Some thoughts on Ogres
Posted: Thu Oct 08, 2009 12:47 pm
I’ve played 5 LRB6 league matches with ogres in a low-powered league and am finding it tough going. The other teams in the league are Human, Chaos, Underworld, Goblin, Vampire.
Initial thoughts – ogres are a team of extremes, of great strengths and great weaknesses but where the cons heavily outweigh the pros.
Strengths
*Supreme muscle and damage potential (up to 6 x St5/Mighty Blow is the single greatest advantage. Less mobile teams can easily get caught up taking lots of 2 and 3 dice MB hits)
*Great mobility of snotlings over a short distance
Weaknesses
*Snotlings are ridiculously, even hilariously, easy to hurt (this seems to be the most frequent game-loser)
*Snotlings are titchy so can’t tackle, which makes protecting the ball difficult
*The team overall is very slow – it’s very difficult to make a quick break away without a risky TTM, and so easy to be given the runaround on defence by most teams
My overwhelming feeling is that if you don’t win the numbers race, you’re screwed i.e. if you can’t hurt the opposition quicker than they can hurt your AV5 Snots then it’s going to be hard work.
All it takes is a few St3 players with block and the snots become very vulnerable indeed. Block plus tackle or MB is even worse.
On the plus side, I have found Ogres to be very effective when the ball goes loose. Snotlings cannot be pushed into the ball for a speculative scatter because of sidestep, and ogres are generally very tough to shift.
Skills-wise, you almost wonder whether snotlings have all the skills they need anyway (sidestep, dodge) and aren’t worth doubling their TV just for sure feet or sneaky git or diving tackle. I’ve had two snotlings with DT, who both died without using it once. For Ogres I’ve found guard handy as a starting skill to help create more three dice blocks and maximise the bullying. Break tackle seems the next best option – increases mobility and opens up the option of dodging into tackle zones to hit the ball carrier, especially if present en masse. If I ever get a double, block would seem the most obvious choice for the ogres.
So to maximise the effectiveness of Ogres it looks to me as though the basic tactics are pretty simple:
*Get in their face with the big men by putting as many of the opposition in TZs as possible (especially the dangerous block/tackle/MB players)
*Keep the Snots out of trouble and TZ. Should I be trying to hide my snotlings to prevent them from being blitzed?
Also:
*I’ve generally been trying to run the ball with Ogres as it seems too easy to dodge in and knock down the Snots.
*Widespread fouling seems pretty foolish as Ogres are too valuable and snotlings need to be preserved.
Ogre coaches, am I along the right lines here? Is there anything I’m doing wrong, or should be doing that I’m not?
Initial thoughts – ogres are a team of extremes, of great strengths and great weaknesses but where the cons heavily outweigh the pros.
Strengths
*Supreme muscle and damage potential (up to 6 x St5/Mighty Blow is the single greatest advantage. Less mobile teams can easily get caught up taking lots of 2 and 3 dice MB hits)
*Great mobility of snotlings over a short distance
Weaknesses
*Snotlings are ridiculously, even hilariously, easy to hurt (this seems to be the most frequent game-loser)
*Snotlings are titchy so can’t tackle, which makes protecting the ball difficult
*The team overall is very slow – it’s very difficult to make a quick break away without a risky TTM, and so easy to be given the runaround on defence by most teams
My overwhelming feeling is that if you don’t win the numbers race, you’re screwed i.e. if you can’t hurt the opposition quicker than they can hurt your AV5 Snots then it’s going to be hard work.
All it takes is a few St3 players with block and the snots become very vulnerable indeed. Block plus tackle or MB is even worse.
On the plus side, I have found Ogres to be very effective when the ball goes loose. Snotlings cannot be pushed into the ball for a speculative scatter because of sidestep, and ogres are generally very tough to shift.
Skills-wise, you almost wonder whether snotlings have all the skills they need anyway (sidestep, dodge) and aren’t worth doubling their TV just for sure feet or sneaky git or diving tackle. I’ve had two snotlings with DT, who both died without using it once. For Ogres I’ve found guard handy as a starting skill to help create more three dice blocks and maximise the bullying. Break tackle seems the next best option – increases mobility and opens up the option of dodging into tackle zones to hit the ball carrier, especially if present en masse. If I ever get a double, block would seem the most obvious choice for the ogres.
So to maximise the effectiveness of Ogres it looks to me as though the basic tactics are pretty simple:
*Get in their face with the big men by putting as many of the opposition in TZs as possible (especially the dangerous block/tackle/MB players)
*Keep the Snots out of trouble and TZ. Should I be trying to hide my snotlings to prevent them from being blitzed?
Also:
*I’ve generally been trying to run the ball with Ogres as it seems too easy to dodge in and knock down the Snots.
*Widespread fouling seems pretty foolish as Ogres are too valuable and snotlings need to be preserved.
Ogre coaches, am I along the right lines here? Is there anything I’m doing wrong, or should be doing that I’m not?