GalakStarscraper wrote:
I've played all 3 also and haven't really dislike any of them. They are supposed to suck. Everyone HAS to remember that. JJ won't approve an Ogre team unless its about as good win wise as a Halfling team.
My thoughts on the 3.
#1 ... instead of doubling the handicap, 2x of the TR over 100 would probably work a lot better
#2 ... I like it a lot from what I've seen so far.
#3 ... Too powerful to fit the bill for what JJ wants.
So my thoughts right now are that a revised #1 or #2 as it is is probably the best revision option. But thankfully we have until October 2004 to test and make judgements based on results.
Galak
Yes, you did make some points there to be considered. All in all, I like the first list in some ways, minus the doubling for handicap. That alone just kills this team in extended league play. Also the list needs one less Gobbo.
The second list was more like what I was hoping to see come out for them. Unfortunately the Really Stupid for blockers is too much restriction. I'd say change that to Bonehead. Also, ogre Blitzers are too much like regular ogres in most cases, Just minus the Big Guy. I think it would be more in the feel of the game to leave the Blockers to better resemble the basic ogre player instead of worse off than your standard BB ogre. The Blitzer is supposed to be the superior starting player of his race. The current #2 list does not give the ogre blitzer much superiority over your standard ogre. That's why I proposed giving him either block or frenzy, and making the position as expensive as ever to fill. Lastly, I still wish there was some sort of thrower position, thanks to GW for actually specifying the ogre thrower model, lol! Just give us a thrower I beg!!! I don't care if he costs 500,000 gold and are an 0-1!!!! Yes I understand these changes would begin to tilt the ogre team to power levels. I've been juggling around ideas for this.
Firstly is the cost of each player. Keep the heavy hitting blockers low in number and expensive. Also keeping the cheapest ogre player's cost at close to 120,000 gold. That would lead to the team being greatly out-numbered in one-off games (impossible to buy 11 players with 1,000,000 in starting gold?). Add the Bonehead and you've got plenty of room for any team to move around early on. A good reason here to just all out limit the number of ogres that can take the field. Another is to do something about gaining skills. Make it harder for ogres to gain skills, say twice as many SPP's to gain a skill roll as a regular player? This would make advancing the team extremely slow and by later in a season many teams would have easily surpassed them. I've also considered dropping the ability to have an apoth, or just make him a freebooter like a wizard. The possibilities are almost endless.
The third list is quite powerful, but with 6 gobbos it's hard to tell what kind of team it really is. When you start off you can only get 6 of each affordably.
What everyman just said does ring true. The Ogre team isn't attractive for scoring or wins. What makes it appealing is it's mauling strength and the intimidation factor. The Ogre team shouldn't be made for scoring. I think the solutions to make the list work will come in time. Until then, there's nothing wrong with trying different things. Maybe the solution is right under our noses!