Ogre Team Tactics Help
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I see what you mean about Piling On meaning I have expensive vulnerable Ogres lying around with possible Bone Head rolls not letting them get back up. So Guard works well even with lots of Strength 5 players? Can I use Break Tackle only once per turn?
The suggestions for Snots are good, Diving Tackle and Jump Up, some with Sure Feet and Sprint, makes sense.
Do you mean ignore Strength rolls on Ogres and Snots?
The suggestions for Snots are good, Diving Tackle and Jump Up, some with Sure Feet and Sprint, makes sense.
Do you mean ignore Strength rolls on Ogres and Snots?
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- bouf
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You need to remember that your 5 or 6 ogres need to fight the whole 11 other players on the opposing team... Your snots will die in droves, accept it! (I used to call mine the magnet men, since their arms and legs were only held on with weak magnets)
Guard is Vrey Useful but you don't need everyone to have it. Maybe 2 or 3 would be enough. Don't get cocky with that ST5, a clever oponent will still find a way to tip the big guys over! If your opponent gets a guard or two in the right place (or worse Dauntless) you could find your strength Advantage falling to pieces. Forget if you roll a Bone Head and lose that Assist in the centre... Guard in almost a requirement to keep your advantage!!!
Stand Firm will help you score more Casualties, Since your opponent can't score a "Push Back Escape" forcing you to blitz next turn. This is a common tactic since you rarely have Block, and your opponent almost certianly will. One or Two Multi Blockers is good if you have a Guard or Two to help them out. Ogres with Grab can lock people in TZs and prevent them from ever escaping - so three Ogres can trap 4 or 5 players in ST5 TZs...
With Pile On, Don't worry about getting fouled. It isn't as bas as it used to be. I had 4 Pile On players on my ogre team (over 46 games) and never lost one to fouling. If you use it cleverly - pile on only after breaking AV but having failed to K/O - then you should remove a player from the pitch at the cost of going prone. With less Players on the pitch, you decrease the chance of getting fouled. At the end of the day you have AV9 + Thick Skull... There is a huge chance they get ejected and you only get stunned... Thus increasing your on pitch advantage. 1 pile on and you could remove two players! (while causing a Turn Over!)
Doubles...
Snots have a few options...
Hail Mary Pass is GOLD! You can have a Snotling sitting in your endzone (maybe a DT helping protect him) and throw/run the rest of your snots into his zone. Now your opponent needs to spread out his team... One or two guys to chace the HMP, two or three to cover the other snots. That leaves only a few lost souls in the jaws of your Ogres. So you get more out of that Strength advantage!!!
PASS BLOCK + Catch Stunty, Titchy and Pass Block can be a real pain! Run through traffic and snag the ball.
Leader for obvious reasons.
Dauntless now this is just funny! Try it, Trust me! Throw a 2 dicer with a snot assist and laugh your ass off when you score that lucky kill against that pesky WarDancer!
Dirty Player You gotta have one!!! Really work that Casualty Advantage!
Ogres...
Block is an obvious choice but in long leagues, it losses it's shine. It will keep you on your feet but won't help you knock any one over, while Wrestle will help you knock people over but won't help you stay on your feet???
Tackle or Frenzy will help you take down Blodgers... Blodgers are the plague of the Ogres.
Sure Hands or Pro Make one Ogre into a Thrower... Think of the Ogres as Khemri... AG2 isnt that bad really. and once you have the ball, your opponent needs to blitz down a ST5 Kiling machine to get it back. Be clever with your Snots and you should never get swarmed.
Pro Again! If you have one of the Above skills and are lucky enough to roll another Doubles... Pro. Failed Bone Head rolls are a game breaker (since you lose your TZ it can even lead to your opponent stealing your Man advantage) It doesn't hurt having some extra options after using up your Team RR either.
Once your Ogres skill up a bit you will run at a silly TV. 6 x 140K players and 2-4 70K RRs add up pretty quick. Get a good number of Re-roll skills. (Leader, Sure Feet, Catch, Pro, etc...) so you can eventually retire a RR or two.
If an Ogre gets too many skills without rolling doubles, Fire him. You really need a team of Stars if you want to compete... The road to three skill rolls is short for a rookie, and suckfully long for a guy three skills already under his belt.
Don't ever EVER relly on Journeymen!!! Buy at least 14 players! The Snots will get injured and you will lose games without 11 players on the Pitch! Winning with Ogres is all about the Man advantage! You can't get one if your opponent has more men than you!
Guard is Vrey Useful but you don't need everyone to have it. Maybe 2 or 3 would be enough. Don't get cocky with that ST5, a clever oponent will still find a way to tip the big guys over! If your opponent gets a guard or two in the right place (or worse Dauntless) you could find your strength Advantage falling to pieces. Forget if you roll a Bone Head and lose that Assist in the centre... Guard in almost a requirement to keep your advantage!!!
Stand Firm will help you score more Casualties, Since your opponent can't score a "Push Back Escape" forcing you to blitz next turn. This is a common tactic since you rarely have Block, and your opponent almost certianly will. One or Two Multi Blockers is good if you have a Guard or Two to help them out. Ogres with Grab can lock people in TZs and prevent them from ever escaping - so three Ogres can trap 4 or 5 players in ST5 TZs...
With Pile On, Don't worry about getting fouled. It isn't as bas as it used to be. I had 4 Pile On players on my ogre team (over 46 games) and never lost one to fouling. If you use it cleverly - pile on only after breaking AV but having failed to K/O - then you should remove a player from the pitch at the cost of going prone. With less Players on the pitch, you decrease the chance of getting fouled. At the end of the day you have AV9 + Thick Skull... There is a huge chance they get ejected and you only get stunned... Thus increasing your on pitch advantage. 1 pile on and you could remove two players! (while causing a Turn Over!)
Doubles...
Snots have a few options...
Hail Mary Pass is GOLD! You can have a Snotling sitting in your endzone (maybe a DT helping protect him) and throw/run the rest of your snots into his zone. Now your opponent needs to spread out his team... One or two guys to chace the HMP, two or three to cover the other snots. That leaves only a few lost souls in the jaws of your Ogres. So you get more out of that Strength advantage!!!
PASS BLOCK + Catch Stunty, Titchy and Pass Block can be a real pain! Run through traffic and snag the ball.
Leader for obvious reasons.
Dauntless now this is just funny! Try it, Trust me! Throw a 2 dicer with a snot assist and laugh your ass off when you score that lucky kill against that pesky WarDancer!
Dirty Player You gotta have one!!! Really work that Casualty Advantage!
Ogres...
Block is an obvious choice but in long leagues, it losses it's shine. It will keep you on your feet but won't help you knock any one over, while Wrestle will help you knock people over but won't help you stay on your feet???
Tackle or Frenzy will help you take down Blodgers... Blodgers are the plague of the Ogres.
Sure Hands or Pro Make one Ogre into a Thrower... Think of the Ogres as Khemri... AG2 isnt that bad really. and once you have the ball, your opponent needs to blitz down a ST5 Kiling machine to get it back. Be clever with your Snots and you should never get swarmed.
Pro Again! If you have one of the Above skills and are lucky enough to roll another Doubles... Pro. Failed Bone Head rolls are a game breaker (since you lose your TZ it can even lead to your opponent stealing your Man advantage) It doesn't hurt having some extra options after using up your Team RR either.
Once your Ogres skill up a bit you will run at a silly TV. 6 x 140K players and 2-4 70K RRs add up pretty quick. Get a good number of Re-roll skills. (Leader, Sure Feet, Catch, Pro, etc...) so you can eventually retire a RR or two.
If an Ogre gets too many skills without rolling doubles, Fire him. You really need a team of Stars if you want to compete... The road to three skill rolls is short for a rookie, and suckfully long for a guy three skills already under his belt.
Don't ever EVER relly on Journeymen!!! Buy at least 14 players! The Snots will get injured and you will lose games without 11 players on the Pitch! Winning with Ogres is all about the Man advantage! You can't get one if your opponent has more men than you!
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- bouf
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Re: Re
I had two Block + Pile On Ogres... In 46 games one had 49 casualties, the other had 47.ulvardar wrote:Mmmmm..... i think piling on is one of the WORST skills you can give an ogre.
Why? Because your expensive ogre will be in the turf, waiting to be fouled to death![]()
With just two players, I averaged 2+ casualties a game...

Hard to argue with numbers like that! (I've not got the roster handy, so I can't quote how many Casualties I inflicted, but it was more than 4 per game on average... If I remember correctly...)
EDIT: Found it... 4.1 average.
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Thanks again for all of your advice Bouf. I am now planning on having 2-3 Guard/Multi block Ogres and then giving the rest Piling On hopefully with Block, if not then Guard. I will dedicate 1 ogre as a Thrower so he will get the good throwing skills. As for the Snots a Dauntless Snot sounds too funny for me to pass on, I will definately be getting one of those at some point. Also Pass Block and Catch sounds like a PITA for my opponents, and obviously a Dirty Player makes sense too.
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- bouf
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If I did it all again...
Ogre Meat Shield (2x): Multiple Block, Grab, Guard,
Ogre Killer (2x): Pile On, Break Tackle, Juggernaught,
Ogre Line Guard: Guard, Stand Firm, Pile On,
Ogre Runner: Break Tackle, Strong Arm, Juggernaught,
<<Why Juggernaught Third... Because I hope to roll doubles and take Block before I roll that third skill, thus avoiding the need to take Jugg at all>>
in an Ideal world, Block as a first doubles skill for everyone except for the Runner... Who would get Pro. (Or +AG!)
~If I rolled 5+5 I'd take the doubles on everyone desides the Killers or Runner... who'd get the MA.
~If I rolled 5+6 I'd take the AG on everyone besides the Line Guard.
~If I rolled 6+6 I'd take the doubles on everyone other than the Line Guard and Meat Shield.
In the end however, It really depends on what skills you already have when you roll doubles as to what you take. For example: My killer would take Frenzy or Tackle if he already had Jugg... If you don't have a single Doubles after 6 or 8 rolls, You may be tempted to take it over MA or ST.
Its really rare for a snot to live past one skill... Two is a luxury and three is a miracle! With Snots I'd never take ST or AV (maybe ST if he already rolled something good) ST2 isn't worth the TV, and AV6 isn't worth 30K either. Just accept that they are useless for everything and you'll do fine. For Doubles I'd take HMP first, Dirty Player next, then Leader... As long as those guys are alive I'd take Pass block, otherwise I'd take whatever is missing out of those first three.
Ogre Meat Shield (2x): Multiple Block, Grab, Guard,
Ogre Killer (2x): Pile On, Break Tackle, Juggernaught,
Ogre Line Guard: Guard, Stand Firm, Pile On,
Ogre Runner: Break Tackle, Strong Arm, Juggernaught,
<<Why Juggernaught Third... Because I hope to roll doubles and take Block before I roll that third skill, thus avoiding the need to take Jugg at all>>
in an Ideal world, Block as a first doubles skill for everyone except for the Runner... Who would get Pro. (Or +AG!)
~If I rolled 5+5 I'd take the doubles on everyone desides the Killers or Runner... who'd get the MA.
~If I rolled 5+6 I'd take the AG on everyone besides the Line Guard.
~If I rolled 6+6 I'd take the doubles on everyone other than the Line Guard and Meat Shield.
In the end however, It really depends on what skills you already have when you roll doubles as to what you take. For example: My killer would take Frenzy or Tackle if he already had Jugg... If you don't have a single Doubles after 6 or 8 rolls, You may be tempted to take it over MA or ST.
Its really rare for a snot to live past one skill... Two is a luxury and three is a miracle! With Snots I'd never take ST or AV (maybe ST if he already rolled something good) ST2 isn't worth the TV, and AV6 isn't worth 30K either. Just accept that they are useless for everything and you'll do fine. For Doubles I'd take HMP first, Dirty Player next, then Leader... As long as those guys are alive I'd take Pass block, otherwise I'd take whatever is missing out of those first three.
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Just wanted to quote this as I think it's well worth repeating.bouf wrote: With Pile On, Don't worry about getting fouled. It isn't as bas as it used to be. I had 4 Pile On players on my ogre team (over 46 games) and never lost one to fouling. If you use it cleverly - pile on only after breaking AV but having failed to K/O - then you should remove a player from the pitch at the cost of going prone. With less Players on the pitch, you decrease the chance of getting fouled. At the end of the day you have AV9 + Thick Skull... There is a huge chance they get ejected and you only get stunned... Thus increasing your on pitch advantage. 1 pile on and you could remove two players! (while causing a Turn Over!)
Thank you for your time...
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- bouf
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Resisting the urge to pile on is probably the hardest thing to do! When you knock over that ST4, AG5 Wardancer (with 120 SPPs) and roll a 6 on the AV roll... Well, How do you pass up the opprotunity to have another crack at AV7 with Mighty Blow...?
Almost every time I gave in and re-rolled, I still failed to break AV...
<Sigh, Lousy Nuffle...>

Almost every time I gave in and re-rolled, I still failed to break AV...
<Sigh, Lousy Nuffle...>
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- bouf
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- bouf
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