Ogres or Halflings

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garion
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Re: Ogres or Halflings

Post by garion »

Ogres have a bad reputation for a reason, they are the worst race in the games history. Truely terrible.

If you want to have fun play with flings.

If you want to have a boring time play with Ogres. I personally can't find any redeeming features in that team. They are just a free spp gaining exercise for all their opponents.

When playing with flings just use the 1 RR starter roster and induce deeproot and chef to start with and in time you will get more and more inducements. Its great fun :D

edit: oh and Underworld are a really good team, i would support that they fit into the T2 bracket. Though they are tricky to use.

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Re: Ogres or Halflings

Post by Heff »

I love my ogres, but you really have to not mind losing

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Re: Ogres or Halflings

Post by Smeborg »

Ogres are much better than that. I have been beaten by Ogres in a tournament (I was playing Nurgle). That game showed me how to play them. In our friendly tabletop open league, my Ogres after 11 games are:

6 wins (vs, Ogres, Chaos, Humans, Gobbos, Orcs, 'Flings)
1 draw (vs. same Gobbos)
4 losses (vs. DEs, Necros, Dwarfs, Necros)

Several of the wins have been against the better coaches. It has reached the point where most coaches are wary about playing against this team (it can win games and dish out damage). Here is what it looks like now:

Ogre: Block, B-Tackle, Guard (40 SPPs)
Ogre: B-Tackle, Guard (19)
Ogre: B-Tackle (8)
Ogre: Block (6)
Ogre: - (2)
***********
Snot: +1AG, S-Feet (16)
Snot: D-Tackle (12)
Snot: D-Tackle (6)
Snot: - (5)
Snot: - (3)
6 rookie Snots (0)
3 Re-rolls
Apoth
1 AC/1CL
FF: 5
Treasury: 0
TV: 151

The team is constrained by money (Snots need constant replacement) and by injuries to the Ogres (2 have died and 2 have been Niggled in 11 games). I would recommend the following basic steps:

- Start with 3 RRs (this means only 4 Ogres, but you cannot do much without RRs).
- First normal skill on all Ogres should be B-Tackle.
- First normal skill on Snots should be D-Tackle (unless doubles or stat increases intervene).

I am not sure about Guard, it might be a mistake (J-Naut or Grab possibly better), but I will persist with Guard and see what happens (raw ST has its advantages).

Other stats: TDs: 13-10, CAS: 36-47. A very low scoring team, but with a strong defense (based on B-Tackle Ogres). 6 out of 11 games have seen no TDs conceded. On offense (or following a turnover), it's difficult to take the ball off a Block, B-Tackle Ogre (he may not reach the end zone, though). The +1AG Snot is very handy, but he is the sort of lucky break you will get on any team. I run the ball with an Ogre, using the +1AG Snot if the Ogre fails to pick up the ball. It definitely helps to win the kick-off so you can put a few dents in the other team first.

Hope that helps.

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Re: Ogres or Halflings

Post by Jimmy Fantastic »

Ogres really suffer in CRP. They would be bad anyway with overcosted big guys and the worst players in the game on the same team, but ClawPOMB cripples the Ogres and TacklePOMB slaughters the snots.
Also while Goblins and Flings have characterful inducement options the ogres are left with no fun in that department either.
The starting roster I would recommend is 6 Ogres, 8 snots and no re-rolls.
Foul as much as possible and hope your Ogres can achieve something worthwhile.
I have a 100% win ratio with this build so I guess it "proves" that Ogres aren't the worst team in CRP!

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Re: Ogres or Halflings

Post by Smeborg »

Jimmy Fantastic wrote:Ogres really suffer in CRP. They would be bad anyway with overcosted big guys and the worst players in the game on the same team, but ClawPOMB cripples the Ogres and TacklePOMB slaughters the snots.
Also while Goblins and Flings have characterful inducement options the ogres are left with no fun in that department either.
The starting roster I would recommend is 6 Ogres, 8 snots and no re-rolls.
Foul as much as possible and hope your Ogres can achieve something worthwhile.
I have a 100% win ratio with this build so I guess it "proves" that Ogres aren't the worst team in CRP!
Thanks, Jimmy, no doubt that is a valid way to play them. I find in TT that the Ogres do not often have much by way of inducements, being an expensive team, thus lack of inducement options is not a problem I have had!

What skills do you give the team?

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Re: Ogres or Halflings

Post by Smeborg »

Whether Ogres are the "worst" team in BB, I do not know. But I have played them sufficiently to know that they are at least roughly as good as 'Flings and Gobbos. Which of these teams you choose to play is a matter of taste.

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Re: Ogres or Halflings

Post by Heff »

Smeborg wrote:
Jimmy Fantastic wrote:Ogres really suffer in CRP. They would be bad anyway with overcosted big guys and the worst players in the game on the same team, but ClawPOMB cripples the Ogres and TacklePOMB slaughters the snots.
Also while Goblins and Flings have characterful inducement options the ogres are left with no fun in that department either.
The starting roster I would recommend is 6 Ogres, 8 snots and no re-rolls.
Foul as much as possible and hope your Ogres can achieve something worthwhile.
I have a 100% win ratio with this build so I guess it "proves" that Ogres aren't the worst team in CRP!
Thanks, Jimmy, no doubt that is a valid way to play them. I find in TT that the Ogres do not often have much by way of inducements, being an expensive team, thus lack of inducement options is not a problem I have had!

What skills do you give the team?
No re-rolls is brave. I would go 4 ogres 4 re rolls and 8 snots. As has been said elsewhere break tackle first. purchase an apo then a snot an Ogre, then an ogre then the two re-rolls. Never use an apo on a snot, never retire them and if you have a spare 20k buy them. I tend to score with the snots so my ogres skill slowly. Snots get diving tackle and jump up. doubles are leader and DP (that one gets sg)
Aim is to have 6 ogres with BTackle guard doubles are block if you get a +ag he gets strong arm.
7 snots with dtackle JU and 2 with DP,SG + one with leader and one with kick. +ag is your designated missile (just hope he ain't your leader) No more than three skills on a snot though sadly you just have to take what you can get often.

Any opponent on the floor unstunned will be kicked in the head, yes you clpomb monster I mean YOU. The team is surprisingly mobile once you have the break tackle in and if you take advantage of this you should do well. Last point never never NEVER leave a snot in a tackle zone, he will die.

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Re: Ogres or Halflings

Post by Jimmy Fantastic »

Well I take take 6 ogres no rerolls so that it is an Ogre team and not a snotling team.
Seriously- compare a 4 RR "ogre team" to a fling team with deeproot and a chef.
I also think rerolls in general are overrated - a lot of the time if you position well etc a failed roll isn't the end of the world.
I skill the Ogres with Guard and BT, Block on doubles, I don't think there is any other way?

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Re: Ogres or Halflings

Post by mattgslater »

I'm with Jimmy here; I've never done or seen this, but I think it makes a ton of sense. Why else play Ogres?

Jimmy, ever consider Pro over Block? Block has really limited application when you can hardly take any of it and your opponent has it spammed. But if you have to pay hard cash for all your TRRs, and your guys all make tons of important 2+ rolls that don't yield turnovers plus tons of unskilled 2d and 3d blocks and a few hard (4+) d6 rolls at end-of-turn, that sounds like a perfect application for Pro. Plus, Break Tackle is on the menu: yet more important/easy late d6 rolls, more reasons one TRR per turn might not be enough at the critical moment.

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Re: Ogres or Halflings

Post by Heff »

Did go to the perlies with 6 ogres 6 snots and two re-rolls. finished 2-3-1 and came 10th. maybe I was inadvertently on to something

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Re: Ogres or Halflings

Post by plasmoid »

In league play I would never go in with 6 ogres.
It may make it a 'real ogre team' - but very few people would make a 'real vampire team' in the same way.
I'm all for going the fluff route. But then you get what you asked for.

In league play I think I'd go 4 ogres, 3 rerolls, 11 snots.
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Re: Ogres or Halflings

Post by Smeborg »

plasmoid wrote:In league play I would never go in with 6 ogres.
It may make it a 'real ogre team' - but very few people would make a 'real vampire team' in the same way.
I'm all for going the fluff route. But then you get what you asked for.

In league play I think I'd go 4 ogres, 3 rerolls, 11 snots.
Cheers
Martin
Hi Martin. That's the starting roster I went with after observing another coach fail twice with more Ogres and fewer re-rolls. I've been very happy with it.

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Re: Ogres or Halflings

Post by Heff »

Smeborg wrote:
plasmoid wrote:In league play I would never go in with 6 ogres.
It may make it a 'real ogre team' - but very few people would make a 'real vampire team' in the same way.
I'm all for going the fluff route. But then you get what you asked for.

In league play I think I'd go 4 ogres, 3 rerolls, 11 snots.
Cheers
Martin
Hi Martin. That's the starting roster I went with after observing another coach fail twice with more Ogres and fewer re-rolls. I've been very happy with it.
4 ogres 4 re-rolls and 8 snots cos the extra three snots cost 60k and the extra re roll is 140. first couple of games would be tough but thereafter should be as usual (you know really difficult).

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Re: Ogres or Halflings

Post by poochée »

well, I just tested both teams on cyanide, offline campaign mode.

I played five games with the halflings, tied the first one against Vampires (ttm ftw!... or better ftt!), won the next three and tied the last one against dwarves.

Then I started Ogres and played them for three games: I lost my first game, then I lost my second game... and then I tied my third game, becuase the AI decided to be rediculous (a skaven gutter runner with no skills and one assisst two die my choice blocking my ballcarrying ogre and dying in the attemt and things like that...).

Afterwards I was a bit depressed with the ogres and started a goblin team... and won my first four games and had a hell of a time...

Well, now I'm back where I began, only now I also consider to play gobbos and I am allmost sure that I am maybe not ready for ogres yet... (probably I'll play Khemri as my second team and try and train some for an ogre team to be played in a later season).

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Re: Ogres or Halflings

Post by Jimmy Fantastic »

plasmoid wrote:In league play I would never go in with 6 ogres.
It may make it a 'real ogre team' - but very few people would make a 'real vampire team' in the same way.
I'm all for going the fluff route. But then you get what you asked for.
5 Vampires 2 rerolls is a great starting lineup.
Ogres sit in a bit of a vacuum at the moment, Goblins get fun toys and get a great 3rd big guy, Flings get a chef and a great 3rd big guy, Ogres get(by general consensus) 4 Big guys and the worst player in the game by a long way.
Seriously strength 1 is just too bad.
Plasmoid, I would like you to consider in your house rule project to put some serious thought into making Ogres a lot better.

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