Skills for Goblins on Ogre Team

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Tante Kaethe
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Skills for Goblins on Ogre Team

Post by Tante Kaethe »

Hi,

I'm seeking your advice for the upcoming skill-choices on my Ogre team.

After my last game two Goblins have gained their first skill 8) . The team looks like this:

1 Ogre with Guard and Break Tackle
3 Ogre with Guard
1 Ogre with Break Tackle
1 Ogre with Block
1 Ogre -
1 Goblin with Side Step
1 Goblin -
2 Goblins with SKILL
2 RR, 9 FF

What would you choose? Currently I'm leaning towards Diving Tackle for both of them as among the other teams are Woodelves, Dark Elves and Amazons (the remaining teams being 2 Chaos teams and 1 Vampire).

My other choice would be Catch for one and Side Step for the other Gobo.

Looking forward to your suggestions :D

Tante Käthe

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Cloggy
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Post by Cloggy »

I would say Diving Tackle for the first 2, and maybe even more after that. The biggest problem with Ogres is that agile teams can dodge away too easily. Having 2 Diving Tacklers to keep back when kicking and serve as safeties to put in a TZ next to potential recievers or ballcarriers seems like a nice to have to me.

Side step is off course also handy to maintain a TZ on such players in the case of a push result when your opponent tries to block or blitz them away, but given the teams in your league I'd say DT.

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Post by Gorbad »

Consider getting one with Catch. Depends on your style of play, but if you do the occasional handoff you really can't afford to fail as AG4 or Sure Hands teams will easily get the ball away. (And with 2RR you can't afford to lose the reroll either)

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Post by DoubleSkulls »

Side step on all of them. They will die. Side step helps keep them alive a little bit longer and can be annoying as hell to play again.

Maybe, just maybe, consider sure feet instead - but I normally give the ball to ogres to run with rather than trying to toss gobbos.

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Post by Tante Kaethe »

@ian
Side step on all of them. They will die. Side step helps keep them alive a little bit longer
In my experience Side Step did not significantly improve their average life expectancy :lol: . Most/all opponents have a Block/Tackle player to blitz my little Gobos so Side Step won't help them much...

I often use the Gobos to fill the gaps created by boneheaded Ogres and I think Diving Tackle will help them doing this job. Side Step would of course be their second skill (if they live that long :roll: ) as SS/DT is such a nice combo :D .

Cheers,

Tante Käthe

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Post by grotuk »

First DT to ALL your Goblins except on a Double roll. Then Side Step. Now you got a perfect squad to fill the gaps created due to Bone Head. I always advice to use the goblins as the defence key filling the gaps.. so you need 5 goblins in defence.

Then.. if some one reaches the 31 spp i will go with SF or catch...but pride nuffle for a double to take block :p

In the other hand, the ogres are easier to develop. Guard and Break tackle... firs one to one ogre, the another with BT, then another with Guard and so on. The third skill will be Multiple Block and finally Pillin On... but again... pray nuffle for a double.

Im writing a guide to play with ogres (in spanish) and hope to translate it when i finish.

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Post by GalakStarscraper »

I'd take Diving Tackle first on all of them.
Then Side Step
Then Sure Feet
Then Sprint

Just my preference for what helps an Ogre team strategy the most.

Galak

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Post by Lamoron »

Diving Tackle on every single gob is my way to go... then sacrifice goblins to keep opponents close to the Ogres.

If you play in leagues or other enviroments where opponents can't avoid you, grab a single DP gob instead of a Block one (mine has worked wonders, as you can foul out the other teams Big Guy and be totally uncontested on the field).

And the last piece of advice... don't play a ST-5, Block, Dodge, Tackle, MB Vampire with Goblins on the field... cause you wont have.

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Post by Gus »

i go sidestep first and then DT on second skill.

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Post by grotuk »

If you play in leagues or other enviroments where opponents can't avoid you, grab a single DP gob instead of a Block one (mine has worked wonders, as you can foul out the other teams Big Guy and be totally uncontested on the field).
Im not agree.

You need the goblins on the field to hand the ball... and its so easy to loose a couple (or more) in a no-fault-game, so... if you risk one faulling and he's ejected your opponent has more chances to win. So... better go with block basically by 2 reasons:
1- Survive
2- You can make a good blitz with him and 2 assists and dont risk to loose your blitz action cause the bone head roll.

Just my 2 cents

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Skills

Post by Jimmy Nids »

My friends play 2 ogre teams and stand by a strict alotment of skills. They go with splitting the team into quarters, half ogre half goblin then further dividing those into halves to distribute skills, as follows:

8 Ogres:
4-Guard, Break Tackle, Multiple Block, Piling On
4-Multiple Block, Guard, Piling On, Break Tackle
Doubles=Block, Stand Firm
Stats=ST+,AG+

8 Goblins:
4-Side Step, Diving Tackle, Leap
4-Surefeet, Sprint, Leap, Diving Catch
Double=Block, Strip Ball
Stats=AG+

These two players don't play in my league, but they play in a local store running a pyramid based setup and this set hasn't failed them once. Both teams have gone up against teams with their TR+100 or more and easily won with the guard multiple block to take out most threats. the 4 AGI based goblins sit out until its time to throw one or two downfield. Mostly they score in 1 turn, 2 against a team with kick, and take out an average of 6 casualties per game(even against a Chaos Player who went with spikes on all 8 of his players that rolled doubles)

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Post by Gus »

grotuk wrote: Im not agree.

You need the goblins on the field to hand the ball... and its so easy to loose a couple (or more) in a no-fault-game, so... if you risk one faulling and he's ejected your opponent has more chances to win. So... better go with block basically by 2 reasons:
1- Survive
2- You can make a good blitz with him and 2 assists and dont risk to loose your blitz action cause the bone head roll.

Just my 2 cents
Block on a goblin is pretty useless, unless the goblin is already worth something (+STAT or another doubles). in an Ogre team, it might be interesting because of the generalized lack of G-access, but i am convinced that DP is much better. i have taken 2 DP on the 2 doubles i got, btw.

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Post by Tante Kaethe »

@Jimmy Nids
8 Goblins:
4-Side Step, Diving Tackle, Leap
4-Surefeet, Sprint, Leap, Diving Catch
Double=Block, Strip Ball
Stats=AG+
Ogre teams may only have 6 Goblins max ...

First double on a Goblin will be DP for me! Take it while it's still broken :wink: :lol: ! Every team needs at least one DP, if only to keep the other teams DP in check.

Regarding Diving Tackle: I have taken it on the two Goblins and it worked really well! Esp. when pinning receivers in your own backfield. It's also nice to put your DT Gobo between two Guard Ogres - it keeps blocking victims in reach of your Bib Boys :evil: :D . Second skill for them will be Side Step of course (if they live that long... :wink: ).

Cheers
Tante Käthe

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Post by mepmuff »

Diving Tackle would be my choice as well. First double on a gobbo would get a kicker in the team. (It should mean your opponent keeps more people back to prevent a failed pick-up turning into a one-turn steal).

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Post by Tante Kaethe »

@grotuk:
First of all I'd love to read your strategy guide (as you are ranked one place above me in the NAF rankings :wink: :lol: )! But I think I disagree on fielding 5 Goblins on Defense: Fielding 7 Ogres has the huge advantage that your opponent only has ST5 guys that he can block after the Kick off (assuming no Frenzy on his side):

XXXX|XXOOOXX|XXXX
XOXX|OXXXXXO|XXOX
XGXX|GXXXXXG|XXGX

With Guard on all three Ogres on the LOS he'll have a hard time getting 2d-Blocks at all and there's no Goblin he can easily Blitz to penetrate your Defense.

But I agree that Goblins are essential for your defense, otherwise there WILL be holes due tofailed Bonhead -rolls.


@mepmuff:
First double on a gobbo would get a kicker in the team. (It should mean your opponent keeps more people back to prevent a failed pick-up turning into a one-turn steal).
I can see the possibility the possibility of making a quick counter-TD this way (I have actually managed to pull this stunt once :D ) but honestly the chances for succes are really slim as there are ALOT of rolls that have to go right: Bonehead-roll on passing Ogre, short-pass the Gobo, scatter the Gobo, landing roll, Pick-up the ball in at least 1 TZ and GFI into the EZ. This is tricky to calculate but my rough estimation of the total chance of success would be well below 10%, even with a Reroll. That's why I wouldn't take Kick on a double before I have at least one or two Dirty Player.

Cheers

Tante Käthe

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