Ogre guide

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atropabelladonna
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Re: Ogre guide

Post by atropabelladonna »

trentusdementus wrote:I think Wrestle is the only skill which I would pay for on a 50k Snotling. :D
I think Dirty Player is worth 50K. Very much so.

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trentusdementus
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Re: Ogre guide

Post by trentusdementus »

The problem I have with Dirty Player is that it is only used for offense (fouling, specifically). 30k is a lot to spend on a solely offensive action that may get the player tossed from the game. Now if I have already built a Snotling with Sure Feet and Sneaky Git (which I will more than likely do), then Dirty Player is a no-brainer.
But, because Wrestle can be applied to defense as well as offense, I feel there is more value for the 30k.
I guess it all depends on when I roll those doubles, which skill I would take.

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sann0638
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Re: Ogre guide

Post by sann0638 »

Why not Leader? It's a cheap reroll, set him up in backfield, I almost always need a reroll in the first couple of turns. Same as Kick (except on pbem). If you're not kicking, leave him on the bench, if you are, he doesn't need to survive.

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Re: Ogre guide

Post by trentusdementus »

Thinking about it, maybe Hail Mary Pass is a better idea.
But I definitely see your point. Snotlings aren't as flimsy as some would have you believe. I think I'm going to spread the love around. i.e. 1-kick, 2-surehands, 3-leader, etc.

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Re: Ogre guide

Post by stenfan »

Have anyone tried out an ogre with bt and diving tackle? I think it could be an awsome combo, just think about dodging into a cage and effectively holding on to three players (with a little help of some guard ogres around).

I know that people will say block should always be the first skill on a double, but maybe for a second double skill anyways. Dreaming about a bt, block, dt, stand firm ogre...

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Re: Ogre guide

Post by sann0638 »

Nice idea - there is an MBBL Lizardman team with some DT on it, which was quite hard work. But most snotlings get DT anyway, and if you get a double on one of them and take block (lots of caveats, obviously), then with sidestep they can be equally hard to get away from. Even if you have 3 dice you still need that pow (barring tackle/wrestle).

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Re: Ogre guide

Post by Cyris »

I'm considering trying Ogres out when LE ships. I've been looking around for guides and advice, and really apreciated this thread. I have one question though...

Has anyone had success with Multiple-Block? None of the guides I read mentioned it, but on my own theory crafting, I was considering a team where I alternated Guard and Multi-Block. Perhaps get Break Tackle on the first leveled Ogre, then multi/guard on the rest.

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Re: Ogre guide

Post by inkpwn »

Cyris wrote:I'm considering trying Ogres out when LE ships. I've been looking around for guides and advice, and really apreciated this thread. I have one question though...

Has anyone had success with Multiple-Block? None of the guides I read mentioned it, but on my own theory crafting, I was considering a team where I alternated Guard and Multi-Block. Perhaps get Break Tackle on the first leveled Ogre, then multi/guard on the rest.

Not a fan myself, I have had multiple block on some treemen and it didn't feel very effective to me even with str 6.

When you throw your multiple blocks your opponent they count as having plus 2 strength, so a str5 ogre vs standard str3 as an example. So its a str5 ogre vs a str5 lineman +1 assist, makeing for a 2 dice down block which is more than likely going to blow up in your face seeing as ogres don't start with block. You have to dedicate multiple assists to get that 1 dice/2 dicer. Personally I prefere the sturdy ogres because it means they are more likely going to be in place to do standard blocks.

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Re: Ogre guide

Post by Da Shin Kikas »

Wouldn't go for multi block unless the player has block.
Then wouldn't be massively inclined unless they were str6.

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Re: Ogre guide

Post by Dzerards »

arthurinkpen wrote:
Cyris wrote:I'm considering trying Ogres out when LE ships. I've been looking around for guides and advice, and really apreciated this thread. I have one question though...

Has anyone had success with Multiple-Block? None of the guides I read mentioned it, but on my own theory crafting, I was considering a team where I alternated Guard and Multi-Block. Perhaps get Break Tackle on the first leveled Ogre, then multi/guard on the rest.

Not a fan myself, I have had multiple block on some treemen and it didn't feel very effective to me even with str 6.

When you throw your multiple blocks your opponent they count as having plus 2 strength, so a str5 ogre vs standard str3 as an example. So its a str5 ogre vs a str5 lineman +1 assist, makeing for a 2 dice down block which is more than likely going to blow up in your face seeing as ogres don't start with block. You have to dedicate multiple assists to get that 1 dice/2 dicer. Personally I prefere the sturdy ogres because it means they are more likely going to be in place to do standard blocks.
He did say he was going to alternate Multi-Block and Guard, so I assume the guard is to insure he gets two dice blocks.

However, if you skip the Multi block and go mass Guard you should be able to guarantee 3 die blocks most of the time (with some snotling assists). One 3d block per turn per ogre feels better value to me than two 2 die blocks per turn per ogre. In terms of reliability at any rate. If you can get Block on an ogre multi-block becomes more appealing.

I am looking forward to giving the ogres a whirl myself when the new Cyanide game comes out!

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Re: Ogre guide

Post by Cyris »

Gerard wrote:He did say he was going to alternate Multi-Block and Guard, so I assume the guard is to insure he gets two dice blocks.

However, if you skip the Multi block and go mass Guard you should be able to guarantee 3 die blocks most of the time (with some snotling assists). One 3d block per turn per ogre feels better value to me than two 2 die blocks per turn per ogre. In terms of reliability at any rate. If you can get Block on an ogre multi-block becomes more appealing.
Yes, my assumption was that alternating Guard/Multi will get me 2, 2-die blocks per Ogre. One 3 die block per Ogre sure sounds nice, but I can't help but salivate at the idea of my 6 MB Ogres throwing 12 blocks a turn. I'm thinking I'll start with Guard, then experiment with one multi-block and see how it goes. Er, I mean start with a BT guy, then Guard!

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Re: Ogre guide

Post by Mr_lemon »

Cyris wrote: Yes, my assumption was that alternating Guard/Multi will get me 2, 2-die blocks per Ogre. One 3 die block per Ogre sure sounds nice, but I can't help but salivate at the idea of my 6 MB Ogres throwing 12 blocks a turn. I'm thinking I'll start with Guard, then experiment with one multi-block and see how it goes. Er, I mean start with a BT guy, then Guard!
The thing is: while the idea of 6 MB Ogres throwing 12 blocks a turn sounds nice, it's an utopian dream. The number of turns where you would actually gets to use more than 1 or 2 multiple blocks is very limited. My experience of Multiple Block on an Ogre team is that it isn't really worth it, it will eat up your rerolls and more often than not just end up with a pushback result or worse, especially if you face opponents with a lot of dodge and/or block. Better to let your six Ogres beat down 6 opponents with 3-diceblocks than to fail the first or second Multiple Block when you eventually roll a both down and/or attacker down result.

The two most important skills to stack up with on your ogres are imho Guard and Break Tackle, followed by Stand Firm...

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Re: Ogre guide

Post by sann0638 »

I am starting to miss Piling On on my ogre team. Might even take it before Guard (but after BT) as I can normally get 2d blocks without Guard, and it has not been that much of a help defensively.

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Re: Ogre guide

Post by Mr_lemon »

sann0638 wrote:I am starting to miss Piling On on my ogre team. Might even take it before Guard (but after BT) as I can normally get 2d blocks without Guard, and it has not been that much of a help defensively.
Really? I must confess that I haven't really tried out Piling on yet on my high TV-team. I've always considered it more important to let the good players stay standing than to pound the opponent to bits and pieces but maybe I should try it out the next skill I get then. :)

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Re: Ogre guide

Post by TheDoctor »

Cyris wrote:Yes, my assumption was that alternating Guard/Multi will get me 2, 2-die blocks per Ogre. One 3 die block per Ogre sure sounds nice, but I can't help but salivate at the idea of my 6 MB Ogres throwing 12 blocks a turn. I'm thinking I'll start with Guard, then experiment with one multi-block and see how it goes. Er, I mean start with a BT guy, then Guard!
I put Multiple Block on one of my Ogres and combined it with Grab. That worked out really well for me. I keep him close to my ball carrying Ogre and he can definetly free up the path. Also works nicely on the LOS since you can throw two blocks with only one Ogre, which leaves another Ogre free to help build a cage or whatever.

I also had a Snotling with Guard that helped out that Ogre to get 2 dice on both blocks, but that little bugger finally got smashed to pieces - by a goblin.

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