Ogre teams

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Mestari
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Post by Mestari »

Thadrin wrote:The ogres who weren't good enough for the non-Ogre teams. Their strength wasn't enough to outbalance their ineptness on the field, so they only play on Ogre teams.
The ogres all other teams have are Ogre Blockers.
This is definitely the way to go.

In our two-friends-16-teams-side-project-league I have (among others) an ogre team. 80k rerolls and able to buy up to 16 ordinary 2k01 ogres.
I currently have 7 ogres (I had eight, but the damn bugger got killed :(

The last two games were:
Ogre vs. Chaos 2-1
Ogre vs. Dark elves 1-1

The team, although I've been lucky, isnt too good, but I don't know what happens if I ever manage to field full 11 players... It's nearly impossible to replace players or buy new rerolls... We use cards and they've helped the ogres a lot. Imagine "Inspired play" in the match against Drak elves - ogre makes a three 6+ dodges, blitzes down the ball carrier, scoops up the ball and runs as far as he can get... Blitzkrieg and That Boys got a Talent have helped a lot too, but I've been lucky with the cards and the dice.

Their TR keeps real low all the time, because it's hard to replace players, they get only few SPP's, and they seem to get killed about the same rate they can replace players.
Question is whether the team would be overpowered if given the time to develop. And the question is also that given the time, would they develop?

A line-ogre would be a nice solution anyhow. I'm against giving them small guys - give them snotlings if you must, but no goblins. Little 'uns would efficiently counter the weaknesses that the ogres have.

But there is definitely a place for an ogre team =D

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Post by Trambi »

Mestari : I play a league team which begin with 7 ogres and one reroll (80k). Now and after three leagues, I have a team rating of 198 and 11 ogres on the pitch :o . Some opponents say that is too powerfull. But I don't know if it's due my team rating (almost 200 when these opponents have 130->150) or because there is 11 ogre on the pitch !

Note that we have used cards during these leagues and I have had three times "That's boy got talent" card. 8)

Thadrin : It's ok for me :)

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Post by Mestari »

Trambi wrote: Note that we have used cards during these leagues and I have had three times "That's boy got talent" card. 8)
So in other words you've received about 36 points of TR for free as those three ogres. Without them, the team would be... not too good, don't you think?
I wouldn't find it hard to believe that these teams of 16normal ogres max would be too powerful, because of the team restriction mechanics already in place, namely barriers in gate income, ff, aging etc. I could be wrong, though, but I wouldn't consider that team too good...

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Post by Trambi »

Mestari : I agree with you but people who see a 11 ogre team usually say "what a beardy team ! ". They don't know, it's hard to play and very unpredictable (having 5 players who don't play due to bone-head always ruin strategy).

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Post by ljm »

Does anybody know whether we'll get new rules for ogre teams only or for other big guys also? I have a team of 12 minotaurs sitting on my shelf who are quite useless with the present set of big guy rules. Not that they weren't useless with the previous rules also, but...

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Post by Pink Horror »

Once the ogre rules come out, you could just use those minotaurs as ogres. Or, you could use them as beastmen on a giant chaos team. You'll need some big, wicked chaos warriors to go along with them.



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Post by ljm »

Pink Horror wrote:Once the ogre rules come out, you could just use those minotaurs as ogres. Or, you could use them as beastmen on a giant chaos team. You'll need some big, wicked chaos warriors to go along with them.
I don't think that mixing other races to big guy teams is a very good idea. Not having a reliable ball-carrier is one of the major problems I had when I played with the minotaur team. Adding a couple of beastmen would really make a difference. As for using the ogre rules for minos - nahh, I want me mutations!

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Post by Mestari »

ljm wrote:
I don't think that mixing other races to big guy teams is a very good idea. Not having a reliable ball-carrier is one of the major problems I had when I played with the minotaur team. Adding a couple of beastmen would really make a difference. As for using the ogre rules for minos - nahh, I want me mutations!
ljm
About ball-carriers and mutations:

Ever seen a minotaur team which takes as it first (and maybe even second too) mutation Big Hand?

Minotaur team is the BG team that has the biggest chances for becoming overpowered, as they have such an easy way in the Big Hand mutation to get a good ballcarrier. Or should I say, ball-pick-up'er - throw in Break Tackle and voilá

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Post by Ghost of Pariah »

Pinky, by the time the BBRC gets around to Ogre teams we'll be old and gray. They seem to only care about game mechanics and the core rules. I have seen no real discussion of Big Guy teams, Secret Weapons, Weather Tables or anything else that would be fun. They may or may not have done some of these things but as far as I know they haven't discussed them with the same fire that they do when discussing streamlining or "fixing" the mechanics. After October I really don't forsee any discussion of anything other than what is wrong/not wrong with the core rules.

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Post by Longshot »

Trambi forgot to say that he has played against an Orc Team (eric) Same TR and he ruled it all the way, His Ogre are skilled now and as i said when he started this team:'his team is able to win each game 2/1 or 2/0 now'.
because of 11 Ogre on the field.

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Post by ljm »

Mestari wrote:
About ball-carriers and mutations:

Ever seen a minotaur team which takes as it first (and maybe even second too) mutation Big Hand?
Yes, in fact the team you're referring to is probably my team, Knossos Bulls. And if you call them overpowered I have to say I'm surprised...

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Post by Trambi »

Longshot wrote:Trambi forgot to say that he has played against an Orc Team (eric) Same TR and he ruled it all the way, His Ogre are skilled now and as i said when he started this team:'his team is able to win each game 2/1 or 2/0 now'.
because of 11 Ogre on the field.
Eric team have 20 tr less than me not the same.

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Post by Acerak »

I've got a good idea which way the wind is gonna blow when it comes to Ogre teams. That's why I haven't been involved much in this thread. I'm simply not in position to comment.

Cheers!

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Post by Tamper Magnitude »

The II ed rules had the Oldheim Ogres as a team of 6 (or so) Ogres and the rest made up with Human Linemen. I seem to remember another incarnation which involved Goblins instead of humans (i think!). They werent very good cos every big guy you fielded counted as 2 players, and they had those cumbersome four square bases :lol:

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Post by Gorbit »

I have played an Ogre team in a tournament, and frankly, I cant see the problem you guys have with balancing the team. They dont need any other players on the team. If you play an Ogre team , you`re probably not heading for the the trophy. In the tournament I was playing in, we used the old rules( double SPP, 8 players max on the field) and I was actually able to win some of the matches.
We now use the new rules (living rulebook) for the Ogres, and the rerolls cost 120k. It works fine for us.

Nick 8)

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