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Some questions from an Ogre noob

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Got some questions for you guys and gals(?). Just some general tactical questions that I have been thinking about.

1. Why are Maneaters with a brace of pistols, sniper, and poison attacks so good? seems like they wouldn't accomplish much, needing 5's or 6's to hit most of the time.

2. How effective has the Hellheart been for you? I can't tell if it is good for disrupting a magic phase, or completely devastating the enemy in one simple turn.

3. Can Gorgers be used effectively? I know they are not prime for their points, but I think they could be great in certain situations.

4. Do I use my Sabretusks exactly like I would my great eagles for High Elves? Are they more focused on re-directing, or for tying up warmachines?

5. And lastly, is 5T 5W enough to stay alive on your Lords without Ward Saves? Being a Vampire Counts player I truly cringe at the thought of a Tyrant or a Slaughtermaster (even a bruiser) running around without a 4++.

I am so nooby with this army because there are no Ogre players at my local shop. I will be the first  8)

1. Why are Maneaters with a brace of pistols, sniper, and poison attacks so good? seems like they wouldn't accomplish much, needing 5's or 6's to hit most of the time.

Each of those hits wounds automatically because of the poison - nice to kill BSBs, wizards etc.

5. And lastly, is 5T 5W enough to stay alive on your Lords without Ward Saves? Being a Vampire Counts player I truly cringe at the thought of a Tyrant or a Slaughtermaster (even a bruiser) running around without a 4++.

Against VC with shredding Vampires (it is the Tyrant who is nervous...)? No. Against others, you could with fencers, glittering scales and so forth.
My hood is my castle...
2. How effective has the Hellheart been for you? I can't tell if it is good for disrupting a magic phase, or completely devastating the enemy in one simple turn.

Both, if you get it off within range of there lvl 4 (or majority of there casters) it will easily shutdown a magic phase. However if it sucks there casters (especially there lvl4) into the void it will devastate the enemy in one simple turn.

Basically it is a 50point gamble

3. Can Gorgers be used effectively? I know they are not prime for their points, but I think they could be great in certain situations.

Yes if you a talented enough to get good rolls and place them correctly. Alternatively you take skrag and bulk gorgers and swarm them from behind. I find them very effective against war machines.
Those who live by the sword, get shot by those who don't.

1. Why are Maneaters with a brace of pistols, sniper, and poison attacks so good? seems like they wouldn't accomplish much, needing 5's or 6's to hit most of the time.

Even if you only have 3 of 'em, that'll be two hits and at least one save to make per turn - that will quickly make soft 2-wound heroes like wizards and BSBs reconsider their career choices. When you use 6 or even 8 Maneaters, it's entirely plausible to kill one of them a turn.


4. Do I use my Sabretusks exactly like I would my great eagles for High Elves? Are they more focused on re-directing, or for tying up warmachines?

If you've used Eagles in the past you've got the gist already. Which role you use them in depends on who you face.
I don't suffer from mental instability. In fact, I enjoy it immensely.

Gutlord Inquisitor: FORUM FIGHT! Me, I'm betting on the stronghold. Sure, they're outnumbered with thick skulls, stubborn bull-headedness and an inflated sense of self-worth, but hey, they're Ogres.
1. Why are Maneaters with a brace of pistols, sniper, and poison attacks so good? seems like they wouldn't accomplish much, needing 5's or 6's to hit most of the time.
I don't rate them very high personally. If my special points are not filled with Mournfang it's ADHW/GW Maneaters with Scout/Stubborn/Gleaming Pennant

2. How effective has the Hellheart been for you? I can't tell if it is good for disrupting a magic phase, or completely devastating the enemy in one simple turn.
It can be both really. Some matchups it can be game winning. Most of the others it is just awesome. Then there is a very few occations it has no effect. Mostly it puts a tremendous pressure on your opponent. Forcing him to keep the wizards away from you at all costs.

3. Can Gorgers be used effectively? I know they are not prime for their points, but I think they could be great in certain situations.
You're on to something. A Gorger at the right time can make a mess. I've only played with one a few times and I have mostly good memories. It's quite expencive though, if you can find room for one, go for it!

4. Do I use my Sabretusks exactly like I would my great eagles for High Elves? Are they more focused on re-directing, or for tying up warmachines?
While not being as good/flexible as Great Eagles. They are cheap. Use them as an Eagle or to redirect. They usually don't tie up warmachines, they kill them  ;)

5. And lastly, is 5T 5W enough to stay alive on your Lords without Ward Saves? Being a Vampire Counts player I truly cringe at the thought of a Tyrant or a Slaughtermaster (even a bruiser) running around without a 4++.
I think a Tyrant really needs that 4+ ward save. His stats are not that impressive compared to other armies' powerhouses. Especially a Vampire Lord. I run mine with both 4+ ward AND glittering scales and that barely cuts it. He's good though.

The Slaughtermaster however can get away with it. That's because there's a 90%+ chance of getting Trollguts and he can keep healing himself.



Games played: 4

Ogre Achievements 21/101
1. That maneater setup is useful also because it doesn't lose out much in combat, what with two hand weapons and Poison. So although it's a bit gimmicky, it's not a tremendous risk testing it out since you'll get some use out of them besides sniping some poor hero level character.

Plus, those two abilities don't interfere with other Maneater builds. I like Scout and Swiftstride ones to get into the enemy's rear lines and wreck things up, and there are combat versions with Stubborn, Vanguard, Immune to Psych, etc.

2. The Hellheart is very effective, but should never be relied on - sometimes it just hits one bloke and does nothing to the power dice pool. Don't hold on to it in the desperate hope that there'll be a perfect time to use it, just try and figure out where the bearer will be in a few turns and if popping it then would be better.

3. A single Gorger usually accomplishes something I find. However, never give them a specific task - they won't kill warmachines before they shoot at you, and they certainly won't character snipe (or at least not the exact dude you're going for). Try to place them where they get a few options, to either pin down a unit, claim some victory points from a backfield unit, or where they can support a combat.

4. Sabretusks are stupid cheap and fast as anything. They're not as versatile in some ways as Eagles, but can easily get a lot of the same tasks done and are also a little nastier in CC too.

5. An Ogre Lord needs that 4+ ward to go against other Lords - though he's tough and has a lot of wounds, he's lacking in areas like WS, initiative, ability to claim re-rolls, and so forth. You're probably as a Vamp player finding most other Lords lacking a bit, so I understand how it's hard to rate the guy. It's hard for him to get a decent armour save too, so it's usually necessary to explore other options like Ward saves. His attack potential is best buffed by things like the sword of striking, and fencer blades provide good defence as well as offence. This is because you have Giantbreaker and Greedy Fist to buff strength - but you can just try out a good old fashioned Great Weapon too.
Also, Ogre Slaughtermasters are very poky in CC - and the FAQ lets them take Magical armour, so it can be hard to justify taking a Tyrant over one sometimes. Especially when Lore of the Great Maw heals the caster. Up to you really though, some people just love their Tyrants!
Ogres - because who honestly likes 2 wound heroes?
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