The document provides strategies for playing as an Ogre team in Blood Bowl, including team design with a mix of Ogres and Goblins, tactics that leverage throwing teammates, and ways to track which Ogres are suffering from the Bonehead trait at any given time.
The document provides strategies for playing as an Ogre team in Blood Bowl, including team design with a mix of Ogres and Goblins, tactics that leverage throwing teammates, and ways to track which Ogres are suffering from the Bonehead trait at any given time.
The document provides strategies for playing as an Ogre team in Blood Bowl, including team design with a mix of Ogres and Goblins, tactics that leverage throwing teammates, and ways to track which Ogres are suffering from the Bonehead trait at any given time.
The document provides strategies for playing as an Ogre team in Blood Bowl, including team design with a mix of Ogres and Goblins, tactics that leverage throwing teammates, and ways to track which Ogres are suffering from the Bonehead trait at any given time.
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The article discusses strategies for leading an Ogre Blood Bowl team to victory, including embracing unpredictability, prioritizing guards and break tackle, and using goblins effectively.
The article recommends starting with 5 Ogres, 6 Goblins, and 1 reroll, and aiming to eventually field a full roster of Ogres.
The article recommends prioritizing Sprint, Sure Feet, Jump Up, Block and Sure Hands for Goblins, and Guard, Break Tackle, Pile On and Multiple Block for Ogres.
The Ogre Playbook
or, Ugly Stupid and Totally Brutal
By James Stewart In this article veteran Blood Bowl coach James Stewart lays down methods for leading your Ogre team to victory on the pitch, including team design, tactics, flying Goblins, and… philosophy? DEEP, HUNGRY THOUGHTS have 11 or more Ogres with ST 5 and Mighty Blow—now The newly official Ogre team is the most philosophical of all that’s scary!). And because every player on the team can be Blood Bowl line ups. involved in a Throw Team-Mate action, they can quickly turn the unpredictable nature of Blood Bowl to their advantage, Yes, really. Here’s why: creating some surprise reversals of their own. Beyond its revered status as a game of dirty tricks, cunning Before we begin, consider this question: Do you have what it strategies and wanton slaughter, Blood Bowl teaches its takes to embrace the Ogre philosophy? participants an important lesson about life: Fate is capricious; plans fall apart; prepare for contingencies. SHOULD I FIELD AN OGRE TEAM? Make no mistake—Ogres aren’t for novice coaches. A first- Blood Bowl isn’t a game of controlling chaos; chaos refuses time player has enough to worry about without factoring in all attempts at control. Rather, it’s an exercise in hedging the vagaries of the Bone Head trait. But for the jaded coach your bets. The most brilliant plays, the most talented players already familiar with the old favourites, the Ogres require a and the largest pool of re-rolls mean nothing against an style of play that can’t be had anywhere else—a new unlucky dice roll. An ill-timed fumble, a botched attempt to challenge and a new way of thinking. “go for it”, or a bad kick-off table result can snatch defeat from the clutches of victory. And if you’re entering an existing league, even one that’s been around for several seasons, a new Ogre team promises Or, as that greatest of all Ogre philosophers Morg ‘N’ Thorg a nasty shake-up to the status quo and a chance to make your once put it: Sumtimes yuh touchdown don’t go no good. mark immediately. The revised Handicap Table seems to Dats when I shows ‘em what dis pointy thing on my glove is favour Ogres—for example, the Illegal Drugs result might for! give an Ogre a three-dice block with one assist, or turn an Mastering chaos can be difficult with any team, but for the Ogre into a serviceable ball carrier with ST 5, AG 3! That Boy’s Ogres, it’s downright impossible. In addition to the usual Got Talent can provide you with an additional (expensive) uncertainties, Ogres have the Bone Head trait. For every six Ogre. actions they attempt, one will result in a player standing still, Regardless, you can revel in the fearful look in your thinking deep (or maybe just hungry) thoughts while exerting opponent’s eyes. He’s no doubt thinking, “I’ll win, but how no tackle zones. And that’s just if the dice are fair—which, as many of my best players must die in the process?” any Blood Bowl coach knows too well, they aren’t! Notice that “total sadist” is not included among the potential But if the Ogres are unreliable—frustrating, even—they more Ogre coaches above. But with ST 5 and Mighty Blow, the than make up for that in terms of novel plays and sheer Ogres are sure to rack up injuries, right? Not so fast, psycho— bruising potential (play your team long enough, and you’ll unless you roll doubles, Ogres can’t get General skills. That means no Tackle, Block or Oldheim Ogres take on The Grudgebearers Dirty Player. Sure, Ogres pack a punch, but if you want to play a team that racks up injuries and ignores touchdowns, Chaos or the Orcs are both safer bets. ASSEMBLING THE MOB Okay, so you see yourself in one of the above descriptions, or you’re a bloodthirsty maniac who won’t listen to reason. Either way, you have the makings of a great Ogre coach. Let’s look at how to put together your crew of dim-witted thugs: A roster full of Ogres is the eventual goal, and a coach who “But They All Look Like Bone Heads to Me!” can field 11 at the start of the match inspires terror in even the most experienced opponent. But since Ogres cost Ogres who fail a Bone Head roll lose their tackle zones until 120,000 apiece, this is simply impossible for the starting they can succeed on a subsequent roll, so it’s important to coach. A more practical team design might look something distinguish them from their team-mates who still have their like this: heads in the game.
5 Ogres Some coaches turn around players who have taken an
6 Goblins action. Instead of facing up or down the pitch, an Ogre 1 re-roll suffering from his own boneheadishness can be turned left 9 fan factor or right to face the sidelines—“Stands full of fans… Tasty, crunchy fans! Should I be doing something? Mmmm, While other Blood Bowl teams each have several viable fans…” starting lineups, an Ogre coach’s options are a bit limited. The team can have only six Goblins, and must begin with 11 Though this system works in a pinch, the true hobbyist players. Given these constraints, and the whopping price tag might prefer a more customized solution. Why not fashion on Ogres, this leaves a mere 160,000 to play around with. a dunce cap from a rolled cone of white paper? If you want to get really fancy, write “Bone Head” (or an even less Resist the temptation to purchase another Ogre. A re-roll is flattering appellation) on the front before taping your cap absolutely essential to pull off team-mate throws and together. counteract Bone Head, and a high fan factor will allow you to purchase those expensive Ogres—and, more importantly, the opposing coach to score quickly. Even if you don’t have those re-rolls that will cost 140,000 apiece in league play. enough turns left to score, you’ll be able to tie things up in the second half, forcing the game into overtime. Overtime A coach with fantasies of an all-Ogre starting lineup might almost always favours the team that inflicts the most injuries object: “But if I have six Goblins, that leaves only 10 slots for and has the most resilient players. In other words, overtime Ogres!” almost always favours the Ogres! Don’t worry. Given that Goblins have AV 7—and the Stunty Though controlling the clock in this fashion is a common trait—those slots have a nasty habit of becoming suddenly tactic among veteran coaches, the Ogres have a distinct available. advantage in this regard: the constant threat of the Throw Team-Mate touchdown. Even if your opponent takes seven turns to score, a bad scatter on the kick-off gives you a shot at a one-turn TD to even things up. It doesn’t always work, but unlike teams that have only one Big Guy, the threat is always there. Boneheaded Contingencies In Blood Bowl, the coach who expects random tragedy, who realizes that the dice are out to get him, who concocts backup plans for backup plans for backup plans, will ultimately prevail. The best take a perverse pleasure in sudden reversals, in failed plays that would have worked in a more predictable world. Some truly hopeless cases—those whose cavorting with pandemonium would sicken even the Chaos Dwarves of Zharr Naggrund—eventually become Ogre coaches. STUPIDITY VS. CHAOS: A PRACTICAL GUIDE Strange as it sounds, coaching an Ogre team requires caution You’ve got your band of bullies, and hopefully picked out a and restraint. Conservative play must be the rule. Before suitably intimidating team name, fight song and so forth. Now undertaking any action with an Ogre, ask yourself, “What will it’s time to play a match. happen if this player is stuck in this square, exerting no tackle zones?” If the answer is something serious, along the lines of Remember all that nonsense about Blood Bowl being a game “my entire defensive line will fall apart” or “I’ll have no of managing chaos? Because of the Bone Head trait that chance of blitzing the ball carrier next turn,” you should afflicts your strongest players, you’ll have to work twice as probably reconsider. Sometimes it’s better that your Ogre do hard as other coaches to avoid tragedy. Though it’s a tough nothing than, um, just stand there doing nothing. job, experienced coaches already know how to play the odds. When coaching an Ogre team, however, three specific tactics prove especially useful: Controlling the Clock Control the ball. Control the clock. Keep the ball in your possession as much as possible. Even In addition, be extremely reluctant to spend a re-roll to when the dice create an unexpected shift in the game’s reverse the effects of Bone Head. Re-rolls, after all, are your momentum—as they inevitably must—the team in possession best method of dealing with chaos. Until you’ve bought a re- of the ball is in a better position to capitalize on such roll for every turn (which would require an outlay of 980,000 moments. assuming you began the season with one re-roll), don’t use them unless it would almost certainly change the entire This tactic begins during the first turn of the match. If you’re course of the match. receiving, use all eight turns to score, crippling the opposition along the way. You’ll have fewer players opposing This doesn’t mean that you should never attempt a desperate you in the second half. If you find yourself on defence, force play. We’ll get to those in a minute. THE PSYCHOLOGICAL EDGE One caveat – remember that it’s possible to scatter backward. A scared coach makes mistakes. Scare the other coach. The author of this article once lost a game in the last turn of the second half when his Goblin nailed the landing but Though completely irrational, and far overblown in most scattered out of sprinting range of the end zone! cases, most coaches would rather not face an Ogre team. Against bruiser teams like Chaos or the Orcs, you minimize Unless the Goblin being thrown is holding the ball, an one of their biggest advantages—those Chaos Warriors just unsuccessful throw doesn’t result in a turnover, so thrown don’t seem that intimidating in the shadow of your Ogre team-mates can be useful in other capacities as well. Toss a frontline. And coaches of those agile but fragile teams (Wood Goblin over the frontline to worry that ball carrier, to lend Elves, Skaven) are no doubt contemplating the worst-case quick support to a troubled player elsewhere on the field, or scenario in which you win because their entire team is in the even to break the cage… Dugout, shattered and useless. So at the start of the match, be sure to mention all those casualties you caused in your last game (with or without exaggeration, as you prefer). Make every casualty you inflict seem more serious than it is. If you score a serious injury in the first few turns, mutter something offhand to the effect of, “It’s starting early this time.” If your opponent debates whether or not he should use his Apothecary, be sure to sow the seeds of doubt: “He’s far from the most valuable player RATTLE THE CAGES you’ve got” or “Are you really going to use your Apothecary Most Blood Bowl players are familiar with the cage— this early in the game? Well, okay, if that’s what you want to surrounding the ball carrier with four or more players to do...” protect him from blitzes as the formation moves downfield. Properly utilized, it is a slow but reliable way to score You get the idea. Be a good sport, but talk some good-natured touchdowns. trash. You’re thinking like an Ogre now! Not against the Ogres, though. Not even close. Ogres were built to shred cages with a combination of the three techniques below: Strength: Ogres, big brutes that they are, get two-dice blocks against those position players such as Chaos Warriors and Black Orcs that are integral to solid cages. At worst, you should be able to peel one player off the cage per turn with a blitz (barring a few Bone-Headed foul-ups). Of course, a couple of Ogres slowing things down in front of the cage forces your opponent to break around them—into yet more Ogres. Leave them no escape: You can close the noose around the cage and bash your way to the meaty centre. Eventually, the cage collapses into a free-for-all, with your Ogres adjacent to plenty of comparatively weak targets. In such a quagmire, the last man standing is likely to be an Ogre. UGLY PLAYS, AND REALLY UGLY PLAYS With those general strategies in mind, here are five ideas for See Ian Williams’ excellent guide to blocking (available at the plays and formations at which the Ogres excel. Mix them into official Blood Bowl website) for ideas on how to turn such both your offensive and defensive playbooks, and you’ll have muddles into true casualty factories. the tools to score touchdowns and win games: Stunty Suicides: If the cage already has holes, it’s time to send in the Goblins—those brave, brittle fools. Because of the GOBBOS IN FLIGHT Stunty trait, they can dodge through even the smallest Without a doubt, the Ogres were built for exploiting the crannies to assert tackle zones on the ball carrier. At worst, Throw Team-Mate skill. Every player on the team is either a they’re an annoyance to your opponent. At best, they buy you launcher (Ogres) or the launched (Goblins). Other teams time to encircle the cage with a ring of Ogres. With lots of may have players who can throw or be thrown, but they have Ogres to assist, Goblins can tie up low-AG opponents who to be in the right place at the right time—less of a problem can’t dodge their way to freedom. where the Ogres are concerned. Be careful here. Goblins are fragile and should generally When your Ogres control the ball, there’s always the threat of avoid being pummelled. That said, in situations that might a one- or two-turn touchdown effected through the Throw decide the game—your opponent’s final rush, for instance— Team-Mate skill, and it isn’t nearly as risky as most coaches the little guys should say their prayers, sneak through the assume. Even if the throw is inaccurate (and it almost always line, and take a beating for the team. will be), the AG 3 Goblin needs only a four or better to land on his feet—a 75% chance of success if you’ve got a re-roll Goblin Bombs: Why not throw a Goblin into the centre of handy. The real danger lies setting up the throw—Bone Head things? If your opponent is foolish enough to leave an open could complicate things, as could a hand-off if you need to square inside the cage, you’re guaranteed to knock down one move the ball within range. player—possibly the one with the ball. If your opponent has a tight cage, however, you can still chuck a Gobbo against Don’t be scared to make a Long Pass, if that’s what you need near a corner and have a decent chance of knocking someone to score the touchdown. Assume the pass will always be out of position. inaccurate; worry instead about the landing. With a blitz and a thrown Goblin cage-breaker in action, you Against a passing team, blitz a hole through the frontline and should be able to strip away two players from the cage each head straight for the thrower. Leave some Ogres behind for a turn. It won’t be long before your opponent’s well-planned sparse defensive line and use the rest for the charge. Either of offence dissolves into a quagmire—just the game the Ogres the two possible outcomes will benefit the Ogres: your want to play. opponent will be forced to pass the ball for a quick touchdown, or they’ll commit players to defending the A SPARSE BUT VICIOUS FRONTLINE thrower from your advance, quite possibly creating a It’s possible to cover every square along the line of scrimmage quagmire with a ball at the centre (be sure to toss a Goblin with five players—two in the wide zones and three in the into the mix in case it squirts out). middle. With most teams, this would be an invitation to blitz their thrower or run half a dozen receivers through, but not The quagmire can also be used on offence to tie up the with the Ogres. Because of their high ST, they can be spread strongest of your opponent’s position players who would thin and still require several assists to take down, leaving the otherwise threaten your cage. A single Ogre can tie up two ST Goblins free for deep coverage. Having even more Ogres 3 attackers and retain his advantage on the blocking dice. around allows you to compensate for Bone Heads and other With most of the opposition committed to the centre, a unhappy accidents. minimal cage of Ogres or even Goblins can run the ball for a touchdown. Other teams put up the most solid line they can muster and let their opponents choose where they’ll punch the hole. Against Ogres, however, things aren’t so simple. The real secret of the Ogre frontline—for offence and defence both—is that you can dictate where your opponent must break through. Two Ogres standing shoulder to shoulder are all but unbreakable without three or four assists (especially if you’ve got Ogres with the Guard skill), so leave gaps exactly where you want your opponent to make his move. THE NIGH UNBREAKABLE THREE While Ogres can spread out and still maintain a strong line of defence, an Ogre with the Guard skill in the middle of a three- Ogre lineup at the centre of the pitch forces your opponent to break through the wide zones. In this case, the centre will hold. Against an ST 3 opponent, it’s impossible to hit the middle Ogre (the Guard) with an even-up block because his pals to the left and right provide assists. To break off one of the wings, an ST 3 opponent would need four assists for a two- THE CARE AND FEEDING OF OGRES dice block—impossible, because the squares immediately With these tactics, your team will be a legitimate menace on behind the defenders are covered by the Ogre with Guard. the pitch. What should you do with all that cash and Star Even against Big Guys or stronger opponents such as Black Player Points you’re sure to accumulate? Orcs, at least one Ogre with Guard can be a frontline lynchpin, forcing your opponent to devote players to assists, Star Player Development limiting their options and putting them right where you want Because they score few touchdowns and shouldn’t even think them—adjacent to your Ogres’ fists. of passing, Ogres rely on injuries for Star Player Points and tend to develop slowly. Though this protects them somewhat This strategy can also work in the wide zones. Two Ogres, one from the pernicious effects of the Ageing Table, extra care with Guard, can be tough to break through. With only two must be taken to select the best skills for you team—they Ogres with Guard in your defensive lineup, you can all but won’t have many chances to develop them. dictate the path your opponent must take through your frontline. And even when they do, their selection is the most limited of all the Blood Bowl teams because General skills aren’t THE QUAGMIRE available unless you roll doubles. The skills that are the bread Every Blood Bowl coach has witnessed the horrible effects of and butter of other teams—Block, Sure Hands and so forth— the quagmire, even if they don’t know it. A quagmire arises are beyond the reach of most Ogres. And Pro, the one trait most often when two bruiser teams converge in the centre of that might really help them out, is forever denied them. Does the field and get tied up in a bramble of tackle zones and this mean that Ogre teams are a lost cause? No way! assists, and resolve the issue by beating each other senseless. Though the Dwarves, with their innate Tackle skills, are the Goblins can develop Agility skills. Since they are best masters of this style of play, the Ogres are a close second. With deployed with Throw Team-Mate, skills that will allow them their ability to make two-dice blocks without assists, and the to dash for the end zone will prove the most useful, i.e., help of their Stunty confederates, Ogres can gum up the line Sprint and Sure Feet. If you’re lucky enough to roll doubles, of scrimmage in no time. you might consider the Jump Up trait, allowing your Gobbo to cause mischief in the rear of your opponents’ defences Early in the game, while you’ve got plenty of time to score, even after a crash landing, or receive a desperate last-minute why not create a quagmire of your very own? Against a pass (hey, it’s only slightly more risky than a TD earned from running team, encircle the cage with Ogres and start being thrown!). pounding away. Your opponent will attempt to reform the cage each turn, moving the ball as far as possible. Give them Then again, rolling doubles might be better exploited by no direction to run, keep your Ogres close to their victims, choosing a General skill—since Goblins begin play with and before you know it you’ll have the classic quagmire. Dodge and Stunty, the addition of Block creates a potential scorer who can weave through the opposition and possibly through two opponents at once with a two-dice block against survive to the next match. each. Now that’s Blood Bowl! While Block is awfully tempting, consider Sure Hands as well. If you roll doubles for an Ogre on the Star Player Table, don’t Unlike the Elves, Humans or other fragile lunchmeat races, get fancy. Take Block as soon as the opportunity presents Ogres lack a ball carrier. An Ogre with AG 2 has only a 50% itself. chance of picking up an unguarded ball, and because of Bone Team Development Head, it’s dangerous to give it to them at all (Turn 8, the If you’ve used the starting lineup suggested above, your fan Ogre’s got an open run to the end zone and… rolls a 1! What factor of 9 should give you plenty of money to play around a Bone Head!). A Goblin that can pick up the ball will save with. Your fan factor isn’t likely to drop—though you’ll make you many a re-roll. fewer touchdowns with an Ogre team, two or more casualties Ogres choose from the Strength category. Consider a is rarely a problem. You’ll need every cent, of course, to hire balanced approach with half the team getting Guard, half those expensive Ogres and purchase even-more-expensive re- Break Tackle. rolls. Break Tackle is an obvious choice for players with ST 5. Can And if you find yourself choosing between another Ogre and you imagine a team of 11 Ogres dodging around the field like another re-roll, pick the re-roll. Re-rolls are dependable. Wood Elves? A team with lots of players sporting Break Tackle Ogres aren’t. can more than compensate for the occasional Bone Head in You can procrastinate a bit in hiring an Apothecary, though. its ranks. Goblins are fragile, but cheap (and make fine assistant As we’ve already discussed, having many players with Guard coaches, when it comes to that). Ogres, with Thick Skull and gives you an all but unbreakable frontline, and is AV 9, are perhaps the most resilient players in Blood Bowl. indispensable when quagmires arise. CONCUSSIVE CONCLUSIONS While Break Tackle and Guard should be your first choices, a Ogres aren’t the easiest team to manage, lt alone coach to small dose of the other Strength skills can go a long way play-off victories. But with patience and a healthy distrust of toward making your team a success. An Ogre with Pile On the dice, your team can run the clock and hook up desperate and/or Multiple Block is the closest thing you’ll get to a plays like no one else, and accumulate plenty of casualties Blitzer. With Pile On, you’ll have two shots at cracking open along the way. Now get out there and toss some Gobbos your opponent’s armour with Mighty Blow. And with an assist around, ya Bone Head! on either side, an Ogre with Multiple Block can pave his way
ABOUT THE AUTHOR
As well as being an Ogre Coach, James Stewart is an accomplished writer and editor or roleplaying games. Chances are if you’ve eveer played a game by White Wolf it could well have been editied by James.