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Skill choice for an all ogre team

Posted: Sun Apr 04, 2004 3:16 pm
by Mad Banker
First of all... Hi everyone as it is my first post here!
On to the subject now :D
Having been the quite succesful coach of Chaos, Dark Elf and Norse teams for the past years, I wanted to try something a bit different and being fallen in love with the new BB ogre minis my choice was made.
As I hate goblins and as I like challenge I decided it would be an all ogre team... The New Ogreland All Blacks :wink:

Speaking of the skills, I plan to make progress at least 4 Ogres as Blitzers :

1. Block
2. Sure hands
3. Break Tackle
4. Pass Block
5. Tackle
6. Strip Ball
7. Whatever...

Doubles: Pro, Dodge, Stand Firm, Surefeet, Sprint...

The Rest will progress as Blockers :

1. Block
2. Guard
3. Tackle
4. Dirty Player
5. Pass Block
6 & 7.Whatever...

Doubles: Stand Firm, Pro, Diving Tackle

The odd one that gets an AG increase will be getting passing skills in case of doubles...


What do you think?

Posted: Sun Apr 04, 2004 3:39 pm
by sean newboy
Welcome.
Dont forget to get at least 1 player leader and another player kick. Not to mention that after a few blockers have guard, 1 or 2 players should get multiblock.

Posted: Sun Apr 04, 2004 3:49 pm
by Mirascael
I think I might be tempted to start all ogres with Block, Guard and Tackle (but one kicker of course), Pro on a doubles. I would try to specialise those who roll a movement, strength or agility increase. I doubt that bashy skills like Dirty Player belong on an ogre, they'll cause havoc anyhow, therefore I'd concentrate on classical good allround skills. Perhaps DP on a niggling ogre or so, but I'd rather take DP on double of a niggling goblin.

First double sould get a leader, and at least one ogre will want Pass on a double sooner or later.

Diving Tackle on an ogre doesn't seem wise to me. That's a goblin skill you don't need doubles for. Sidestepping DT-gobbos...

Posted: Sun Apr 04, 2004 4:19 pm
by Mad Banker
Mirascael wrote: I think I might be tempted to start all ogres with Block, Guard and Tackle (but one kicker of course), Pro on a doubles. I would try to specialise those who roll a movement, strength or agility increase.
Interesting idea... but you really need at least one of them with sure hands pretty soon so you don't waste re-rolls on ball picking attempts.
Mirascael wrote: I doubt that bashy skills like Dirty Player belong on an ogre, they'll cause havoc anyhow, therefore I'd concentrate on classical good allround skills.
I know... but I'm pretty sure most of my opponents will do their best to dodge all their players out of my way so I get only my one blitz to injure them... So in this case Dirty player can help me increase my casualty rate by turn.
Mirascael wrote: Diving Tackle on an ogre doesn't seem wise to me. That's a goblin skill you don't need doubles for. Sidestepping DT-gobbos...
Yes... but as I said, I'm going for the ALL OGRE team :D

Posted: Mon Apr 05, 2004 3:13 pm
by Skummy
I'd go for one or two ogres with Break Tackle/Tackle first. That way they can't be tied down, and have the potential to casue some serious havoc in the opponent's backfield. ST 5 isn't easy to take down even without block, and the break tackle 5 ST makes people really nervous when you can use a reroll on the dodge. Just having players with that capability will make your opponent play differently.

Posted: Mon Apr 05, 2004 3:19 pm
by bubb
I agree with Skummy here. At least a couple of the Ogres should have break tackle

Posted: Mon Apr 05, 2004 4:20 pm
by Cooper
Mirascael wrote:First double sould get a leader, and at least one ogre will want Pass on a double sooner or later
Pass? hmmm, since he isn't go to throw gobbos i wouldn't go that way really...
W

Posted: Mon Apr 05, 2004 4:50 pm
by Mad Banker
Skummy wrote:I'd go for one or two ogres with Break Tackle/Tackle first. That way they can't be tied down, and have the potential to casue some serious havoc in the opponent's backfield. ST 5 isn't easy to take down even without block, and the break tackle 5 ST makes people really nervous when you can use a reroll on the dodge. Just having players with that capability will make your opponent play differently.
Great idea!

Posted: Mon Apr 05, 2004 5:19 pm
by leblanc13
What is your starting team roster going to look like?

The best I could come up with is:

8 Ogres (960k)
0 rerolls (0k)
4 FF (40k)

This team would be really hard to play right off the start. You would have less players on the field than your opposition and with no rerolls you would be hard pressed to even pick up the ball. Goblins are weak, but you should start with a few until you can afford to pick up the rest of your ogres. It would also give you the opportunity to get rerolls from the start.

I suggest a different option sticking with your no goblin restriction:

6 Ogres (720k)
3 Rerolls (210k)
7 Fanfactor (70k)

This would allow you more flexibility with team rerolls, a high fan factor to get that all important money you will need to start the team and, and no goblins which is what you want to begin with.

The one thing that is glaring back at me here is the lack of players. You will be hurting until you can get enough ogres to prevent your players from being double and triple teamed all of the time.

Regardless of hating goblins, I would still field a couple to tie up opponents so you can't be ganged up on. Also, with goblins you can attempt 1 turn scoring by throwing them downfield with the ball.

I hope you have success with your new team!

Good luck!

Posted: Mon Apr 05, 2004 5:46 pm
by Xtreme
You can't start with an all ogre team, unless you house rule the mandatory 11 players rule. With the cost of ogres you would have to start with gobbos.

Posted: Mon Apr 05, 2004 5:53 pm
by Gus
same as above. moreover, if you house rule to be able to start with 8 ogres, you don't care about RR since they can't use them.

but anyway, 11 players should be mandatory imho.

Posted: Mon Apr 05, 2004 9:04 pm
by Mad Banker
I forgot to say something quite important... :oops:
We are starting a new league with 150 TR teams instead of 100 as a house rule.
That helps to get 11 ogres from the start :wink:

So my starting lineup will probably look like this:

11 ogres
2 re-rolls
4 fan factor

Posted: Mon Apr 05, 2004 10:46 pm
by Skummy
:o If you're starting with 1,500,000,000 to start, then you're going to really want to go with a different roster. I'd suggest the following:

8 Ogres (960,000)
4 Goblins (120,000)
4 Rerolls (280,000)
9 Fan Factor (90,000)
1 Apothecary (50,000)

Getting rerolls and a high fan factor are the most important things. Aside from that, you've got a 9 Fan Factor and 8 Ogres to beat the hell out of everyone else with. The Apoth should keep your big guys healthy, and best of all, you don't need to buy anything else except more Ogres.

Posted: Tue Apr 06, 2004 1:33 am
by Xtreme
Mad Banker wrote:I forgot to say something quite important... :oops:
We are starting a new league with 150 TR teams instead of 100 as a house rule.
That helps to get 11 ogres from the start :wink:

So my starting lineup will probably look like this:

11 ogres
2 re-rolls
4 fan factor
I understand the desire to have an ogre only team, that is the ogre team I loved and wanted to coach. I think I would have to bite the bullet and take 1 reroll to get more fanfactor. With an apothecary early and their high armour you should be able to buy some rerolls after you get a 12th ogre.

Posted: Tue Apr 06, 2004 5:32 am
by Mad Banker
I guess I underestimated the importance of an high FF early on... and with a few early "sure hands", I can limit the risk of having only one re-roll.