First Skill for Ogre (LRB 5.0)

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matsu hantakage
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First Skill for Ogre (LRB 5.0)

Post by matsu hantakage »

I currently have 4 Ogres on my Ogre Team (and 110K in the bank to save for another one). In the 2nd last game one of them got his first skill (MVP+CAS), and I gave him Break Tackle to have someone who is capable of some more movement.

In my last game the other 3 leveled up (TD+MVP, 3xCAS, 3xCAS) - and I rolled 2 Normal Skills, and a Double 6 (+1ST or Any Skill)

So what I'm wondering is what people would advise on the skills. The normal ones are easier. I see this as being a choice between Break Tackle, Guard and Piling on.(I think Grab, Juggernaut, Multiple Block, Stand Firm, Strong Arm are more 2nd skill choices). How good is Piling On in practice, I don't really like the idea of having an Ogre down each turn (obviously don't have to use it every turn but you know what I mean).

On these I'm leaning towards giving 1 Ogre Guard and the other Break Tackle, or both Guard

As for the Double Roll - Is this a no-brainer, just toss the +1ST and get Block? Is there any other skill worth getting.

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Mootaz
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Post by Mootaz »

You already have a lot of Strenth. ST6 won't make such a huge difference, especially as your Ogres will have Guard sooner or later. But I'd not give him Block but Sure Hands.

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matsu hantakage
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Post by matsu hantakage »

I was thinking of Sure Hands as the second double skill, but possibly using it as the 1st one could make sense. It leaves you with an Ogre with Sure Hands, Break Tackle after 2 skills which would be one hell of a ball carrier - what does anyone else think?

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dendron
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Post by dendron »

With St6 you only need one assist to get a 3 dice against a normal player. But you have to keep in mind that the ST increases increases the costs of 50k the any skill costs only 30k.
I'm not sure what skill to take but block is a very solid choice in my opinion.

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fen
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Post by fen »

ST6 helps if you plan to multiple block. It's also easy to set up 3 Dicers and makes it tougher for Dauntless players to take you down.

Block is also a solid choice, we know most of the reasons. But I prefer it over Sure Hands as a first choice because the Ogres can use team rerolls no problem. Also it helps protect against those Block, Dauntless players that will crop up to deal with your Ogres (and other High ST pains in the butt.)

Main reason to take Sure Hands is to avoid Strip Ball imo.

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Strider_fr
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Post by Strider_fr »

What about ST6 combined with Break Tackle to enter a cage ? Don't know if it's actually worth it, but I've always liked the idea :) .

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Post by Gorbad »

Just a voice for Juggernaut here, as it will save you a few turnovers, and you can then use him as a designated blitzer.

In that case you don't need to take Block but give up the +1 ST (ST6 is only 1 assist away from 3dice, and you can also tie up opposing Big Guys with a bit less worry).

Is it the best option? Don't know, but a 'safer' Ogre for that guaranteed hole is nice.

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