Snotpicks

Want to know how to beat your opponents, then get advice, or give advice here.

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mattgslater
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Post by mattgslater »

Yeah, I agree. Buy two Snots. Six stringy boogers isn't much to hang a game on. Eight stringy boogers is much better.

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Post by katadder »

buy 4 snots and have a full bench :D
oh for the days when snots only counted for half a player on the squad :D

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Post by Mr_lemon »

ok, so everyone seems to agree about taking permanent snots instead. Hmm, maybe I should go with me original plan and take two snotlings which take me up on 14 players. Judging from previous experience I probably won't need more against this team, and in that case there is no sense in filling up to sixteen as that only gives my opponent the chance to get an Apothecary AND a bloodweiser. I think the key to success is to make him play with as few players as possible and minimize the chance of them coming back onto the pitch...

I agree about MA and AG is the only accepable things to raise on snotlings. On Ogres I think that only AG is worth it. ST 5 is usually enough especially when you got six players with it and a lot of guarding players in the team and the chance to get block or other crucial skills like sure hands or dodge are more appealing than a little easier three-dice blocks (which are quite frankly rather easy to get most of the team, at least when you get the match where you want it). But then again, my league isn't a bashy league as my team is atm by far the most violent team. The Norse team do about 2 CAS per game and the Orc team in the league is rather focused on scoring (had an amazing goal difference of 23-4 in the 8 first matches which they all won before they totally falled apart in the play-offs) and only managed 12 CAS in 8 games.

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Post by Mr_lemon »

Took the snotlings and just played the match against the Elves. Won with 2-1. Cas 4-1, Killed two lineelves and got a niggling injury on their best thrower so all in all a good match. Not a single improvement on my team this match but a few of my Ogres came closer to the next SPP-limit. So I want to ask you what you would do if you were me.

On a normal roll, what would you take, on a double I guess most would agree about Block but what would you take on Ogre nr 2? And which Attribute-improvements would you take


This is my ogres Improvement SPP
1 Ogre 4 (2pts left)
2 Ogre Guard, Block, Dodge 44 (7pts left)
3 Ogre Guard, Strong Arm 26 (5pts left)
4 Ogre Guard 6 (10pts left)
5 Ogre Guard 6 (10pts left)
6 Ogre Break Tackle 11 (5pts left)

My few developed snotlings mostly have Diving Tackle, except 1 who is my dedicated scorer as he has AG 4 and 1 with Catch.
The teams in my league is: Norse, (Pro) Elves, Skaven and Orcs.

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Post by tenwit »

Mr_lemon wrote:On a normal roll, what would you take, on a double I guess most would agree about Block but what would you take on Ogre nr 2? And which Attribute-improvements would you take
Get Break Tackle for Ogre 2, Sure Hands on doubles. He's a great ball carrier.
Rest, I have no opinion for.
Edit: Except, don't get any more Guard. You have more than enough for now.

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Post by Mr_lemon »

tenwit wrote:
Mr_lemon wrote:On a normal roll, what would you take, on a double I guess most would agree about Block but what would you take on Ogre nr 2? And which Attribute-improvements would you take
Get Break Tackle for Ogre 2, Sure Hands on doubles. He's a great ball carrier.
Rest, I have no opinion for.
Edit: Except, don't get any more Guard. You have more than enough for now.
Good to see that my gut instinct on Ogre 2 was exactly what you suggested.
And, I agree that 4 Guard Ogres is enough but I wouldn't want to live with less than that. In my first 5 games I lost 4. After the fifth game I finally reached 3 guard ogres and after that I have 3 wins 1 tie and 1 loss, against the same team that I lost against the first matches. It's a great feeling to have the ball and know that the opponent can't get any better blitzoptions than a 2-dice against, especially now that I've got such a good ball carrier.

I'm keeping my fingers crossed for the small chance of getting AG+1 on Ogre #1 if he makes one more casualty, I really love the idea of having the opportunity to have a real Ogre thrower with AG3 and Strong Arm, at that point you've got alternatives and aren't bound to throw snotlings or run the ball to the endzone.

Other than that I'm thinking about putting Stand firm on 1 or 2 of the guard ogres so they can stay next to the ballcarrier at all times. Maybe 1 Piling on to have some real bruiser to make sure that the opponent's best and most dangerous players stay down or leaves the pitch.

Is Juggernaut, Grab or Multiple Block worth taking? What are your thoughts?
And is Block always the answer on a double?

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Post by tenwit »

MultiBlock is good on one of your LoS ogres, and Guard + Stand Firm on the other two. I wouldn't get more than one MBlocker, it's nice but you're unlikely to use much it except on the LoS when you're receiving.

Stand Firm is valuable, and it's one skill that you can happily have on every ogre and not feel you have too much of it. A team full of SF is probably more annoying than a team full of Mighty Blow.

Grab is good for LoSers, and has good synergy with Stand Firm.

You have no Piling On, which is pretty odd for an Ogre team. Most ogre coaches swear by it. Give it a go, see if you like it.

Block is very important, but Sure Hands is good, and some people will benefit more from Frenzy than block, on at least one ogre. Frenzy also has good synergy with Juggernaut; normally I wouldn't worry about Jugg, but get it on anyone with Frenzy, it's probably even more useful than Block on that ogre. I'd get Block first, but once I had 3 Block ogres, I'd get Sure Hands and Frenzy on the next two doubles. Then back to Block forever.

And pretty much every team has at least one Strong Arm player. Which means, on a well-developed team like yours, at least two Strong Arm players.

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Post by Craigtw »

Just played ogres recently at a tourney and found Break Tackle to be the most useful skill.

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Post by Mr_lemon »

tenwit wrote:MultiBlock is good on one of your LoS ogres, and Guard + Stand Firm on the other two. I wouldn't get more than one MBlocker, it's nice but you're unlikely to use much it except on the LoS when you're receiving.

Stand Firm is valuable, and it's one skill that you can happily have on every ogre and not feel you have too much of it. A team full of SF is probably more annoying than a team full of Mighty Blow.

Grab is good for LoSers, and has good synergy with Stand Firm.

You have no Piling On, which is pretty odd for an Ogre team. Most ogre coaches swear by it. Give it a go, see if you like it.

Block is very important, but Sure Hands is good, and some people will benefit more from Frenzy than block, on at least one ogre. Frenzy also has good synergy with Juggernaut; normally I wouldn't worry about Jugg, but get it on anyone with Frenzy, it's probably even more useful than Block on that ogre. I'd get Block first, but once I had 3 Block ogres, I'd get Sure Hands and Frenzy on the next two doubles. Then back to Block forever.

And pretty much every team has at least one Strong Arm player. Which means, on a well-developed team like yours, at least two Strong Arm players.
Thanks for your input. :D I know it's odd not having piling on but frankly I don't see why) in my league 3 out of 4 regular opponents have AV7 so most of the time I get through, AND I don't want my valuable ogres to lie down on the pitch, they can't stop anything while on their backs, and I want to have the opportunity to block as many players as possible in my turn, AND I don't want my expensive ogres risking being fouled by cheap or dirty players. Sure, if your main goal is to bruise and batter your opponent into a bloody pulp but still lose the game by 1-3 I'd go with it, but I want to win and as I played Dwarves back in the mid 90's I find that Guard is a better skill if you want to smash opponents AND have a chance of scoring on a regular basis. Atm, my thought is to put Piling-on on my Break Tackle ogre. He usually serves as the blitzing defender because of his mobility when the opponent got the ball on my side. Piling-on might be good to make sure that the potential scorer really stays down if I successfully blitz him down, thus buying me time to recover the ball with another player.

Your view on Stand Firm sounds valid and if I don't roll anything peculiar I will go with it on my two Guard ogres. And maybe I'll try getting a MBlocker too, might be worth it considering my four ogres with guard (But you can't use it on a blitz right?). Grab seems underpowered in my eyes but I guess that assumption comes from me never seen it in action.

The unskilled ogre looks to be destined for Strong Arm (If I don't roll something tastier) as I agree that I should have two decent Ogre throwers.

So, to summarize my thoughts atm on what to raise on each of the ogres on a normal roll, New skill in bold:
Ogre1 Strong Arm
Ogre2 Block, Dodge, Guard + Break Tackle
Ogre3 Guard, Strong Arm + Multiple Block
Ogre4 Guard, + Stand Firm
Ogre5 Guard, + Stand Firm
Ogre6 Break Tackle, + Piling-On

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Post by Mr_lemon »

Craigtw wrote:Just played ogres recently at a tourney and found Break Tackle to be the most useful skill.
I thought so too, but the Break Tackle player I've got has been a disappointment this far and hasn't really given me anything. Maybe I use him wrong... :-?

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Post by sann0638 »

I have BT as the first skill on all ogres except one thrower. Having a mobile hitting unit is very useful, especially for protecting snotling ball carriers. On one player it's less useful, as for a few skills (DT, KOR, Guard).

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Post by overthefalls »

Here's my current Ogre lineup after 8 games:
1. Break Tackle, Piling On, Juggernaut, MA-1 (whatever / Frenzy, Pro, Diving Tackle, Tackle)
2. Break Tackle, Piling On (Juggernaut / Frenzy or Block)
3. Multiple Block (Grab or Stand Firm)
4. --- (Stand Firm & Guard or Grab / whatever; Block or Diving Tackle)
5. --- (Stand Firm & Guard or Grab / whatever; Block or Diving Tackle)
6. --- (??? / Catch or Sure Hands)

Break Tackle's been fantastic for me. It's paid off in spades in the last few games I've played; no one plays Ogres overly closely, so I've been able to either disengage and hunt someone down or bust into loose groups that form. (Ha! He can't get me---- wtf).

If I somehow get the doubles roll on one of the unskilled ogres, it'll make life easier and I can start getting creative. If one of the established ogres get doubles, I'm likely to go with whatever's after the slash in brackets.

Edit: The MA+1, AG+1, Sure Feet snotling makes things easier at least.

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Post by Skipper »

I thing stand firm on the skilled ogre # 2 is also a good choice. Strip ballers are unable to push him and therefore unable to strip the ball. Its not as useful as sure hands, but it also has other applications such as guarding the sideline.


My current team is just starting out and I've got two games under its belt. I'm hoping to use it tomorrow and possibly skill up one of the ogres, hopefully two if I'm lucky

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Post by tenwit »

Mr_lemon, the power in Grab comes from when you have to pick a Push result. You can choose to push the player into another of your tackle zones, forcing them to dodge during their turn (ask any Treeman coach: it's the only way one of those things gets more than one block per drive :) ). It's also good for helping with crowd pushes, and (for teams with MA7+) getting OTSs via chainpushes at the LoS. It can set up chain pushes any time, but that's usually just a bonus.


Skipper: Strip Ball works on Stand Firm. The skill says "applying a'Pushed' or 'Defender Stumbles' result", it doesn't say anything about moving a player. Only Sure Hands prevents Strip Ball.

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Post by Skipper »

Actually, the stand firm skill rule reads...

"A player with this skill may choose not to be pushed back as the result of a block. He may choose to ignore being pushed by the "Pushed" results, and to have knockdown results knock the player down in the square where he started."

Strip Ball: ......applying a "Push" or Defender Stumbles" result will cause the opposing player to drop the ball in the square they are pushed to, .....


1. The stand firm player ignores the push result.
2. Since the ball only comes out in the square he/she is pushed to, and the standfirm player is not pushed to a square the stripball skill by its own wording wouldn't work.


My interpretation seems to show that there are two reasons this skill fails if the standfirm player refuses to be pushed.,


Of course, I could be wrong, but I can't see how to interpret this differently.

Respectfully,

Skipper

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