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		<title><![CDATA[Latest posts for the thread "New Ogre player needs tactical advice."]]></title>
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				<title>New Ogre player needs tactical advice.</title>
				<description><![CDATA[ Ok i am a <span class="glossaryitem" onmouseover='gp(3);'>40K</span> player just getting into fantasy and am starting a new ogre army. I have played Empire for a few months so I am familiar with basic rules.<br /> Today i am going to buy a Ogre battalion, 2 irongut boxs, Tyrant, a Bucher and the Codex or whatever you call it. <br /> This gives me 12 ironguts, 6 bulls, 4 leadbelchers, 24 gnoblars, tyrant, and a bucher.<br /> <br /> are there any tactics/wargear options that can be recommended for this list. I plan on running it <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> with 2 three man bull squads and either 3/4 man ironguts squads or 4/3 man squads.<br /> <br /> What about Gut magic, heard it's really good <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> any tricks for me?<br /> <br /> Are Rhinox's worth the points?<br /> <br /> and any recommendations on future purchases to add to the above list?]]></description>
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				<pubDate><![CDATA[Mon, 5 Oct 2009 16:25:09]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Re:New Ogre player needs tactical advice.</title>
				<description><![CDATA[ You probably want 1-2 more butchers, 1 <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 wizard won't do anything.  Gut magic is good since it gives a large range of spells all at a cheap casting value.  None of that matters if your opponent has more dispel than you have casting.<br /> <br /> Rhinox (I assume you mean the riders, not the scraplauncher?) are indeed worth the points, but some opponents might have issue with rules not in the codex.<br /> <br /> As long as you kit out the characters correctly, that looks like a good start.  Gorgers, yhetis, maneaters, trappers, and scrap launchers are all good additions.  The choice I would steer clear of is hunters.  Just a classic example if cool model, junk rules.  Don't bother with the slave giant, not having stubborn means that he losses way to many combats.<br /> <br /> Also a word of advice, don't play any more than min bulls, unless you know exactly what you are doing.  They have worse leadership and S than ironguts, and the point difference isn't great enough to justify them.  (well, if you give them NO upgrades, then the choice is a little harder)<br /> <br /> Don't buy command for any unit unless you are planning on something specific.  The most useful command choice is the musician, but his cost is pretty high, and I usually skipped them.<br /> <br /> Here is a pretty common hero configuration: <br /> Tyrant: Tenderizer, jade lion, mawseeker big name, heavy armor ~ 296<br /> Butcher#1: seigebreaker, skullmantle ~ 180<br /> Butcher#2: bang stick, dispel scroll ~ 180<br /> Butcher#3: hell heart ~ 180<br /> <br /> This is the package I ran almost every game.  <br /> <br /> The tyrant is stupid, but <span class="glossaryitem" onmouseover='gp(82);'>LD</span> doesn't fail all that often.  He gets to re roll failled Psychology anyways.  He is T6, and if toothcracker goes off he gets to T7, so normal guys can't even hurt him.  He hits like a ton of bricks, with 5 attacks (though only at WS6) S7, causing D3 wounds.  He is able to bring most things down in challenge, and can kill monsters quite well.<br /> <br /> Butcher 1 has a nasty weapon, S7 on him, and can kill certain things really well.  Like empire steam tanks, they take <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> wounds automatically from that weapon.  Also braingorger and other panic test caused by him are at -1 leadership, which is nice.<br /> <br /> Butcher 2 has a good bound item, not the greatest, but good at hurting troublesome skirmishers and fast cav.<br /> <br /> Butcher 3 is a gimmick, causing miscasts for one turn on ANY double is quite a nasty surprise.  Not as good as some armies similar items (ring of hotek for <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, the shard for HE, and many others) but it can keep the big spells away for one turn.  If you don't like that one, feel free to run halfling cookbook, scrolls or whatever else floats your boat.]]></description>
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				<pubDate><![CDATA[Tue, 6 Oct 2009 04:05:20]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Re:New Ogre player needs tactical advice.</title>
				<description><![CDATA[ So get two more buchers.<br /> <br /> Rhinox rider don't have a model but i saw the metal Rhinox <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has. Do I get that and model an ogre bull on top?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 6 Oct 2009 18:17:29]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Re:New Ogre player needs tactical advice.</title>
				<description><![CDATA[ I believe forge world actually makes one, but of course it is really expensive.  <a href="http://www.forgeworld.co.uk/rhinoxc.htm" target="_blank" rel="nofollow">http://www.forgeworld.co.<span class="glossaryitem" onmouseover='gp(134);'>uk</span>/rhinoxc.htm</a>]]></description>
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				<pubDate><![CDATA[Tue, 6 Oct 2009 18:31:21]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Re:New Ogre player needs tactical advice.</title>
				<description><![CDATA[ That isn't so bad(comes to around $44 bucks each, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> is $60 ), compared to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> models]]></description>
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				<pubDate><![CDATA[Tue, 6 Oct 2009 19:23:58]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>New Ogre player needs tactical advice.</title>
				<description><![CDATA[ Rhinox are all sorts of nasty.  A friend of mine who played them constantly would cause whole units of mine to disappear.  That being said I wouldn't spend money on them as you can't use them in standard tourneys.<br /> <br /> From my experience (playing against them that is) go with three Butchers and the Tyrant.  It doesn't really matter how you kit them out just make sure that you kill stuff with the Tyrant and support your remaining Ogres with the Butchers.  Lots of Gorgers are terrifying as well (if you take Skragg).  Musicians are pricey but worth it as well.  Other than that just make sure you get the charge.  ]]></description>
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				<pubDate><![CDATA[Tue, 6 Oct 2009 22:43:19]]> GMT</pubDate>
				<author><![CDATA[ barlio]]></author>
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				<title>New Ogre player needs tactical advice.</title>
				<description><![CDATA[ Ironguts can take down elite troops very good cause of their high <span class="glossaryitem" onmouseover='gp(123);'>str</span> <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2009 22:11:45]]> GMT</pubDate>
				<author><![CDATA[ The Fallen Angel]]></author>
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				<title>Re:New Ogre player needs tactical advice.</title>
				<description><![CDATA[ Don't play Bretonian and generally avoid cavalry heavy armies]]></description>
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				<pubDate><![CDATA[Sun, 25 Oct 2009 21:01:21]]> GMT</pubDate>
				<author><![CDATA[ Tonytiger89]]></author>
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				<title>Re:New Ogre player needs tactical advice.</title>
				<description><![CDATA[ Well from what i have deduced, Ogres are calvery practially and since a calvery heavy army will have little in the way of SCR i would be at slightly less of a disadvantage compared to a "normal" army. <br /> <br /> I Mathhammered a unit of 4 ironguts against 10 ranked inner-circle empire knights who had the charge and the results were, Knights caused 2 unsaved wounds and ogres caused 2 unsaved wounds = win for ogres, Knights got away not that it matters.]]></description>
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				<pubDate><![CDATA[Mon, 26 Oct 2009 00:38:25]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>New Ogre player needs tactical advice.</title>
				<description><![CDATA[ Sorry, knights win by standard, rank, and numbers.<br /> <br /> Ogres dont stand up to cav units that well.  They need to bait and flee with bulls and counter charge with the ironguts to beat cav units.  They usually win given the charge.<br /> <br /> Rinox cav are allowed in about half the tournaments here.  Just depends on the organizers.  Sometimes only ogres can use em which is fine for u.  They are awesome.]]></description>
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				<pubDate><![CDATA[Mon, 26 Oct 2009 15:44:06]]> GMT</pubDate>
				<author><![CDATA[ cypher]]></author>
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				<title>Re:New Ogre player needs tactical advice.</title>
				<description><![CDATA[ you sure, Knights +1 for standard +2 for wounds and 0 for rank(now only 8 left) Ogres +1 for standard +2 for wounds so a tie at least. Do the knights still outnumber? Ogres unit strength 12. Knights 8 after all wounds resolved.]]></description>
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				<pubDate><![CDATA[Tue, 27 Oct 2009 04:26:30]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Re:New Ogre player needs tactical advice.</title>
				<description><![CDATA[ <blockquote><div><cite>Grey Templar wrote:</cite>you sure, Knights +1 for standard +2 for wounds and 0 for rank(now only 8 left) Ogres +1 for standard +2 for wounds so a tie at least. Do the knights still outnumber? Ogres unit strength 12. Knights 8 after all wounds resolved.</div></blockquote><br /> <br /> Rank bonus is calculated BEFORE losses (so the knights keep it for this combat round) and a knight has unit strength 2, meaning a unit of 8 has unit strength 16, outnumbering the ogres.<br /> <br /> All in all the ogres lose by 2.]]></description>
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				<pubDate><![CDATA[Tue, 27 Oct 2009 12:03:43]]> GMT</pubDate>
				<author><![CDATA[ Kaime]]></author>
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				<title>Re:New Ogre player needs tactical advice.</title>
				<description><![CDATA[ O right forgot calvery counts as two each <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 27 Oct 2009 18:13:08]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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