Ogre Tactics

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Sped 2500
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Ogre Tactics

Post by Sped 2500 »

Hey Everybody...thought for my first post here (I've been reading for a couple weeks but couldn't get an account registered) I'd start up a new topic about something thats been gnawing at the back of my head.

I got into bloodbowl right after GW rereleased it, because I happen to work at a comic shop that sells GW stuff and I had to paint up a demo team. Well I fell in love with the game and am now the league comish at my store.

Anyway...heres the deal, we're going to be using the experimental roster as developed here (even though we're getting GW backing for our league, the official season is ending) because BBMag 6 is messed to all hell.

So the question thats been bugging me is what do you do for longterm tactics on this team. Offensivley should you concentrate on throwing goblins, getting them SPP's to help advance them. Or should you concentrate on casualties and play souly like a strength team. There is actually alot of flexibility in what the team can THEORETICALLY do.

The tactic that I am going to be interested in attempting to develop is trying to develop a solid Ogre runner. If you take a Blitzer and give it Sure hands for its first SPP roll, then give it Break tackle for the second you've got a massive force to be reckoned with. If you can manage to consitently score some touchdowns with him you can go in other directions. If you give some line ogres guard and or block you can move him up the field with help from only a few of his powerful buddies making a "cage" with less than the normal 9 players. Also, if you've got an ogre that can consistently get SPPs then you can throw on block, and stand firm making an almost unstoppable runner.

The obvious tactic is to concentrate on casualties, loading up on block for ogres then piling on ect...however the interesting thing is that with a team of all ogres it may almost be a better idea to take piling on before block, speeding your way to the next SPP roll.

I don't know at this point...time will tell

Hope to hear people's thoughts, and I'm glad to be here

Sam

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Grumbledook
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Post by Grumbledook »

Persoanlly id hope to get one +ag and a +ag goblin for one turn throwing and then tween the other ogres into piling on nasties.

I've played against 2 ogre teams now first one was a rookie team which i lost to and the other was tr 140ish with 6 ogres, we drew 1-1 but that was only becuase the ogre with the ball about to score boneheaded in turn 8.

He had piling on with one ogre and pass on another the rest were unskilled. I was men down all match after turn 1 and has 6/5 players for 2 drives :/

I was humans for the record

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Balrog
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Post by Balrog »

Don't give too many Ogres Piling On, because they'll fail their bonehead roll to get up and then you'll have big gaping holes in your formation.

Develop 1 runner at first, then a second one. Select a few Ogres to be his cage guards and the rest can be used for whatever you want. Use the goblins as safeties and turnover specialists. That's what I'd try and do.

-Balrog

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Post by nkelsch »

I used my ogre as a 5th black orc up until he got agility 3.

Now he is 100% a gobbo flinger.

Ogre can be a VERY effective gobbo flinger WITHOUT any skills or SPP. and when he isn't near a gobbo, simply use him as a 'bruiser'

As far as skills go... simply give him block/dodge/standfirm and as many DEFENSIVE skills as you can since everyone is going to want a piece of him. PO is better left to goobers like warriors, black orcs and other gusy whose only function in existance is to knock things down.

Now if your not a TTM team... an ogre blitzer is worth doing IF you get doubles or something. I would still suggest giving him the reliable skilsl like block dodge and standfirm. Until he is agility 3... he should't be ANYWHERE near a ball except on a touchback.

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Ogre tactics

Post by 50footDwarf »

I've been playing with these guys for a couple of months - I agree, throwing Goblins is offensively a good tactic (and defensivlely. In our league, a Gobbo can be thrown to an occupied square, so its great for taking out ball carriers at range, or for flooring an advancing front line. Plus its the funniest idea I've yet found in BloodBowl.)

Definately have a runner, Sure Hands 1st, Break Tackle 2nd. Block is also important, but don't give anyone piling on. They bonehead all the time any way, it's too much of a risk to have your best players on the floor.

Think of the Ogres BLockers as a shield to protect the Goblin bal carriers. However, later on a runner and even a Thrower with pass can be devastating.

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MickeX
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Post by MickeX »

nkelsch wrote:Until he is agility 3... he should't be ANYWHERE near a ball except on a touchback.
Have a look at my Lizards team, Dinosaur Dorkheads (link below) :D

I now have 3 sauruses with AG2 to use as runners. They work great. They pick up at 75% with Sure Hands/RR, and once they get going they're hard to stop. Especially since the skinks and other sauruses are fast enough to make loose cages around the ball carrier.

Micke

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