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Big, dumb and tons of fun! The Ogre team consists of the extraordinarily strong yet brain dead Ogres and the tiny gnoblar like creatures. Being able to field up to six ogres, the Ogre team can bring an incredible amount of power to the field. Gnoblars too are so small, they can dodge through almost any gap the opponent leaves open. However Ogres are not the brightest of creatures and can go dumb during the most important moments and Gnoblars are the weakest player in the game, a slight breeze can knock one out! That said Ogres are definitely an enjoyable, if challenging team, squarely falling under the category of Tier 3 alongside the other stunty teams.
The Ogre team is extraordinarily straight forward, even more so than the typical bashing teams like Dwarfs and Orcs. While many people consider Ogres the worst team in the game, their additional strength and highly reliable dodging (2+/2+) makes them arguably the most stable stunty team in the game. In particular their high strength allows them to face off reasonably against the stronger teams where the other stunty teams would struggle.
Some general advice:
Lets look at some of the positionals.
Your primary players, the humble Ogre Blocker. With Str5 they are among the strongest players in the game and you can field up to five of them! However they also start with Bonehead, making them unreliable.
That said, Ogre Blockers also come with Ag4+, allowing you to use them as a ball carrier in a pinch. Set up three dice blocks as much as possible and be wary about activating depending how many players they are occupying. That said, with Str5, Av10+ and Thick Skull, you can depend on them more often than not to last. Break Tackle is excellent to give them extra manouverability.
Identical to the regular Ogre except with Passing Access and Kick Team mate. Get them leader as soon as possible followed by Break Tackle. Nice support for the front line and the rest of the Ogres.
Cheap, expendable and plentiful, Gnoblars are not only the weakest players in the game but the best dodgers as well. Normally one would be your ball carrier most of the time while the rest should be providing screens or fouling the opposition.
They do suffer in that they also don't cause tackle zone penalties so be careful when utilising them to stop Elves. Diving Tackle and Sneaky Git are great on them.
For those of you looking for an extremely quick guide how to play Ogres, it primarily comes down to two things: RR management and Bonehead management. This is essentially the foundation on what a good Ogre coach should understand if they are wanting to get something out of these big lugs.
The predominant idea is to not use a RR for Bonehead barring two exceptional circumstances:
- You are trying to move the ball carrier to get into the end zone.
- It is a situation where blocking or moving is essential i.e to break open a gap to free up players/open up the field for an advance.
This even includes a bonehead blitz. Bonehead should not be seen as something which is necessarily bad, it is inevitable and does not cause turn overs. Instead consider how important that immediate action would have been. For example: Failing a normal Bonehead on the LOS is not a major issue. If it looks like Bonehead is going to rupture your entire lineup, its sometimes better not to activate an Ogre at all to retain his tacklezones.
Similarly do not waste Re-rolls on blocks which did not knock over the opponent unless it was the ball carrier. Following the above steps is pretty much most of what an Ogre coach requires to know to use them effectively.
And lastly, be sure to always dodge out snotlings at the end of the turn. Restrict those blocks against your team! This rule obviously changes in the context of offense where it would be sometimes better to tie up an opponent than risk tripping.
First and foremost Ogre strategy is very simple if you just follow these two steps.
1. Block with the Ogres (ideally 3d blocks)
2. Dodge and foul (when necessary) with the snotlings.
You must restrict your opponent to one block a turn as leaving snotlings to be blocked is simply asking for trouble. It also applies pressure to the opponent to either commit to downing/marking Ogres or commiting too many players to mark up the snotlings who can very easily disengage and leave them in the dust. You are essentially trying to maintain your weak players for as long as possible while similarly trying to hurt the enemy line-up by pounding them into the dirt with your Ogres.
It is also important to note that if you are genuinelly looking to be somewhat succeseful with Ogres, the same rule applies with them as the other three stunties: Do not TTM unless its an absolute emergency! This even counts on Ogre defense, you are providing the enemy with a free armour roll against snotlings by doing so, which is just helping them to gain the numerical advantage.
You have enough strength (At least at low TV) to bring the fight to an enemy box, even Orcs. Do so! Blitz a corner with an ogre and send a second one to run in and fill that gap to engage the carrier. Place Snotlings in areas which will cut off squares which will provide assists and force the opponent to either dodge or engage in a scrum.Similarly, keep one or two ogres back field while at least three get stuck in to try to rack up the head count.
Defense is quite straight forward for Ogres, certainly more than you would expect. You should set up a 3 Ogre line of scrum. You're already working with the most fragile players in the game through snotlings, so it's best to reduce the chances of losing players to begin with. And three Str5 player on the LOS is nothing to scoff at. Keep all your snotlings 8 squares deep so the opponent cannot engage them in their first turn.
Set up two Ogres towards the center field of the pitch. As the drive unfolds, remember to always dodge snotlings out of Tackle zones to restrict the opposition to one Snotling blitz a turn. Keep at least one ogre as a line back and try to pound whichever enemy is in your Ogre tackle zones and keep the snotlings to provide screens to slow the opposition offense. Similarly, at least ensure that your Ogres take the fight towards the general vicinity of the enemy ball carrier once they begin to push. You're not like the other stunty teams, you can actually take an aggressive approach when fighting an enemy box or offense. Also with the best dodgers in the game (Snotlings 2/2+) you can easily ensure damage control can be levelled.
If the enemy is getting near the end-zone, charge all the Ogres you can at the enemy ball carrier or his screeners/boxers. Set up snotlings to screen and force them to dodge out. While this may sound difficult to execute, you would be surprsied how much pressure fighting up to five to six Ogres can have on an opposition coach.
For the start of offense, try to set up at least one 3d block for the opening punch and if possible, two. This way you save yourself the risk of a potential turn over and increase the chance to belt the enemy to the ground.
Following this and most important: An Ogre carrier is always an option. To make this easier, set up both a Snotling and an Ogre backfield on offense ready to pick up the ball. Failing the first or second attempt (depending how fast your opponent), give it to the snotling.
With an Ogre as your carrier, the opponent has a very hard time trying to take him down safely in addition to the relative security you can move the ball. While you do sacrifice mobility in the form of stunty and titchy, you are just as fast, considerably stronger and durable as well as a lot harder to take down. If the Ogre carrier is locked down, try to blitz the opponent marking you and then move ahead. If multiple targets are marking him, attempt a chain push with clever use of the snotlings and a blitz from a nearby Ogre.
A snotling carrier on the other hand is much easier to get out of trouble and a smart opponent may try to pin your ogre carrier down. Keep a snotling by his side ready to take a hand-off in case things go south. If you use a snotling carrier, be sure to keep him safe behind a screen of ogres and snotlings.
And finally, be selective in your fouls. Fouling a lineman with a snot is still a good trade price wise, but its far more practical to risk losing a snotling by fouling an important player or positional.
Ogres have definitely been nerfed from their previous roster where they could field goblins and 12 ogres, but far from what many coaches would believe, they are still very much playable and can still be a dreadfully terrifying team when the fists start flying and with the right coach.
Good luck and most importantly, have fun with your Ogres!
Ogres are one of the few teams who, in leagues, Competitive and tournaments who will have numerous opportunities to use their Star Players. Ogres have among the widest selection of star players at their disposal.
The list and costs are as follows
A returning Goblin Star Player of old, at 50k Bomber Dribblesnot is a Goblin Bombadier with accurate and PA 3+. This makes him not only a very cheap star but a shockingly accurate bombardier when it comes to blowing up clumps of opposition players. He also has a special ability where if his bomb is intercepted, he can automatically detonate it, preventing a potential counter attack.
Bomber Dribblesnot is so cheap and so potentially devastating to the opponent, he is considered by many a must take Star if not among the best stars in the game in terms of value for money. If you can hire him, hire him!
Another old legend, at 80k Fungus the Loon is a Star Player Fanatic with an extra MA and Mighty Blow. He also has the ability to reroll once a turn a direction he swings to, making him more accurate.
Fairly cheap but like a regular fanatic, can sometimes end up up swinging brutally through the opposition lines or flailing harmlessly around, missing everyone. However just like a regular fanatic, can be an excellent anchor or corner for a screen or box on offense. Fun, strong but somewhat inconsistent.
The infamous Goblin Looney has come back. At 120k, Nobbla is a Blodge Goblin Looney, giving him a decent amount of durability. His special ability also allows him to essentially get a "free" foul action on an opposing player once per game.
Like all Chainsaw stars, Nobbla will either do very well or very bad.
At 130k, Scrappa Sorehead is another returning Goblin Star who has seen a nice upgrade at a 20k price reduction. While his statline is identical to a regular pogo, he comes with sprint, sure feet, right stuff and dirty player. While he can be thrown and foul, Scrappa is ideal to be used as an extremely fast and reactive ball carrier due to having an effective MA10.
While he has to compete with Dribblesnot and Fungus, who combined are the same price, Scrappa can be useful for a goblin team looking for an extra fast ball carrier.
At 140k, Helmut wulf is now freely available for Goblins and likely the replacement of the previous Nobbla Blackwart. However with both pro and his special rule which allows him to reroll a single armour roll, Helmut is extraordinarily dangerous and also reliable as he will not waste rerolls if he kicks back. A decent choice if you can get him in addition to bribes.
Glart is a cheaper option for blocking duty. Coming in at 195k, a solid choice as he not only has a safety skill with block but also comes with claw to cut down high AV teams. A very good choice against high armour bash teams.
A Skaven Gutter Runner with extra arms, prehensile Tail and two heads. Exceptionally fast and if you urgently need someone to score quickly and reliably, an absolute must have for just 210k.
At 225k, the Black Gobbo is fairly expensive. However his unique rule allows you to foul twice per turn! On top of starting with Sneaky Git, Side Step, Stab and Bombadiers, there are many roles that the Black Gobbo can play. It is best you don't try to throw a bomb unless absolutely necessary, otherwise use his Side Step, Sneaky Git and Stab rule for a more passive support role.
Coming in at 250k, Grak and Crumbleberry give you two star players in the form of a decent, albeit slow, ball carrier halfling with sure hands and a standard Ogre. However, Grak can allow your Goblins to go flying across the pitch with his kick team mate, which can be done in the same turn as a throw team mate, leading to some exceptional plays for more cunning coaches. Expensive but a decent choice.
The legendary star Troll Ripper Bolgrot has finally made a return and what a return! At 250k (Down from 270k), Ripper comes with ST6 and grab and acts as a very strong roadblock. Without Really Stupid, Ripper will also ensure you will never waste a blitz or block action unlike a normal troll. Furthermore, because he does not have Really Stupid, he can also help other trolls pass their Really Stupid rolls. While he does not come with block (making 2d blocks somewhat risky), with an assist or two, he can reliably block with 3 dice.
He also adds a third troll to the Goblin team (which pushes them past their normal limit of two). With his high Armour and Strength, this will help take out opposing players and it will save your poor gobbos from getting hit, and unlike your secret weapons he’ll stay for the entire game. Furthermore, without Really Stupid or Always Hungry, Ripper can throw a Goblin on a single 3+ roll (2+ if quick pass), allowing the team to one turn touchdown considerably easier than with a normal troll. Ripper also comes with his own, once a half, pro reroll. This can be utilised to great effect when combined with the crucial end of drive throw team mate to score a touchdown or even the end of game throw team mate. This dramatically increases a goblin teams chances of scoring.
At 250K Ripper is almost a steal for what he offers the team and adds a tremendous amount of value, providing not only a fairly reliable means to one turn touchdown, but also a formidable amount of strength on the field with which you can rely on to act when you need him to. Hire him. Even if it means you can’t afford any bribes.
At 280k strong, potent player who provides the goblins with both a strength 5 and block, mighty blow mobile roadblock. Reliable and strong but a bit expensive. While a decent player in himself, consider other options if possible before committing to Varag.
Coming at 380k, Morg has seen a significant price reduction from his old price (430k) since previous editions. On top of that he now has Mighty Blow +2, meaning he can now add +2 to either the armour or injury roll! While expensive, Morg is an exceptional asset to the Goblin team, not only as a third big guy but also for adding an extremely potent and dangerous piece onto the field. His special skill, The Ballista, also allows a free reroll for a failed pass action, including throw team mates.
As a player, Morg is very good, his exceptional price needs to be taken into consideration when compared to other, cheaper inducements.
A halfling mounted on a ram. With block, tackle and horns, Rumbeblow makes an exceptional tackler if you need to put down opposing players with a lot of dodge or blodge. While at 170k he is relatively cheap, he also is quite fragile at Av8+. Cautious use is required to utilise Rumblebow well as a hard block may be enough to put him out of the game for good.
Coming in at 200k, Grim Ironjaw is a Str4 Dwarf Slayer with the addition of multiple block. While not the most expensive star, the value he brings to a team is questionable. Not particularly strong, fast or tough and multiple block being of limited use, Grim is generally best left in beating up people on the line of scrum or as a blitzer. However his frenzy can potentially get him in trouble. Be cautious when using him and generally, there are better stars and inducements for their value.
At 210k, Karla Von Kill is a Str4 Human Blitzer with block, dodge, dauntless, jump up and an ability to double her strength if she passes her dauntless roll. An extremely good Star well suited for scrumming, blitzing or support and in extreme cases, as a carrier. Barring teams with a lot of tackle, Karla is definitely a solid Star Player all round and definitely worth a pick for any Human team at a disadvantage.
Grombrindal the White Dwarf makes his premiere onto the BB pitch for the first time. With Str3, Block, Dauntless, Mighty Blow, Stand Firm and Thick skull as well as AV 10+, he is an exceptional support blocker and can take a hit too. His special rule as well, allows him to add Break Tackle, Dauntless, Mighty Blow or Sure Feet to an adjacent player PER TURN makes him an incredibly useful support Star for humans as well as capable of getting stuck in to bash some heads! A definite solid purchase.
At 220k, Mighty Zug is a Str5, Block and Mighty Blow human blocker. While slower than an Ogre, he essentially acts as a Big Guy with no negative traits and a solid chance of putting an opponent down. An exceptional Star Player for dealing with opposition front lines and breaking heads. Good for slower, bashier teams to help the Human team to hold their own in scrums and heavy crowds.
Coming in at 250k, Grak and Crumbleberry give you two star players in the form of a decent, albeit slow, ball carrier halfling with sure hands and a standard Ogre. He also provides the Human team with an additional big guy and halfling with sure hands. Expensive but a decent choice.
The single strongest star player in the game, Deeproot is a mighty treeman at 280k with strength 7, block and mighty blow+2 without take root. He is easily the single best roadblock in the game and hits devastatingly hard. However he is slow and opponents will be sure to avoid him.
Very useful for his ability to throw team mate with no risk of turn over if fumbles. While strong, he is expensive for what you get but if you need a player to tank hits for you, he is your guy.
The legendary Griff Oberwald is the single best star player in the entire game without exception. Coming in at 280k, Griff Oberwald comes with Str4, Ag2+, Pa3+, Block, Dodge, Fend, Sure Feet and Sprint. This means that not only is he capable of playing almost any role, from blitzer, runner, catcher and thrower (in emergencies), he is also capable of moving extremely quickly and getting to where he is needed most. He has an inbuilt reroll or safety skill for almost everything and his ability allows him his own personal reroll which bypasses his loner. He is fast, strong and reasonably durable and capable of doing almost anything. Even Morg, who is a far more brutal Star Player, and Hakflem, who is cheaper, pale in comparison to what Griff is capable of for a team.
Griff is best used as your primary ball carrier on offense or as a playmaker to sack and steal the ball on defense. Within reason, Griff is capable of playing the game almost entirely by himself and is a legitimate game winner. If you have the opportunity to hire Griff, HIRE HIM! Having Griff allows an underdog human team to have a very real chance of winning a match even at a disadvantage.