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8th Edition Tactica - Ogre Deployment (2011)

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So how has Ogre deployment changed in 8th Edition? Two major factors have changed in the 8th Edition rules which have a big impact on deployment strategies. Firstly there is variation in scenarios played and Secondly there are more varied terrain Features than in 7th Ed. Also table quarters no longer give you points so using small units to hold them is no longer necessary and spreading out your army may not be required.

Scenarios
1. Battleline
2. Dawn Attack
3. Battle for the Pass
4. Blood and Glory
5. Meeting Engagement
6. Watchtower

The scenarios vary quite a bit but the general guidelines set out below will help in most scenarios. It is important for players to know each scenario thoroughly and the extra Victory conditions the scenario brings to the game. This will heavily influence how a player deploys their forces.

The Watchtower scenario is a good example of this where both armies are fighting for control of this feature, so the opposing forces will tend to concentrate in the center of the table.

Terrain
One of the key features in 8th edition is the varied and new Terrain Features. No matter what style of Ogre Army you are using the terrain has a significant impact on where and how you deploy. If you ignore the terrain then you are not getting the most out of your Army.

Choosing the most advantageous Table side is also still very important as it was in 7th Ed, so choose wisely if you get the chance. Grabbing the table side with the hill may prevent a Dark Elf shooty list being as effective as there may be terrain obstructing the direct fire of the RBT's and Crossbows.

Favorable Terrain
For example if there is a Terrain Feature which gives units Frenzy within 6"s of it, try to lure your opponent to fighting combats near this feature. This works extremely well when the opponents units are already Frenzied as they can't get the bonus twice, your troops on the other hand are getting extra attacks for free and this can swing the combat in your favor.

Likewise terrain that gives units Magic resistance within 6"s could be an ideal spot for a Scraplauncher or 2.

Hills feature a lot less when dicing up the Terrain so you are less likely to see Gun-lines which can shoot to every part of the table a weakness Ogres suffered from in 7th Ed. Other features such as fences and walls stop those pesky Cannons so make use of them! we have to we are Ogres!

If using Trappers and or Gnoblars in your list then buildings can be a good spot to start off in vs. very Shooty armies.

Unfavorable Terrain
Likewise use the unfavorable terrain to your advantage. The Statue that Zaps troops within 6"s of it D6 Str 4 hits may not seem much but its free hits on your opponents troops if you deploy correctly.

One particular game vs. Warriors of Chaos I refused my left flank and anchored it near a statue which would be attacking the opponents units as they marched past it to get to my Bulls. Over 2 or 3 turns the extra wounds inflicted along with a Gorger, helped me hold the flank and win the game elsewhere on the Battle ground.

8th Ed Deployment Strategies Unit by Unit
Ogre deployment depends on the Ogre troops used, but there are some general rules for deployment of specific units we can use to our advantage.

Gnoblars
One method I find works quite well is place the cheap less important units down first. Gnoblar Fighters are generally my first 2 units deployed. They can be tricky to deploy as they can block the places which should be reserved for your main fighting units, so think carefully before placing the Gnobbies. Also if taking the Rune Maw Banner the Gnoblars need to be near the spot you intend to place your IG unit with Rune Maw Banner. Deploying Tyrant and or BSB within 12"s of Gnobbies ensures they don't flee too early in the game or if they do they can rally more easily.

Deploying Ogres behind Gnoblar blocks is not recommended as the Gnoblars are likely to squabble and disrupt your Battle plan. Who wants their crack unit unable to move forward for 2 or more turns? not me!

However after saying this I like to deploy my Scrap-launchers behind the Gnoblars as this can prevent any unwanted Scraplauncher charges caused by the Bad Tempered Rule. The Scraplauncher can also shoot over the little Green guys if they have squabbled so not a big deal.

So my first 4 units to be deployed may be 2x Gnoblar Fighters and 2x Scraplaunchers.

The next phase of the deployment might be the main Battle line of Ogre Bulls & IG's, hopefully these units will be close together so they can support each other and gain the Benefits of the Gut Magic Butchers & SM as well as the Generals & BSB's Leadership bubble (12" range).

Now it is time to deploy other key units such as Rhinox Cavalry, Giants, etc.. I tend to put these down last but have a place in mind as to where I would like them deployed. Once again within 12"s of Tyrant and BSb is a good idea unless you have a flanking maneuver in mind. The Giant or giants in particular with their high Leadership are great as flankers and can move though small gaps that might prevent your larger infantry blocks from moving. Also avoid VC Ethereals as they cannot be hurt by non-Magical attacks.

Lastly put down the Trappers (if you have any) usually to harass War-machines, but there may be other Strategic locations that will help march block the opponent once you move forward, or you can try to lure a unit away from the main battle by deploying on their flank.

Final Deployment Notes
Deployment is the key to consistently winning games whichever army you may choose to use. Poor deployment can cost you the game and you will know within the first 2 turns whether you have made any blunders.

Lastly deployment is also determined by your opponents army type, composition and the Strategy you have in mind to defeat it, he who procrastinates dies!

Happy hunting! Bob





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