ogre level up, lrb 5
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ogre level up, lrb 5
basicly,
my ogre with block rolled a doulbe skill on his second level up...
i thought about frenzy or pro, to help out on the bashing...
maybe breakt ackle on the other one...
the dudes lookes like this:
Ogre guard, grab, 22 ssp
Ogre grab, 12 ssp
Ogre normal skill, 10 ssp
Ogre niggeling inj., 5 ssp
Ogre block, double, 17 ssp
Ogre break tackle, 8 ssp
3 rerolls
my ogre with block rolled a doulbe skill on his second level up...
i thought about frenzy or pro, to help out on the bashing...
maybe breakt ackle on the other one...
the dudes lookes like this:
Ogre guard, grab, 22 ssp
Ogre grab, 12 ssp
Ogre normal skill, 10 ssp
Ogre niggeling inj., 5 ssp
Ogre block, double, 17 ssp
Ogre break tackle, 8 ssp
3 rerolls
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- DoubleSkulls
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On the normal one I'd probably take Guard. 3 dice blocks are your friend since they dramatically improve the chances of getting a knock down - and help protect against turning over.
For the double I think the best two options are Sure Hands and Tackle.
Tackle will really help against flair teams - where Ogres have lots of trouble knocking anyone over. It also will help rectify the weakness of snots to protect the ball carrier.
Sure Hands means this guy is immune to strip ball - and will pick the ball up 75% of the time. Not bad odds - and with Block already he's pretty much immune to 2 dice against blocks (only a 1/9 chance of getting knocked over - without sure hands a strip baller would have had 4/9 chance of getting the ball loose).
For the double I think the best two options are Sure Hands and Tackle.
Tackle will really help against flair teams - where Ogres have lots of trouble knocking anyone over. It also will help rectify the weakness of snots to protect the ball carrier.
Sure Hands means this guy is immune to strip ball - and will pick the ball up 75% of the time. Not bad odds - and with Block already he's pretty much immune to 2 dice against blocks (only a 1/9 chance of getting knocked over - without sure hands a strip baller would have had 4/9 chance of getting the ball loose).
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Ian 'Double Skulls' Williams
- Tante Kaethe
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Or to make it even harder to decide
- why not take Dodge? Your opponents will have a hard time bringing him down, and imagine what he'll be like when you take Break Tackle fir his thtird skill
.
I wouldn't take Pro as you can use Rerolls (no Loner). Sure Hands is also a great skill.
Personally, I think I'd go for Dodge or Sure Hands.
Cheers
Tante Käthe


I wouldn't take Pro as you can use Rerolls (no Loner). Sure Hands is also a great skill.
Personally, I think I'd go for Dodge or Sure Hands.
Cheers
Tante Käthe
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Exactly what I thought. So I second to take Dodge.Tante Kaethe wrote:Or to make it even harder to decide- why not take Dodge? Your opponents will have a hard time bringing him down, and imagine what he'll be like when you take Break Tackle fir his thtird skill
.
I wouldn't take Pro as you can use Rerolls (no Loner). Sure Hands is also a great skill.
Personally, I think I'd go for Dodge or Sure Hands.
Cheers
Tante Käthe
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- TuernRedvenom
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Frenzy would be brutal, it's better then tackle IMO as it's also great vs non-dodgy teams (while still increasing your chances at knocking down blodgers, especially with 3-die blocks).Halbotz wrote:I would go for Frenzy. So you can run into a Cage with Block.
Another great choice is sure hands for strip ball protection. Elves will be sweating when this guy gets the ball!
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Just the thought of facing a block, sure hands, ball carrier Ogre with my DE or Skaven team caused me to shiver.TuernRedvenom wrote:Frenzy would be brutal, it's better then tackle IMO as it's also great vs non-dodgy teams (while still increasing your chances at knocking down blodgers, especially with 3-die blocks).Halbotz wrote:I would go for Frenzy. So you can run into a Cage with Block.
Another great choice is sure hands for strip ball protection. Elves will be sweating when this guy gets the ball!

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hmm i dont think ill go tackle, the sure hands dude sounds nasty...
i think i whould hold pro over frenzy, since i tend to roll alot of bad dices...and pro can help against double skulls on blocks, and help on bone heads...
(yesterday, first action in the entire game, 2 dice block against a zombie i think, rolles double skull, reroll, double both down, turnover, i was offence)
so pro, sure hands, dodge...i all sounds great
my main focus with this guy is bashing, but the block surehands/dodge sounds mega evil...
i think i whould hold pro over frenzy, since i tend to roll alot of bad dices...and pro can help against double skulls on blocks, and help on bone heads...
(yesterday, first action in the entire game, 2 dice block against a zombie i think, rolles double skull, reroll, double both down, turnover, i was offence)
so pro, sure hands, dodge...i all sounds great
my main focus with this guy is bashing, but the block surehands/dodge sounds mega evil...
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- DoubleSkulls
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So a standard opponent's LOS is 3 bunched together in the middle (spread out is even easier) - and against S3 opponents you need 2 assists.
So
1 & 7 are snotlings who run forward.
2 & 6 are snotlings or ogres
345 are all ogres.
4 hits A with 2 assists = 3 dice.
5 hits C with 2 assists = 3 dice
3 hits B - probably with 2 assists (move extra players in) = 3 dice
If 4 is a guard then you don't even need 1 & 7 as much (hence the use of guard for getting 3 dice)
With 3 dice you've got about a 70% chance of a knockdown vs 55% with 2 dice (so about 25% more knockdowns on the 3 LOS guys means more opponents off the pitch).
So
Code: Select all
____|_23456_|____
-----------------------
____|_1ABC7_|____
2 & 6 are snotlings or ogres
345 are all ogres.
4 hits A with 2 assists = 3 dice.
5 hits C with 2 assists = 3 dice
3 hits B - probably with 2 assists (move extra players in) = 3 dice
If 4 is a guard then you don't even need 1 & 7 as much (hence the use of guard for getting 3 dice)
With 3 dice you've got about a 70% chance of a knockdown vs 55% with 2 dice (so about 25% more knockdowns on the 3 LOS guys means more opponents off the pitch).
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Ian 'Double Skulls' Williams
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