Snotpicks
-
- Experienced
- Posts: 97
- Joined: Sat Oct 04, 2008 10:58 am
- Location: Sweden
Re: Snotpicks
But isn't Sure Hands, Tackle or Strip Ball more important for the team performance? Sure, +1 ST makes him a fearsome player but how big a difference does an improvement from ST 5 to 6 do compared to the improved ability to take down Blodgers (Tackle). The Ability to pick up the ball with 75% chance to succeed and then be an awesome ball carrier with Blodge, sure hands and ST5 or remove the ball from the carrier with a pushback (Strip Ball). At the moment I'm leaning towards Tackle (as I don't have any) or Sure Hands (as an alternative to the passing game I have evolved with my Ogre thrower and Supersnot...
Reason: ''
-
- Emerging Star
- Posts: 343
- Joined: Thu Jul 09, 2009 4:51 pm
-
- Experienced
- Posts: 97
- Joined: Sat Oct 04, 2008 10:58 am
- Location: Sweden
Re: Snotpicks
Ogre 1 MA+1 Break Tackle (26spp 5 to raise)
Ogre 2 Guard, Block, Dodge, Break Tackle, Sure Hands (85spp 91 to raise)
Ogre 3 Guard, Strong Arm, AG+1, Sure Hands (81spp 95 to raise) ROLLED 5+5
Ogre 4 Guard Stand Firm Block (32spp)
Ogre 5 Guard, Multiple Block, Stand Firm (37spp 39 to raise)
Ogre 6 Break Tackle, MA+1 Stand Firm, Block (65spp 11 to raise)
Snotling 2 AG+1, MA+1, Sure Hands, Catch (56 spp)
Snotling 3 Diving Tackle (12 spp)
Snotling 4 Catch (9spp)
Snotling 5 Diving Tackle (7spp)
Snotlng 6 Diving Tackle (8spp)
A couple of matches played and some decent rolls for improvements but I think the latest is the trickiest. My Ogre thrower reached the 76spp-mark last night and I rolled 5+5. So now I wonder what to take on the ogre with Guard, Strong Arm, AG+1, Sure Hands and now quite a few options. I already have two MA+1 Ogres and 3 Ogres with Block and the thought of a really good passing game is tempting. So what do you think I should take: Pass, Pro, Accurate, Nerves of Steel or something completely different?
Ogre 2 Guard, Block, Dodge, Break Tackle, Sure Hands (85spp 91 to raise)
Ogre 3 Guard, Strong Arm, AG+1, Sure Hands (81spp 95 to raise) ROLLED 5+5
Ogre 4 Guard Stand Firm Block (32spp)
Ogre 5 Guard, Multiple Block, Stand Firm (37spp 39 to raise)
Ogre 6 Break Tackle, MA+1 Stand Firm, Block (65spp 11 to raise)
Snotling 2 AG+1, MA+1, Sure Hands, Catch (56 spp)
Snotling 3 Diving Tackle (12 spp)
Snotling 4 Catch (9spp)
Snotling 5 Diving Tackle (7spp)
Snotlng 6 Diving Tackle (8spp)
A couple of matches played and some decent rolls for improvements but I think the latest is the trickiest. My Ogre thrower reached the 76spp-mark last night and I rolled 5+5. So now I wonder what to take on the ogre with Guard, Strong Arm, AG+1, Sure Hands and now quite a few options. I already have two MA+1 Ogres and 3 Ogres with Block and the thought of a really good passing game is tempting. So what do you think I should take: Pass, Pro, Accurate, Nerves of Steel or something completely different?
Reason: ''
-
- Super Star
- Posts: 1124
- Joined: Thu Apr 09, 2009 8:50 pm
Re: Snotpicks
Whoa, a lot of DOUBLES on those ogresMr_lemon wrote:Ogre 1 MA+1 Break Tackle (26spp 5 to raise)
Ogre 2 Guard, Block, Dodge, Break Tackle, Sure Hands (85spp 91 to raise)
Ogre 3 Guard, Strong Arm, AG+1, Sure Hands (81spp 95 to raise) ROLLED 5+5
Ogre 4 Guard Stand Firm Block (32spp)
Ogre 5 Guard, Multiple Block, Stand Firm (37spp 39 to raise)
Ogre 6 Break Tackle, MA+1 Stand Firm, Block (65spp 11 to raise)
Snotling 2 AG+1, MA+1, Sure Hands, Catch (56 spp)
Snotling 3 Diving Tackle (12 spp)
Snotling 4 Catch (9spp)
Snotling 5 Diving Tackle (7spp)
Snotlng 6 Diving Tackle (8spp)
A couple of matches played and some decent rolls for improvements but I think the latest is the trickiest. My Ogre thrower reached the 76spp-mark last night and I rolled 5+5. So now I wonder what to take on the ogre with Guard, Strong Arm, AG+1, Sure Hands and now quite a few options. I already have two MA+1 Ogres and 3 Ogres with Block and the thought of a really good passing game is tempting. So what do you think I should take: Pass, Pro, Accurate, Nerves of Steel or something completely different?

I'd still take block. Interesting that you have 0 surefeet snotlings. Do you play a 12man roster, or are the others just 0skill players?
About the skills you listed:
Pass - inferior to block, you rarely get to use.. good for a TTM plan but you already got a 2+ for that..
Pro - Nice allrounder, but Block keeps you alive + helps you more when no ball.
Accurate - Really? No use for TTM, barely use for passing game as you lack fast & agile catchers (cant TTM & pass on the same turn).
Nerves - Meh, as accurate.
You will be playing 6 vs 11, so having block on all the ogres is crucial!
Reason: ''
-
- Experienced
- Posts: 97
- Joined: Sat Oct 04, 2008 10:58 am
- Location: Sweden
Re: Snotpicks
I have played a LOT of games with this team and been lucky with my skill rolls.
Got a bloated team value on 2180 k, the team isn't really the most slim and competitive team but it's fun to play at least.
So, you think I should go the boring way with Block? Sure, I bet it would be the best over all. But since I play in a league with Duckwing (also on this forum) where we both have 3 teams each and his teams aren't the bashiest I almost think I could get away with using the double for something else...
My thought with Accurate was to have the Catch Snotling and the MA 6, AG4 with Catch running forward and then go for a long pass or long bomb. I like the thought of an Ogre team with a developed passing game since it isn't really the most common way to play them.
I've got more Snotlings on the sheet. 10 snotlings so the roster is full, but these are the skilled ones...

So, you think I should go the boring way with Block? Sure, I bet it would be the best over all. But since I play in a league with Duckwing (also on this forum) where we both have 3 teams each and his teams aren't the bashiest I almost think I could get away with using the double for something else...
My thought with Accurate was to have the Catch Snotling and the MA 6, AG4 with Catch running forward and then go for a long pass or long bomb. I like the thought of an Ogre team with a developed passing game since it isn't really the most common way to play them.
I've got more Snotlings on the sheet. 10 snotlings so the roster is full, but these are the skilled ones...
Reason: ''
-
- Experienced
- Posts: 97
- Joined: Sat Oct 04, 2008 10:58 am
- Location: Sweden
Ogre-development
I started a new Ogre-team in my League and during the pre-season I played 3 matches and was lucky to meet teams that allowed me to do some Casualties, therefor I already have some skills on the team. Last time I played Ogres (for 30 games or so) I reached a high TV and was fairly successful considering their tier. This time I was hoping to make it to our Leagues playoff with the team and try to keep the team fairly TV-efficient and do my best NOT to skill my snotlings.
This is my team:
http://pebble.bloodbowlleague.com/defau ... =ro&t=pen2
As you can see I've been blessed with an AG+ and one Doubleroll (Block) out of the four improvements I've rolled. Now I need suggestions on how to develop the teams ogres. What would you take on the following to skills on my ogres if they roll normal skills (and on a double). I am looking to develop different player-types in the teams but brighter and more experienced ogre-coaches might now things I'm missing.
Here is how I am thinking:
IMPROVEMENTS Future skillups?
Ogre1 Guard Stand Firm, Break Tackle (BLOCK)
Role: Mobile guard and part of the Three-Man strong Ogre Cage/line
Ogre2 Break Tackle Juggernaut, Stand Firm (FRENZY)
Role: Blitzer and the player that makes the sidelines unsafe for the opponents
Ogre3 Block Break Tackle, Piling On (TACKLE or DODGE)
Role: Cagebreaker/Blitzer, Secondary Ball-Carrier
Ogre4 Piling On, Juggernaut (TACKLE/FRENZY)
Role: Maimer. (never really used Piling on but was thinking about having it on this player to see how much it speeds up his development and it's good to have a player that can do that little extra to try to hurt the opponent's best players)
Ogre5 AG+ Break Tackle, Strong Arm (BLOCK or SURE HANDS)
Role: Ball-carrier and potential thrower.
Ogre6 Guard, Stand Firm
Role: The other Guard cornerstone in the lineshaped ogre Cage.
Is this a reasonable way to improve my team or am I missing any playertypes and skills vital to ogres?
This is my team:
http://pebble.bloodbowlleague.com/defau ... =ro&t=pen2
As you can see I've been blessed with an AG+ and one Doubleroll (Block) out of the four improvements I've rolled. Now I need suggestions on how to develop the teams ogres. What would you take on the following to skills on my ogres if they roll normal skills (and on a double). I am looking to develop different player-types in the teams but brighter and more experienced ogre-coaches might now things I'm missing.
Here is how I am thinking:
IMPROVEMENTS Future skillups?
Ogre1 Guard Stand Firm, Break Tackle (BLOCK)
Role: Mobile guard and part of the Three-Man strong Ogre Cage/line
Ogre2 Break Tackle Juggernaut, Stand Firm (FRENZY)
Role: Blitzer and the player that makes the sidelines unsafe for the opponents
Ogre3 Block Break Tackle, Piling On (TACKLE or DODGE)
Role: Cagebreaker/Blitzer, Secondary Ball-Carrier
Ogre4 Piling On, Juggernaut (TACKLE/FRENZY)
Role: Maimer. (never really used Piling on but was thinking about having it on this player to see how much it speeds up his development and it's good to have a player that can do that little extra to try to hurt the opponent's best players)
Ogre5 AG+ Break Tackle, Strong Arm (BLOCK or SURE HANDS)
Role: Ball-carrier and potential thrower.
Ogre6 Guard, Stand Firm
Role: The other Guard cornerstone in the lineshaped ogre Cage.
Is this a reasonable way to improve my team or am I missing any playertypes and skills vital to ogres?
Reason: ''
-
- Super Star
- Posts: 779
- Joined: Tue Feb 12, 2013 4:05 pm