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Made in us
Regular Dakkanaut





Well, after playing a long and successful career with my Empire, I have decided to gather another army and after looking around i have decided on the Ogre Kingdoms since no one plays them at my store and they are pretty much the exact oppisite of my Empire, allowing me to try out some new tactics and a differetn playing style. Anyways, I was just wondering how effective these guys are now in the 8th edition and from a first glance at there Army Book and there F.A.Q., they seem to be pretty good in CC, have a unique and decent magic phase, and have some interesting units such as Gnoblars and the Scrape-Launcher. So without further ado, I'm just looking for some tactical advice from the veteran Ogre players on what units are effective and which ones arent, what unit sizes do you usually run them, and any other advice a noob Ogre Kingdoms player would need to get started and I'd appreciate the help mates.
   
Made in gb
Shunting Grey Knight Interceptor





This could help me too, im forming an army also. You gotta love the names..Ironguts, bulls, tenderiser, gut magic...oooh gawd
   
Made in us
Killer Klaivex




Oceanside, CA

Ogres have a lot of builds that work.
Lots of smaller ogre units support by gnoblars work.
Many Mid-sized ogre blocks work.
Ogre Horde works too (18+ ogres in 1 unit).
Low magic (using the ogre defensive magic items) works fine, and lots of magic Slughtermaster, Tyrant with wizards hat, & 2 butchers also works.
Even the ogre shooting army; 3 scrap launchers, 3 units of leadbeltchers, and 3x gnoblars, 3x trappers, 2x hunters works too.
I'm leaning toward a more shooty ogre army now, just because it's the best way ogres have to deal with huge blocks of enemy elite infantry (since I don't have the models to spam gnoblars).

I guess that's not entirely helpful. My least used ogre unit is Maneaters, just because for the cost. They work great, but at 90 points per model, you're pretty much better off with bulls and another butcher instead.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Regular Dakkanaut





Thanks for the reply mate, and after loking through there army book and there F.A.Q. again, here are some questions I would like to ask:

*Planning to run my Tyrant with the Tenderizer, w/2x sword gnoblars, a Luck Gnoblar and hvy. armor, and was wondering if giving him the Talisman of Preservation would be worth the points or if its not neccessary?

*For my Slaughtermaster, what would be a good magical item to give him besides and is giving him 3x Tooth Gnoblars a good idea or not? At the moment, I was considering the Grut's sickle or/and a dispel scroll.

*For my BSB, what are some feective combos people have run with him?

*Is a hunter worth taking at all or should I just not even bother with him? This also goes for Yhettes and Gorger.

*As for the Bulls, what is the new basic unit size to run these guys in and would an extra HW or a GW be better for these guys. Also, is the Bull horde all that effective, what do Ironfists due exactly in CC and is light armor even worth taking for these guys.

*From looking at the Ironguts, the only real difference I see between them and Bulls is the extra leadership so just wondering why these guys are better to take then Bulls and what is a good unit size for them.

*Planning on running 2x units of 2x Leadbelchers since these guys are a hit and miss unit, so is this a good idea or would I be better at running them in a larger unit?

*Plan on running at least 1x Scrape-Launcher for some long-range fire support.

*For my rare choices, I am considering in running 2x slave giants but would this be a good idea or should I just run 1x of them or none at all?

*Are Maneaters worth there points and if so, what would be an idea lsixe for a unit of them and should I give them the special sowrds they can use?

*As for the Gnoblars, I plan to at least run 1x unit of trappers just to cause some mischeif and go after war-machines. the main question I have for these guys however, is how many units of gnoblars are worth taking and how would/do you use them.

This message was edited 4 times. Last update was at 2011/02/23 18:13:31


 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Ogres are decent in 8th, being about mid tier.


the main problem is the distinct lack of varity in the book and the stupid restrictions.


to start off, i would get 2 battalion boxs(best Battalion box GW offers)

I advise against Leadbeltchers. they cost too many points for a bull that will blow himself up and only get to shoot 2 times(if he is lucky) make 4 Leaddies into bulls(plenty of arms) and 4 into characters(Tyrant, BSB, 2 butchers/SMs)


that will give you a Tyrant, a BSB bruiser, and 2 butchers/SMs. then you have 8 IGs, 16 bulls, and a whole mess of gnoblars(you can make many, many, more then the boxs say as the sprues for the ogres have some gnoblars on them)


these are units to stay away from:

Yhetees: too expensive and fragile. 8th edition took away their primary ability(speed through terrain)

Maneaters: sadly, they are far too expensive for their stats.

Hunter: he's just bleh. can't be the general or join a unit.




Units that are awsome/good.

Gorgers: a good distraction unit. your enemy will be wary of these bad boys showing up behind him, but they are really more of a distraction.

Slavegiants: depending on who you talk to, these guys are awsome to poor. they are the cheapest giant in the game though. they a mostly for soaking up warmachine fire for your ogres.

Scraplaunchers: all shades of awsome. Str3 large template with Killing blow.




for more information, and fellowship with your fellow ogre players, come over to http://www.ogrestronghold.com/

more information is to be had there from just about every ogre player in the world. many have been playing OKs since the release.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
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Made in bg
Cosmic Joe





Bulgaria

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Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Sickening Carrion





ok...

I usually have good luck running ogre hordes. 18 naked bulls in a horde comes out to 54 cc attacks and 54 wounds. That being said, it costs something like 630 points. Great place to put a bsb and even a general. If it runs, there goes 20-30 % of your army. It is also vulnerable to template spells and war machines.

As stated above, gorgers are good. You can not, however, count on them to show up when you need them. Put them on tasks that are 2nd or 3rd priority.

I will come to the defense of the leadbelchers, but with one caveat. They shine in a large army, and are too expensive in a small one. Use a unit of 4 to guard the flank of a horde. They can do a lot of damage to a unit that seeks to flank your horde, and many generals will act cautiously around them because of all the wounds they could do.

Scrap launcher. Yep. Take one. Large template, killing blow, and unlike other warmachines it can take care of the fast weak troops that often hunt war machines. Also, the misfire table is pretty funny.

Gnoblars.... Not my thing, but they have their place. That place, is near the general. You can't put a hero in the unit, and it feels like they break as soon as they see the enemy army lined up across the field.

Maneaters. I love them. They are expensive, but they can hold their own in combat. Also, you can have mixed equipment choices in the unit. Put a brace of handguns in the front rank for shooting and extra attacks, then put great weapons in the back since the second rank can only get up to 3 supporting attacks anyway. Right there you have a hard hitting unit that can shoot a soft target like a lone character, beat up on armored targets like knights or high toughness targets like monsters, and pound small to medium units of infantry with high number of attacks and stomp. If you know that you will not run into many war machines, dont be afraid to take a big unit.

Ironguts. Use them to hunt monsters and knights. They can do a lot of damage. Use them on specific assignments though. They are expensive and shouldn't be committed lightly.

Butcher/Slaughtermasters. I dont take them below 1k. I sometimes take them 1-2.5k. I often take them above that. Gut magic is good, take a look at it. Its not hard to figure out how to use it. Unlike other casters, these guys can actually survive combat. Don't be reckless with them, but realize that they are more than a match for many unit champs.

Bruiser/tyrant. Its a beat stick. Plain and simple. A little extra leadership in a unit always helps, because this army is not likely to be steadfast.


Well, thats what I've got. Hope it helps

-Jim


Automatically Appended Next Post:
oh, one more thing. I tend to stay away from slave giants because of sniping war machines. Nothing screams "SHOOT ME!" in an ogre army like these guys.

This message was edited 1 time. Last update was at 2011/03/22 01:30:16


These are the times that try men's souls

Blood angles 3k
Ogres: 4200
Empire: 5k
Fantasy daemons: 6k
Beastmen: 1750
Tomb Kings: 4750
Dogs of War: RIP
 
   
Made in gb
Shunting Grey Knight Interceptor





Im a new Ogre player too. Played a 1500 pointer vs HE yesterday. Got hit by 4 purple suns in the 2 games I played.

Thanks v much, game over by turn 3.

GW please nerf it to 1 wound per failed I test

Seriously, 1500 points, HE trickery gets like 10+ power dice a turn, cant use runemaw, autolose. Yeh im bitter.

Ok to contune my rant, like half the armies can take death magic. Oh im playing ogres, ill take...

Oh hes 14 inches away, ill march within -6, no bull charge. Chop chop SMs, or 40 s3 hits from spearguys.
   
Made in us
Beast Lord





Something you could think about for a round of magic defense is the hellheart. Nothing scares a lot of wizards more than miscasts on any double. Sure they get our miscast table but that is still a round where you aren't getting killed by purple sun or something.

 
   
Made in gb
Shunting Grey Knight Interceptor





Some very subtle words of wisdom there

I gathered you make the bruiser/tyrant a killing machine, but am leaning to letting the core do that and equip the leaders to protect the units. (ie crown of command/greatskill)

Which is a shame as their stats beg them to go offensive.

Please explain, if he meets the casting value but has a double (miscast with greatskull), does its still go off?
   
Made in gb
Nurgle Chosen Marine on a Palanquin




Dumbarton, Scotland

I would assume so.

Also, don't try and be defensive with a tyrant, it's a waste of points. He should be geared for total offense.

Karyorhexxus' Sons of the Locust: 1000pts 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Cerebrium wrote:I would assume so.

Also, don't try and be defensive with a tyrant, it's a waste of points. He should be geared for total offense.



i couldn't disagree more.


you want your 300 point general to stay alive.


the nice thing is that Tyrants can be totally kitted out defensivly and yet still kick total butt in combat.



I run mine with the Trickster's Helm, Mawseeker, HA, potion of Healing, and a CLS. he is T6 with forced rerolls to wound him.

A tyrants stats are enough to hurt just about anything. most characters would have to bloat their costs to 400 points to get anywhere near his stat line. With a CLS, he can kill any hero/lord that gets thrown at him.


The Tyrant really shouldn't be exposing himself though. he is still killable though.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Regular Dakkanaut





Thanks for the replies so far mates. Afte testing them out in a few games, thisi swhat I'm probably going to try out:

*Though its expensive, I am tempted to try out an Ogre Bull horde of 16x w/a Bellower and a Standard, each one armed w/light armor and an Ironfist and will be with my Tyrant and BSB. Though I know light armor isn't perfered, I have had really good luck rolling 6's with my Ogres, and the ability to have a weapon that can also be used as a shield is too good to pass up in my opinion.

*Been considering on equiping my Tyrant w/the Crown of Command, Mawseeker, the Thundermace and hvy armor, but I'm not sure if it would be worth the points and should I euip him w/ something that gives him at least a ward save.

*Running a small unit of 7x Ironguts w/Bellower and Standard, given the Runemaw Banner and will be with my Slaughtermaster.

*Running a horde of 50x Gnoblars because these guys can actually do pretty good, especially since they have done a good job at killing stuff when they are charged such as Chaos Knights and Swordmaster. Also have a smaller unit of 20x Gnoblars to be sacrificed.

* Running 2x Scrape-Launchers for obvious reasons.

* Still not sold on Leadbelchers, for they have yet to do anything amazing and they cost to much in my opinion for what they can do. Same goes for Maneaters.

*Though most people say its not worth it, the slaveginat has actually done pretty good for me so far and has actually caused quite a bit of damage, plus its a distraction which allows me to get my other units into CC.

This message was edited 1 time. Last update was at 2011/03/22 15:54:59


 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Leadbeltchers and MEs are too expensive for what they do. you are right to avoid.



the Slavegiant is useful and is priced decently. the biggest reason people don't like him is that he's a giant, and that means he is random(something Ogres really can't afford)

i like him because he soaks fire up pretty good which allows my ogres to get into combat with that many less casualities.


he's a really go ddistraction because he is an actual rather then a percieved threat. leaddies are more of a percieved/potential threat. the giant will always cause damage, what kind of damage is unknown, but he can't be ignored like leaddies can.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Sickening Carrion





What about some further discussion of the yhetees? They are expensive and the new terrain rules take away a big advantage, but -1 to hit for things in base contact and magic attacks must have some merit.

-Jim

These are the times that try men's souls

Blood angles 3k
Ogres: 4200
Empire: 5k
Fantasy daemons: 6k
Beastmen: 1750
Tomb Kings: 4750
Dogs of War: RIP
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

them -1 is only for models in the front rank of units attacking the Yhettees. any supporting attacks are not taking the -1 to hit.

in the case of some units, thats most of the attacks.



Magical attacks are nice, but Etherial units arn't super common to where it's a required thing. you also lose the magical attacks if you get hit by flaming attacks.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Fixture of Dakka





Runnin up on ya.

YMMV but I almost always take 3 yhettees. I run them through buildings/terrain and almost always have a charge on turn 2 against some squishy target. They've been much more useful to me than Gorgers which you just can't depend upon.

*Grey Templar's going to get tired of me repeating myself since I said much the same thing on the Ogre Stronghold the other day.

Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do 
   
Made in us
Evasive Eshin Assassin





The coolest thing I've seen done with gorgers is placing them just so behind a unit you're about to break in combat. The gorger is close enough to the table edge that, if the unit runs into him, they'll get shunted off and count as dead. If they don't make it to him, the Bulls probably caught him.

I'd have to say the following about Ogres:

- Mawseeker is almost a must on important characters (general, BSB).

- Characters should either take advantage of their high S and A and go super-killy (Tenderizer seems common. I like the one that compares your WS to their I), or take advantage of their high T and W, and make them neigh-unkillable (good Ward and potion of Healing) to keep them around.

- Ogres have several builds that work, but I'd have to say that the Deathstar seems to be most effective. Mainly because there are no partial points in 8th. In order to get any points for those 16 models, you need to kill each one...

- Scraplaunchers are indeed amazing. Leadbelchers are too random and expensive.
Man Eaters and Yhetees are also considered too expensive by a lot of people. Me being one of them. Yhetees are cool, but most of what they used to do, other units can do too. Man Eaters may be good at dealing with several different situations, but I bet that their equivalent points spent elsewhere could yield the same (and better) results.

 
   
Made in au
Dangerous Leadbelcher






Australia

KSpen wrote:Im a new Ogre player too. Played a 1500 pointer vs HE yesterday. Got hit by 4 purple suns in the 2 games I played.

Thanks v much, game over by turn 3.

GW please nerf it to 1 wound per failed I test

Seriously, 1500 points, HE trickery gets like 10+ power dice a turn, cant use runemaw, autolose. Yeh im bitter.

Ok to contune my rant, like half the armies can take death magic. Oh im playing ogres, ill take...

Oh hes 14 inches away, ill march within -6, no bull charge. Chop chop SMs, or 40 s3 hits from spearguys.


Yeah, I managed to get hit by one of those on turn 1. It was pretty much all over after that. And that was my first ever 8th edition game.

With the tyrant, I often play against this empire guy who has a few steamtanks, and a skaven guy who goes for all the huge bells and other warmachines, so I often take the seigebreaker. Strength 8 is pretty fun, and I once managed to position him so that he charged one steam tank, destroyed it, and overran into another steamtank which was in combat with a unit of gnoblars. I destroyed that too.

Also, early on in the thread, someone asked about ironguts. The main thing about ironguts is the fact that they have great weapons. A bunch of s6 models (s7 with butchers), with 3 attacks each, with a tyrant with 5 strength 7 attacks doing d3 wounds can mess up anything. I often use that unit to go after the big things in an army. Arachnaroks, screaming bells, chariot units, minotaurs, steam tanks. All have fallen beneath the crushing blows of these mighty warriors.

Also, I tend to run a maneater with a cathayan longsword. Just the one. He's been pretty good at holding up fast cav, although the gnoblars and leadbelchers also seem to work. Also, just take a scroll for the purple suns. Just do it. If they succeed, just dispell it. It isn't worth letting them get it off ever. Also, get your gorger to kill their wizard if you get the chance. Either that, or the scouting gnoblars.

Finally, a butcher with a skullmantle is pretty good. And if you want to be a dick (which is a perfectly legitimate tactic), get a brahimir statue for skaven and chaos players. You don't need to do it every turn, once is enough. But the panic test spell can turn the game. Especially with the predominance of horde units.
   
Made in gb
Shunting Grey Knight Interceptor





Yes, but a shame only 1 scroll can be taken. Will still make it a tough fight.

But I did speak to him and he agreed to take an 'all comers list'. He made his point, beat me, now can I have some fun! (massive handicap using a 6th ed? army book).

Anyone tailered vs ogres will have it easy enough, but I like to use all comers lists, I believe it makes it more tactical & enjoyable (though I cant really tune my ogre army vs diff races, cos its either more bulls or more guts lol).
   
Made in us
Evasive Eshin Assassin





The statue is the only thing that really makes a difference for those few armies that it effects, but that can be a huge difference.

Is Purple Sun considered scary because it can be boosted to a big template? Seems like Pit would be The Spell against ogres. Not to mention...all their other stuff. Whereas Death magic doesn't seem to offer a lot against them.

I'm totally okay with those save or die spells killing large models in one go; it offers a significant drawback to taking Deathstars. Not that it's enough to actually stop people from taking them (and I do think they have a terrible effect on game-play), of course.

 
   
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The Conquerer






Waiting for my shill money from Spiral Arm Studios

both Pit and Psun are Inititive tests.

Ogres are I2.


and with 35+ point models, each ogre lost hurts.


other armies with low I have really strong magic to counter wizards with uber spells like this.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
 
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