neverstandalone wrote:Ok i got the codex and im going to be reading the rulebook here in a few days. But just looking at the codex and waching a few games i've noticed a few things. In shooting and magic it seems like im at a real loss and even in cc im in trouble due to numbers even with the Gnoblars. Is this true? and If so what are some good tricks to get around it?
Unfortunately ogres are vulnerable to shooting mainly due to panic checks when 1 of the 3 ogres in a unit bites the dust, ie. 25% casualties. Decent movement rate will get you to melee relatively fast, though. Oftentimes enemy magic tries to do the same as shooting (with magic missiles), but you can defend yourself against that by taking more butchers and dispel scrolls in larger games. Don't worry too much about magic in small games unless you play some crazy daemon players.
Regarding actual close combat, a single unit of bulls or such won't stand up to a fully ranked unit, unless the ogre player rolls very well. The key is to avoid those kind of situations, and try to get favourable combats with bait&flee tactics and multiple charges. If one unit of bulls don't break enemy down, one at the front and other at the flank is far more dangerous prospect. Even getting the gnoblars to the same combat helps as they bring static combat resolution and outnumber, while the ogres are doing (hopefully) the kills. The good thing about basic ogres is also, that they can oftentimes handle opponents support units such as archers and fast cavalry on their own, if they don't get shot to bits before engaging.
It has to be said that ogres are not in the top-pack or not even at the middle powerlevelwise mainly due psychology issues. They are also awfully dice-dependant in many situations. Don't let this discourage you from playing them, though, if you like the models.