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Made in us
Fresh-Faced New User





I haven't played WFB since wood elves were able to shoot 36", and I'm begining to miss the old days. I've been converting some Ogre Bulls into Ogryns for my IG 40k army and I really like the models. I'm thinking about starting an Ogre army and want to know what I need to know to pull it off successfully.

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Made in de
Dominating Dominatrix






Piercing the heavens

I never cared much for winning with my Ogres since I have a theme army (arrrr....)

but as I have heard you really need large gnoblar blocks to win most CCs beacuse of the outnummer rule or something like that.

Lead Bealchers are great fun, but can be very unreliable. but hey, OGRES with CANNONS, why shouln't you take them.

the skullplucker magic iten is also very cool
   
Made in fi
Mighty Chosen Warrior of Chaos






Espoo - Finland

Ihavenoavatar wrote:I haven't played WFB since wood elves were able to shoot 36", and I'm begining to miss the old days. I've been converting some Ogre Bulls into Ogryns for my IG 40k army and I really like the models. I'm thinking about starting an Ogre army and want to know what I need to know to pull it off successfully.


In my opinion recipe for (relatively) succesful 2k+ ogre armies are MSU of ogres with Tyrant and max butchers. You can sprinkle in couple of units of gnoblars as they are pretty cheap and offer decent support in some situations. It's also worth noticing that the rhinox riders from wd are nice addition for ogre army in many setups.

...silence 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Chaoslord’s hit the nose on the head. Lots of small units is the only way to go. 2-3 Butchers gives you useful magic, which you really need. The Tyrant is extremely stompy and helpful. Rhinox Riders are quite strong, and are a big help if your local playing area allows them. Some tournaments don’t. Gnoblars are not mandatory, but can be nice to add a bit of static CR (ranks and outnumbering) here and there for cheap.

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Made in us
Omnipotent Lord of Change





Albany, NY

Maybe it's from hanging out on the Ogre Stronghold a whole lot last year, but Ogre builds ended up seeming pretty "40k-esque" to me - really only a few builds for the win, or at least a few key elements with a limited smattering of whatever-you-want. A real generic ogre list would be tenderizer / wyrdstone tyrant, siegebreaker butcher, bangstick butcher, skullmask butcher (equipment can go amongst them, fill rest with scrolls), 2x 3 bulls, 1-2x 2 leadbelchers, some gnobs, maybe yhets, rhinox riders if you got 'em, 0 or 2 gorgers, possibly maneaters, fill the rest with units of 3-4 ironguts.

But I'm a strong supporter of doing whatever you want with an army, efficiency be damned. Thing about ogres is you really do need to be efficient to compete for real.

And nice ranking Manny

- Salvage

This message was edited 1 time. Last update was at 2008/01/17 19:42:19


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Made in us
Regular Dakkanaut




Washington State

--Ogres do rely on a basic setup for your Tyrant and Butchers but as army comp go you can vary it up. I have never used MSU because really....it's foolish. A unit of 3 Ogres is running around w/ a mighty combat score of 3. Any decent unit they charge will/should have 3 ranks, outnumber and a banner...you will be down 5 points from the get go. Even w/ a Champion you are only throwing out 10 attacks...half hit(weapon skill is only 3) and maybe half will wound. You will most likely not do enough wounds to even break even against most units. Get them in a flank(take 4 bulls for this purpose)and watch people get very antsy when you start setting up the game breaking flank charge.

Here's my take on Ogres(And I have gone 14-0-1 w/ my Ogres against both regular Tourny players and other players alike) Yheetes are a MUST. They add a fast threat that can ignore all terrain. I run at least 3 if not 2 blocks of 4. They are that good....used properly they set up flank charges. Bulls? Useless...take your 1 minimum unit than forget about them(maybe 4 in the unit) and than realize that Ironguts are what win games for you. A nice big block of 8 Ironguts w/ 2 characters mixed in kill anything they charge. Max out your list w/ more bulls/ironguts and watch people tremble in fear.

--LeadBelchers...nifty idea but I personally don't care for them. I've used in 5 times and never got anything good out of them, so I no longer take em
--Gnoblars? Yes they are walking combat rez if people ignore them but I'm going w/ a theme....so no Gnoblars for me
--ManEaters? GReaT....but they don't fit my army and cost to many points. So I don't take em
--Giant? W/ out Stubborn?......I take em and let him die because he attracts that much firepower, and I only take em if I have a lot of spare points for some reason

I run my army different than most other Ogre players(no MSU really and no Gnoblars) and have had no problems so far. To each there own, but find what works best for you and good things will come.

You flatter me. But really, I'm just an ordinary guy. I put my pants on the same way anybody else does: I put a gun to the head of my manservant and bark Russian military commands at him until the poor blighter either figures it out or watches his brains exit his forehead.

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Made in us
Manhunter




Eastern PA

always run at least 2 butchers.

i always take the stereotypical tenderizing tyrant, its just to god to pass up.

There ain't nearly enough Salvage in this thread!

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Catyrpelius wrote:War Machine is broken to the point of being balanced.

sourclams wrote:I play Warmahordes. It's simply a better game.


 
   
Made in us
Fresh-Faced New User




Ihavenoavatar wrote:I haven't played WFB since wood elves were able to shoot 36", and I'm begining to miss the old days. I've been converting some Ogre Bulls into Ogryns for my IG 40k army and I really like the models. I'm thinking about starting an Ogre army and want to know what I need to know to pull it off successfully.


Just to highlight some other stuff mentioned.

1) Take at least 2-3 butchers. I take three, every time. A fully kitted out butcher will run 190 points, which is a helluva lot for a level 2 caster with 50 points of gear. Just remember - he's not your stereotypical mage - this guy is still an ogre and can and will go toe to toe with the best your opponent is playing, and has a good chance of winning. Also, remember: You can cast all the self-buff gut magic while engaged in close combat, even if you cast it on yourself.

1a) GUT MAGIC! Man, this is great stuff. Flat out, the thing you'll be using the most is Brain Gobbler and Troll Guts. Even if they have a high leadership, Brain Gobbler is amazing. I've panicked so many units off the board first turn, your butcher will get his points back fast. Troll guts gives you regeneration on the unit, PLUS two magic resistance die. The other gut magic is good solid stuff too, with special props to the +1 toughness and stubborn spell too. Stubborn comes in quite handy with Ogres.

2) Gorgers. I take two just about every game. If your opponent is heavy artillery army (Empire, Dwarves), Gorgers will wreck house. They excel at killing rear units, use them, love them - they are one of the best things about playing ogres. Even if they aren't playing much rear-ward stuff, use them to help a flank charge, and get +1 to combat res. They're also pretty good at killin' just about anything. Learn them, and love them.

3) Bulls vs. Iron Guts. I gotta tell ya here, i'm torn. Against low toughness armies (elves, humans, goblins), I prefer more bulls. I'll give them extra hand weapons at 38 points per bull, and load up them. Str 4 vs. Toughnes 3 puts the odds in your favor. Using Iron guts with str 6 hits always seemed like overkill. Against high armour, or high toughness armies, I tend to load up on Iron guts. Str 6 is sometimes the only thing you can crack certain nuts with, and that's just how it is.

4) Leadbelchers: Honestly, they're unreliable. When I get big hits with them though, it's the best ever. All to often though, they misfire. As I play them more, I learn that their bark is worse than their bite. Most oppoents will fear them, and give them a wide bearth. What I often do is use them as bait: Send them in front, have them fire, and when they are charged, declare a flee action. It works, and it's even better when they get a few kills in before fleeing. I tend to keep them in units of 2.

5) Scraplauncher: I pass on this all the time. I just can't get decent results with it.

6) Gnoblars: You'll find these guys just can't keep up with your ogres. While the Ogres get to the fight first, the gnoblars are still trying to soemthing positive done because they can't match the speedy Ogre movement. I don't take them honestly, even though I have a bajillion of them it seems. Now, Gnoblar Trappers on the other hand, those guys are useful. Use their scout and infilatrate, put them ahead, and use them for march blocking. That's pretty much I use gnoblars for.

7) Maneaters: Too expensive, never take'em.

8) Yehte's: Very awesome. I tend to hide them in difficult terrain, and spring them out to ambush on flank charges. They dont' do well in a stand up fight though, but really, good solid units.

9) Slave Giant: Not stubborn, and thus, a points sink. Can't really bring myself to use one.


Ogres are a finesse army. Don't let all that big strong smelly ogre stuff fool you. You'll find yourself doing small units (3-4 max), with elaborate staggered units, careful feints to lure your opponents into failed charges, and lots and lots of flank charging. These guys take paitence to learn, and have a steep learning curve. You'll find yourself at a disadvantage to a lot of more customizable, flexible armies. You'll also find the typical Tyrant takes the Tenderizer, A Wyrdstone, and maybe the Gutmaw. It's a solid loadout, and kills your armies hero's awfully well.

Also, armies that have tons of magic will kill your magic phase. Ogre's just cant' compete with heavy magic armies, like VC, HE, Tzeenetch, or Lizardmen. I tend to take tons of dispell scrolls on those armies, which seems like a dick move, but if you can't compete, you might be able to shut them down for a phase, and that could make or break the game.

Ogre magic items are kind of 'meh', imho. You're going to find your bread and butter items, and stick with them, which sadly, isn't much. For butchers, the list tends to be a bangstick, the halfling cookbook, and the -1 leadership thing that I forget the name of. That's about it. For Tyrants, it's always a Tenderizer, and a Wyrdstone. I tend to favor the Gutmaw as well, but you could also go with a Gnoblar theifstone or three as well. Combine that with Troll Guts, and those guys are untouchable by magic almost.

Just some rambling collected thoughts I reckon. Good luck with'em, if you decide to play'em.








   
Made in us
Gargantuan Gargant





New Bedford, MA USA

I too was thinking of getting back into Fantasy, after a long absence, and I feel the need to play Ogres.

I'm glad I stumbled across this thread, it was very helpfull.

My first thought was to max out on lead belchers and iron guts. Now, I'm considering Yhetti over the lead belchers.

   
Made in us
Manhunter




Eastern PA

i find leadbeclchers to be very hit or miss. they are usually first in the cut list if im downsizing a list. i do have 4, but i tend to run 2 x of 2 if i can, stick them in the flanks. if all else fails they are still ogres on the charge.

yetis are ok as well, not as amazing as i exoected, but the freezing breathe thing is pretty good.

i think im the only ogre player that runs bulls in squads larger then 3. the MUS tavtic isnt for me. make up your own choices though.

There ain't nearly enough Salvage in this thread!

DS:80+S++G+M++++B++I++pwmhd05+D++A++/fWD88R+++T(S)DM+

Catyrpelius wrote:War Machine is broken to the point of being balanced.

sourclams wrote:I play Warmahordes. It's simply a better game.


 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Only ogre player with big bull blocks?? I was running my bulls in 6 and 4 before your tizz ogres were even a glimmer in your paintin' hand!

Course, I've changed my ways some after the Stronghold. Still going to run a 5 bull + character block, as well as the 3 bull assassination unit. Cred on the 2x 5 bulls + butcher blocks though, impressive.

Echo the 2x2 leadbelchers w/ bellowers being a good buy. Run up, blast something within 12", run away, rally + reload. Then at that point in the game they can go do whatever they need to.

That said, I do prefer the yhets, aura of frost or whatever is too good, and magic weapons to beat up dryads = money.

- Salvage

This message was edited 1 time. Last update was at 2008/02/14 14:40:51


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