I'd like to see an Ogre Thrower positional...
0-1 : 5 5 2 8 - Thick Skull, Bone head, Mighty Blow, Throw Team Mate, Pass, Loner, - SP/GA - 140,000
It would give the Ogres just a tiny bit more muscle and, more importantly, there is already a mini for the effort...
Plus, since he is a loner, it shouldn't be too big a power shift for the big guys. But thats not a serious suggestion...
I hated snots in the begining but the Ogres are so powerful once they get on a roll... having useless snots isn't all that bad... My only beef is that there was talk during LRB5 testing that a snot could be MA6 and still be worth 20,000. If I had my way I'd add that to the snots stat line...
Thr proposed +1 to landing rolls helps the survivability a little bit and may even make them a scoreing threat... But there is already talk about droping the +1 if you have the ball, so that kills that... (Nerf the nerfed I guess...)
LRB5 Ogre Team
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I guess if others have had success with them, then they must work out OK for a third tier team. I'm just having a hard time picturing snotlings actually doing anything with only 6 ogres. Break tackle on a snotling sounds reasonable, I'm just wondering how they can survive long enough to get skills. Maybe my league is too bashy? Not sure. Also why would anyone dodge away from a snotling when they can get a 3 die block on them anyway?
I guess I'll just have to try them one day and see for myself. Until that day I am in denial
As far as the Ogre team being a better team then the Goblin team... I"m not really seeing it like that. I've played goblins quite a few times. Their advantage over ogres is secret weapons, and the ability to take more then 6 goblins.(If I remember correctly the old ogre team was limited to 6 gobos right?) Not to mention, that the TV's of most gobo teams are usually much lower then that of most others after a few games, which lead to extra star players like Fungus, Ripper etc. 2 Ball and chain and 3 trolls, with enough bribes, is sexiness that no ogre team can match. The Goblin team allows for enough non bone head guys, to make use of the numbers, and create some very annoying situations for other players.
The old Ogre team was sexy because you could take 11-12 Ogres eventually. And whats wrong with that? Its an OGRE team, not a goblin team. I'm not even that upset about replacing the gobos with snotlings, but why can't we have the 12 Ogres Back? Its an OGRE team not a snotling team.
I guess I'll just have to try them one day and see for myself. Until that day I am in denial

As far as the Ogre team being a better team then the Goblin team... I"m not really seeing it like that. I've played goblins quite a few times. Their advantage over ogres is secret weapons, and the ability to take more then 6 goblins.(If I remember correctly the old ogre team was limited to 6 gobos right?) Not to mention, that the TV's of most gobo teams are usually much lower then that of most others after a few games, which lead to extra star players like Fungus, Ripper etc. 2 Ball and chain and 3 trolls, with enough bribes, is sexiness that no ogre team can match. The Goblin team allows for enough non bone head guys, to make use of the numbers, and create some very annoying situations for other players.
The old Ogre team was sexy because you could take 11-12 Ogres eventually. And whats wrong with that? Its an OGRE team, not a goblin team. I'm not even that upset about replacing the gobos with snotlings, but why can't we have the 12 Ogres Back? Its an OGRE team not a snotling team.
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The Idea of Diving Tackle on a snot isn't to actually use it... but to threaten to do it...
You don't place your DT guy in anyone's TZ But you put him between your ball carrier and the other team... That way the other team either has to risk a DT, Run the long way round, or blitz your DT (thus not blitzing your carrier)
Its a good skill but not one you want on everyone.
Sure feet is awesome and Jump up is a close second.
On the Ogres; Guard is Golden and Pile On is Great too BUT be careful when you use PO... Never use it on AV rolls and never use it if you k/o some one... Save it for Stuns only! The goal is to get people off the pitch, wasting PO on a AV roll only to fail the re-roll robs you of an Ogre with no reward. Same with a K/O. If your reroll comes up stun... ALL BAD!
Waste not want not...
Now this is harder than it sounds... You just knocked over that Wardancer with teh niggle... AV roll came up snake eyes... Can you resist???
If and when you roll doubles for your thugs take block and make them into either Blitzers (Break Tackle) or Blockers (MultiBlock)
I had a heap of success with making one into a thrower/runner. +MA, Pro and Strong Arm. If I rolled doubles I'd have taken Sure hands or Kick Off return... But most likely I'd want Block.
For snots take Wrestle, Hail Mary, Leader, Dauntless, or Pass Block.
Wrestle or dauntless will help you break cages (With a ST1 - Watch the tears!
)
Hail Mary is just funny... Hide him in the back corner with a DT for protection and Pass to that Snot you threw Down pitch last turn. The opponent will have to really split his defence... A gut or two to chace the HMary, another guy or two to chase your potential scorers (Diving Catch anyone?) and that leaves only a few guys to fend off your ogre avalanch!!!
Pass Block and Catch is a mennace with Stunty and Titchy... Run through his screen to have 2 cracks at your intercept. May as well stay in a TZ since you need a 6 anyways! get DT and you can screw with the opponents mind!
Ogres are meant to be fun and they are if you play them that way. Go for the impossible plays... Throw Snots at cages, then Blitz apart the remainder. a ST5 ball carrier within 4 ST5 guys with Guard and a heap of side steppers is a terrible thing to deal with...
Enjoy anguish, his & yours!
You don't place your DT guy in anyone's TZ But you put him between your ball carrier and the other team... That way the other team either has to risk a DT, Run the long way round, or blitz your DT (thus not blitzing your carrier)
Its a good skill but not one you want on everyone.
Sure feet is awesome and Jump up is a close second.
On the Ogres; Guard is Golden and Pile On is Great too BUT be careful when you use PO... Never use it on AV rolls and never use it if you k/o some one... Save it for Stuns only! The goal is to get people off the pitch, wasting PO on a AV roll only to fail the re-roll robs you of an Ogre with no reward. Same with a K/O. If your reroll comes up stun... ALL BAD!
Waste not want not...
Now this is harder than it sounds... You just knocked over that Wardancer with teh niggle... AV roll came up snake eyes... Can you resist???
If and when you roll doubles for your thugs take block and make them into either Blitzers (Break Tackle) or Blockers (MultiBlock)
I had a heap of success with making one into a thrower/runner. +MA, Pro and Strong Arm. If I rolled doubles I'd have taken Sure hands or Kick Off return... But most likely I'd want Block.
For snots take Wrestle, Hail Mary, Leader, Dauntless, or Pass Block.
Wrestle or dauntless will help you break cages (With a ST1 - Watch the tears!

Hail Mary is just funny... Hide him in the back corner with a DT for protection and Pass to that Snot you threw Down pitch last turn. The opponent will have to really split his defence... A gut or two to chace the HMary, another guy or two to chase your potential scorers (Diving Catch anyone?) and that leaves only a few guys to fend off your ogre avalanch!!!
Pass Block and Catch is a mennace with Stunty and Titchy... Run through his screen to have 2 cracks at your intercept. May as well stay in a TZ since you need a 6 anyways! get DT and you can screw with the opponents mind!
Ogres are meant to be fun and they are if you play them that way. Go for the impossible plays... Throw Snots at cages, then Blitz apart the remainder. a ST5 ball carrier within 4 ST5 guys with Guard and a heap of side steppers is a terrible thing to deal with...
Enjoy anguish, his & yours!
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