Balanced Ogre Roster

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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Balanced Ogre Roster

Post by gken1 »

This was developed by me and skummy during our 12 hour drive from Orlando to DC---feels like it would be fluffy and balanced to be on par with flings/gobbs and not make the ogre roster an overpowered gobbo team.

0-6 Ogres 5 5 2 9 S Mighty Blow, Bonehead, Thick Skull, Throw Teammate 120k
0-12 Gnoblars 6 1 3 6 A Dodge, Stunty, Right Stuff 30k

Big Guy:
0-1 Yheti 5 6 1 8 S Mighty Blow, Really Stupid, Throw Teammate 180k

offers up a bunch of possible roster options--not just the one/two the current one has.

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Post by Darkson »

[ducks head above parapet]

Always Hungry for Ogres!

[ducks down again]

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Post by absent1 »

no way, only on the yeti :)
i like the list some, but i would rather knoblars be like haflings more than snotlings. maybe
5 2 3 5 etc.

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Post by gken1 »

always hungry on the yeti....forgot that :)

basis for the roster is the lizardman team.

basically make saurus into ogres and skinks into gnoblars....adding and subtracting st

krox becomes yeti.... :)

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Post by narkotic »

Yeti???

just make it 0-12 Ogres, 0-6 Gnoblars. I think that's the clanest and best solution. You even could name Gnoblars as Goblin Weaklings, or Snotlings or whatever. I'd think of increasing the price of the Ogres to 140K though as they can use TRRs.

I'm still puzzled about this Yeti, this team has enough BGs.

Yeti...???

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Post by gken1 »

with 0-12 ogres you still get the problem of facing a team with 11 st5 players which just becomes ny impossible to play against at high TR.

yeti is just a fluffy add on. and very expensive at that.

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Post by OdoGoodgrubb »

I like the idea of using something other than Goblins on the Ogre team…I prefer snotlings over Gnoblars, but that’s just me. I agree that the Ogre team (as it is now) does seem like an overpowered Goblin Team with little options when choosing a starting team.

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Post by Alesdair »

I don't see a problem adding the yeti, unnessesary, but fun... it's pritty much useless once all gnobs are taken out, as ALL it's actions will fail half the time because the orges are too dumb to help it.

But this team needs 0-12 orges, and 0-6 Gnobler/snots as proposed, and without the 11man starting team restriction.

Sure they could field 11 orges at high levels, but they would loose.
This teams greatest weakness should be it's few gnoblers, few ball handlers. If you make it 0-12 gnobs, then they will always have spares in the reserves and always able to play the ball.

If the team with a max of 6 gnobs gets it's 6 gnobs injured in the first half, they are impotent ball-wise 2nd half. Sure they can do a bit of biff, but with even 9 orges on field, on average one or two will fail BH every turn. This will make the hidious amount of ST in the team fair.

The smart opponent will take out the 6 gnobs, and limit the number of blocks the ogre can make.

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Post by hollowone »

I agree. After all, an 11 ogre team, or even a mostly-Ogre with a few-Goblins/whatever still has grevious weaknesses.

They have limited ball handling skills, little Block, probably even less Tackle, and nothing that can catch a fast catcher. Sure, the Ogres aren't going to be knocked down much, but in my experience they have a hell of a time stopping the enemy team if they're any good at dodging.

However, I do have one issue with the current Ogre roster. Though I'm okay with allowing Ogres to use Rerolls despite being (technically) a Big Guy, I don't think Goblins should. After all, if the Ogres are going to be allowed to use Rerolls, that makes them significantly more reliable than ordinary Ogres for the same cost. I think it's only fair to make the goblins themselves less reliable in return.

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Post by DoubleSkulls »

Ball handling with AG2 is not impossible. Getting a single Sure Hands Ogre means you've got a S5 ball carrier who's immune to Strip Ball and has a 75% chance of picking up the ball. Getting the ball off a player like that is quite difficult for many teams.

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Post by gken1 »

agree with ian there. bull centuars are ag2 ...and on ogre teams I'd use an ogre as a ball carrier...sooner or later they do pick up the ball.

I'd rather that the ST1 player be the ball carrier...I can take them out no prob. Ogre's on the other hand....pain in the friggin but. If they don't fail rolls they are nigh impossible to stop.

I've played against ogres a few times already and if u aren't agile enough to dodge away consistently or have the ST/guard to compete with thme....you're gonna take a pounding.

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Post by Skummy »

My biggest problem with the current Ogre roster is that it seems to be semi-competitive in tourney play. According to JJ, they should be a joke team, but they actually seem to be doing better than that.

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Post by absent1 »

talk to xtreme about that, he was very frustrated with ogres, but able to pull 2-2 records and such with them. he was unstoppable with dwarves though.

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Post by DoubleSkulls »

Skummy wrote:My biggest problem with the current Ogre roster is that it seems to be semi-competitive in tourney play. According to JJ, they should be a joke team, but they actually seem to be doing better than that.
In NAF games so far they've played 10 games, 3 draws & 7 defeats for a.150 record. Even 'flings (the next worst) have a .265 record.

10 games isn't statisically significant, but it doesn't look like there's a problem.

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Post by Xtreme »

The Ogre roster in tournament play is not a problem, I don't think a low level TR ogre team should even be questioned.

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