went with the Marauders and my opponent went with the Koris.
Orx Guard - Red, Goblin Jack - Orange, Koris Guard - Dark Blue, Koris Jack - Light Blue


I pulled the Home team for the Marauders. I decided to go with a highly aggressive setup on the center line. I wanted to get the Orx on the other side and see if I could wreck some ugly Koris face. I did put one goblin in the front line too, you know, for the ball. I also decided that with the portal movement the Koris can manage, I wanted to guard the 3-4 point Strikezone - two goblins and an Orx.



My opponent went with a similar setup in the 3-4 Point Strikezone. He chose to use two Jacks to Guard the extra point hexes in the 1-2 point zones too. And finally, he went with a Guard in the center, no doubt to try and attack the poor Marauders on his turn.

The first few Rushes saw the Orx and Goblins dominate. By the end of the third Rush, 5 Koris were off the Pitch and I had scored a 4 point Strike with a Goblin! My dice were above average for sure, and my opponent's dice were... awful.

The game began to balance out after that. The Wanderers came back on the Pitch slowly, but with the use of the portals and some luck, they did manage to score a 2 point Strike. My opponent did a good job of placing the portals and utilizing them. 

The Goblins began having butter fingers and flubbed some easy rolls. The Orx continued to beat down the other side, but more knocked down models than sent off the Pitch as the game moved along.

The final score was in the Marauder's favor, but just.


Thoughts on the game:
  • Orx are still big boys! They crush like it was Season One all the time!
  • Koris Movement 4 HAS TO be mitigated by the portals.
  • The Koris Striker is a huge target, and is taken off the pitch easily - use him for the big score and then pray he doesn't die.
  • Goblins Dash well... unless they don't.
  • The Koris Guards are better than I originally imagined.
  • Slamming to get the ball is usually better than trying to Steal.

Thoughts on the new Jack rules:
  • The new Jack rules will matter the most for teams with Jacks that have decent Strength. I think that the Teratons, Brokkrs (and I guess by extension the Forge Fathers), and the Crystallans will gain the most from these new rules. Being able to Slam with a 3+ Strength from 2-3 hexes away is a fantastic boon to these teams.
  • The all-Jack teams for instance, can only be improved by the rules of course. I am not sure it will make them more competitive though. Time and playing them will tell, but my gut says that it will not vastly improve them.
  • Void Siren Jacks! Um, a Running Interference Slam from 3 hexes away is crazy, crazy good!
  • Z'zor Jacks... makes the Z'zor Striker useless now.
  • The Sorak Jack will be improved by this change (like the Rebs needed another boost!).
  • Martian Jack guns?!?! Does it work on their guns?



Thursday, July 9, 2015

PAINTING: Challenging Myself to Paint!

I made a promise to myself when I received my Kickstarter shipment earlier this year. I promised that before the next Wave arrived, I would have my Season 4 teams painted. Now, this promise was made easier by the fact that one of my friends had paid for the Brokkr team and one of my friends had paid for the Sphyr team. But that still left me with three teams to get painted before the next shipment, and for me, that is a big deal. I felt determined it should happen.

Team One Martians

The first team I completed was the Martians! They were a lot of fun to paint, even though it took me a long time to do it. I went with a pretty traditional scheme for their colors. When I play them, I say, "Ack ack!" every time I shoot someone. 


Team Two Rebs

The second team I finished up was the Rebs! I went with a blue on blue scheme for them. It went well with most of the other color choices that I was thrilled! My wife particularly liked the Sorak Jack painted in turquoise. I actually was pushed to finish these guys because I "oathed" to do it on the MANTIC MADNESS Facebook group - I was an Oath Keeper! 


Team Three Hobgoblins

The third and final team I completed, and thereby fulfilled my promise to myself, was the Hobgoblins. I started them a long time ago, and finally completed them right after I finished up the Rebs. My idea was to do a Dark Brown on top of a Light Brown for a team, then do the inverse for another team of Hobgoblins (which would give them close enough colors to use in a league). The original team turned out pretty good, but the secondary team did not. The Light Brown on top of Dark Brown just doesn't work. Oh well, at least one team is painted! I did vary some from the original scheme thanks to a comment from RavensaursRex, and I like the result.


ALSO, I finished another team in the time period!

Team Four Orx and Goblins


AND, I repainted a team too!

Team Five Asterians

  

So, when I receive my Season 5 and Season 6 Kickstarter teams soon, I challenge myself to paint at least three of the teams before the end of the year!

Thursday, July 2, 2015

COACH'S CORNER: These are a few of my favorite things... Player Edition

My Greenskins on the Pitch!
Season 1
Orx Guard
This my favorite model in the original line of models. They might be my favorite models in the whole range. I actually like painting them too! And their stats are excellent! Even in the games I have used them in against Season 4 teams, they still wreck face! 


Ever player wants to punch you in the face.
Season 2
Void Siren Jack
A number of Jacks have abilities, varied and plentiful abilities. But no one has Run Interference as an ability on the model in starting play. The Void Siren Jacks allow you to defend your territory like no one else. They also force the opposing coach to make hard decisions when coming down the pitch. These Jacks alter the game in ways that most other models don't even approach.



That's her in the top right corner... and all the other girly girls with their legs up in the air.

Season 3
Asterian Striker
Ah, the Asterian Striker... Just a force of nature on the pitch. Fantastic Speed and Movement allow you just go wherever you please. They are one of the most reliable models for the purposes of scoring. I don't really care for the actual models though, I think that is their only real shortcoming, aside from, well, you know, being a space elf. 


I am the proud papa of this cute guy.

Season 4
Martian Jack

If you have read this blog for any amount of time, you probably know I love me some Martians! And it is the Martian Jacks that make the team so fun. Sure, you are going to have a few tossed out of the game for shooting someone in the back, but hey, who cares! Also, I love the models (the whole Martian team actually), and I took a lot of time and effort painting them. ACK ACK!

Tuesday, June 30, 2015

TACTICS: Surge Forward Offense vs Jacked Up Defense (Orx and Goblins vs Orx and Goblins)

I thought it would be an interesting exercise to set up a mental game of Orx and Goblins vs Orx and Goblins. I don't think I have ever played this exact match-up, but I thought that as far as mirror matches go, it's probably pretty common.

I first set up the Home team as if I had the knowledge I was OG and playing OG. Then I set up the Visiting team in response. These are not necessarily the best setups in the world, but just how I would have done it if the board and teams were dropped in front of me and I were jumping into a game in real life (and I made the setups in "real time").

I have added a line from the center of the players (circles) to indicate front facing. Not sure if it works, but I think it conveys the idea--and I don't have any actual art programs on my computer, so this was done with a simple online tool. I also dropped in a few pics, Adam at The Strike Zone recommended this to me. Expect more, and better, pics in the future!

Surge Forward Offense (Home)
Red - GuardsOrange - Jacks


There were two factors that went into this setup. 
One, I wanted to be able to get the ball quickly. I positioned my three Jacks in such a way that they are able to easily grab the ball not matter where it ends up. Hopefully, the plan would be one of the outside Jacks to move into place to score, face and end their movement facing the general direction of the ball. Then have the center Jack grab the ball and toss it to that waiting Jack. This should give me an opportunity to score something. And in an OG vs OG game, I foresee every point (and attempt) counting.
Secondly, I wanted those heavy-hitting Guards as close to the opposing team as possible. Even with my Jacks taking 4 actions in the turn, the Guard should have at least one good attempt at Slamming someone. They are both in the rough center to maximize pitch coverage.
I do have a final Guard in the backfield to cover the 4 point lane. In hindsight, against a Jack-only-scoring team, I probably should have placed him somewhere closer forward to protect a 1 or 2 point zone, but I hate leaving the 4 point lane wide open.

Alternate front line setup.
I think a nice alternative to this might be to go more Guard-forward with 3 Guards on the front line and a Jack defending the rear (see pic above). The downsize to that is a little less coverage for when the ball is launched, and a bit less flexibility in scoring attempts. It really depends on your play style.

Jacked Up Defense (Visitor)
Dark Blue - GuardsLight Blue - Jacks

Looking at the other team's setup, I began placing my players on this side with what the other side of the board looked like, keeping in mind that the team was a Jack-centered team (for some reason, responding to the other side and remembering they are Jack scorers seemed more natural... not sure why).
I set up defensively on the extra point lanes, putting a Guard in each of the
1/2 lanes and a Jack in the 3/4 point lane. Then I set a Jack on the outside of both 1/2 lane Guards. I did this to Threaten the hex directly in front of the Guard (and the other hex in the Strike Zone of course), and to give him that single extra hex of movement should he have to Sprint to grab a newly launched ball--might help, might not. Finally, I set a Guard on the 4 point hex, both to give a little extra defense there and to be in a great position to respond to any scoring attempts by the other team (in other words to punish the Jack that scored, or attempted to score). He is facing forward as not to expose his back to the other team. I have heard some people face him backwards to Threaten the 3 point hexes, but this seems like just handing over a key piece without a fight. I never think it is a good idea to turn your back on your opponent (well, maybe a Sphyr... but that is a different discussion).
Backfield defended!
I think this setup would funnel my opponent into at best going for 1 point. I might alter some of the setup on a second go around--maybe shift the center Guard to one side, or re-position the Jacks on the outside. Not sure, but I set this up quickly as if responding in real life.

Wednesday, May 27, 2015

PAINTING: Orx and Goblins team

In my Hobgoblins painting post, I mentioned that I was doing my Orx and Goblins in the more traditional shades of red. Well, here they are. I used a few different reds on them and tried to vary the players some for a tiny bit of flavor. I am happy with the results and hopefully they will be great for beginning players to see and play with in demo games!




Tuesday, March 3, 2015

TEAM: Greenmoon Smackers (Orx and Goblins Team)















Greenmoon Smackers (Orx and Goblins Team)
Reviewed during early Season 4 for DBO only


Strengths: 
Orx - Big strong greenskin savages smashing head on the pitch, that is what the Greenmoon Smackers are all about! The three massive guards are the heart and soul of this team. Their Strength makes them a force that you cannot ignore on the pitch.

Goblins - As far as jacks go, Goblin jacks are pretty good. They have excellent Speed and Skill rivaling that of a human. Now, I know that they would be better if they were Strikers, but as jacks they still perform better than one might expect. I would recommend going for the one and three point shots with 2 dice rather than the two or four point shots with 1 - unless you have to be spectacular to win the game with that two or four point shot.


Weaknesses:
Lack of Strikers - Now, I know I just went on about how I think that the goblins are pretty good. Having said that, they are not Strikers. You are not getting that extra boost to Catching, Throwing, Stealing, and so on... that can really hurt.


MVP Recommendations:

"Slippery Joe" - This guy is just what the Smackers need. He is a fabulous Striker. Great Speed for Dodging, Stealing, and Evading. A Safe Pair of Hands is a great trait for that unexpected Catch. Jump is a wonderful underrated ability that Joe can really take advantage of. And of course, Roll too! If you can contract him, do it.






Buzzcut - Go for OVERKILL! Taking out everyone on the pitch is viable tactic with the Orx and Goblins and Buzzcut makes it all the more efficient. I say have on Goblin grab and hold the ball, and then send Buzzcut and three Orx after anyone left on the pitch!









Overall: 
The Greenmoon Smackers are somewhat overshadowed by some of the other power teams taking the feild today, but they are not out of the running entirely. You need a good strategy and a few lucky rolls, but the Orx and Goblins are still pretty good. I enjoy playing them and still put them on the pitch a good bit.


Grade:
C +