Scoring Ogre Snotling:
If you aren’t going to use the Ogres to carry the ball then you will need a few Snotlings capably of scoring. If they can get within running range of the end zone, then it should just be a series of 2+ dodges and go for its in order to score. Sure Feet gives you an extra reroll for the rolls that Dodge doesn’t already cover. After that you could go for Sprint for the extra range or go for Catch to make getting the ball to them easier. That would usually be if attempting a Throw Team Mate play, otherwise they will probably pick it up themselves. It can also help with getting hold of bouncing balls and the odd interception as well.
For doubles I would get Block to help try and get them upright and if you get another then Sure Hands to help with picking it up and to avoid Strip Ball. An agility increase is great for anyone handling the ball a lot and movement will help cut down on go for its or let you score from further away.
Ogre Snotling Catcher:
A slight variation on the normal scoring build that becomes more viable if you get an Ogre with +AG and Strong Arm who can present a mild passing threat. Catch does the obvious and the changes to Diving Catch will make catching an accurate pass easier as well. The latter can also help grab the occasional inaccurate pass and bouncing balls.
Doubles and stat increases follow the same reasons as the previous scoring build. Having a passing threat in the team will give the opponents something extra to think about and have to try and deal with.
Ogre Snotling Fouler:
- Normal: Sneaky Git
- Doubles: Dirty Player
As I mentioned trading a Snotling for a more expensive player is usually a great trade off. If you want to build a specialist fouler then wait for a double on the first skill increase and take Dirty Player. Look to gang foul if you get this, though that is less important if they live long enough to get Sneaky Git after that. They probably won’t develop further than this and if they do it probably isn’t worth the extra team value. If you don’t want to sack them though then get Sure Feet for the third skill.
Ogre Snotlings Summary:
Hopefully now you can see some uses for Snotlings on your team and don’t just see them as a waste of time. In order to keep them alive as long as possible, you don’t want to leave any in base contact with opposing players at the end of your turn. If you can avoid that it will help them live as long as possible. If you have given them Diving Tackle, they can still make use of this by screening and placing them in running lanes. You don’t have to man mark to make it useful.
Some other doubles to consider as your Ogre players will tend to be taking Block / Dodge / Sure Hands, would be things like Leader, Hail Mary or Kick. If going to take these then you probably want to get it on their first skill advance. You will probably want to keep them out of harms way after getting one of these skills, which means they may not develop any more. They may also not last very long generally anyway and you might have a constant cycle of replacing them. These are useful skills to have on the team if you can get them though. A deep kick means you can perhaps throw a Snotling down to get the ball and score if the opponents fail to pick it up for example. If you get some nice skill rolls, then it isn’t inconceivable to actually develop a Snotling into a great player!