Chaos and Ogre tactics

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Omalley69
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Chaos and Ogre tactics

Post by Omalley69 »

i just wanted to hear how you play ur chaos and ogre teams...

teams being

4 chaos warriors (linemen/bashers)
7 beastmen (blitzers/ball getters)
caging up the field, no ball throwing at all
3 rerolls
(fresh team)

5 ogres (bashers/linemen/blitzers) (one with normal skill roll)
6 snotlings (ball getters)
trying to handoff to ogres if possible, or just caging the snotlings, making TD´s with them...
2 rerolls + AP
50k save up for next ogre (2 matches played)


i should pick guard on the ogre right?
do you throw the ball to get completions? throw it at all?
how about throw teammate?
and do you gang up enemy big guys or awoid them? rat ogre fx?

my league being:
Norse
Dark Elves (crazy pro player)
Chaos
Ogres
Wood Elves
Skaven
Dwarves
Necromantics
Skaven
Human (not played yet/dont think he will)
Chaos Dwarves
Dwarves

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Omalley69
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Post by Omalley69 »

no body at all?

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Post by Geoff Watson »

You've got the ball handlers wrong on both teams.

Have an Ogre or Chaos Warrior carry the ball. Sure they're slighlty slower, but they're a lot harder to knock down.

I'd take Break Tackle for first skill on some of your Ogres; means they can dodge away if they've got the ball or to blitz the opponents ball carrier.

Completions: Chaos can do it for SPP, escpecially if you get a Extra Arms player; I wouldn't bother with an Ogre team unless the player was one point away from a skill and there was no chance of scoring.

Throw-Team Mate: Only if it's the only possibility to score. The chance of it working is quite low.

Geoff.

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Omalley69
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Post by Omalley69 »

hmm i just thought bone head and pick up ball on 4+ was a bit of a risk, and the ogre will be needed on the line most times?

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Post by OgreStan »

The only good thing about giving a ball to an ogre is that they are harder to knock down compared to a St1 snotling.

As for speed with both ogres and snotlings moving at only 5 squares a turn i would rather risk a flying snotling going splat or scoring a TD then waiting 4-6 turns waiting for them to walk to the endzone.

plus putting guard on an ogre is a waste of time because who is he gonna help out?.......not a snotling for sure! +1 St to a snotling makes them a Gobbo which is still weak compared to a average players St.

Im with Geoff on this one, as a big Ogre team player "break tackle" is an invaluable skill. But once they have learned that then try "guard".

Hope i have been some help

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Omalley69
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Post by Omalley69 »

hmm but guard and multiple block is nice to...

my ogre team after 4 games is:

Ogre, Guard
Ogre, Block
Ogre, 2 SSP
Ogre, 5 SSP, nigling + miss next match
Ogre, 5SSP

Snot, 5 SSP
Snot, 3 SSP
Snot
-rest of teh snots are dead, adding journeymen from now on

going for guard to awoid getting to swarmed, and able to get a multiple block guard combo going, break tackle will be nice to dodge out of swarmed situations...

are you giving everyboddy break tackle first?
what anout snotling normal skill? leap?

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Omalley69
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Post by Omalley69 »

my ogres tend to operate in goups of 2 when able, or fight slose to each other to avoid getting swarmed by line men, so guard can be usefull, but i allso see the potential in break tackle, since my ogres go down when swarmed by 4+ linemen with block...

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Post by Vaporizer »

what anout snotling normal skill? leap?
why give snots the chance to leap on 4+ when they can dodge anywhere on 2+ with a reroll...
Diving tackle, catch, sprint, sure feet, sneaky git? dirty player on doubles? (or possibly guard...what with their ability to get absolutely anywhere)

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Post by Omalley69 »

Vaporizer wrote:
what anout snotling normal skill? leap?
why give snots the chance to leap on 4+ when they can dodge anywhere on 2+ with a reroll...
Diving tackle, catch, sprint, sure feet, sneaky git? dirty player on doubles? (or possibly guard...what with their ability to get absolutely anywhere)
you mean 3+ with reroll, its ag 3...

hmm snotlings catch very bad (stunty - titcy), and doubles will be block...to avoid getting hurt...

ohhh yes diving catch and sneaky gits

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Post by fen »

Snotlings get +1 to dodging from Titchy in addition to ignoring tackle zones (from Stunty) so they dodge everywhere on a 2+ (unless modified by Diving Tackle or Prehensile Tail)

Only non-double skills worth it on snots are Catch, Diving Tackle, Sprint and Sure Feet. With a smattering of Sneaky Git, but really you want to roll doubles for Dirty Player rather than use Sneaky Git for fouling. As snotlings gang foul better than most and Sneaky Git isn't so useful if your plan is to gang foul.

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Post by GalakStarscraper »

fen wrote:Snotlings get +1 to dodging from Titchy in addition to ignoring tackle zones (from Stunty) so they dodge everywhere on a 2+ (unless modified by Diving Tackle or Prehensile Tail)
And as opponents of Ogre teams can testify ... you should not underestimate what 2+ dodge rolls with a re-roll backer mean for the ability of your team to go just about anywhere.

I frequently dodge Snotlings through 4+ tackle zones on multiple rolls to redeploy the team since they are all 2+ rolls anyway.

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Post by Omalley69 »

dude, 2+ reroll dodge is mean, ive used 3+ all teh time...nice

but they throw so bad (-1), is it worth taking catch?

diving tackle maybe, but how often do you dodge away from a snot rather than just stand and smash the snot into jelly?

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Post by Maverick »

catch is there for that friendly little fellow who stands next to your strongarm ogre ready to be thrown it gives him a reroll on the handoff catch meaning you can then reroll landing roll or throw roll (if fumbled) with team reroll


oh and ag3 ogre with strongarm loves TTM

:D

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Post by Cramy »

Maverick wrote:catch is there for that friendly little fellow who stands next to your strongarm ogre ready to be thrown it gives him a reroll on the handoff catch meaning you can then reroll landing roll or throw roll (if fumbled) with team reroll


oh and ag3 ogre with strongarm loves TTM

:D
Yes, catch is for catching the handoff next to the Ogre for the TTM play. Very useful for any team doing TTM. You want to keep the team reroll for the landing.
Omalley69 wrote:dude, 2+ reroll dodge is mean, ive used 3+ all teh time...nice

but they throw so bad (-1), is it worth taking catch?

diving tackle maybe, but how often do you dodge away from a snot rather than just stand and smash the snot into jelly?
As for the Diving Tackle, it can be very useful, especially in combination with Side Step. And you want a couple of these guys if possible. If you get hit and you go splat, not much you can do about that. But if you don't go splat, then you can Side Step and put yourself in a TZ of the opponent's ball carrier or other player that needs to go somewhere else.

I find it odd that nobody suggested Side Step for a skill. I have no experience with Ogres. But with Goblins and Halflings, Side Step is always one of the first skill that I give to them. Why not Snotlings?

And you mentioned that you will use Journeymen instead of buying more Snotlings? I wouldn't do that if I were you. Well, unless you have to obviously. The Journeymen have Loner, which means reroll problems. And if you still want to use Journeymen, make sure that you keep enough cash to hire them at the end of the game if they get SPPs. Especially if they get the MVP. You don't want Journeymen getting the SPPs and then releasing them.

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Post by GalakStarscraper »

Cramy wrote:I find it odd that nobody suggested Side Step for a skill. I have no experience with Ogres. But with Goblins and Halflings, Side Step is always one of the first skill that I give to them. Why not Snotlings?
Because all Snotlings start with the skill Side Step.

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