Perhaps a dedicated thrower could come in handy, not just for passing the ball (not that you have much in the way of receivers) but for throwing team mates as well. An Ogre is going to be fairly hard to get the ball from as well compared to a Snotling. You could consider creating a ball carrier as Snotlings are fairly weak and fragile, despite them having better agility. Ogre teams have six of the brutes though so you can diversify a little, though bear in mind Ogres aren’t going to be massive SPP generators and will skill fairly slowly. On the pitch it would be usual to build your ST5 players into something of a hitting machine or a road block. This can help counteract their unreliability somewhat, though if you are using all six Ogres every turn, on average you should count on at least one of them going Bonehead and losing their Tackle Zone. With that in mind it an Ogre coach should be looking to counteract that and thankfully the Ogres on the Ogre team don’t suffer from having Loner and can use team rerolls as freely as any other player. Going toe to toe with them might not be the best strategy when you can bide your time for an opening. This can leave big holes in their defensive and offensive lines. Ogres are also very expensive and suffer from forgetting where they are or what they are meant to be doing at times. They are fairly slow though and have fairly low agility as well. They are also highly armoured and hard to knock out which can make them an imposing opposition. The Ogres on an Ogre team make it the only team in the game that can have six ST5 players on the pitch as part of their normal roster. This page is about Ogres on the Ogre team, please visit the page for Ogres on Human Teams for their suggested development.
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