
★ Orc ★
QTY | Position | Cost | MA | ST | AG | PA | AV | Skills & Traits | Pri | Sec |
---|---|---|---|---|---|---|---|---|---|---|
![]() | Orc Linemen | 50k | 5 | 3 | 3+ | 4+ | 10+ | Animosity (Orc Linemen) | G | AS |
![]() | Orc Thrower | 65k | 5 | 3 | 3+ | 3+ | 9+ | Animosity (all team-mates), Pass, Sure Hands | GP | AS |
![]() | Orc Blitzer | 80k | 6 | 3 | 3+ | 4+ | 10+ | Animosity (all team-mates), Block | GS | AP |
![]() | Orc Big Un | 90k | 5 | 4 | 4+ | – | 10+ | Animosity (Big Uns) | GS | A |
![]() | Goblin | 40k | 6 | 2 | 3+ | 4+ | 8+ | Dodge, Right Stuff, Stunty | A | GS |
![]() | Untrained Troll | 115k | 4 | 5 | 5+ | 5+ | 10+ | Always Hungry, Loner (4+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team Mate | S | AGP |
![]() | ReRolls | 60k | Apothecary: Yes | |||||||
Special Rules | Badlands Brawl |
Create your team roster
Orc Name Generator


Orc Team Strengths:
- Strong
- High armour
- Fairly cheap
Orc Team Weaknesses:
- Animosity
- Average speed
- Weak as passing
Orc Star Players
- Akhorne the Squirrel
- The Black Gobbo
- Bomber Dribblesnot
- Fungus the Loon
- Grak & Crumbleberry
- Helmutt Wolf
- Morg ‘n’ Thorg
- Varag Ghoul–Chewer
Basic Set-Ups
Offence

B = Big Un
Z = Blitzer
T = Thrower
L = Lineman
Defence

B = Big Un
Z = Blitzer
T = Thrower
L = Lineman
Starting Roster Orc Team
Max Strenght
QTY | Players / Extras | Cost |
---|---|---|
2 | Lineman | 100k |
1 | Thrower | 65k |
3 | Blitzers | 240k |
4 | Big Un Blockers | 360k |
1 | Untrained Troll | 115k |
2 | Rerolls | 120k |
Total | 1000k |
The price increases of the Big Un Blockers mean that you have to sacrifice one of the starting Blitzers if you want to create the team with all the strongest players. The Blitzers are your best players so it’s disappointing not to start with one of them. However, the Big Uns and the Troll can be very slow to develop, so it benefits you to have them early on.
You only have two team dice rolls and you start with one less player with Blockade. That could lead to running out of your dice rolls, or having more turns than before when you had that extra Blitzer. The purchase sequence would probably be Apothecary, then the Blitzer, then save up for an extra dice roll. Since the Launcher will often be used to carry the ball, it’s more important that you get Blocking, so I wouldn’t count on getting Leader.
3 Rerolls
Cantidad | Jugador / Extras | Coste |
---|---|---|
3 | Lineman | 150k |
1 | Thrower | 65k |
3 | Blitzers | 240k |
4 | Big Un Blockers | 360k |
3 | Rerolls | 180k |
Total | 995k |
Once again, the increased price of Big Uns requires a sacrifice to start with reloads. You will have to give up a Big Un or a Blitzer to free up enough funds. As explained above, the slow development of Big Uns makes me prefer to start with them. It is much easier to get star player points on a Blitzer.
3 Rerolls & 1 Goblin
QTY | Players / Extras | Cost |
---|---|---|
2 | Lineman | 100k |
4 | Blitzers | 320k |
4 | Big Un Blockers | 360k |
1 | Goblin | 40k |
3 | Rerolls | 180k |
Total | 1000k |
It is possible to put in all the Blitzers and Big Uns, along with three rerolls. To make the budget stretch a little further you have to forgo starting with a Caster and do what no real orc would do and pick up a Goblin.
A Goblin is not a terrible substitute for a Thrower, they can move a little faster and come with Dodge. If they are sitting safely behind the rest of your team, their low strength shouldn’t matter. They also don’t have Animosity to deal with in case you want to pass it off to a teammate to score last. They don’t have Safe Hands, but you can always try to pick them up again next turn if you’re likely to get a safe spread. Also, you have three recovery rolls, so using one at the beginning isn’t so bad compared to teams that only have two.
Apothecary Orc
QTY | Players / Extras | Cost |
---|---|---|
3 | Lineman | 150k |
4 | Blitzers | 320k |
4 | Big Un Blockers | 360k |
2 | Rerolls | 120k |
1 | Apothecary | 50k |
Total | 1000k |
To start with all the Blitzers and Big Uns you will have to start with two rerolls. After filling up with linemen to get to the eleven players needed, you have exactly enough left to get an Apothecary. It could also be another Lineman, but the Apothecary could save one of the more expensive players.
A variation of this would be to leave out the Apothecary at the beginning, spend 15k to upgrade a Lineman to a Caster. Then you would have 35k left over to save for the Apothecary or to get some Dedicated Fans. Since orc teams have very high armor, they are less likely to suffer playing the first game without an Apothecary.
Throwing Teammate
QTY | Players / Extras | Cost |
---|---|---|
4 | Blitzers | 320k |
4 | Big Un Blockers | 360k |
2 | Goblin | 80k |
1 | Untrained Troll | 115k |
2 | Rerolls | 120k |
Total | 995k |
This roster is a bit out of place as you have no Linemen or Pitchers and you are weakening the team a bit by having two Goblins. You have all your most expensive players on the team to hide behind and Dodge helps protect them as well, especially against other starting teams before Tackle becomes more common.
In addition to getting all the expensive players, you now also have the option of Teammate Tackle scoring. If starting with two Goblins is too much for you, you can trade one of them and a Blitzer to get two Linemen instead.
Orc Team Development
Lineman
Orc linemen are reliable, cheap, and tough. Considering you’ll likely field 4 Big ‘Uns and 4 Blitzers, you won’t be using too many linemen, but they already do their job well out of the box. If you level one up, the best skill is, of course, Block. Alternatively, you can give them utility skills like Kick to slow down the opponent or Dirty Player for fouling duties, especially if you don’t have a Goblin for that role.
For a secondary skill, Guard is undoubtedly the best option.
Thrower
As usual, throwers are the only players on the team with access to passing skills as primary. You should first consider giving them Leader for the extra team reroll. However, if you want to use your thrower as the ball carrier, Block is a priority. From there, Dodge as a secondary and an increase in Agility or Movement are excellent upgrades for this role.
Blitzer
Orc Blitzers are the core of your team. As their name suggests, they will handle most of your blitzes, but they’re also great scorers thanks to their Movement 6 and starting Block skill.
For an offensive build, Mighty Blow is ideal to increase their damage output. Tackle is useful if you expect to face teams with lots of Dodge, and it pairs well with Strip Ball to specialize one blitzer in hunting down opposing ball carriers. Frenzy is another option, especially for controlling the sidelines. Guard is also great, though it may be a higher priority on other positions.
If you want to build a blitzer as a ball carrier, Sure Hands is key (if you don’t already have a thrower). After that, Dodge as a secondary and Movement or Agility boosts are excellent choices.
Big ‘Un Blockers
Your Big ‘Uns are here to hit and control space. Focus on giving them Block and Guard. You can prioritize Guard first if, for example, your troll doesn’t have it yet or you prefer to play without one. Other strong options are Mighty Blow and Stand Firm.
Goblin
You won’t always take a Goblin, but if you do, it’s often for fouling. In that case, the skill choices are clear: Sneaky Git as a primary, and Dirty Player as a secondary.
Goblins can also be useful ball carriers thanks to their movement and starting Dodge, although it’s more common for a blitzer or thrower to carry the ball. If you plan to throw the Goblin, Catch is always handy. You can also roll for a random skill and cut them if they don’t get something useful.
Troll
Trolls are Big Guys more suited to controlling zones than purely causing casualties (though they can still do damage). Their best skills are Guard and Stand Firm. Grab is also useful for opening gaps or positioning enemies for a foul.
If you can afford a secondary, Block greatly improves reliability.
Summary:
Position | Primary Skills | Secondary Skills | Attribute Upgrades |
---|---|---|---|
Lineman | Block, Kick, Dirty Player | ||
Thrower | Block | Dodge | Agility, Movement |
Blitzer | Mighty Blow, Tackle, Guard, Strip Ball, Frenzy | Dodge | Movement, Agility |
Big ‘Un | Block, Guard, Mighty Blow, Stand Firm | ||
Goblin | Sneaky Git, Catch | Dirty Player | |
Troll | Guard, Stand Firm, Grab | Block |
GW Team Box Contents
The Orc starter box contains 12 miniatures:
- x6 Line Orcs
- x2 Orc Blitzers
- x2 Orc Throwers
- x2 Big Un Blockers
- x2 double-sided Blood Bowl coins
- x2 turn and replay markers
- x4 balls
- Team Decals
- Bases
Orcs have been playing Blood Bowl since it was discovered, and orc teams like the GougedEye and Severed Heads are among the best in the league. Orc teams are tough and hit hard, pounding the opponent’s line to create holes for their excellent Blitzers to exploit.
Blood Bowl Orc Team Summary
Orcs are one of the toughest teams in the game. Most of their players have high armor and having some strong players makes it difficult to take them off the field. Their access to cheap goblins and relatively low player overhead costs combine well to mean that an orc team will rarely start a game with less than the maximum eleven players.
They come with a good range of starting skills, although they have no dedicated catcher. Their main strength lies in their ability to hit the other team and run the ball rather than use passing plays. Their high armor comes in handy for this strategy and they can start four players who come with blocking alongside their four strength players. They also have the ability to use the teammate combination of a troll and goblin to score on a turn if needed.
Overall, the orc team is fairly complete and the fact that the players tend to stay on the field means they are a good choice for a starting team. Their speed is fairly average, but hopefully the numerical superiority of the opposition will make up for it. Also, running the ball usually requires fewer dice rolls with the ball, so turnovers are easier to avoid.
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