
Originally Posted by
groovychainsaw
I think the 'deterrent' value is high, as cyberpunk says. They're not (that) easy to knock down, and whilst they can be tied up with one player, they still exert a tackle zone across 3 squares. My usual plan for my human ogre is 'don't move, stay still, hit someone (as the last option in a turn) if they come close and have checked there's no gap if you do fall over'. This works well when he has stand firm and guard. 'Course, because I'm slightly mad, he has break tackle as well, just in case I'm faced with a str4+ ball carrier and can blitz. This doesn't happen so often now that I have my str5 blitzer :-).
Likewise, with a claw/mighty blow yhetee, he's an even bigger deterrent, particularly to bashy teams who will hate those claws. They can mark him with a lineman, but they're giving you a free AV6 effective hit that's not likely to trigger wild animal - that lineman might not last very long, and you don't lose the tackle zones even on a wild animal roll. So there's no downside to using him as a roadblock. If no-one's next to him, don't move (unless you want to - you don't lose the tackle zones either way). If there is, punch them. The biggest issue with my old yhetee was his AV8 causing him to get killed shortly after gaining mighty blow (and my norse had other issues - lets not go there, eh?).