Ogre with +AG or block?

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VorTeX
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Ogre with +AG or block?

Post by VorTeX »

Hi,
a friend of mine rolled a 11 on his ogre in his human team. Now he asked if he should take it or better get block? The ogre only has the leader trait so far.
So would it make sense to give him the +AG and try to make him a ball handler or better go the standard route and give him block?

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Post by sangraal »

I would take the +1AG.

It makes his AG the same as the rest of the team, with Leader already he
can pick up the ball, dodge & catch an accurate pass on a 3+ with a
re-roll.

The road to 31Spps will be a shorter one with the +1AG IMO.

Block would make his blocks safer, but he will still throw 2 block dice
most of the time.

sangraal

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Post by MickeX »

Take the AG, for fun if nothing else :D Then make him your ballcarrier: Block, Sure Hands, Dodge on doubles. High STR ballcarriers are always a lot of fun...

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Post by Skummy »

Just becasue it is a human team, I'd go with Block or Guard.

Humans need a big guy to help them against the high strength teams, so while making him a ballcarrier might be fun against the 3 ST crowd, your game plan wouldn't work when you most need it.

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Post by Mirascael »

I'd go definitely with Block in that team. What do humans need an AG 3 ogre for? You need a reliable body at the LoS as long as Big Guys have the capability to dominate games so much. Next skill should be Guard IMO.

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Post by Skummy »

With the leader reroll already, Guard right now is awfully tempting.

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Post by Nagash »

Be boring and go w. block, guard...etc the strength approach...

Be a bit adventurous and take the AG+1. Next double I´d take pass, and you would have an Ogre quarterback destined to heroics, legend-status and instant admission to hall of fame!

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Post by Xtreme »

Nagash wrote:Be boring and go w. block, guard...etc the strength approach...

Be a bit adventurous and take the AG+1. Next double I´d take pass, and you would have an Ogre quarterback destined to heroics, legend-status and instant admission to hall of fame!
My thoughts exactly have some fun and take the agility, have a monster taking the ball down the field.

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Post by gken1 »

st5 ball carrier = real pain in the ass for people.

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Post by The Doctor »

I'm agree with gken1, a good choice for human attack.

Another point is that an ogre with AG 3 can make a dodge roll in a empty square on 3+, great for a recover on an opponent ball carrier with ST 4 (like Bull Centaur, Chaos Warrior).

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Post by narkotic »

I would not have given him Leader in the first place. That's for Linemen. To waste a double on that Ogre for something any other player could have provided, is the reason for your dilemma. If you have chosen Dodge or Pro, you could capitalize your +AG much more in the way suggested above.

It will be very hard to get a third or even fourth skill on an Ogre. Think ahead of how long you'll play this team and chose accordingly. If you want him to be a ball carrier, then Block and Sure Hands is a must for the following skill choices, else he will lose posession of the ball too easily due to Strip Ball Blitzer.

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Post by Xtreme »

I usually have kicking leader linemen so I wouldn't have had this problem but if you use him as a ball carrier his third skill isn't that far off. Get a Surehands and he is set.

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Post by leblanc13 »

Normally, I would take block as an ogre's first skill followed by pro as his second, but I usually do not pass up any increases to attributes.

Take the AG increase, save the leader reroll to allow him to catch the ball and then he can blitz his way to a TD. Sure hands really would improve his chances against strip ball, but you can take that after you gain your third skill because of all the touchdowns you are scoring.

Good luck with the nimble ogre.

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Post by Chairface »

I have to agree with the agility camp. So much fun!

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Post by Matsu »

Definitely the agility.

Sure, it's hard not having block on your big guy but what a MONSTER he's going to become...

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