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![[Post New]](/s/i/i.gif) 2010/03/11 21:37:13
Subject: Ogre Kingdoms help
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Decrepit Dakkanaut
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All I have as for models is 2 Battalions, a tyrant, 2 gorgers, and a home made bruiser and Butcher.
But yea, I've tried a multitude of lists and tactics, but I have yet to win a proper game (I beat some other low tier people)
I know OK is a low tier army, but still it shouldn't be completely impossible to win something..
We mostly play 2000 point games.
So yea.. is there some succesfull build out there, or am i just screwed?
Tips and tricks also much appreciated.
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This message was edited 2 times. Last update was at 2010/03/11 21:37:57
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![[Post New]](/s/i/i.gif) 2010/03/11 22:19:46
Subject: Re:Ogre Kingdoms help
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Nasty Nob
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http://www.ogrestronghold.com/forum/index.php?topic=11728.0
^^^ A new way of looking at Ogres.
First of all welcome Gut Brother.
From what I've seen in successful builds you need to build lists that are cost effective (and capable of not giving up points). Instead of runing a unit of 8 Bulls with full command, go to 3 with a musician and XHW. Standards are 100pts you can't gamble on Bulls.
Make your characters killy. I know that the OK magic items are not much to right home about, but there are some good combos out there.
Gnoblars are worth it. 40pts for a potential 100pts later in the game? Yes sir. Trappers are 6pt scouts/skirmishers. Every army needs one unit.
I'll post a copy of my current 2000pt list tomorrow for you.
Edit: Ogres are best when in hth. Don't put too many points in shooting or Magic. I always bring something for each phase, but Ogres need to be moving or fighting.
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This message was edited 2 times. Last update was at 2010/03/11 22:27:44
"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms |
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![[Post New]](/s/i/i.gif) 2010/03/11 22:26:18
Subject: Ogre Kingdoms help
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Regular Dakkanaut
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Don't tell me that you fielded 48 gnobler fighters. It is not necessary.
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![[Post New]](/s/i/i.gif) 2010/03/12 00:14:05
Subject: Ogre Kingdoms help
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Decrepit Dakkanaut
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I didn't field any lol, the fidly bastards don't even dent WoC (wich is my most common opponent)
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![[Post New]](/s/i/i.gif) 2010/03/12 06:02:43
Subject: Re:Ogre Kingdoms help
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Omnipotent Lord of Change
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barlio wrote:Ogres are best when in hth.
And isn't that the kick to the nuts about playing ogres? That they aren't very good in combat, yet that's their 'strongest' phase ... I'm working on a more in depth reply Soladrin, but maybe in the meantime, what's your best 2k build with those models? I'm curious what you're running, and it'll give us a place to start from as far as giving advice goes. - Salvage
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This message was edited 1 time. Last update was at 2010/03/12 06:03:41
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![[Post New]](/s/i/i.gif) 2010/03/12 13:53:27
Subject: Re:Ogre Kingdoms help
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Decrepit Dakkanaut
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something like this.
(note not everything may be 100% accurate points wise, it was a quick draw up in the shop  )
Tyrant 281
Tenderiser
wyrdstone necklace
heavy armor
luck gnoblar
Bruiser 180
sword of might
bullgut
Butcher 180
bangstick
scroll
Butcher 175
skullmantle
scroll
4x bulls
XHW
musician
4x bulls
XHW
musician
4x bulls
XHW
musician
4x iron guts 262
musician
standard bearer
bull standard
4x iron guts 242
musician
champ
standard bearer
2x leadbelcher 110
2x leadbelcher 110
Something along those lines...
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![[Post New]](/s/i/i.gif) 2010/03/12 14:26:57
Subject: Re:Ogre Kingdoms help
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Nasty Nob
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2000 Pts - Ogre Kingdoms Roster
1 Borgut Beastcrusher @ 323 pts (General; Ogre Club; Brace of Handguns; Heavy Armour; Luck-Gnoblar x1). Items: The Tenderiser, Gut Maw, and Wyrdstone Necklace
*Joins the Maneaters and challenges/kills/eats things. True he only has a 4+ Sv and a 5+ WS, but he also has 5 wounds and can gain them back in challenges. The Tenderiser is pretty standard equipment for a Tyrant.
1 Ironmouth the Butcher @ 190 pts (Hand Weapon; Tooth-Gnoblar x2). Items: Bangstick, Dispel Scroll
*Probably roaming free, but will keep close to Ironguts units
*5 Spells (including the Bangstick). Granted the 4 spells are on one dice, but that's a 50% successful casting rate.
1 Muddhann Wallcrusher (BSB) @ 209 pts (Ogre Club; Heavy Armour; Battle Standard Bearer; Luck-Gnoblar x1; Causes Fear). Items: Bullgut, Wallcrusher BN
*Joins the Maneaters. Will try to capitalize with the Bull Charge whenever he can.
4 Ironguts @ 252 pts (Bellower Mus; Standard Bearer Std; Lookout Gnoblar x1; 1 War Banner)
*Standard and WB will give a bit of combat res. Will probably be joined by the Butcher and/or other characters at different points in the game.
4 Ironguts @ 202 pts (Bellower)
4 Ironguts @ 202 pts (Bellower)
3 Bulls @ 127 pts (Bellower Mus; Ogre Club; Extra Hand Weapon)
*Redirect, screening, and bait duty
3 Bulls @ 127 pts (Bellower Mus; Ogre Club; Extra Hand Weapon)
3 Bulls @ 127 pts (Bellower Mus; Ogre Club; Extra Hand Weapon)
Gnoblar Trappers (10#, 60 pts)
*March block and WM duty (when possible)
2 Maneaters @ 180 pts (Brace of Handguns x2; Heavy Armour)
*"Bodyguards" for the Tyrant and BSB
1999 of 2000pts
The units of Bulls are cheap and "disposable". I've considered adding Champions to the Bulls (for wound-allocation), but I'm pretty tight on points at 2000. Three wounds equals a panic check on every unit except for the Maneaters. That's just the truth of it. I've considered Kineater on the Tyrant, but his #1 job is to go after the big nasties on the field. I'll just keep the Ironguts bunched around the Tyrant and do what I can to minimize wounds (screening with Bulls/Terrain mainly).
@Boss-Salvage: Yeah that's what harsh about the Ogres. WS 3 on Bulls and Ironguts. WS4 on Maneaters? Come on GW (hopefully resolved with the next book).
I think the key to Ogres is getting the charge and playing smart. I know that's common sense strategy for every army in the game, but with OK there is no other way around it. Getting the Bull Charge will most likely be the difference between winning/losing a combat. Protracted combats for Ogres are generally a losing situation (unless you are very sneaky and have a dasterdly counter-charge planned).
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"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms |
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![[Post New]](/s/i/i.gif) 2010/03/12 17:23:26
Subject: Re:Ogre Kingdoms help
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Omnipotent Lord of Change
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@ Soladrin -- Looks like you've got most of the 'right' choices happening, with the wyrdstone tenderizer tyrant, 2+ butchers, 2x belchers, multiple-but-decent-sized ogre units, and none of the 'toy' units. 4 characters seems a bit much to me for 2000, but then what do you buy with his points? More guts / bulls? Being able to support a unit with 4 S6 attaks and 4 T5 wounds (and Ld8) would seem to be a good move. Trappers might be the thing you're missing most. Also: no love for gorgers?
@ Barlio -- Maneater deathstar + MSU friends? This is the build I've seen do the best of late, if also somewhat derided by anti-deathstarites ...
After a whole lot of dissatisfaction with various units, here's where my own ogres sit @ 2000 (and I have no desire to run 2250, as other armies gain far more than my fatties do with those extra points):
L: Tyrant - the standardizer, talisman of protection, fistful of laurels = 280
H: Butcher - skullmantle, 2 gnoblar thiefstones = 180
H: Butcher - bangstick, dispel scroll = 180
C: 7 Ironguts - warbanner, full command = 411
C: 3 Ironguts - bellower = 154
C: 3 Bulls - crusher, bellower, ironfists = 150
C: 3 Bulls - bellower, ironfists = 130
C: 8 Trappers = 48
S: 2 Leadbelchers - bellower = 120
R: 3 Maneaters - brace of handguns, heavy armor = 270
R: Gorger = 75
Total: 1998 points
Yep, that uber 'gut unit is a pretty bad idea, but with the skullmantle butcher they can mess with non-ItP units pretty well, with the huge US causing failed fear checks and outnumbering all over. Tyrant has the Big T like everybody, but I've become sick of losing a wound to wyrdstone and then failing to roll 5's on saves anyway  Fistful for saving his bacon if things go south. It's nice to have a LOT of places to run the tyrant, though often he rocks out with the crusher-led bulls to mash monsters. Guneaters do whatever they do - mostly die, but 15 S5 attaks is beautiful when it gets off. Shooting is clearly a trap though, these dudes need to move.
- Salvage
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![[Post New]](/s/i/i.gif) 2010/03/12 17:47:29
Subject: Ogre Kingdoms help
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Nasty Nob
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Well the Maneater unit (with Characters) is meant to go 4 wide. I considered going 2x2, but after some advice it seems that the 4 wide would be better on the charge. If I get the Bull Charge off thats 3x Str 5 + 2x Str 6 Impact hits (followed by 14 Str5 attacks + the Tyrants). That should one or two minis. If I whiff some attacks and things go pear-shaped then I've got an Immune to Psyche Stubborn Unit. A unit of IGs should be ready for the counter-charge.
Edit: At 2500pts I'm most likely going to add another Butcher/Greedy Fist Bruiser, a unit or two of Gnoblar Fighters, and either 3 more Maneaters or a Gorger and another unit of IGs. Still not sure about that.
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This message was edited 1 time. Last update was at 2010/03/12 17:50:03
"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms |
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![[Post New]](/s/i/i.gif) 2010/03/12 18:00:07
Subject: Ogre Kingdoms help
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Decrepit Dakkanaut
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I've tried multiple deathstars, but since WoC is my main opponent, his Jugger ridin Khorne usually slaps those out of his way. That guy wrecks face.
And regular warriors just eat up any ogres... Then theres the Slaanesh marked Giant who often ends up thumping my tyrant into the ground..
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![[Post New]](/s/i/i.gif) 2010/03/12 20:03:15
Subject: Ogre Kingdoms help
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Nasty Nob
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The last time I played my Slaanesh Giant against Ogres it killed one bull about 3 times over then got the smack down laid on it.
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"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms |
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