Standard Ogre progression?

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Mortalman
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Standard Ogre progression?

Post by Mortalman »

I just looked on Grumblegook's sticky post and couldn't find progression for Ogres, is there an agreed upon list?

I'm assuming block would be the first choice but as second skill I'm torn between pro and pile on. I've seen how effective pile on mummies can be and I got to get me some of that! On the other hand I hate bonehead...

As for traits I've got no idea, frenzy sounds nasty but horrendously risky, dodge is obvious and unimaginative, stand firm is probably not as good as dodge, pass is kinda one dimensional, I don't rate leader for a big guy because it doesn't as such make him better and both dauntless and NOS seem a bit pointless.

Any thoughts?

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Post by Skummy »

The list outdates the Ogre team, and even now there isn't an offical roster for them. I've played with and against the Ogres in serveral games, and I'd have to say that I'd get the first Ogre Sure Hands. After that, alternate between Block and Piling On. PO will get you block more quickly. When the Block players get to their second skill, tackle is a good choice if your league has a lot of dodging going on.

On a doubles, take leader because the rerolls are so expensive.

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Re: Standard Ogre progression?

Post by Jerhod »

Mortalman wrote:I'm assuming block would be the first choice but as second skill I'm torn between pro and pile on. I've seen how effective pile on mummies can be and I got to get me some of that! On the other hand I hate bonehead...

As for traits I've got no idea, frenzy sounds nasty but horrendously risky, dodge is obvious and unimaginative, stand firm is probably not as good as dodge, pass is kinda one dimensional, I don't rate leader for a big guy because it doesn't as such make him better and both dauntless and NOS seem a bit pointless.
I've seen it done a lot of different ways. The first four skills that are usually taken, not necessarily in this order, are Block, Break Tackle, Piling On, and Pro. Usually Block is first and Pro is second in my league, but that's definitely not the only way you can do it. Also, I'd strongly suggest considering Guard, Multiple Block, and Tackle. Strip Ball and Sure Hands can also come in handy if you use your Ogre for more than just a brawler-type.

Yeah, I know, too many skills and not enough SPP's to get them all... :wink: If I had to provide a "standard" skill progression for how I'd develop an Ogre I think that I'd have to go with Pro, Block, Break Tackle, and Multiple Block in that order.

On doubles I think that I'd go with Dodge as Dodge with Break Tackle on an Ogre is fabulous, plus Dodge increases survivability.

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Post by Jerhod »

Skummy wrote:The list outdates the Ogre team, and even now there isn't an offical roster for them. I've played with and against the Ogres in serveral games, and I'd have to say that I'd get the first Ogre Sure Hands. After that, alternate between Block and Piling On. PO will get you block more quickly. When the Block players get to their second skill, tackle is a good choice if your league has a lot of dodging going on.

On a doubles, take leader because the rerolls are so expensive.
Oh, this is for an Ogre team? I thought that this was just for a generic Ogre Big Guy attached to a non-Ogre team. Oops! :oops:

In that case, I think that I'd develop two Ogres with Pro, Break Tackle, Block, Tackle in that order with Dodge on doubles to act as "blitzers" and otherwise do what Skummy suggested. Sure Hands on your first Ogre skill is also a must, as Skummy said.

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Post by Skummy »

You know, he didn't say. The lists he talks about are done by team list, and I just assumed that when he said Ogre, that was what he was talking about. Rereading it, I'm not so sure. :-?

I'd go with Piling On as the first skill, as it gets you Block that much faster and creates a player that can take opponents off the pitch. Pro or Guard can be great third skills, and Dodge, Stand Firm, or Frenzy would be my choice on doubles, depending on which team the Ogre is on.

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Post by Grumbledook »

my name isn't Grumblegook, i am english not vietmanise

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Post by Mortalman »

I was looking for advice about my Ogre in my Orc team actually, but since I figured the progression wouldn't be that different to an Ogre on a team I looked up the team indexes first.

My Ogre has block already and has got himself within MVP range of his next skill (still a way off but I can dream) so I'm thinking about what I'd give him.

I suppose the only skill a Big Guy for another team might consider that an Ogre on an Ogre team is unlikely to is guard, but like I said in my first post I want skills that will actually make the Ogre into a better player becuase he's not so great at the moment to tell the truth. I reckon Piling On is going to be his next skill because I want to start hurting people - I'm convinced the git who sold my team knuckledusters was using some sort of shiny rubber instead of metal!

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Post by DoubleSkulls »

I'd say one of

Block, Pro, Piling On (Leader on doubles)

Piling On, Block, Pro (Frenzy on doubles)

After that it all looks very similar Break Tackle or Guard (you still give assists when bonehead) being the next skill.

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Post by Gorbad »

For an Ogre as the Big Guy on a non-ogre team I'd go (in order) PO, Block, Tackle and Frenzy on doubles. Things like Break Tackle, Dodge or Stand Firm assume you are actively doing 'other stuff' besides blocking the LOS, which IMHO seems to never actually happen in play. Only on a gobbo or halfer team would I use the BG's double on leader (second double maybe pass).

On an ogre _team_ it's a totally different story, as you do need those ball handling skills, and you can't depend on the goblins to do all the grunt work. So some Block, Sure Hands, Break Tackle, Strip Ball, Pro are in order. And definitely get Leader on the first double. Oh... and _pray_ for any roll of 5+6 on the skills :)

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Post by harley_topper »

I like to give the ogre piling on at first, because he will sooner get more SPP's, then block.
On doubles you may give him leader to controll him better (you have a re-roll for his actions), but i like my ogre a little bit wilder and give him frenzy on doubles.
After piling on and block I would give him pro on a normal skill.

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Post by Mortalman »

Frenzy? Is that wise on a big guy bearing in mind he's already a source of many turnovers because of his inability to use team re-rolls. Granted many people are assuming he already has block and pro but still, the risks of following up and then having to throw a risky second block with more enemy assists and no re-roll puts me off. If I roll a double I'm thinking either Stand Firm (so people have real problems shifting him) or dodge. Can't decide: SF is more useful as it affects more block dice results, but it's always nice to stay on your feet. In terms of realism I can't ever see an Ogre with dodge but there you go.

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Post by harley_topper »

Frenzy! It is not wise, but its funny. My opponents won't place players near the sideline, because they fear the ST5 Frenzy, Piling Ogre that killed a lot of people.
He causes a lot of turnovers but much more Cas.

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Post by Gorbad »

Mortalman:

Staying on your feet is much better than not being moved for an ogre, as you have to roll bonehead to get up, and that will fail at the most awkward of times. But I'd still pick frenzy... if you felt confident enough to do the first block, you should feel confident enough to try again if you didn't knock the opponent over on the first go. Ok, so it's not funny to suddenly have a 2d block against (unlikely with S5!), but as your ogre doesn't have Wild Animal, you are never forced into these situations anyway. And, what harley_topper said is very true, people won't even dare to put players one square off the sideline, or even two when you could feasibly do a block or chainpush and a blitz. This makes the playing field that much tighter, which is all in favour of bashing teams.

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Post by DoubleSkulls »

Mortalman wrote:Frenzy? Is that wise on a big guy bearing in mind he's already a source of many turnovers because of his inability to use team re-rolls.
If you are willing to make 1 block, why don't you want to make the 2nd?

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Post by Camus »

having to follow the pushed player may take you to a zone where he gets more assists and in case of being a high ST player it may become a 2 dice bolck oponent choses what is bad for you without RRs

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