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Knoffles
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This thread will be a compilation of several guides created by/from the below players/sources. Most views expressed are theirs and I have attempted to blend them into a coherent document and added a few thoughts and updated articles where I (or others) have noted errors and where I thought pertinent.
The Ogre Stronghold forum, going the way of the dodo, was what galvanised me to start this project, trying to preserve the great knowledge scattered across various, blogs, forums and other sites.
The below is a list of all the posts.
Post 1. Recognition of contributors, list of posts and introduction to the guide and Ogres
Post 2. Special Rules & armoury
Post 3. Big Names & Magic items
Post 4. Named Characters
Post 5. Generic Lords & Heroes
Post 6. Core
Post 7. Special
Post 8. Rare
Post 9. Ogre Magic
Post 10. Ogre Tactics: Maneaters
Post 11. Ogre Tactics: In Defense of Hunters
Post 12. Ogre Tactics: To horde or not to horde
Post 13. Ogre Tactics: Guts vs Bulls
Post 14. Ogre Tactics: Stonehorn vs Thundertusk
Post 15. General Tactics
16.
Contributors
1D4Chan: Army Review
1d4chan.org/wiki/Warhammer/Tactics/8th_Edition/Ogre_Kingdoms
The Dice Abide: Various articles and tactics guides
www.thediceabide.com/blog/2011/11/ogre-kingdoms-tactics-food-for-thought
Nate Stevens: Unit review
www.belloflostsouls.net/2011/09/wfb-ogre-kingdoms-unit-by-unit-reviews.html
Avian: Written before 8th edition but some valid points never-the-less
www.avianon.net/tactics/ogre_basics.php
Knoffles: That's me!
Why Play Ogre Kingdoms
You want a simple army that hits like a brick, consist of hugely built, flabby gorging mounds of muscle, fat and saggy moobs, which can ultimately win a combat via high Strength Impact Hits before a single punch is thrown, as well as take a brutal punching before they go down, then Ogre Kingdoms is for you!
Strengths
While it's a good idea to be cautious in any combat scenario, remember, Ogre's are humanoid tanks. They can take damage as well as they can deal it, so don't be too concerned if you lose a few unless you have, say, 4 Bulls left on the field. They are extremely durable, so no need to shy away from serious combat unless you've got no chance to win the fight.
The first stat on the Ogre line is quite an impressive one, a Movement of 6" means that it is much easier for Ogres to pull off a successful charge than their slower enemies. Let’s imagine that the enemy is 12" away, M4 armies will complete that charge 42% of the time, while M5 armies will succeed 58% of the time, neither of those odds are really fantastic, but the fast M6 Ogre Kingdoms will make that charge 72% of the time! That is a massive advantage, especially compared to M4 armies. To put that in prospective, an Ogre will make a 12" charge as often as a human will make a 10" charge. Using your extra movement, it is easy to put yourself in a position where the opponent has unfavorable odds of success, while you have very good odds. Also, I should note that having that 2" advantage, and getting the charge will mean you get Impact Hits, which are extremely important to the Ogre army for grinding down a foe. Ogres may be fat, but they're still quite spritely.
Ogres have raw strength and toughness values of 4, which makes many elves quite jealous. They're often wounding on 3's and being wounded on 5's, making them a tough force to fight in melee, not to mention their characters who often sport 5's, which are wounding on 2's and being wounded on 6's when compared to your standard 3/3. It's because of these relatively superior stats that charging into a fight with a bunch of spearmen, which can often be intimidating, really isnt' that bad and you'll often win with just your raw power.
On top of good S/T values, Ogres also sport an impressive 3 wounds and 3 attacks, while being monstrous infantry also means that they get 3 supporting attacks as well as a stomp attack! They will take a lot of hits to take down, and because of this, you will often have a lot of supporting attacks. Combined with their high S/T, Ogres are really a hard troop to face down.
Troops aside, the Ogre army has access to devastating monsters, insanely heavy cavalry, versatile Maneaters, the occasional warmachine, and cheap troops to absorb charges, deny steadfast, or add ranks. There are definitely a few ways to play the Ogres, just pick your flavor. You can use the fast and extraordinarily resilient Mournfangs against hordes of low strength troops and just laugh as you grind them away, killing rank after rank, or alternatively, you can something like the Thundertusk, which will make enemies strike last, or even make High Elves lose their lovely re-rolls, or what the hell, take both and really stick it to 'em!
Weaknesses
Not all is overpowered stomping for the Ogre Kingdoms. While their troops have fairly impressive stat lines, they are also extremely expensive, weighing in at 30 points for a stripped Bull or 43 points for the slightly more beefy Irongut. Your typical unit of Ogres will probably be about 8 strong, which means you will only have 1 rank when it comes to calculating combat results, and also means that enemy units will almost always be Steadfast.
Aside from their low numbers, Ogres really do lack much of a ranged presence. As far as it goes for hitting the enemy first, you're pretty much restricted to certain Maneater builds (which means expensive), Leadbelchers, Ironblasters and Thundertusks. While this sounds like a lot, with how many points everything in the Ogre army is, you end up spending a lot of points to get a decent ranged presence, and often times, these points are better accentuating the strengths of your army, rather than trying to compensate for the weakness. Thundertusks are always an amazing choice though because they help out your combat blocks, while adding a mobile stone thrower to the army. This does mean that they can suffer in ranged siege battles (a dwarf gunline will give you a rough time for example), and wizards can hamper your units quite a bit. Ogres play in the same way like Beastmen, better in close combat then ranged combat.
The Lore of the Great Maw is a very impressive lore to have, since it is full of AOE buffs, it ends up resembling Lore of Life in a way. The problem with Ogre magic though is that their casters are extremely expensive. If you want that coveted level 4 caster in your army, get ready to suffer the consequences of having a LD8 general in your army. Also, unless you want Lore of Fire or Lore of the Great Maw, you will need to have 2 casters before you have access to the other lores, since at least one of your Butchers must have Great Maw. While not hugely terrible, it is frustrating.
While Ogres do have some impressive raw damage output and resilience, there are a couple stats that really hurt them. The first is their poor WS 3. Almost all ogres in the army, even the elite Ironguts are WS3, meaning that unless the enemy fails a fear test, their impressive number of attacks will be hurt by their low skill, additionally, this also means that enemies will frequently hit you back on 3's, which doesn't feel good. In addition to their low WS, they also have a low Initiative, so they'll be striking at the same time as Orcs and Dwarfs, which frequently results in a few good Ogres dying before they ever get a chance to strike. Possibly the most dangerous low stat for the Ogres though is their Leadership. Most Ogre units sport a LD of 7, which means that if they lose combat, even by 1, they have a good chance of running away, thankfully it should be rare that you lose combat. Ironguts and Maneaters are the exception to this poor LD rule, as they both have a respectable LD of 8, so if you feel like a combat might be risky, it's probably better to use your more strong willed troops, instead of risking having your ~250+ point unit of Ogres get run down by some girly High Elves.
Overall, the Ogres do offer some variety of play styles, though they will almost invariably be based around beating your opponent into paste and grinding their bones for your bread in viscous close combat. If you have been on the fence about the Ogres, I definitely say that they are a very rewarding army to play, for both new and veteran players.
Being an army of primarily monstrous infantry the army will also be of a low model count. So might appeal if you really dislike painting lots of models!
The Ogre Stronghold forum, going the way of the dodo, was what galvanised me to start this project, trying to preserve the great knowledge scattered across various, blogs, forums and other sites.
The below is a list of all the posts.
Post 1. Recognition of contributors, list of posts and introduction to the guide and Ogres
Post 2. Special Rules & armoury
Post 3. Big Names & Magic items
Post 4. Named Characters
Post 5. Generic Lords & Heroes
Post 6. Core
Post 7. Special
Post 8. Rare
Post 9. Ogre Magic
Post 10. Ogre Tactics: Maneaters
Post 11. Ogre Tactics: In Defense of Hunters
Post 12. Ogre Tactics: To horde or not to horde
Post 13. Ogre Tactics: Guts vs Bulls
Post 14. Ogre Tactics: Stonehorn vs Thundertusk
Post 15. General Tactics
16.
Contributors
1D4Chan: Army Review
1d4chan.org/wiki/Warhammer/Tactics/8th_Edition/Ogre_Kingdoms
The Dice Abide: Various articles and tactics guides
www.thediceabide.com/blog/2011/11/ogre-kingdoms-tactics-food-for-thought
Nate Stevens: Unit review
www.belloflostsouls.net/2011/09/wfb-ogre-kingdoms-unit-by-unit-reviews.html
Avian: Written before 8th edition but some valid points never-the-less
www.avianon.net/tactics/ogre_basics.php
Knoffles: That's me!
Why Play Ogre Kingdoms
You want a simple army that hits like a brick, consist of hugely built, flabby gorging mounds of muscle, fat and saggy moobs, which can ultimately win a combat via high Strength Impact Hits before a single punch is thrown, as well as take a brutal punching before they go down, then Ogre Kingdoms is for you!
Strengths
While it's a good idea to be cautious in any combat scenario, remember, Ogre's are humanoid tanks. They can take damage as well as they can deal it, so don't be too concerned if you lose a few unless you have, say, 4 Bulls left on the field. They are extremely durable, so no need to shy away from serious combat unless you've got no chance to win the fight.
The first stat on the Ogre line is quite an impressive one, a Movement of 6" means that it is much easier for Ogres to pull off a successful charge than their slower enemies. Let’s imagine that the enemy is 12" away, M4 armies will complete that charge 42% of the time, while M5 armies will succeed 58% of the time, neither of those odds are really fantastic, but the fast M6 Ogre Kingdoms will make that charge 72% of the time! That is a massive advantage, especially compared to M4 armies. To put that in prospective, an Ogre will make a 12" charge as often as a human will make a 10" charge. Using your extra movement, it is easy to put yourself in a position where the opponent has unfavorable odds of success, while you have very good odds. Also, I should note that having that 2" advantage, and getting the charge will mean you get Impact Hits, which are extremely important to the Ogre army for grinding down a foe. Ogres may be fat, but they're still quite spritely.
Ogres have raw strength and toughness values of 4, which makes many elves quite jealous. They're often wounding on 3's and being wounded on 5's, making them a tough force to fight in melee, not to mention their characters who often sport 5's, which are wounding on 2's and being wounded on 6's when compared to your standard 3/3. It's because of these relatively superior stats that charging into a fight with a bunch of spearmen, which can often be intimidating, really isnt' that bad and you'll often win with just your raw power.
On top of good S/T values, Ogres also sport an impressive 3 wounds and 3 attacks, while being monstrous infantry also means that they get 3 supporting attacks as well as a stomp attack! They will take a lot of hits to take down, and because of this, you will often have a lot of supporting attacks. Combined with their high S/T, Ogres are really a hard troop to face down.
Troops aside, the Ogre army has access to devastating monsters, insanely heavy cavalry, versatile Maneaters, the occasional warmachine, and cheap troops to absorb charges, deny steadfast, or add ranks. There are definitely a few ways to play the Ogres, just pick your flavor. You can use the fast and extraordinarily resilient Mournfangs against hordes of low strength troops and just laugh as you grind them away, killing rank after rank, or alternatively, you can something like the Thundertusk, which will make enemies strike last, or even make High Elves lose their lovely re-rolls, or what the hell, take both and really stick it to 'em!
Weaknesses
Not all is overpowered stomping for the Ogre Kingdoms. While their troops have fairly impressive stat lines, they are also extremely expensive, weighing in at 30 points for a stripped Bull or 43 points for the slightly more beefy Irongut. Your typical unit of Ogres will probably be about 8 strong, which means you will only have 1 rank when it comes to calculating combat results, and also means that enemy units will almost always be Steadfast.
Aside from their low numbers, Ogres really do lack much of a ranged presence. As far as it goes for hitting the enemy first, you're pretty much restricted to certain Maneater builds (which means expensive), Leadbelchers, Ironblasters and Thundertusks. While this sounds like a lot, with how many points everything in the Ogre army is, you end up spending a lot of points to get a decent ranged presence, and often times, these points are better accentuating the strengths of your army, rather than trying to compensate for the weakness. Thundertusks are always an amazing choice though because they help out your combat blocks, while adding a mobile stone thrower to the army. This does mean that they can suffer in ranged siege battles (a dwarf gunline will give you a rough time for example), and wizards can hamper your units quite a bit. Ogres play in the same way like Beastmen, better in close combat then ranged combat.
The Lore of the Great Maw is a very impressive lore to have, since it is full of AOE buffs, it ends up resembling Lore of Life in a way. The problem with Ogre magic though is that their casters are extremely expensive. If you want that coveted level 4 caster in your army, get ready to suffer the consequences of having a LD8 general in your army. Also, unless you want Lore of Fire or Lore of the Great Maw, you will need to have 2 casters before you have access to the other lores, since at least one of your Butchers must have Great Maw. While not hugely terrible, it is frustrating.
While Ogres do have some impressive raw damage output and resilience, there are a couple stats that really hurt them. The first is their poor WS 3. Almost all ogres in the army, even the elite Ironguts are WS3, meaning that unless the enemy fails a fear test, their impressive number of attacks will be hurt by their low skill, additionally, this also means that enemies will frequently hit you back on 3's, which doesn't feel good. In addition to their low WS, they also have a low Initiative, so they'll be striking at the same time as Orcs and Dwarfs, which frequently results in a few good Ogres dying before they ever get a chance to strike. Possibly the most dangerous low stat for the Ogres though is their Leadership. Most Ogre units sport a LD of 7, which means that if they lose combat, even by 1, they have a good chance of running away, thankfully it should be rare that you lose combat. Ironguts and Maneaters are the exception to this poor LD rule, as they both have a respectable LD of 8, so if you feel like a combat might be risky, it's probably better to use your more strong willed troops, instead of risking having your ~250+ point unit of Ogres get run down by some girly High Elves.
Overall, the Ogres do offer some variety of play styles, though they will almost invariably be based around beating your opponent into paste and grinding their bones for your bread in viscous close combat. If you have been on the fence about the Ogres, I definitely say that they are a very rewarding army to play, for both new and veteran players.
Being an army of primarily monstrous infantry the army will also be of a low model count. So might appeal if you really dislike painting lots of models!