Kings of War/Tactics/Ogres

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Why Play Ogres

Why indeed?

Army Special Rules

  • Hammer Blow: Just like Nathan Explosions, the entire army has the Brutal special rule unless otherwise noted. Thus any enemy unit in melee with one of your units will add +1 to all nerve tests they take.

Unit Analysis

Hero

  • Army Standard:
  • Boomer Sergeant:
  • Captain:
  • Grokagamok:
  • Red Goblin Biggit:
  • Siege Master:
  • Warlock:
  • Warlord:

Infantry

  • Red Goblins:

Large Infantry

  • Warriors: Staple Ogre troops with an option for two-handed weapons to boost the carnage. They're relatively cheap and effective. Warriors are the only unit available to Ogres that can be taken as a legion (12). They're good to use as base of comparison to other melee Ogre units including Chariots.
  • Hunters: For 20 more points you get Warriors that lose 1 Defense but gain Ensnare and Pathfinder. Since losing Defense and gaining Ensnare is kind of a wash (though keeping Defense seems generally preferable) these guys are judged mostly by your need for Pathfinder.
  • Berserker Braves: For 30 more points you get Warriors that lose 1 Melee and 1 Defense but gain 12 Attacks and 1 Nerve. They also amplify the Warlock through Bloodlust (see Warlock, below) and have no Wavering limit. You might think they're a good choice to add more offensive punch. The truth is, Warriors with two-handed weapons will provide more punch for your buck. Their value depends more on your need for the boosted Nerve, lack of Wavering limit, and whether you field a Warlock.
  • Siege Breakers: For 50 more points you get Warriors that lose 1 Speed and 1 Defense but gain Crushing Strength (+2), Thunderous Charge (1), and Big Shield. When used correctly, the loss of Defense is irrelevant with Big Shield (Defense 6 to the front). Highly effective against Defense 5 or 6 targets where other units would struggle. Their high strength is lost on low defense targets so choose your targets wisely. One of the Ogre's most effective and toughest units when used correctly.
  • Boomers: Warriors with a Breath Weapon that lose 1 Melee and 1 Defense and cost 30 more points. A hybrid ranged/melee unit more so than Shooters due to their short range and ability to move and shoot without penalty. Further, they're great at tearing into those dodgy/sneaky Individuals since their weapons ignore that penalty and Cover. Though at 12", its not hard to avoid with said targets. Since you can either Shoot or Charge, these guys may find themselves less effective than Warriors or Shooters at the respective tasks.
  • Shooters: With limited selections that shoot, these guys fill the hole nicely. Piercing (2) and 36" Range makes Shooters a cross between War Machine and missile troop. If you need non-allied ranged support then look no further. If you need help taking out pesky Individuals, consider Boomers. They're still decent in melee when Disordered or if a flank/rear charge presents itself but otherwise you're better off shooting.

Cavalry

  • Red Goblin Scouts:

Large Cavalry

  • Chariots:

Monsters

  • Giant:
  • Mammoth:
  • Red Goblin Blaster:

War Engines

None.

Tactics

Tactica here.