Ogre Snotlings Overview:
Snotlings have recently been introduced to Blood Bowl after going missing since before the third edition rules back in 1994. At first glance they may appear to be rather worthless players to have on your Blood Bowl Team. They are the weakest players in the game and can get beaten up by even Halflings. They also have the lowest armour so when they are knocked over they don’t tend to get up again. Their small size also means that they can’t make opposing dodges harder as their Tackle Zone doesn’t exert a minus one to the dodge roll. They are also fairly slow so can get out manoeuvred. So why would you want Snotlings?
The advantages the Snotlings have are primarily that they are very cheap. They are in fact the cheapest players in the game. While their Tackle Zones don’t make dodges harder, they do still force dodges which can often be enough, especially against the lower agility sides. Their small size also means that they ignore Tackle Zones when dodging and also get an extra plus one when dodging. This means that they can reliably move where they please, especially as they also come with Dodge. Having Dodge also makes them a bit harder to knock down, especially of the opposing player doesn’t have Block, despite the fact most players will get three dice against them.
Snotlings also come with Side Step making them even harder to pin down and more useful for marking players. It helps negate their slowness somewhat and may also save them from some Blocks if you can then Side Step somewhere that will cause problems. Not all of their stats are bad though, they have AG3 meaning that you can use them to handle the ball if you don’t want your lower agility Ogres to do so.
Lastly they also come with Right Stuff, so they can be thrown by the Ogres on the team. This can be used either for going for touchdowns, or cause they are rather cheap and expendable, aim them at opposing players. Their low price also means they are an excellent player to foul with. A low 20k player getting sent off in exchange for any other player may be a useful trade. If that happens to be a +ST Wardancer then even better!
Developing Snotlings comes with some issues though, even getting a single skill on them will double their team value. With only agility access they may also rely on getting doubles to get an effective choice after already getting skills. This probably means that if they don’t get any skills with a double roll after the first two, then you are likely better off firing them. With their propensity to get injured and killed, you may not get many that live that long anyway. Planning for long term development isn’t really worth while.
General Ogre Snotling:
This is how most of your Snotlings will probably develop, though many won’t even make it to one skill let alone two! Diving Tackle first is probably the most useful agility skill you can take after Side Step. Seeing as you already have the most useful and they combo really really well together it makes a great first choice. It also helps to negate the Titchy factor and creates harder dodges that Snotlings don’t usually force. Jump Up will help make up for their slow movement and is also worth having to get your full movement range after being thrown. That is if they are still on the pitch after being knocked over for what ever reason. Sure Feet is the other useful utility skill to take, being able to do go for its in a more liberal manner will help against the slowness factor.
For doubles I would take Block or Wrestle, mostly to make it harder to knock them over, they are usually going to have a hard time getting an even block, let alone one in their favour. If you get these then man marking players can be considered, though isn’t perhaps the wisest ploy even with one of these two skills. For stat increases strength increases their value by a lot and still only makes them weaker than nearly every other player, it isn’t worth it. While an agility increase doesn’t help with dodges most the time (you already dodge on a 2+ most the time) the ball handling abilities and help on landing rolls is worth having. Extra movement is also helpful, though may turn them more into a scoring player.
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