(Continuing) Ogre #1 Team Report:
Posted: Sun May 11, 2003 5:28 am
A member of my league and I decided to playtest the Ogre roster #1 from http://www.midgardbb.com/GWTeams/RevisedGWRosters.html against a Chaos team. We agreed to play 3 games with each, and then change rosters and playtest again. Rinse and repeat until we thought we had a good handle on how the Ogre #1 team plays.
Rosters:
Blood Worms - 6 Ogres, 5 Goblins, 0 rerolls, 8 Fan Factor
(Highly restricted on rerolls becasue of the 5 goblin limit and the need to field 11 players.)
The Khorny Goatboys - 1 Chaos Warrior, 10 Beastman, 3 rerolls, 9 Fan Factor
(Team designed for long term growth.)
Game 1 started with Sweltering Heat and a Chaos Blitz. The Goatboys worked furiously to move one of the ogres off the line and were able to get a beastman under the ball. After a good deal of fumbling, Chaos is eventually able to score on turn 3, aided by 1/2 of the Ogres failing their bonehead roll in the previous turn. A goblin attempts a long pass to tie the game, but a beastmen intercepts and scores in turn 8 of the first half. The second half features many failed GFI's, pickups and blocks. Chaos wins 3-0, one beastman is armor gimped and a goblin is missing the next game. Both teams make just enough for an apothecary and one beastman gains block.
Game 2 features both teams a man short, and Chaos recieves the ball. The Chaos Warrior fails the first block of the game, and the Ogres live up to their potential for the first 2 turns. The tide turns as 2 goblins are badly hurt when attempting to block beastmen. Chaos takes the rest of the goblins off the pitch, and Ogres and Beastmen compete to pick up the ball in tackle zones without rerolls. The Beastmen eventually prevail, and score in turn 7. One Beastman is seriously injured and gains a niggle. One Ogre gains Leader, and a beastman gains Sure Hands. The Ogres gain 80k and Chaos gains 60k. Both teams hold onto the money.
Game 3 is the first time the Ogre team's special rule kicks in. The Ogres make 10k less because of the team rating inflation and Chaos gets a handicap (Grudge Match). The actual game begins with a 3 turn riot. Half of the Chaos team commits itself to push the Leader Ogre into the crowd (badly hurt). The Ogre team responds by knocking the ball loose from the Chaos ballcarrier and threatening their 1st score. However, The pickup is failed and Chaos manages to clear the ball downfield. 2nd half features the Ogres once again losing because of failed boneheads, and Chaos again clears goblins from the pitch. Ogres gain 40k and hold their 120k for a reroll. Chaos gains 90k and buys an Ogre, leaving 30k in the bank. A second Ogre gains a skill, a Beastman gains block and the Chaos Warrior gains Claw.
Impressions:
-The Ogre roster is highly restrictive in creation. Because of pricing, coaches are forced to choose between an 8 Fan factor and no rerolls, or a 1 fan factor and 1 reroll. Becasue of the money penalty later in the game, our roster went with the 8 fan factor.
-Ogres are extremely difficult to coach. One failed roll generally means a turnover. One boneheaded player on the front line means a big hole for the opposition.
-More playtesting is needed. The Ogre restrictions have not yet come fully into play, and the Ogres will play a very different game with some experienced Ogres and 2 or more rerolls.
Rosters:
Blood Worms - 6 Ogres, 5 Goblins, 0 rerolls, 8 Fan Factor
(Highly restricted on rerolls becasue of the 5 goblin limit and the need to field 11 players.)
The Khorny Goatboys - 1 Chaos Warrior, 10 Beastman, 3 rerolls, 9 Fan Factor
(Team designed for long term growth.)
Game 1 started with Sweltering Heat and a Chaos Blitz. The Goatboys worked furiously to move one of the ogres off the line and were able to get a beastman under the ball. After a good deal of fumbling, Chaos is eventually able to score on turn 3, aided by 1/2 of the Ogres failing their bonehead roll in the previous turn. A goblin attempts a long pass to tie the game, but a beastmen intercepts and scores in turn 8 of the first half. The second half features many failed GFI's, pickups and blocks. Chaos wins 3-0, one beastman is armor gimped and a goblin is missing the next game. Both teams make just enough for an apothecary and one beastman gains block.
Game 2 features both teams a man short, and Chaos recieves the ball. The Chaos Warrior fails the first block of the game, and the Ogres live up to their potential for the first 2 turns. The tide turns as 2 goblins are badly hurt when attempting to block beastmen. Chaos takes the rest of the goblins off the pitch, and Ogres and Beastmen compete to pick up the ball in tackle zones without rerolls. The Beastmen eventually prevail, and score in turn 7. One Beastman is seriously injured and gains a niggle. One Ogre gains Leader, and a beastman gains Sure Hands. The Ogres gain 80k and Chaos gains 60k. Both teams hold onto the money.
Game 3 is the first time the Ogre team's special rule kicks in. The Ogres make 10k less because of the team rating inflation and Chaos gets a handicap (Grudge Match). The actual game begins with a 3 turn riot. Half of the Chaos team commits itself to push the Leader Ogre into the crowd (badly hurt). The Ogre team responds by knocking the ball loose from the Chaos ballcarrier and threatening their 1st score. However, The pickup is failed and Chaos manages to clear the ball downfield. 2nd half features the Ogres once again losing because of failed boneheads, and Chaos again clears goblins from the pitch. Ogres gain 40k and hold their 120k for a reroll. Chaos gains 90k and buys an Ogre, leaving 30k in the bank. A second Ogre gains a skill, a Beastman gains block and the Chaos Warrior gains Claw.
Impressions:
-The Ogre roster is highly restrictive in creation. Because of pricing, coaches are forced to choose between an 8 Fan factor and no rerolls, or a 1 fan factor and 1 reroll. Becasue of the money penalty later in the game, our roster went with the 8 fan factor.
-Ogres are extremely difficult to coach. One failed roll generally means a turnover. One boneheaded player on the front line means a big hole for the opposition.
-More playtesting is needed. The Ogre restrictions have not yet come fully into play, and the Ogres will play a very different game with some experienced Ogres and 2 or more rerolls.