Let's all work together! - Ogre Team

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Ithilkir
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Post by Ithilkir »

Yay! Someone liked the Lost on the Way rule :) Also seems that the 5/4/2/9 - BH, TS - 80k - general is the standard Ogre lineman that people roughly agree on. We also have the blockers that go with the standard Ogre rules (though some prefer AG1) at either 110 or 120k.

Blitzer position anyone?

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Ghost of Pariah
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Post by Ghost of Pariah »

I agree here. The only sticker I have is that if the standard ogre is going to have AV 9 he shouldn't have Thick Skull. AV 8 works better with the 80K price tag, IMO.

So are we in agreement on...
0-12 Ogre Lineslobs 5 4 2 8 Bonehead, Thick Skull 80K -Gen

If we can all agree on this then we are making progress.

Personally I'm leaning towards Thad's style of team with only one positional Ogre slot and Ithilker's Lost on the Way aspect of Bonehead.

Before anybody says that you can't change Bonehead. I'm gonna do it.

Bonehead- The player is not noted for his intelligence. Because of this you must roll a D6 after declaring an action for the player, but before taking the action. On a roll of 1 they stand around trying to remember what it is they’re meant to be doing. The player can’t do anything for the turn, and the player’s team loses the declared action for that turn. (So if a Bone Head player declares a Blitz and rolls a 1, then the team cannot declare another Blitz that turn.) The player loses his tackle zone until he manages to roll a 2 or better at the start of an action.
Also, when several Boneheads get together there is no telling how confused they can get. It's common for ogres to get lost on the
way to the stadium. To represent this at the start of the game all Ogre players from the Ogre team must roll a d6, on a 1-2 the player has gotten lost on the way to the match and must miss the first half, though they will be available for the second half. On a roll of 3-6 the player has found his way to the stadium without any problems.


I changed the numbers because I feel that they are getting a double negative trait. I would even say make it a 1 but that may not be enough. If the BBRC is open to these idea I think we are making real progress here.

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Ithilkir
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Post by Ithilkir »

Aye, I'm happy with the Lineogres being 5/4/2/8 thick skull, bone head, 80k - general.

One problem with adding the Lost on the Way rules to the bonehead is that it would then affect any ogre player (and for that matter Kroxigor). I'd personally say we should either have LotW as a skill (not preferred) or we have it as a team trait listed in the general info about them.

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Post by Ghost of Pariah »

No it wouldn't. It's only effective when more than one bone head is on a team together. I should write it clearer. Imagine it like this...

Grog Tuffnutz and Bhug Fumpfist are drinking at the pub and talking about next week game vs. the Reikland Reavers.

Grog: "`Ey, Bhug, were da next game at?"
Bhug: "Uh...I fink it's up dere by dat river."
Grog: "Wot rivva?"
Bhug: "Ya know! Dat stinkee wun!"
Grog: "Stinkee?"
Bhug: "Yeah, Da Reek Land Rivva."
Grog: "Dat's Norf, right?"
Bhug <shrugs his shoulders>"I dunno."

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Post by Dave »

Hey, I like that last idea!!

But somewhere at the beginning of this thread 'really stupid' came along in a little different fashion.

I liked that as well, not only play - wise but 'talk-during-play-wise' as well (Boy I really love my chainsaw wielding Norse :D :D )

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Ithilkir
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Post by Ithilkir »

Gotcha... So to tidy up the new BH paragraph..

Bonehead - The player is not noted for his intelligence. Because of this you must roll a D6 after declaring an action for the player, but before taking the action. On a roll of 1 they stand around trying to remember what it is they’re meant to be doing. The player can’t do anything for the turn, and the player’s team loses the declared action for that turn. (So if a Bone Head player declares a Blitz and rolls a 1, then the team cannot declare another Blitz that turn.) The player loses his tackle zone until he manages to roll a 2 or better at the start of an action.

In addition, if there is two or more bone head players on a team you must roll a d6 at the start of the match for each of them. On a roll of 1-2, the bone head player gets lost on the way to the match and will not be available for the first half, though they will be available for the second half. On a roll of 3-6 the player finds his way to the stadium without any problems.

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Ogre team

Post by MickeX »

I think the Ogre/Snotling concept is great. And I sure want the Ogre team underpowered.

My only problem with the snotlings is that the Ogres might be a TTM-team rather then a running team. That wouldn't fit them.

I came up with two ideas for racial charasteristics for the snotlings to ensure that TTM will be quite a risk. I can't really decide which one of them I prefer:

1. A bit confused
The player has a rather limited sense of what the ball part of Blood Bowl is about. If the player has possesion of the ball, roll a D6 after declaring an action for the player. On a roll of 1-3 they stand around toying with the ball. The player can't do anything for the turn, and the player's team loses the declared action for that turn.
The same roll must also be made immediately if the player ever picks up the ball during his action.

2. Easily confused
The player has a rather limited sense of what the ball part of Blood Bowl is about. If the player has possesion of the ball, the only possible action for him is Random move. Use the scatter template for a direction, and roll a D6 to designate how far the player wants to move in that direction. However, the player has understood what those lines are for, and will not attempt to leave the field.
His coach must try to move him as close to this spot as possible, in as few steps as possible. If there are several possible routes, the coach may choose between them. He does not have to Go for it.
If the player ever picks up the ball during his action, that action ends immediately.

Number 2 is a bit complicated, but I think a rule like that would capture the feeling of having to resort to snotling ball-handlers... Seriously, which snotling would know what to di with the ball after being throwed around - or after dodging into that brawl to get it?

Micke

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Post by Trambi »

Ok what about ?
0-8 Lineogre 5 4 2 8 Bonehead, Thick skull 80K -Gen
0-4 Ogre blocker 4 5 1 9 Bonehead, Thick skull, Mighty blow 100k Gen-Str
0-4 Ogre blitzer 5 5 2 9 TTM, Bonehead, thick skull, Mighty blow 120k Gen-Str

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Ogrewomen are the only true BB Cheerleaders !
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Post by Ghost of Pariah »

That blocker is a troll in disguise! lol

I think that more than 2 positions is going to be a hard thing to do.
I'd like to see a blocker +blizters lineup because that fits really well but it's hard to...Hey?!
How about...

0-12 Lineogre 5 4 2 8 Bonehead, Thick skull 80K -Gen
0-2 Trolls 4 5 1 9 RS, Always HUngry, Mighty blow, Regen, TTM 100k Gen-Str
0-4 Ogre blitzer 5 5 2 9 TTM, Bonehead, thick skull, Mighty blow 120k Gen-Str

What do you guys think of trolls on the roster?

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Post by Furelli »

On the pictures of the new ogres, one of the models is throwing a goblin (looks like a goblin to me!!!) this makes me think that whatever roster we end up with it will include goblins - GW and thier model means rule.

Furelli.

Although i'd like to see:

0-6 Human Scum 6 3 3 7 Gen 40k
0-8 Ogre 5 5 2 9 Gen, Str 120k and the normal gumph
0-4 Ogre Blockers 4 5 2 9 Gen, Str 100k with Really Stupid instead of Bonehead.

Re-rolls 80k

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Post by Grumbledook »

Does anyone else apart from me think its going to be fairly hard to stop a ruck of ogres from storming down the pitch, i mean how to break up a cage of strength 5 players?

I think 6 ogres is enough still going to be hard to break up, the vamps only have 6 (iirc) and choas dwarfs only have 6.

I like the idea of an ogre team but they need to be balenced.

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Post by Piepgrass »

Why not make it impossible for the Ogres to use RR. They are simply to Thick skulled to train at the finer asspects of the game. This will assure that they cant dominate the game.
If the team includes goblins (and i hope it will) i would still allow them to use RR. I´d allso allow the coach to have RR for the purpose of sacrificing when making a illegeal procedure.

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Post by Deacon »

Grumbledook wrote:Does anyone else apart from me think its going to be fairly hard to stop a ruck of ogres from storming down the pitch...
I do.

You can't going giving an entire starting team Mighty Blow and ST4/5.

Even mixing them with humans will still make them overpowering. Teams will just end up with 10 Ogres to do the battering and a single Human to pick up the ball and score.Very tactical!

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Post by Trambi »

In my mind, the background roster should be like this (according to the second edition and Oldheim ogres)
0-4 Goblin 6 2 3 7 Right Stuff, Stunty, Dodge 40K -Ag
0-4 Ogre blocker 4 5 1 9 Bonehead, Thick skull, Mighty blow 100k Gen-Str
0-4 Ogre blitzer 5 5 2 9 TTM, Bonehead, thick skull, Mighty blow 120k Gen-Str

And perhaps no possiblity to use reroll except for illegal call ?

PS : Galak do you have a translation of 2nd ed ogre blocker ?

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Post by Balrog »

Here's the Ogre team our league uses:

0-2 Goblins 40k (cannot use rerolls)
0-4 Ogres 120k
0-10 Young Ogres 90k 5/4/2/8 Thick Skull, Bonehead
Reroll 80k

Young Ogres do not roll for skills when then are eligible for a new skill, a Young Ogre uses the following table instead.
1st skill: +1 AV
2nd skill: Mighty Blow
3rd skill: +1 ST
4th skill: Roll normally

The idea is that the young ogres will eventually just end up being regular ogres as they mature, instead of the crazy blitzer/blocker that everyone would make instead.

We aren't fully sure that it's balanced, but it isn't grossly imbalanced either. Might be a good starting point though.

-Balrog

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