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==Tactics== Mostly big charges to make use of all those impact hits and brawling with infantry, very little can go toe to toe with Ogres but be aware of the ones that can. The biggest flaw in the Ogre Kingdoms army is a small number of models on the field (most of the time), this makes them more vulnerable to cannons, bolt throwers, and anything else that causes D3/D6 wounds per hit. Keep your models reasonably spread out to reduce the chance of flank charges and give you space to maneuver. You will need to dictate combat, or your smaller units will be swarmed to death by most other armies. For lower point games (1000, 1250, or even 1500), you need to spend most of your points on your main unit (bulls or Ironguts) and your characters. Then have some smaller units of (sabertusks, for example) to hold your flanks because if your flanks are good, you can charge whatever is in front, and you will most likely win (bring the dragonhide banner to ensure that). *'''Gutstar:''' unit of 9 Ironguts with 3 of them in the front and with big Slaughtermaster with Lore of The Great Maw and Crown of Command, Bruiser BSB (with Rune Maw banner) and Firebelly. Ultra-hard to kill while putting out great damage in return. *'''Gnoblars.''' They tend to be overlooked in favor of the more brute force of the ogre bulls, but it is said that half the battle is won through deployment. Now, look at those 2.5 point gnoblars, you can field a massive load of them in tiny units, thus forcing the enemy to deploy his important units first so that you counter to deploy. Don't try using them as a screen/chaff, however, one of the strengths of your army is your mobility, and if you have to wait on these little guys to catch up (or worse yet, having them in front of your Ogres), you'll be losing that bonus. *'''Ogre Buffet Line:''' Slaughtermaster with Level 3 Great Maw & Fencer's Blades (getting hit on 4+ at worst), Butcher with Level 1 Beasts & Hellheart, Bruiser with Ironfist & Dragonhide Banner. These are in a unit with 15 Bulls in a 6x3 unit. You'll run down anything, and there is no hero in the game tankier than your buffed-up WS10/S6/T10 Slaughtermaster. **use to include Glittering Scales, but 9th made it, so you need armor options to use magic armour ===VS=== '''VS Dwarves:''' You have to get into combat now. Every turn out of CC is dead ogres from all those war machines. The other option is to get anything that moves fast enough to hunt said war machines down. '''VS Chaos Dwarfs:''' Similar to their western kin, but with a few twists. Their artillery is even scarier due to the fact that just about all of it uses templates AND has multiple wounds, making it particularly good at taking down ogres, and blunderbusses can make for a very scary stand-and-shoot reaction to a charge. If up against a shooting-heavy army, follow the same strategy as for fighting Dwarves - tuck your head down, move directly forward, and get into combat as fast as possible. If your opponent instead has an army geared mostly for close combat, beware that Chaos Dwarfs excel at holding an enemy in place and grinding them down; you will be better than them on the charge, but will probably see the tables turn against you on subsequent rounds if you don't break the enemy. Try to be selective about your combats and only charge where you stand a decent chance of crippling or wiping out the enemy in a single round of combat. Ash Storm is the spell to watch out for from their spellcasters - even after Armies Project toned it down somewhat, it is still by far the best spell in the Chaos Dwarfs' repertoire and its ability to prevent a unit from charging and forcing dangerous terrain tests can be exceedingly nasty for a mobile army like ogres. '''VS Vampire Counts/Tomb Kings:''' You need to take down those wizards, the sooner, the better as they will most likely be more potent than your own and will make the bones too numerous to deal with. Secondly, you need to win combat fast. The longer the fight, the better for the undead, as even zombies can kill ogres given enough time. '''VS Skaven:''' Kill the general and watch them fall apart (this can be tricky if the general continues to bounce around the field, so remember always to dispel skitterleap. Also, Cracks, Call and Globe can wreak havoc in your lines), take care around the weapons teams and war machines, they are inaccurate to the point of crazy but if they do roll well they can ruin your day in a hurry. Also, beware of the Doomwheel. Their Warp Lightning Cannon is your death, as it cannot be stopped like other cannonballs. '''VS Bretonnia:''' One of the more difficult matchups for the ogres - they, like you, will want to get the charge, but they have two more points of movement plus swiftstride to make it happen, which puts you at a significant disadvantage. This robs you of one of your more potent tools - your impact hits - and you probably won't have the numbers to easily tarpit them or set traps to get flank charges in. You do, however, have a few tricks up your sleeve that you can lean on to try and get an edge. You can potentially vastly outstrip Bretonnians in the shooting game, especially if you load up on Leadbelchers, Scraplaunchers, pistol-armed Maneaters, and Ironblasters, all of which have the potential to really wreck a knight's day. Anything with Ice Attacks that can slow a knight bus down is also a big asset, assuming you have a way to hit them before they hit you (the Thundertusk is invaluable here) - it doesn't take too many dead knights to blunt a lance charge. Beware of Spiteful Glance - with your low initiative across the board, this spell can very quickly rob you of an expensive model if you let a damsel get in range. Ultimately, this matchup will probably be won or lost in the movement phase and you will need to carefully mind your distances and manoeuvring if you don't want to wind up skewered on the end of a lance. Try and bait some long-bomb charges out of the knights - the sweet spot is 17/18" away, where they have a roughly 52%/36% chance of a successful charge. They'll have to decide if they want to gamble on Lady Luck and potentially fail, allowing you to launch a charge of your own, or move close enough that you can attempt a long-charge of your own. If you can apply a bit of pressure via shooting, you can force your opponent into bad decisions and take advantage on your subsequent turn.
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