Ball Carrier / Throwing Ogre:
- Normal: Strong Arm, Break Tackle
- Doubles: Sure Hands
- Stat Increase: +AG +MV
If you get an Ogre with an agility increase they are crying out to be made into a ball carrier, if you get a double after that then you should take Sure Hands to protect against the easy Strip Ball tactic from the opposition. Strong Arm will open up passing play possibilities if you get some Diving Catch + Catch Snotlings. It will also help with Throw Team Mate and scoring those one turn touchdowns. Break Tackle is obviously going to come in handy to keep him mobile as AG3 dodges still aren’t very desirable. It also will let you dodge out to go pick up a Snotling to throw as well. Options are a bit thin after that, perhaps Stand Firm or Guard are your only real options. If you get another double then you are probably best off taking Block, though you could consider Dodge as well. If you roll movement then take that if it wasn’t a double.
Killer Damage Causing Ogre:
- Normal: Piling On, Guard, Juggernaut / Stand Firm
- Doubles: Block, Frenzy, Tackle / Jump Up
- Stat Increase: +ST +MV
With six Ogres at your disposal it is probably going to be a good idea to build at least one capable of dealing out some damage to the other team. With Mighty Blow as standard already follow that up with Piling On as their first skill. This will ramp up the casualties and speed up development as well. Guard next will help as before and Juggernaut will get you more knockdowns and protect against the lack of Block. Stand Firm will keep you next to opposing players as well to give you more hits. I’m not so sure about Break Tackle, if an opponent is marking you, then you can just try and hit them, or if they aren’t then you can move anyway.
On doubles it is probably best to take Block again, get another then I wouldn’t mind Frenzy, combined with Juggernaut you can either be pushing players out of bounds (then take Stand Firm next), or make sure you get that second hit in. If you don’t want Frenzy, then it might be wise to get some Tackle on the team or you can possibly give Jump Up some consideration. A strength increase could be good, though with so many useful double choices I would probably still skip it. Agility is somewhat of a waste as would armour, extra movement though will be a great help after getting up after using Piling On.
An Ogre team is rather frustrating at times with players going Bonehead and not having normal access to general skills. You can have some great fun with the team though, smashing your way into cages, using Snotlings as missiles etc. One skill I didn’t mention was Pro, which is normally a skill considered on doubles for Big Guys. With the lack of Loner though and so many other general skills that you need, it isn’t worth it. Other teams with Big Guy players will have team mates who can get those core Block, Tackle, Sure Hands type of skills. An Ogre team doesn’t have that luxury. Your biggest enemy is probably Bonehead though, so bear that in mind before mindlessly just taking an action with a player whose tackle zones are in a vital part of your formation.