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.