21 Mar 2012
There was a comment on a board not too long ago, I cant for the life of me remember where it is now, which stipulated that Ogre Kingdoms have one or maybe two basic strategies for building an army. Essentially, our ogres are a one trick pony. You get a couple of IGs, two IBs, a gaggle of Mournfang Cavalry, grab that gut magic, and presto instant strong army.
I disagree. Ive learned many kinds of army builds from the fine folks on this board and I wonder if you would help me sort out my list of the different kinds of viable armies we can build. By viable, I just mean that the army is capable of winning its fair share of battles in the hands of your average general.
For this list, Ive tried to focus on different ideas that are used as a focal point when building an army. Essentially, what's otherwise just a tactic makes it onto the list either when (1) your army points are spent primarily on units supporting that tactic or (2) when every unit you consider is included or not as a function of that tactic.
Balanced
Includes strength in every phase and some basic capability in most aspects of the battle. Some Sabertusks or Gnoblars for deployment and redirection, a decent sized unit of IGs or bulls, a general and a bsb, at least one strong caster, some IBs or Leaddies for shooting, Cav or scouting MEs for mobility, disruption, and/or cc.
Melee-focused
This kind of list ignores strength in other aspects of the game and plans to win the battle principally through close combat. The main strategy is to forgo extra casters or blocks of Leadbelchers and simply weather the first round or two of shooting and magic to get into hand to hand an rip up your opponent. This kind of army likely uses maw/beast magic or maybe a Tyrant and a Firebelly. You will very likely find a unit of Mournfang Cavalry or MEs on the flank or opponents backfield. This army might include 1 or 2 IBs for shooting the big guys or war machines, but will eventually throw those chariots into combat as well.
Gun Line
A gun line focuses on shooting to weaken and destroy the enemy. It will be heavy on the IBs and Leadbelchers and often includes a heavens caster. These lists probably have some trapper Gnoblars to screen the Leadbelchers and some cc units to mop up the gore left behind by the shooting.
Danielking4812 has worked hard to make an Ard Boyz list that exemplifies this strategy:
http://www.ogrestronghold.com/forum/index.php?topic=23852.0
Horde
A horde invests a significant amount of points into one large unit of bulls or IGs. Most, if not all, other units play a supporting role (e.g., redirection, flanking, tar-pit). This army styles main advantage is the astonishingly large number of attacks it can deliver from 3 ranks of ogres. The army employs some defensive measures, such as Trollguts or the Rune Maw, to help ensure the units survival. The army also relies on tar pits, redirectors and chaff removal to enable the horde to engage with its choice of enemy units.
OgreBus
Similar to, but distinct from, a horde list, this army centers around a strong, deep unit of ogres, 3 models wide and 4 or 5 ranks deep, with 3 Characters in the front rank. This setup forces your opponent to allocate their attacks to these hard-to-kill models rather than the unit itself, thus denying your opponent a lot of combat resolution. This strategy still requires some supporting units for the bus, but I suspect not as many as a horde.
This might also be considered a component of another strategy, but the amount of points you sink into this unit both directly and through supporting units warrants its inclusion as a main strat, I believe.
Rothgar13 is crafting an excellent example of this kind of list in the army lists section:
http://www.ogrestronghold.com/forum/index.php?topic=23971.0
Deathfist
This is a tricksy list which seeks to reduce or eliminate your opponents magic phase by hampering or killing his wizard(s). The strategy is based on taking a SM, equipped w/ the greedy fist and the Death magic lore, then targeting the enemys casters with the character-killing spells. Its worth noting that you will also have to take a butcher in order to satisfy the Maw lore requirement. In addition to placing the SM in a unit and marching him close to your enemies, you can also equip him with a magic carpet to get him as close as possible as soon as possible (also good for casting Purple Sun on your opponent early in the game).
Other than the particular gear setup, this seems to be a flexible strategy in relation to the composition of the rest of the army. I included it on this list, rather than considering it an ancillary tactic, because you must invest a significant amount of points to have a large effect on one aspect of the game. This is a focused, high risk/high reward strategy.
Fast
One of the ogres great strengths is close combat. Accordingly, a fast list values getting into cc as soon as possible over all else. Cavalry, scouting MEs, IBs, the banner of swiftness, and the like might all play a part in this list. Even a hunter and his Sabretusk pack (w/ vanguard/swiftstride) could shine in this sort of army.
Full disclosure this ones totally my idea. I havent seen anyone discuss this on the forums, though I certainly could have missed it. So, its not widely tested or analyzed, but Ive had good luck w/ it.
MMU/MSU
Multiple Medium/Small Units
Ogres hit hard and having a lot of units around only highlights that aspect. This kind of army fields many medium or small units which has the effect of mitigating the power of your opponent's strong or large units. He must inefficiently focus the resources of his powerful units to destroy one of your many units which mitigates your losses while providing you with many choices of how to employ your forces. This tends to be a fairly mobile army giving you lots of choices while reducing the impact your opponent can have on your army.
Added: This type of list is often used with area buffs, such as Trollguts. Also, MMU/MSU is comparitively more powerful in smaller games (e.g., <=1000 points) as there are fewer tools for your opponent to deal w/ many units of ogres.
Note: Please help me out here. Im not experienced with mmu/msu and I probably described this poorly.
I disagree. Ive learned many kinds of army builds from the fine folks on this board and I wonder if you would help me sort out my list of the different kinds of viable armies we can build. By viable, I just mean that the army is capable of winning its fair share of battles in the hands of your average general.
For this list, Ive tried to focus on different ideas that are used as a focal point when building an army. Essentially, what's otherwise just a tactic makes it onto the list either when (1) your army points are spent primarily on units supporting that tactic or (2) when every unit you consider is included or not as a function of that tactic.
Balanced
Includes strength in every phase and some basic capability in most aspects of the battle. Some Sabertusks or Gnoblars for deployment and redirection, a decent sized unit of IGs or bulls, a general and a bsb, at least one strong caster, some IBs or Leaddies for shooting, Cav or scouting MEs for mobility, disruption, and/or cc.
Melee-focused
This kind of list ignores strength in other aspects of the game and plans to win the battle principally through close combat. The main strategy is to forgo extra casters or blocks of Leadbelchers and simply weather the first round or two of shooting and magic to get into hand to hand an rip up your opponent. This kind of army likely uses maw/beast magic or maybe a Tyrant and a Firebelly. You will very likely find a unit of Mournfang Cavalry or MEs on the flank or opponents backfield. This army might include 1 or 2 IBs for shooting the big guys or war machines, but will eventually throw those chariots into combat as well.
Gun Line
A gun line focuses on shooting to weaken and destroy the enemy. It will be heavy on the IBs and Leadbelchers and often includes a heavens caster. These lists probably have some trapper Gnoblars to screen the Leadbelchers and some cc units to mop up the gore left behind by the shooting.
Danielking4812 has worked hard to make an Ard Boyz list that exemplifies this strategy:
http://www.ogrestronghold.com/forum/index.php?topic=23852.0
Horde
A horde invests a significant amount of points into one large unit of bulls or IGs. Most, if not all, other units play a supporting role (e.g., redirection, flanking, tar-pit). This army styles main advantage is the astonishingly large number of attacks it can deliver from 3 ranks of ogres. The army employs some defensive measures, such as Trollguts or the Rune Maw, to help ensure the units survival. The army also relies on tar pits, redirectors and chaff removal to enable the horde to engage with its choice of enemy units.
OgreBus
Similar to, but distinct from, a horde list, this army centers around a strong, deep unit of ogres, 3 models wide and 4 or 5 ranks deep, with 3 Characters in the front rank. This setup forces your opponent to allocate their attacks to these hard-to-kill models rather than the unit itself, thus denying your opponent a lot of combat resolution. This strategy still requires some supporting units for the bus, but I suspect not as many as a horde.
This might also be considered a component of another strategy, but the amount of points you sink into this unit both directly and through supporting units warrants its inclusion as a main strat, I believe.
Rothgar13 is crafting an excellent example of this kind of list in the army lists section:
http://www.ogrestronghold.com/forum/index.php?topic=23971.0
Deathfist
This is a tricksy list which seeks to reduce or eliminate your opponents magic phase by hampering or killing his wizard(s). The strategy is based on taking a SM, equipped w/ the greedy fist and the Death magic lore, then targeting the enemys casters with the character-killing spells. Its worth noting that you will also have to take a butcher in order to satisfy the Maw lore requirement. In addition to placing the SM in a unit and marching him close to your enemies, you can also equip him with a magic carpet to get him as close as possible as soon as possible (also good for casting Purple Sun on your opponent early in the game).
Other than the particular gear setup, this seems to be a flexible strategy in relation to the composition of the rest of the army. I included it on this list, rather than considering it an ancillary tactic, because you must invest a significant amount of points to have a large effect on one aspect of the game. This is a focused, high risk/high reward strategy.
Fast
One of the ogres great strengths is close combat. Accordingly, a fast list values getting into cc as soon as possible over all else. Cavalry, scouting MEs, IBs, the banner of swiftness, and the like might all play a part in this list. Even a hunter and his Sabretusk pack (w/ vanguard/swiftstride) could shine in this sort of army.
Full disclosure this ones totally my idea. I havent seen anyone discuss this on the forums, though I certainly could have missed it. So, its not widely tested or analyzed, but Ive had good luck w/ it.
MMU/MSU
Multiple Medium/Small Units
Ogres hit hard and having a lot of units around only highlights that aspect. This kind of army fields many medium or small units which has the effect of mitigating the power of your opponent's strong or large units. He must inefficiently focus the resources of his powerful units to destroy one of your many units which mitigates your losses while providing you with many choices of how to employ your forces. This tends to be a fairly mobile army giving you lots of choices while reducing the impact your opponent can have on your army.
Added: This type of list is often used with area buffs, such as Trollguts. Also, MMU/MSU is comparitively more powerful in smaller games (e.g., <=1000 points) as there are fewer tools for your opponent to deal w/ many units of ogres.
Note: Please help me out here. Im not experienced with mmu/msu and I probably described this poorly.
That tends to be the focus of MMU/MSU. The army I am playing in an escalation tournament has been right in the middle of MMU/MSU. I've gone 20-0, 7-13, 7-13 with it so far with those being points in the single digits from being draws on turn 6. I'm even using Yhetee and a Stonehorn to get better comp scores and giving harder armies a rough time because while they might whittle away one unit a second one crashes into them and they lose theirs as well.