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Ogre skill advance - LRB 5
Posted: Fri Feb 02, 2007 12:28 am
by Omalley69
so there, my team is starting to do well, with a load of upcomming skillz, basicly looking for input on what to choose...
the team:
Meaty Ogres
Ogre Guard 12 ssp (grab)
Ogre 4 ssp (grab or break tackle)
Ogre 5 ssp (grab or break tackle)
Ogre 5 ssp (grab or break tackle)
Ogre Block 11 ssp (multiple block)
Snot 3 ssp (diving tackle)
Snot 5 ssp (diving Tackle)
Snot 5 ssp (diving tackle)
4 Journeymen (snotters)
2 rerolls
5 fanfactor
Apothecary
130 k in treasury
using the snotters to pick up the ball and handing it to an ogre, assist, more assist and fauling...going for diving tackle on all snotters, no clue on doubbles...help!?!
giving ogres block on doubles, and grab or break tackle, still alittle in doubt about the break tackle, the grab is cool to feed the other ogres with victims, and saving the blitz for something else...so grab is actually my first choice, i thought about a break tackle + juggernaught blitzer though...
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Posted: Fri Feb 02, 2007 7:49 am
by Tante Kaethe
Hi Omalley,
it's good to see someone brave enough to play Ogres in a league setting

(I quit playing them in my TT league since LRB5 is out

).
For the Ogres I think that you really need at least two Break Tacklers! It's a great skill, esp. since your Ogres don't have loner and can reroll the occasional "1" if they try to dodge. And Juggernaught is a great second skill for them! I'd also go for at least one more Guard-Ogre as doing 3-dice-Blocks is still key: you do more damage but more importantly you greatly reduce the chances for a turnover. Multiple Block on your Block-Ogre is a good pick.
For the Snotlings go diving tackle - make the most use of them as long the're still alive, it won't be long

. For doubles I'd recommend "Dirty Player" but you can also consider Sure Hands (helping you on those pick-ups). On Goblins Block was also a very good doubles pick but with ST1 I think you can't get enough use out of it.
Good luck with your team
Tante Käthe
Posted: Fri Feb 02, 2007 11:07 am
by Omalley69
OGRES ROCK! they give a great challange all the time, but dahm they´r just awesome...no matter what kind of linemen you have, they´r in for some bashing!
sure hands on the snotter doubbles, right on!
i use all my (2) rerolls for "ball pick up" or the "snotter to ogre hand off", so if a 1 turn up, its just bad luck, cant realy afford to use the rerolls on them...
im not quite sure about the break tackle, i tend to just cage the ball dude with a mass of snotters and let the ogres run along if they arnt in "combat", and then use the blitz to break through the defence...its a slow moving, but evil cage, if you get near the ogres following it, your in for some more bashing, and with the snotters so close, its possible to get alot of 3 dice blocks...
the reason why i think grab whould do good, is the ability the "sucker the enemy in", no matter who you are, your not going to last long with 3+ ogres around you, doing blocks...
"kind of what you chould call a "bully cage", the ogres push the enemy forth and back, untill they drop, while the other ogres feed more enemys to the "bully cage", meanwhile you hide the ball on one of the ogres in the middle...the snotters can then dodge in and out, doing fouling and make tackle zone all over...
Posted: Fri Feb 02, 2007 2:34 pm
by Tim
Snotling double: how about dauntless? Evilevilevil cage breaker. He won't live long but which snot actually does?
Posted: Fri Feb 02, 2007 2:41 pm
by Omalley69
hmm that might be a pretty ahrd case since hees str 1...
and i need the sure hands, im covered great on the bashing with 5 to 6 ogres
ball handling is may major weakness = sure hands will be the bomb
Posted: Fri Feb 02, 2007 3:00 pm
by Tante Kaethe
Omalley69 wrote:OGRES ROCK!
Not anymore, I think that under the new rules they rather SUCK
I know that it was intended to make them really bad - and it worked

.
The main problem is the side-effect of "titchy" that the Snotlings' tacklezones are ignored when dodging into them. It's almost impossible to protect your ballcarrier, esp. since statistically you will have one boneheaded Ogre each turn, so that almost anyone can dodge easily into your "cage" and blitz the ballcarrier. Even if an Ogre has the ball, Dauntless is now a normal pick, give it to one of your Bltzers (or Block linemen) and that Ogre will go down (not to mention Strip Ball and Wrestle).
Furthermore, you run out of Snots very fast so that latest in the 2nd half the Ogres are on their own and get also beaten up. So in league play you will soon be stuck with 4-5 Ogres and lots of "Journey-Snots" and even the ogres won't last as long as before with the Claw/MB(/PO)-combo and the new apothecaries around.
But enough of my whining

, maybe it's just that I'm still a bit p;ssed-off with my nicely painted Ogre team with Goblins that is sitting in the box...
Sorry for my rant
Tante Käthe
Posted: Fri Feb 02, 2007 4:10 pm
by kano
I try and think of it that the Ogre team got weaker, and the snotling team got a lot stronger

I think the LRB4 ogre team needed to be taken down a peg. With the LRB5 ogre team, dont undervalue the new Strong Arm. You cant really cage run with them too well anymore, so pretty much TTM is a lot more viable option for the Ogre team. I would have seen the goblins stay on the ogre team in some capacity, kind of like the orc team, 0-4 goblins or even 0-2 goblins. But the big picture is that the Ogre team is meant to be more of a novelty anyways. You get some good skill rolls in LRB4 with the Ogre team, and they can be next to unstoppable. And I dont think that was ever the intention of the Ogre team.
I think DP is the best skill on a doubles. Fouling even though its nerfed quite a bit also, is still a good way for stunties to be useful on defense. Whats the worst that could happen, your DP doubles snotling fouls a guy and gets ejected. At least he is safe in the dugout, where the SH snot will be forced out onto the field and will have a huge bullseye on his little forehead......
Posted: Sat Feb 03, 2007 6:07 am
by Omalley69
hmm i basicly roll 3 bone head for 4 ogres in one match... so its not that bad
...the snot dodge zones are still nice...they cost 20k for crying out loud, IF you have the money you chould have so many of them and foul all the time and reduce his team to 6 people...bashing them all the peaches!
i like ogres, very much indeed
the mb, block, claws combo is mean no matter who you are, so no whining there...!
Posted: Tue Feb 06, 2007 1:14 pm
by Omalley69
JUST PLAYED MY FIRST WIN WITH OGRES! WUHU!
3-0 against skaven...i bashed him good...
one td for one of the 5 ssp snot,
the last 2 of the td went to the "sure hands" (former journeyman) snot, that i brought,
a journeyman took the mvp, but i didnt wanted him, saving up for a reroll...
no ogre level up, but a "double skill" and a "normal skill" for 2 of the snots...
so for an update:
the team:
Meaty Ogres
Ogre Guard 14 ssp (grab)
Ogre Block 15 ssp (multiple block)
Ogre 5 ssp (grab/juggernaught/break tackle)
Ogre 5 ssp (grab/juggernaught/break tackle)
Ogre 4 ssp (grab/juggernaught/break tackle)
Ogre 0 ssp (grab/juggernaught/break tackle)
Snot diving tackle 8 ssp (what next?)
Snot sure hands 6 ssp (what next?)
Snot 5 ssp (diving tackle)
Snot 3 ssp (diving tackle)
3 Journeymen (snotters)
2 rerolls
6 fanfactor
Apothecary
30 k in treasury
Posted: Tue Feb 06, 2007 2:00 pm
by Tante Kaethe
Congratulations for your first win

!
If your two Snots live long enough for a second skill

I'd give Sure Feet (Doubles: Block to keep him alive) to the Sure Hands-Snot and Catch or Sure Feet for the DT-Snot (Doubles: Block or even Tackle). Sure Feet makes them a bit faster (MA5 is slow...) and Catch helps you with TTM.
Cheers
Tante Käthe
Posted: Wed Feb 07, 2007 12:06 pm
by Omalley69
thx...
good diear with the sure feet...i never use go for it, since i cant aford the rerolls for the 1´s...
hmm i havnt used TTM yet, tried some times, but failed to pick the snot up...
so i dont think ill ever take strong arm or any thing like that...
maybe i should use it more often, it whould suit my "ogre thrower"-model, when i get it (games workshop, ogre team)...
and then let him try to throw all the journeymen...constantly, whould bring ekstra humor to the game imo...
i chould use the "niggeling injured" ogre as a thrower... it whould keep him out of the block/blitz action, making less chance of him dying due to the niggeling...(kompared to the rest)...
ive just made a new topic about TTM and skills...
Posted: Wed Feb 07, 2007 1:42 pm
by Cramy
Omalley69 wrote:
hmm i havnt used TTM yet, tried some times, but failed to pick the snot up...
You failed to pick-up the snot? My understanding is that there are no dice rolls involved to pick-up a player for the TTM play.
Posted: Wed Feb 07, 2007 2:12 pm
by zephard
Cramy wrote:Omalley69 wrote:
hmm i havnt used TTM yet, tried some times, but failed to pick the snot up...
You failed to pick-up the snot? My understanding is that there are no dice rolls involved to pick-up a player for the TTM play.
Well in his case, he does have to pass the Bonehead roll first.
Posted: Wed Feb 07, 2007 2:53 pm
by Omalley69
when you throw a snot you roll a ag roll with -1, and if you fail he fails to pick the snot up...
and with ag 2 its what 5+ to throw him...
Posted: Wed Feb 07, 2007 3:08 pm
by Father911
Omalley69 wrote:
the team:
Meaty Ogres
Ogre Guard 14 ssp (grab)
Ogre Block 15 ssp (multiple block)
Ogre 5 ssp (grab/juggernaught/break tackle)
Ogre 5 ssp (grab/juggernaught/break tackle)
Ogre 4 ssp (grab/juggernaught/break tackle)
Ogre 0 ssp (grab/juggernaught/break tackle)
Snot diving tackle 8 ssp (what next?)
Snot sure hands 6 ssp (what next?)
Snot 5 ssp (diving tackle)
Snot 3 ssp (diving tackle)
3 Journeymen (snotters)
2 rerolls
6 fanfactor
Apothecary
30 k in treasury
This team doesn't add up. You have 6 Ogres and 4 permanent snotlings. That's 10 players, you would get 1 Journeyman not 3. Journeymen only fill the roster to 11 players.