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Old 01-02-2005, 04:09 AM
Gthunk Gthunk is offline
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Post Tactics

Klomping mounted humies takes tactics and discipline...Post any orc tactics, traps, etc here.

Last edited by Deleted : 01-18-2005 at 12:47 PM.
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Old 01-02-2005, 04:14 AM
Gthunk Gthunk is offline
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Hide Trap (Melee): Can be used anywhere, get 4 or 5 orcs to hide somewhere in a box.
The idea is when humans are runnin around outside fort and not coming in, at one point we leave and set up the trap outside of the fort. Human runs into it and gets smashed.
Box:
X X
X X


Another good reason for the box is that every single person can heal each other in a mesh of bandages, if one of the members of the 4 starts getting blasted, all 3 others can throw down some heals.
Or a line:
X
X
X
X

Or even a net like formation:
X........X
...X..X...

Last edited by Laga'Kasar : 01-18-2005 at 05:39 PM.
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Old 01-02-2005, 04:17 AM
Gthunk Gthunk is offline
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Archer Trap(Archery): Get minumum of 3 archers, for instant death effect, hidden, heavy xbows prefferably. Human comes within range, all orcs attack, and if all three xbows hit, dead. Try and make a box so everyones ranges are similar.
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Old 01-02-2005, 04:20 AM
Gthunk Gthunk is offline
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Archer Trap 2(Archery, Melee): In a "duel" (Har har urks nub duel!), say one orc warrior vs a human warrior, get 2 orcs, one hidden with heavy xbow, the second one fights the warrior. When the human gets low enough health, archer jumps out for the hit.
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Old 01-02-2005, 06:29 PM
Krub'Grat
 
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the Ultimate trap. The One Trap, To Rule Them All.... haw

Ingredients:
take 2 part Grat, mix with 3-10 part human. Don't worry, the humans will never know what hit them. And what you got is a gumbo made for a mad man. A gumbo served exclusively in UO.

-Krub'Grat
AaaARrRrOOoooOOOO!
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Old 01-09-2005, 07:33 PM
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Lead humies!

Another great Orcs tactic is leading humies into the fort. If you find yourself battling one do not spam guild chat with humie and his location. Instead inform others and at the same time lure him into the fort and hopfully other Orcs will use fort tactics and clomp his skull in.
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Old 01-12-2005, 04:50 AM
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Vrugg Vrugg is offline
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Basic tactics

Hidden Archer Bola Doom:

X <---- orc with bola O <------ Human about to die
X <---- hidden orcs X <-----bait
X with heavy xbows


When he gets close the two archers attack and the other bolas him and equips bow the bait also turns around and fires, if some of the bolts miss, the bola flies, if you have a mojo, cast explosion ebolt or para


Da Krimp, for those who dont know:

X-->
XOX
X-->

if he doesnt have a TR he is dead, but even if he does, the krimp is almost impossible to escape.
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Old 01-14-2005, 07:36 AM
Sknak Sknak is offline
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advice for the average gruntee warrior

some random snippets of ideas that a gruntee should follow to minimize frustrations:

we're constantly under attack by humies. hell i say if you want pvp, screw factions, become an orc :P. these attacks range from the relatively rare concerted effort to conquer the fort by a bunch of humies to the more common 1-2 mage group not really looking for a serious fight but to cheese our weaknesses where they can

a gruntee should generally never chase a mage on horseback, especially when not backed by the support of a mojoka or bola. simply put, you will not catch the guy and you will likely be separated from your comrades and picked off. its not that they have any more skill than you, they simply have a mount and you dont. dont bother

all warriors are encouraged to try and fit archery in their templates. a single bow user isnt exactly a devastating power, but when coordinated and with a group it becomes an effective tool in crowded conditions. because its so slow i dont even recommend that, in a fort defense scenario archers stand in spots to try and snipe humies outside unless they are doing it in coordination with another orc. simply put, bows are too slow and you will not kill that mage. meanwhile you leave yourself vulnerable to the humans doing a coordinated paralyze then double exp/fs, meteor swarms, etc

something we have gotten much better at in the past few weeks: fort defense is god. that orc fort.. its almost as though it was MEANT to be sieged. the way one can shoot through walls at opportune places, the way we can trap people through the front entrance is absolutely amazing. when a group of humans come, in my view the fort is the best way to survive and mount offense at the same time. not even the typical house offers this kind of combined defense/offense (plus the general census among pvpers is that fighting in a house is cheesy!)


and finally: dont get too mad when you die and the tard that killed you dry loots you. orcs dont get attached to their possessions. ifyou die its no biggy - ringmail is mindnumbingly easy to make as are orc weapons, get some more, kill one sheep wandering around the camp for 50 bandages and suddenly your back in the game!

otherwise keep it up guys i keep on getting impressed at how well we do in many instances. maybe some of you can post additional thoughts/reminders
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Old 01-16-2005, 02:35 AM
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Kurg'Grat Kurg'Grat is offline
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and dont stop to loot one guy while there is one or more still running around inside the fort and dumping on other people! Loot him later and kill that second guy!

theres more loot that way, everyone stays alive. and u dont got a pissed off orc because he was killed while 3 people looted the clomp oomie l33ter.

cmon guys, dont be greedy.

ps. dont block the doors inside or out of the fort especially when theres an orc outside the walls with hostiles all about. how can he run to safety with u in the way?
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And on da H muun da Bluudgod blah...Led der be Howlurz!

Last edited by Kurg'Grat : 12-21-2005 at 01:40 AM.
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Old 01-16-2005, 06:14 PM
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Lug Lug is offline
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Fort Defense

Ug dere lats

In game Ive seen some frustration between veteran orcs and new ones regarding proper fort defense. These things can be very hard to explain in game, in character. So I thought a post with lots of pictures would help us all be on the same page. Maybe keep them oomies from getting in and out so easy.

Now we all know the basic concepts of fighters in the doorways and archers on the walls and mojos in the middle. And STAYING HIDDEN. And CROSSHEALING. Cant stress those two enough. But lets just talk about the fighters in the doors. There are 4 basic concepts.

1- Front door trap
2- Front door block
3- Back door trap
4- Back door block

The difference between a trap and a block is that when we are seriously outnumbered or there are dragons and mares present we might switch to a block to be more defensive and keep everything out, or while we regroup or get organized. Ideally the leader should be able to call whether he wants the doors trapped or blocked. The idea behind the trap is to let them in one at a time only for nice clean and easy kills.

Front Door Trap



Here we see the lovable Kulrok and Muzgash have volunteered to help. Thats me, Lugrat, as the northern orc. Notice we are standing in a line that does not block entrance and exit from the fort. Of course we would all be hidden. And in this case Kulrok is the trapper. As soon as the oomie steps next to Muzgash (to his east) Kulrok takes one step east to block the oomie in. As soon as this happens Lugrat, the northern orc, would also take one step east to complete the krimp. Then all clomp. Alternatively, if the oomie is skittish and wont advance beyond being next to Kulrok, Kulrok could take one step east on top of him, then one south to trap. Muzgash would step one south and Lugrat would move one east then one south to complete the krimp.

In both these cases THE MIDDLE ORC IS THE KEY. It will be up to muzgash to crossheal and keep the orc under attack alive. For this reason its good to stick the best healer in the middle. Because Kulrok at no time advances outside the curtain the oomies outside wont be able to target him and with both him and the middle healer bandaging he should be quite safe. As soon as the oomie is dead move back and reset the trap and hide. I like to leave the body unlooted as bait for the next oomie but whatever.



The key behind the trap is there remains a clear line into the fort. Call it the red line of death. This way orcs who were stranded outside can get in fast, and if a oomie is chasing them let him in too, hehe. The orcs hide on the blue line only.



Do not hide on the spots with the green circles. They are deathtraps. You can be completely blocked in by any one person, and you are not in a good spot to help out in killing.

Front Door Block

Real simple. You hide in a line blocking the door. If the lead orc gets revealed and attacked it can only be by one oomie at a time. But up to three orcs could be healing him. Keep the blocker alive. And the purpose of the line is to keep oomies from chugging red potions and barging through.

Back Door Trap



This is my personal favorite. We see our beloved warboss standing behind me to back me up, but one smart orc can do it all by himself no problem. The key is to hide on the first step up. Turn your transparency up so you can see well. As soon as a oomie comes in you take one step east to trap him in. Then depending on the situation you would either rehide or start clomping him yourself. The other key is that under no circumstance do you move!! Dont chase him in, he will double back and get out. Announce in guildchat oomie trapped in back and let the other orcs kill him. Your job is to keep him in. Sometimes archery can be nice in this spot.

Back Door Block

Very simple. You stand hidden one square east of the trap spot, effectively blocking the entrance. If you get revealed just rehide. If they start ganging up and keep revealing call for help. Only leave your blocking spot if there is another orc there ready to step up and replace you. It is completely honorable to die here knowing you gave your life keeping the orcs inside safe and giving them warning.

So I'll end on this note. Three orcs can effectively do fort defense. One blocks each door and one roams in the middle. As long as they crossheal and communicate. When we have more than three orcs it should greatly enhance our fort defense, provided each orc is aware of and helps with proper fort defense tactics.

Feel free to comment on or add to this, but dont edit my post. There is no one correct fort defense, these are my suggestions. The traps are all very conservative and center around crosshealing, no orcs dying, and no orcs getting trapped outside.

Lug
__________________
Random oomie: So then when I asked them to refund my tribute, they killed me! What the hell kind of RP is that?

GM Xavier: arent your guild a roleplaying one. And should stop to talk if a human requests a 'duel'

Ninj'uruk: Meeb am eberiting but ash targit

Fujpak: All orcs will have magery, be prepared to get 30 flamestikes cast on you at once, but this is for RP -- the bluudgud told us to do it!

Last edited by Lug : 01-19-2005 at 10:15 PM.
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