The Ogres on an Ogre team make it the only team in the game that can have six ST5 players on the pitch as part of their normal roster. They are also highly armoured and hard to knock out which can make them an imposing opposition. They are fairly slow though and have fairly low agility as well. Ogres are also very expensive and suffer from forgetting where they are or what they are meant to be doing at times. This can leave big holes in their defensive and offensive lines. Going toe to toe with them might not be the best strategy when you can bide your time for an opening.
With that in mind it an Ogre coach should be looking to counteract that and thankfully the Ogres on the Ogre team don’t suffer from having Loner and can use team rerolls as freely as any other player. This can help counteract their unreliability somewhat, though if you are using all six Ogres every turn, on average you should count on at least one of them going Bonehead and losing their Tackle Zone.
On the pitch it would be usual to build your ST5 players into something of a hitting machine or a road block. Ogre teams have six of the brutes though so you can diversify a little, though bear in mind Ogres aren’t going to be massive SPP generators and will skill fairly slowly.
You could consider creating a ball carrier as Snotlings are fairly weak and fragile, despite them having better agility. An Ogre is going to be fairly hard to get the ball from as well compared to a Snotling. Perhaps a dedicated thrower could come in handy, not just for passing the ball (not that you have much in the way of receivers) but for throwing team mates as well. You can turn passing into another weapon which gives you a bit more range, or perhaps a pseudo second blitz in a turn. A more general option is to build them to be more mobile than you would with a solitary Ogre on the team. Getting them tied up by a cheap opposing Lineman doesn’t make best use of their high cost.
Standard Ogre Development:
- Normal: Break Tackle, Guard, Juggernaut / Stand Firm / Grab
- Doubles: Block, Dodge
- Stat Increase: +AG +MV
I think this is probably the best way to develop and Ogre if you roll a normal skill to start with. Break Tackle will stop them getting pinned down and let you move more easily. If you can’t dodge with them then you aren’t going to advance down the pitch with them, or be able to blitz targets easily. Getting tied up will also make it easier for the other team to attack your fragile Snotling team mates. Follow that up with Guard, it can help protect the Snotlings, make it harder for other Guard heavy teams to stand toe to toe and also present more three dice block opportunities. After that you are running out of choices with only strength skill access though Juggernaut can make up for the lack of Block when blitzing, or cancel out Wrestle on low armoured players and lets you take them down with you. Stand Firm can also be great, especially as you can only blitz with one a turn) it will slow down advancing cages, tie up opposing players and helps you control the space on the pitch. The last alternative would be Grab, this can open up space, free up team mates from tackle zones or lets you move opposing players next to a team mate to get hit again that turn. Cancelling out Side Step can also come in handy when blocking or blitzing an opponent.
For doubles it is very hard to look past Block, it makes them more reliable, and will also keep them on their feet more. Combed with Juggernaut you can go after those Wrestle players as well. Dodge can be good to follow up with that, AG2 dodging can work fine and if you have Break Tackle as well it can make them surprisingly mobile. Stat increases I would say it might be advisable to ignore strength increases and take the double skill. The team is starved of general skill access on anyone normally and your Ogres are usually stronger than the opposition already. An agility increase is very helpful and makes ball handling better, if you get it early though go for a more specialised build. Movement is also going to help as the team is rather slow.
More on Page 2…