Human Ogre Overview:
Ogres provide Humans with some much needed strength and higher armour, which they need to compete in the bashing side of the game. They are however prone to being somewhat unreliable so it is best to be careful with regards to how you use him on the pitch. I also recommend you start your teams with one from the start. This gives them more games to try and get a MVP and start to skill up as they can be quite slow to do so. You can speed their development up by being a bit more proactive with them, though this strategy can often come back to bite you due to their unreliability.
As they come with the Loner skill you need to be careful about when you use them. A failed roll can result in a turnover and also wasting a reroll as well. This means it is best to try and use them at the end of your turn, or when failing something will not leave your team exposed. Bonehead also may mean that sometimes you want to just leave him where he is as keeping his tackle zone may be more important than trying a two dice block.
If you are going to use your Ogre in a more passive and supportive role in order to minimise the risks, then it is best to give him skills which complement this roll. If he is stuck in the thick of it, he is high strength and coupled with high armour and Thick Skull, he is the hardest player on your team to remove from the pitch. It is better that he is in there than one of your blitzers for example.
Ogre Road Block:
The first skill you should be looking at giving him is Guard, unless you roll doubles. Humans need all the Guard they can get and a ST5 player with Guard can be hard to just push out of the way, even more so if you follow that up with Stand Firm. Break Tackle is also a good second option so you can move him to where he is needed the most. For doubles, Block is the obvious choice, getting more knock downs helps with getting him more SPP as well as keeping him on his feet more. If you get a second one then Pro can be helpful for when you need to reroll anything, it is the same chances as using a team reroll on him, except you don’t lose a reroll when you fail and you can also use it to reroll push results when blocking as well. Piling On is also an option to increase development, though I really don’t like putting him on the ground as he is more useful to your team when standing.
Stat increases +ST is the most useful, can get easier three dice blocks, even harder for the other team to block you and also gives you the edge against other teams big guys. Agility increases aren’t really that useful as he won’t really be handling the ball and should have Break Tackle for dodging. Movement or +AV I would pass up if you rolled double five, Block and Pro are more useful. For six four rolls you may consider either, the movement lets him keep up in a cage and cover the pitch better and the armour helps more if you tend to leave him getting stuck into the thick of it. It wouldn’t be a mistake if you took a normal skill instead though, especially if it is his first one.
Human Ogre Summary:
This is the best way to use the Ogre to complement the rest of the Human team in my opinion. If you want to go more offensive with him then by all means start off with Piling On. It is just worth bearing in mind that he will be exposed to fouls more often and he can’t support the surrounding team mates while he is on the floor. It will be easier for the opposing team to move around him when he is on the floor as you don’t have any other strong “road block” players on the Human team.