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Dropping magic completely vs. Dwarfs

original thread ↗

do you think this is reasonable? I never know what to do. It's easier with my Lizardmen, who can still have somewhat of a magic phase because of +1 PD per spell but with ogres they will pretty much always have more DD than I have PD.
If you know you will only be playing dwarfs, then I would do it. But thats kind of like him specifically taking multi wound weapons knowing your playing ogres. If you are though, take 2 firebellies for the breath weapons, maybe occasional spell and beef up your combat units to compensate for the amount of shooting death the dwarfs are gonna bring.
ogres are the boulder rolling down at you.  you can side step it, run away from it or blow it up before it gets to you... but you can never ignore it.
If I was tailoring, I might drop magic.


But with the changes to our magic I am tending to get Trollguts off with IF, which Dwarves can't stop and will be very useful against their ranged attacks(except those pesky flaming cannons)

In a tournament I would still focus on casting my spells normally as I already paid the points. Getting a boosted trollguts off is really good.
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I play against dwarfs regularly and normally in a 2v2. Dwarf players usually bring about 5 (or more?) dispel scrolls with their runelord and runesmith   :cry:  but i guess they can afford to that in 2v2.
Out of the five players around here who are cool enough to play fantasy as opposed to just shooting guns via 40k (kinda tired of seeing 10 40k players per one fantasy player),  two of those players run dwarves. One focused on stopping my magic phase with his list. One did not. I lost both battles but had fairly successful magic phases regardless. The issue was that I was wasting time on trying to cast the maw. No joke, I have yet to roll for a maw that didn't misfire! As the internet would say, "poorly designed spell is poorly designed." In spite of this, for some reason both dwarf players now frequently discuss the supposed necessity to desperately find a solution to my supposedly powerhouse of an ogre army. Literally, my ogres only beat either of them once but for some reason they're acting all scared with what I have. Why? I do not know. They're even considering the castle deployment technique and resorting to the dreaded torpedo!

Keep the magic and use it to buff. Take a LotGM lvl4 and beastlore lvl2 and that should yield the best augmenting results. The best way to burn through his dispel scrolls is by locking an ogre unit in combat and casting either the beasts' sig spell or LotGM's trollguts and/or toothcracker. The bullgorger, in my opinion, only seems strong when cast on Bulls. But apparently sending a horde of Ironguts at them then trying to cast small buffs throws up a flag for them.

The alternative is to save roughly about 500 points and buying another horde of bulls:
- Tyrant with at least other trickster's shard
- BSB with a 4-up ward
- 2 6x3's of Bulls with Ironfists
- 1 6x3 of Ironguts
- 6 Maneaters with BoP, Scouts and Poisoned Attacks
- 2 ironblasters

This 3000 point list scares people I know that use war machines and rely on things surviving in general. Also, other trickster's shard is the ultimate middle finger to the unkillable king. A tyrant stocked up on giantbreaker, greedy fist, other trickster's shard, and I forget how much it costs to give him a sword of +1 strength. Either way iin my local meta dwarves win by sticking their king in a challenge to lock the enemy in combat for a while. This combo promptly ends said challenges.

So all in all either option is good, as long as your opponent thinks you're taking magic.
Painting Progress:
Bulls: 75% complete
Ironguts: 5% complete
Leadbelchers: 0% complete
Maneaters: 0% complete
Characters: 0% complete
I think Ogres work best with Magic, but Dwarves can stop Magic quite effectively.

Firebellys are too good to leave at home with my lists.
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I don't tailor lists and don't advise that it is done for general play.  Better get used to using one build and riding the match ups good and bad.

If it's just a muck about one-off game, then fill yer boots! :)
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8th edition: 105/25/12
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LoL I saw, that Wildcard had the last post and no magic.
First thing I thought was: paradigm shift again?  :lol:

Don't tailor lists, it makes you less capable of handling odd situations.
Cormorant on thundertusk ASL rule
Quote from: Cormorant on Aug 24, 2011, 05:46:24 PM
Now all we need is the 7th edition rule that said if the models are killed they don't get to fight and we WOULD be a broken army! lol

Ogre achievements: 41/101
LoL I saw, that Wildcard had the last post and no magic.
First thing I thought was: paradigm shift again?  :lol:

Don't tailor lists, it makes you less capable of handling odd situations.


Not just yet Lexy :D. Currently i'm fielding 3 mages again....just like the old days!
x105 - keeping pace with my wins!

Ogre achievements: 65/101 latest: maneater (play in 5 different venues)

Latest Fantasy Result: ogre kingdoms vs. high elves - 1500 points - win!

8th edition: 105/25/12
New ogres: 36/6/5

I was born and bred in a briar patch!
Funny, I have a game against dwarfs on Fri and was thinking that if it were not tourney practice I would go low magic too. I also don't think it will turn out much tourney practice either as if it were a tourney I would simply deploy in long lines in the corners/behind terrain and not move, hope he blew up a cannon or two to compensate for any units he totally destroyed. Play for a 10;10 or 8;12 loss. I'm afraid my experiences against Dwarves in Tourney mode has been such that I conclude that absent significant amounts of luck we are fried.

I can't do that on Fri as it is a club game but not one I'm much looking forward to....
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A list im thinking of testing that you might like vs dwarfs is 2 units of 24 bulls, couple sabres and whatever characters you like, the shooting wont do much, you dont really 'need' magic with that many attacks, you deny him victory points and he will crap his pants when you put down those units. there only about 1600 points too so really good to take if you have the models or can proxy.
ogres are the boulder rolling down at you.  you can side step it, run away from it or blow it up before it gets to you... but you can never ignore it.
Alright, new idea -
2500 points
1 anti-king tyrant with other trickster's shard
6 maneaters with BoP, scouts and poisoned attacks
29 Ironguts with sb, musician, and dragonhide banner
7 units of 10 gnobs, all with trapper ability each in a 2 by 5 formation covering the front of your irongut deathstar.

They can't deal with your death star unless they charge past multiple DT tests. If they sit, they meet your gut-star. Maneaters I have successfully used to deal with warmachines plenty of times already. This is assuming they don't gun-line, which in this case just run an army of belchers and gun-line back.
Painting Progress:
Bulls: 75% complete
Ironguts: 5% complete
Leadbelchers: 0% complete
Maneaters: 0% complete
Characters: 0% complete
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