Chaos and Ogre tactics
- TuernRedvenom
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- TuernRedvenom
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Also true, but it's still preferable to just about every other option out there.Snew wrote:It's true but running that guy backwards to get the ball is awful costly on a MV5 guy.

IMO Ogres are the worst team in LRB 5 and one of the few things they have as an advantage over gobs and flings is that they have some chance to get a ball carrier (Ogre with Sure Hands) which your opponent will have to work hard for to get that ball loose from him.
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Technical team construction question here: What's the maximum number of Snots to paint up for a team? Is there ever a need for more than 10? Plus a Pump Wagon of course
Thanks,
Maureen

Thanks,
Maureen
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pump wagon in bloodbowl!?!Mo wrote:Technical team construction question here: What's the maximum number of Snots to paint up for a team? Is there ever a need for more than 10? Plus a Pump Wagon of course![]()
Thanks,
Maureen
get 10/11, so you can have 6 ogres and 10 snots, they foul so great, and the dodge around on 2+ reroll suits that so perfectly...
Snew wrote:
It's true but running that guy backwards to get the ball is awful costly on a MV5 guy.
Also true, but it's still preferable to just about every other option out there.
IMO Ogres are the worst team in LRB 5 and one of the few things they have as an advantage over gobs and flings is that they have some chance to get a ball carrier (Ogre with Sure Hands) which your opponent will have to work hard for to get that ball loose from him.
i dont share that point of view with you, and remember that ogre is one of the advanced teams, they arnt meant for noobs...
6 models with S 5 makes you hit with 2 dices pretty much all the time, and having the best dodgers in the game as a bonus...far from worst
a snot can easily make a hanoff to an ogre, and up the field it goes, pretty simple...and snots makes exelent cages, you dont care if they die, and on the other hand, they can dodge out of everthing
and the fun you can get from throwing a snot into a cage, hitting the enemy (with a large chance of the snot dying on you) and then blitze his (please dont swear) off! ...you know that is FUN! (add the thrower ogre moddel in and its worth it all..!
...as long as you dont play against dwarfs, dahm that noob team!
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- GalakStarscraper
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See I agree with Snew's original point ... just the way I play Ogres ... I'd rather have them all be on the front line helping make sure my backfield doesn't have anyone in it other than my players. So if you don't want an unreliable Ogre doing ball retrieval ... Catch works well.
I don't commit much resources to my back field ... so personally the way I play Ogres ... I'd rather have a Snotling picking up the ball or getting a TZ on it (since he has Side Step) than an Ogre failing a bone-head roll and thus leaving the ball unguarded (depending on the number of resources in the backfield).
Yes 2+ / 4+ with re-roll and Strip Ball protection is better odds than 3+ / 4+ and no Strip Ball protection ... but for the way I play I'd rather have Ogres up front and Snotlings in the back. The number of times I've had a Snotling take a ball on a 4+ in one TZ and then perform 3 to 4 dodge rolls to walk right past the defender to either get protection from the Ogres or hand-off to one is numerous. Just the way I play. Beauty of the game ... there is no real right answer to strategy.
Galak
I don't commit much resources to my back field ... so personally the way I play Ogres ... I'd rather have a Snotling picking up the ball or getting a TZ on it (since he has Side Step) than an Ogre failing a bone-head roll and thus leaving the ball unguarded (depending on the number of resources in the backfield).
Yes 2+ / 4+ with re-roll and Strip Ball protection is better odds than 3+ / 4+ and no Strip Ball protection ... but for the way I play I'd rather have Ogres up front and Snotlings in the back. The number of times I've had a Snotling take a ball on a 4+ in one TZ and then perform 3 to 4 dodge rolls to walk right past the defender to either get protection from the Ogres or hand-off to one is numerous. Just the way I play. Beauty of the game ... there is no real right answer to strategy.
Galak
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So if you have only snots in your backfield, who protects the ball against fast teams like WE with kick. The ball gets placed deep, and the woodelf dodges through (Leap, or one BH orgre is enough). How do you defend against this?GalakStarscraper wrote:See I agree with Snew's original point ... just the way I play Ogres ... I'd rather have them all be on the front line helping make sure my backfield doesn't have anyone in it other than my players. So if you don't want an unreliable Ogre doing ball retrieval ... Catch works well.
I don't commit much resources to my back field ... so personally the way I play Ogres ... I'd rather have a Snotling picking up the ball or getting a TZ on it (since he has Side Step) than an Ogre failing a bone-head roll and thus leaving the ball unguarded (depending on the number of resources in the backfield).
Yes 2+ / 4+ with re-roll and Strip Ball protection is better odds than 3+ / 4+ and no Strip Ball protection ... but for the way I play I'd rather have Ogres up front and Snotlings in the back. The number of times I've had a Snotling take a ball on a 4+ in one TZ and then perform 3 to 4 dodge rolls to walk right past the defender to either get protection from the Ogres or hand-off to one is numerous. Just the way I play. Beauty of the game ... there is no real right answer to strategy.
Galak
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- m0nty_au
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Hmm, let's see, how do you defend against the best piece in the whole of Blood Bowl when you're coaching the worst team? A lot of luck, my friend, and just a little chutzpah. And don't expect too much.
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- TuernRedvenom
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If you have an Ogre with Sure Hands your chances are a whole lot better though.m0nty_au wrote:Hmm, let's see, how do you defend against the best piece in the whole of Blood Bowl when you're coaching the worst team? A lot of luck, my friend, and just a little chutzpah. And don't expect too much.
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- TuernRedvenom
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That's almost impossible since he has kick and your snots only move 5. Besides, you'll never know where the ball is going to bounce to, although with SideStep you can guide it a bit.Solarhaphaeriom wrote:Maybe just make sure there are enough snots around the ball that he needs a 6 to pick it up, not to mention dodging, and knock out his players (not wardancer with blodge) until you outnumber him by 5, then make up for TD he got while doing that. Won't work every time though.
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I try to get my snots protected by ogres at the end of my first turn, especially against WE or fast teams. If I have to go for a hand-off from one snot to another to make this happen, thant it's still worth it.
I actually gave kick off return when I hit doubles on a snot (a skill that I've never used before), but it's usefull.
Snots make terrible cages. They don't do a -1 when you dodge in their TZ. So basically, to ram the ball carrier inside a snot cage, you have to make 1 dodge roll...
I actually gave kick off return when I hit doubles on a snot (a skill that I've never used before), but it's usefull.
Omalley69 wrote:
a snot can easily make a hanoff to an ogre, and up the field it goes, pretty simple...and snots makes exelent cages, you dont care if they die, and on the other hand, they can dodge out of everthing
Snots make terrible cages. They don't do a -1 when you dodge in their TZ. So basically, to ram the ball carrier inside a snot cage, you have to make 1 dodge roll...
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