Ogre Blood Bowl Team

Oger Blood Bowl Team

★ Ogre Team ★

QTYPositionCostMASTAGPAAVSkills & TraitsPriSec
Gnoblar15k513+5+6+Dodge, Right Stuff, Side Step, Stunty, TitchyAG
Runt Punter145k554+4+10+Bone Head, Kick Team Mate, Mighty Blow (+1), Thick SkullPSAG
Ogre140k554+5+10+Bone Head, Mighty Blow (+1), Thick Skull, Throw Team MateSAGP
ReRolls70kApothecary: Yes
Special RulesBadlands Brawl, Low Cost Linemen, Old World Classic
Ogre Blood Bowl Team

Create your team roster

Ogre Team Strengths:

  • Strong Ogres
  • Very Cheap Snotlings

Ogre Team Weaknesses:

  • Lots of Bonehead
  • Very Weak & Fragile Snotlings
  • Expensive Rerolls

Basic Set-Up

Offence #1

1 Turn TD?

Defence #1

Starting Roster Ogre Team

4 Rerolls

QTYPlayers / ExtraCost
4Ogre Blockers560k

Rerolls and ogres are expensive and both are really valuable. This is a cutback having only eleven players when you have such cheap players at your disposal. However, since the cost of rolls doubles after the first game and you can stick in an apothecary to save an ogre, I think it’s worth it. That’s one of the advantages of the price changes, since you couldn’t get the Apothecary and all those dice rolls in before. You can save up to get the next Ogre or you can add more Gnoblars to have some replacements after the first game. There is about 5k left in the bank, so you could upgrade one of the Ogres to become a Kicker if you so desire.

All Ogres

QTYPlayers / ExtraCost
1Ogre Runt Punter145k
5Ogre Blockers700k

It is technically possible that you could pay all the ogres from the start. However, this means going with a single reroll, which could end up with you not being able to do anything on your turns with this mix of players. You also don’t have the apothecary, so you could lose one of those really expensive players right away, of course, you could drop the dice roll for the apothecary, but that would be even crazier.

3 Rerolls and 5 Ogres

QTYPlayers / ExtraCost
5Ogre Blockers700k

If having four Ogres was not enough for you, then you can afford to get five at the beginning and use every last penny to get three rerolls as well. There is a risk of losing an Ogre in the first or second game by not having an Apothecary. It is not that unlikely that you will struggle to score what gives you the most winnings under the new rules. Coupled with the fact that you have no reserve in the bank, I wouldn’t be surprised if it took you two games to get the money for the Apothecary.

Three rerolls gives you a better chance than if you start with one. Again, you could trade one reroll to get the Apothecary, but then you’d have to save 140k to buy more dice rolls. Ogres are pretty tough with their great strength and armor, but anything can happen on the Blood Bowl playing field.

Team Development


Ogres have strength skills as their primary abilities. There’s no option clearly better than the rest, so it will depend on what you need and your play style. Block is always good, although Ogres generally outmuscle opponents; it can allow you to block with 3 dice in certain cases or out-strength rival Big Guys. Stand Firm lets you reposition players at your leisure, and Multiple Block lets you distribute hits two at a time. Another very interesting option is Stand Firm for the Ogre that will handle penetration actions.

As secondary skills, Block, Dodge, or Sure Hands are the most useful upgrades to make your Ogres more reliable. Another interesting option is Pro, which can help you both in case of failure on the Bone-head roll and when making blocks.

Runt Punter

The difference between the Runt Punter Ogre and the rest of the Ogres is that it can access Passing skills as primary skills, so the choice is simple: Start with Leader to have an extra ReRoll, which is always useful but even more so for an Ogre team, prone to mishaps due to their thick skulls. From there, you can give it skills like a normal Ogre.


Gnoblars’ primary skills are Agility-related and already have some of the most useful ones (Dodge, Side Step), so among the remaining ones, there’s the combination of Sprint + Sure Feet for mobility or Sneaky Git, because fouling is always a good idea when you have players with such a low value, so you should have a bench to compensate for possible expulsions. Having some Heroic Tackle can also be useful to make it difficult for opponents to dodge.

As a secondary skill, you can give some Gnoblars Sure Hands to make them responsible for picking up the ball.


OgroGuard, Grab, Multiple Block, JuggernautBlock, Dodge, Sure Hands, Pro
Ogro PateadorLeader, Defensive, Grab, Multiple Block, JuggernautBlock, Dodge, Sure Hands, Pro
GnoblarSprint, Sure Feet, Sneaky Git, Diving TackleSure Hands

Ogres GW Team Box Contents

The Ogre starter box contains 16 miniatures:

  • x4 Ogres (1 Runt Punter)
  • x12 Gnoblars
  • x2 double-sided Blood Bowl coins
  • x2 turn markers and replay markers
  • x4 balls
  • Equipment Decals
  • Bases

Ogre teams have been around since the formation of the NAF and have even had some success, such as winning the XV Blood Bowl. However, as any discerning person will tell you, having more than one Ogre in the same place at the same time is a disaster in the making. The key to an Ogre team is the Snotlings. If they are close enough to poke an Ogre in the leg to remind them that they are playing a game, then you may have the makings of a team.

Team Summary:

Ogre teams are one of the worst in the game. However, what they have in their favor is the fact that they can have a strong line of ogre players. They can do a lot of damage and are very hard to beat if they remember what they are doing. Snotling players are also very cheap (the cheapest in the game), so you can have a full roster of reserves that you will probably need to use.

However, the team is riddled with disadvantages. All ogres suffer from Bonehead, which can throw your plans out of whack and your defense disappears. Snotlings are very weak, don’t know how to tackle and break very easily. The team has no ball handling skills or hitting and moving the ball can be problematic.

They are not a team for beginners, as they have all kinds of disadvantages, along with expensive dice rolls and unreliable players, which makes it hard to get anything done. Coaches really need to realize what they are dealing with and having a team that you will struggle to use is not the best way to learn the game.

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