03 Apr 2014
Hey guys
I've only got a single game in with this list however I simply feel I've found a list that matches my play style.
Linky to Battle
Current List:
Slaughtermaster - Sword of Striking, Earthing Rod, Armour of Destiny, Level 4, Lore of Beasts
Bruiser - BSB, Charmed Shield, Other Trickster's Shard, Sword of Anti-Heroes
Butcher - Forbidden Rod, Lore of the Great Maw
Butcher - Sword of Swift Slaying, Dispel Scroll, Lore of Beasts
7 Ironguts - Full Command, Standard of Discipline, Look-Out Gnoblar
7 Ogres - Full Command, Ironfists, Look-Out Gnoblar
7 Maneaters - Full Command, Brace of Pistols, Banner of Eternal Flame, Stubborn, Poison Attacks
4 Mournfang Cavalry - Standard, Musician, Ironfists, Heavy Armour, Dragonhide Banner
3 x 1 Sabretusk
Old List:
Slaughtermaster - Gold Sigil Sword, Earthing Rod, Armour of Destiny, Level 4, Lore of Beasts
Bruiser - BSB, Enchanted Shield, Talisman of Preservation
Butcher - Forbidden Rod, Lore of the Great Maw
Butcher - Armour of Fortune, Ironcurse Icon, Dragonbane Gem, Lore of Beasts
6 Ironguts - Standard, Musician, Standard of Discipline, Look-Out Gnoblar
2 x 6 Ogres - Standard, Musician, Ironfists, Look-Out Gnoblar
6 Maneaters - Standard, Musician, Brace of Pistols, Banner of Eternal Flame, Stubborn, Poison Attacks
4 Mournfang Cavalry - Standard, Musician, Ironfists, Heavy Armour, Gleaming Pendant
3 x 1 Sabretusk
I'm focusing taking away lessons from a thread that was created a while back and avoiding the stereotypical things we all see in a common Ogre Kingdoms list.
So it turns out I really like this list which is half the battle won for me. Ive settled on a standard High Elves list I like, several for the Tomb Kings and Ive always struggled with the Ogres in terms of finding something with a nice balance point. Dual Mournfang is great and I like it but its not different enough for me so hence the reason this list has popped up.
Ive talked about the strengths of the list in the conclusion of the last battle report however I didnt really touch on the weaknesses at all. I think identifying these will go a long way in understanding the workings of the list much more and in turn hopefully this equates to using the army more skilfully and getting more wins.
From the top:
Slaughtermaster
In order to take full advantage of the Lore of Beasts then this guy is a must. Better casting values/dispel etc so no need to go into that in great depth. One of the advantages of Ogre characters with a simple great weapon they can turn out to be quite hitty and in a nutshell can act as a front line CR multiplier or stick them in the second rank for another Irongut. Current layout is as follows:
- Gold Sigil Sword
- Earthing Rod
- Armour of Destiny
Gold sword I think is an underrated item for the Ogres, theyre so use to striking last against 90% of armies out there so its nice to have some type of first response at least even if its just rattling off a few attacks. When combined however with the right combination of spells those few attacks can suddenly turn into something very devastating indeed. Earthing Rod is simple and Im a big proponent if your general is also your main caster then the 25 points is obligatory in my opinion. If he jumps down the hole then Ive just handed over just shy of 500 victory points to my opponent which drastically swings any game.
Ward I think is another must especially without Lore of the Great Maw, no chance of regaining wounds so I need to rely on the ward save to avoid death snipes, fighting characters (in ogre mode) etc.
- Lore of Beasts
Going to touch on this now as it synergises so well with the Ogres and this build but I also think its one of the most underappreciated lore available to Ogres and will directly translate into a far harder lord to deal with (potentially).
Wyssans Wildform without a doubt the go to spell for this army. Im always guaranteed to have it twice and I can think of no situation where I wouldnt want it twice. Turning basic infantry units into S5/T5 units make shift them from average to capable in combat but also seeing as they have very little in the way of armour the T5 certainly reduces small arms fire on the way into the enemy. Also want to touch on impact hits, with ranks etc this can mean Ogre/Ironguts can have impact hits up to S6/7 with a spell and different character combinations. Getting 2-3 wounds off before the combat begins can really swing the course of the combat.
Flock of Doom Ok this spell is probably missing S3 however it does have an application. Its range is incredible and its extremely cheap to cast. Once again however Id nearly drop this spell every time for the above.
Curse Incredible spell. Ideally I like this on the level 4 to make it a bit easier to cast but if I end up with it on the level 2 its not the end of the world. With a relatively low WS I need all the help I can get to reduce damage in combat, this spell is the answer to that. If the opponent chooses to dispel this then I can give Wildform (or two) a go instead.
Amber Spear Even though Im short an Ironblaster this spell more than makes up for it. Normally I rely on Maneaters to put some hurt on the big nasty creatures however aid can come in the form of the Amber spear or when those inevitable moments approach me when the Maneaters simply cant be everywhere at once. Even getting a big nasty damaged with this spell would be enough to question a charge into a unit of Ogres I would think. A very strong spell for the opening turns of the game, putting pressure on monsters, keeping them hidden and lets not forget warmachines. Behaving like a bolt thrower also cannot be overlooked, if a flank shot presents itself with Monstrous Cavalry/Cavalry then its another sure deal.
Savage Beast This one is the premiere spell for the Slaughtermaster, combined with the Sigil Sword he can swing out a healthy 7 attacks at strength 7. Thats enough to concern anyone. Depending on the situation as well and how many characters are in a unit/combat then 6 dicing it might be the way to win the game. Simply put this spell is the go to when you must win the combat.
Panns On the flip side I think this spell is the spell when you wish to hold the combat. Could be for a number of reasons but I might cast this on a single character, accept the challenge with him and take minimal damage whilst taking X character out of the combat from inflicting massive damage onto the rank and file. Another application is having 3 characters up front in a unit similar to a Bretonnian Lance and taking minimal damage, if the bubble spell goes off then the enemy has charged a T8 Ogre block which is hard to shift regardless of who you are.
Transformation of Kadon A classical spell and one that was certainly of highlight when 8th edition first arrived. Since then however the emphasis has been swayed over to the uber spells from other decks that knock out whole units per turn. I dont think this spell is any different, it just needs to be applied in a different way. The advantage of having two casters with beasts is if this sneaks through then I can attempt Wildform and effectively have a S8/T8 Mountain Chimera if it goes off of course and gets +1 to cast because its now being cast on a monster.
In basic summary there is so many casting options available and combinations that there is nearly no bad way to use the lore when combined with this list.
Other Fat People of note
Bruiser A stock standard BSB. Ward save to protect him from the elements and of course gives him greater appeal to wander up to the front rank and make use of a bubbled Savage beasts/Panns Pelt spell. Of course deploying him away from the Slaughtermaster is another option I have to explore to spread my forces much better and avoid the classic case of loading a unit up with all the characters situation permitting. Of course the other issue is miscasts really hurt me with the MMU approach. Get a Wildform off on this guy and he becomes a mini tyrant.
Butcher Level 1, Lore of the Great Maw. I need it, there is no way around it. Ideally spells I can use are anything except the Maw. Stubborn is handy and underrated, any of the augments will be a fantastic addition as will the magic missile which can keep enemy armoured targets honest. Forbidden Rod goes here to help power up a less than 6 dice phase to greater than. Of course timing is essential as I dont want to pop it too early and yield nothing in terms of magic. So perhaps around the first charges etc.
Butcher Level 2, Lore of Beasts. The Backup auxiliary Slaughtermasters little buddy. Will always drop a spell for the signature and bonus to anything else. His primary target will generally be the Mournfang Cavalry in order to get a +3 to cast making it that tinier bit easier to get the spell through because its not ideal on a level 2 and you really need to 3 dice it to ensure it goes off. Ward save packed so I have the option of the front rank shenanigans again and to reduce damage. Hes also packing a 6+ ward against Warmachines which might be handy to slip him in against Maneaters etc that will struggle to close the gap and because theyre such a high priority target. Dragonbane as well to be able to take some sneaky challenges if needed.
Core
Firstly Ogres need a mention. 2 units of 6 so working on the mmu principle seems to be working well so far (1 game at least!!). They provide full attacks (no wastage points wise), look far less threatening than the usual buses we see loaded out with characters yet also are a size that simply cannot be ignored. This way they can also be used to bait a unit provided the reward is great enough.
Let's touch on spells for a moment, wildform on bulls all of a sudden turns them into quite an elite unit that requires a lot of resources to pull down.
The iron guts will simply always be a character bunker for at least the slaughtermaster. Reason being they are the only core unit with access to a magical banner otherwise I would nearly be tempted to run all Ogres (played around briefly with a list that has the Bsb carrying banner of discipline). The Ironguts also provide the usual high strength attacks giving the list (outside magic) some much needed anti-armour capability. I expect these guys to generally cop the most amount of fire simply because the house the characters.
Special
Maneaters
I'll start with these guys although they are the unit that I have least experience with. I believe every list outside of magic needs a shooting phase with ogres being no exception. Without an Ironblaster to fall back upon deployment is critical for this unit more so than any other in the list. Also this makes them of high priority to the enemy and for a relatively low armoured unit they cost a lot and aren't that difficult to eliminate. Braces of pistols all around for firepower and poison to match for ensuring a few automatic wounds on any given target above their pay grade. Primarily I will use this unit as monster hunters which also counts on stubborn in case they need help.
Stubborn is also a good way of setting up counter charges. Stick it in front of a unit that can't possibly destroy the unit in a single turn and simply wait for the cavalry. Obviously it's an expensive pinning progress but if it's against another core unit against most armies or another carefully selected unit or a gamble that may change the course if the game for a better direction it's a worthy option.
It's also worth mentioning that characters can be deployed in this unit if need be however that paints an even juicier target on them.
Wildform turns these guys into wrecking machines, multiply that by two and they're sporting a very terrifying 3 x S8 impact hits and 24 poisonous S7 attacks. Chances are they won't need stubborn if that's the case!
Mournfang Cavalry
My new theory is to keep these guys cheap. As sensational as the dragon hide banner is for a few more points you can nearly buy another model in the unit. I'm not doubting the raw power the banner brings at all however I won't be planning in steam rolling units 1 on 1 and I think that is where the banner excels. A few things present issues to the MFC outside of combat, war machines, various magic spells and any type of leadership based test. Traditionally if these guys are fielded I never like outside of 12". That won't change however with the addition of cheap re-roll in the form of a magic banner I do have the ability to field then wide if the situation calls for it. They will however be looking for flanks and double teaming with any ogre brick they can.
On magic with these guys wildform nearly guarantees they become impervious to small arms fire and bumps the impact hits up to a mega S6 which is capable of denting any unit in the game. I'll solely be focusing on s3/4 units in the game (as rare as they are!) but a level of intelligence is required to keep these guys presence in the game and a constant threatening manner at all times. They are the fastest unit I have in my arsenal and I'll be careful not to throw them away in vain.
Sabretusks
People once upon a time claimed eagles were the best unit the high elves had access to. Sabretusks are without a doubt of equal calibre for the Ogre Kingdoms. Effectively they are 3 chances to dictate combat on my own terms. If they panic or break they are lost with ld4 so the key is to keep them away 6" at least from everything within reason.
These units are the most valued 63 points in my army. I need to pay attention to their deployment, not deploying them in the first wave and really taking my time with them by evaluating threats and choosing overrun directions etc when the time comes.
Of course other duties are war machine hunting, with fantastic speed they can scream up a unprotected flank to hassle war machines if necessary however I think the first option will always be the preferred purely because of a pus leadership.
Deployment
This is an area I can really improve on. I need to think more outside of the box in terms of unit formations. Deploying units in single ranks or two wide are all acceptable options depending on the match ups and I cant lose sight of that.
The basic principle to stick to will be staying off the 12 line in general, I need to inflict some damage before combats mainly to big nasties through shooting/magic that will be looking to get behind my lines and me into trouble.
List Weaknesses
Ok so I go through all of that to basically get to the important part of the list.
Monsters
These spring to mind first. Theyve effectively got the ability to tie up and destroy either of the units of Ogres and mournfang if they get the charge. Outside of the that the Maneaters will at least be able to tie and possibly kill a monster in combat if Im lucky enough to ping it in combat and the Ironguts will be able to take it out and no doubt have character/s support along for the ride as well. This is also why deployment is so important for what I feel is a very specialised list, I cannot give the enemy opportunities to get into positions to steal the initiative. Shooting and Magic will be my go to tools here before swiping in combat if need be.
Death stars
Any unit with the ability to completely wipe one of mine out is certainly a cause for concern. Generally its pretty easy to dictate where these units go and with Magic (Curse) and careful placement of units (Sabretusks) I think I have the tool to deal with it and when/if ready engage it on my terms.
Gun lines
Very tough to deal with however with a pretty solid movement/march rate and the augments decreasing some damage it probably wont be as bad as what I would imagine it to be. Id love to see a Gorger in the list however the points are just far too tight.
Summary
Thanks for reading my rant and I truly appreciate if youve got this far. This has been a collection of thoughts over the past few days that Ive jotted down here and there. Basically this list is a very heavy magic themed list for Ogres. Targets of priority for me will be the opponents wizards to ensure I gain magic superiority in the quickest way possible. With that in mind perhaps its a big bogus not to include the hellheart? In a perfect world, once the enemy spell casters are taken out of the occasion Ill have the added tools required to pull apart the enemy piece meal (hopefully!)
I have been working on some alternative builds however I wont bother talking/looking at these until a few more games under my belt.
I've only got a single game in with this list however I simply feel I've found a list that matches my play style.
Linky to Battle
Current List:
Slaughtermaster - Sword of Striking, Earthing Rod, Armour of Destiny, Level 4, Lore of Beasts
Bruiser - BSB, Charmed Shield, Other Trickster's Shard, Sword of Anti-Heroes
Butcher - Forbidden Rod, Lore of the Great Maw
Butcher - Sword of Swift Slaying, Dispel Scroll, Lore of Beasts
7 Ironguts - Full Command, Standard of Discipline, Look-Out Gnoblar
7 Ogres - Full Command, Ironfists, Look-Out Gnoblar
7 Maneaters - Full Command, Brace of Pistols, Banner of Eternal Flame, Stubborn, Poison Attacks
4 Mournfang Cavalry - Standard, Musician, Ironfists, Heavy Armour, Dragonhide Banner
3 x 1 Sabretusk
Old List:
Slaughtermaster - Gold Sigil Sword, Earthing Rod, Armour of Destiny, Level 4, Lore of Beasts
Bruiser - BSB, Enchanted Shield, Talisman of Preservation
Butcher - Forbidden Rod, Lore of the Great Maw
Butcher - Armour of Fortune, Ironcurse Icon, Dragonbane Gem, Lore of Beasts
6 Ironguts - Standard, Musician, Standard of Discipline, Look-Out Gnoblar
2 x 6 Ogres - Standard, Musician, Ironfists, Look-Out Gnoblar
6 Maneaters - Standard, Musician, Brace of Pistols, Banner of Eternal Flame, Stubborn, Poison Attacks
4 Mournfang Cavalry - Standard, Musician, Ironfists, Heavy Armour, Gleaming Pendant
3 x 1 Sabretusk
I'm focusing taking away lessons from a thread that was created a while back and avoiding the stereotypical things we all see in a common Ogre Kingdoms list.
So it turns out I really like this list which is half the battle won for me. Ive settled on a standard High Elves list I like, several for the Tomb Kings and Ive always struggled with the Ogres in terms of finding something with a nice balance point. Dual Mournfang is great and I like it but its not different enough for me so hence the reason this list has popped up.
Ive talked about the strengths of the list in the conclusion of the last battle report however I didnt really touch on the weaknesses at all. I think identifying these will go a long way in understanding the workings of the list much more and in turn hopefully this equates to using the army more skilfully and getting more wins.
From the top:
Slaughtermaster
In order to take full advantage of the Lore of Beasts then this guy is a must. Better casting values/dispel etc so no need to go into that in great depth. One of the advantages of Ogre characters with a simple great weapon they can turn out to be quite hitty and in a nutshell can act as a front line CR multiplier or stick them in the second rank for another Irongut. Current layout is as follows:
- Gold Sigil Sword
- Earthing Rod
- Armour of Destiny
Gold sword I think is an underrated item for the Ogres, theyre so use to striking last against 90% of armies out there so its nice to have some type of first response at least even if its just rattling off a few attacks. When combined however with the right combination of spells those few attacks can suddenly turn into something very devastating indeed. Earthing Rod is simple and Im a big proponent if your general is also your main caster then the 25 points is obligatory in my opinion. If he jumps down the hole then Ive just handed over just shy of 500 victory points to my opponent which drastically swings any game.
Ward I think is another must especially without Lore of the Great Maw, no chance of regaining wounds so I need to rely on the ward save to avoid death snipes, fighting characters (in ogre mode) etc.
- Lore of Beasts
Going to touch on this now as it synergises so well with the Ogres and this build but I also think its one of the most underappreciated lore available to Ogres and will directly translate into a far harder lord to deal with (potentially).
Wyssans Wildform without a doubt the go to spell for this army. Im always guaranteed to have it twice and I can think of no situation where I wouldnt want it twice. Turning basic infantry units into S5/T5 units make shift them from average to capable in combat but also seeing as they have very little in the way of armour the T5 certainly reduces small arms fire on the way into the enemy. Also want to touch on impact hits, with ranks etc this can mean Ogre/Ironguts can have impact hits up to S6/7 with a spell and different character combinations. Getting 2-3 wounds off before the combat begins can really swing the course of the combat.
Flock of Doom Ok this spell is probably missing S3 however it does have an application. Its range is incredible and its extremely cheap to cast. Once again however Id nearly drop this spell every time for the above.
Curse Incredible spell. Ideally I like this on the level 4 to make it a bit easier to cast but if I end up with it on the level 2 its not the end of the world. With a relatively low WS I need all the help I can get to reduce damage in combat, this spell is the answer to that. If the opponent chooses to dispel this then I can give Wildform (or two) a go instead.
Amber Spear Even though Im short an Ironblaster this spell more than makes up for it. Normally I rely on Maneaters to put some hurt on the big nasty creatures however aid can come in the form of the Amber spear or when those inevitable moments approach me when the Maneaters simply cant be everywhere at once. Even getting a big nasty damaged with this spell would be enough to question a charge into a unit of Ogres I would think. A very strong spell for the opening turns of the game, putting pressure on monsters, keeping them hidden and lets not forget warmachines. Behaving like a bolt thrower also cannot be overlooked, if a flank shot presents itself with Monstrous Cavalry/Cavalry then its another sure deal.
Savage Beast This one is the premiere spell for the Slaughtermaster, combined with the Sigil Sword he can swing out a healthy 7 attacks at strength 7. Thats enough to concern anyone. Depending on the situation as well and how many characters are in a unit/combat then 6 dicing it might be the way to win the game. Simply put this spell is the go to when you must win the combat.
Panns On the flip side I think this spell is the spell when you wish to hold the combat. Could be for a number of reasons but I might cast this on a single character, accept the challenge with him and take minimal damage whilst taking X character out of the combat from inflicting massive damage onto the rank and file. Another application is having 3 characters up front in a unit similar to a Bretonnian Lance and taking minimal damage, if the bubble spell goes off then the enemy has charged a T8 Ogre block which is hard to shift regardless of who you are.
Transformation of Kadon A classical spell and one that was certainly of highlight when 8th edition first arrived. Since then however the emphasis has been swayed over to the uber spells from other decks that knock out whole units per turn. I dont think this spell is any different, it just needs to be applied in a different way. The advantage of having two casters with beasts is if this sneaks through then I can attempt Wildform and effectively have a S8/T8 Mountain Chimera if it goes off of course and gets +1 to cast because its now being cast on a monster.
In basic summary there is so many casting options available and combinations that there is nearly no bad way to use the lore when combined with this list.
Other Fat People of note
Bruiser A stock standard BSB. Ward save to protect him from the elements and of course gives him greater appeal to wander up to the front rank and make use of a bubbled Savage beasts/Panns Pelt spell. Of course deploying him away from the Slaughtermaster is another option I have to explore to spread my forces much better and avoid the classic case of loading a unit up with all the characters situation permitting. Of course the other issue is miscasts really hurt me with the MMU approach. Get a Wildform off on this guy and he becomes a mini tyrant.
Butcher Level 1, Lore of the Great Maw. I need it, there is no way around it. Ideally spells I can use are anything except the Maw. Stubborn is handy and underrated, any of the augments will be a fantastic addition as will the magic missile which can keep enemy armoured targets honest. Forbidden Rod goes here to help power up a less than 6 dice phase to greater than. Of course timing is essential as I dont want to pop it too early and yield nothing in terms of magic. So perhaps around the first charges etc.
Butcher Level 2, Lore of Beasts. The Backup auxiliary Slaughtermasters little buddy. Will always drop a spell for the signature and bonus to anything else. His primary target will generally be the Mournfang Cavalry in order to get a +3 to cast making it that tinier bit easier to get the spell through because its not ideal on a level 2 and you really need to 3 dice it to ensure it goes off. Ward save packed so I have the option of the front rank shenanigans again and to reduce damage. Hes also packing a 6+ ward against Warmachines which might be handy to slip him in against Maneaters etc that will struggle to close the gap and because theyre such a high priority target. Dragonbane as well to be able to take some sneaky challenges if needed.
Core
Firstly Ogres need a mention. 2 units of 6 so working on the mmu principle seems to be working well so far (1 game at least!!). They provide full attacks (no wastage points wise), look far less threatening than the usual buses we see loaded out with characters yet also are a size that simply cannot be ignored. This way they can also be used to bait a unit provided the reward is great enough.
Let's touch on spells for a moment, wildform on bulls all of a sudden turns them into quite an elite unit that requires a lot of resources to pull down.
The iron guts will simply always be a character bunker for at least the slaughtermaster. Reason being they are the only core unit with access to a magical banner otherwise I would nearly be tempted to run all Ogres (played around briefly with a list that has the Bsb carrying banner of discipline). The Ironguts also provide the usual high strength attacks giving the list (outside magic) some much needed anti-armour capability. I expect these guys to generally cop the most amount of fire simply because the house the characters.
Special
Maneaters
I'll start with these guys although they are the unit that I have least experience with. I believe every list outside of magic needs a shooting phase with ogres being no exception. Without an Ironblaster to fall back upon deployment is critical for this unit more so than any other in the list. Also this makes them of high priority to the enemy and for a relatively low armoured unit they cost a lot and aren't that difficult to eliminate. Braces of pistols all around for firepower and poison to match for ensuring a few automatic wounds on any given target above their pay grade. Primarily I will use this unit as monster hunters which also counts on stubborn in case they need help.
Stubborn is also a good way of setting up counter charges. Stick it in front of a unit that can't possibly destroy the unit in a single turn and simply wait for the cavalry. Obviously it's an expensive pinning progress but if it's against another core unit against most armies or another carefully selected unit or a gamble that may change the course if the game for a better direction it's a worthy option.
It's also worth mentioning that characters can be deployed in this unit if need be however that paints an even juicier target on them.
Wildform turns these guys into wrecking machines, multiply that by two and they're sporting a very terrifying 3 x S8 impact hits and 24 poisonous S7 attacks. Chances are they won't need stubborn if that's the case!
Mournfang Cavalry
My new theory is to keep these guys cheap. As sensational as the dragon hide banner is for a few more points you can nearly buy another model in the unit. I'm not doubting the raw power the banner brings at all however I won't be planning in steam rolling units 1 on 1 and I think that is where the banner excels. A few things present issues to the MFC outside of combat, war machines, various magic spells and any type of leadership based test. Traditionally if these guys are fielded I never like outside of 12". That won't change however with the addition of cheap re-roll in the form of a magic banner I do have the ability to field then wide if the situation calls for it. They will however be looking for flanks and double teaming with any ogre brick they can.
On magic with these guys wildform nearly guarantees they become impervious to small arms fire and bumps the impact hits up to a mega S6 which is capable of denting any unit in the game. I'll solely be focusing on s3/4 units in the game (as rare as they are!) but a level of intelligence is required to keep these guys presence in the game and a constant threatening manner at all times. They are the fastest unit I have in my arsenal and I'll be careful not to throw them away in vain.
Sabretusks
People once upon a time claimed eagles were the best unit the high elves had access to. Sabretusks are without a doubt of equal calibre for the Ogre Kingdoms. Effectively they are 3 chances to dictate combat on my own terms. If they panic or break they are lost with ld4 so the key is to keep them away 6" at least from everything within reason.
These units are the most valued 63 points in my army. I need to pay attention to their deployment, not deploying them in the first wave and really taking my time with them by evaluating threats and choosing overrun directions etc when the time comes.
Of course other duties are war machine hunting, with fantastic speed they can scream up a unprotected flank to hassle war machines if necessary however I think the first option will always be the preferred purely because of a pus leadership.
Deployment
This is an area I can really improve on. I need to think more outside of the box in terms of unit formations. Deploying units in single ranks or two wide are all acceptable options depending on the match ups and I cant lose sight of that.
The basic principle to stick to will be staying off the 12 line in general, I need to inflict some damage before combats mainly to big nasties through shooting/magic that will be looking to get behind my lines and me into trouble.
List Weaknesses
Ok so I go through all of that to basically get to the important part of the list.
Monsters
These spring to mind first. Theyve effectively got the ability to tie up and destroy either of the units of Ogres and mournfang if they get the charge. Outside of the that the Maneaters will at least be able to tie and possibly kill a monster in combat if Im lucky enough to ping it in combat and the Ironguts will be able to take it out and no doubt have character/s support along for the ride as well. This is also why deployment is so important for what I feel is a very specialised list, I cannot give the enemy opportunities to get into positions to steal the initiative. Shooting and Magic will be my go to tools here before swiping in combat if need be.
Death stars
Any unit with the ability to completely wipe one of mine out is certainly a cause for concern. Generally its pretty easy to dictate where these units go and with Magic (Curse) and careful placement of units (Sabretusks) I think I have the tool to deal with it and when/if ready engage it on my terms.
Gun lines
Very tough to deal with however with a pretty solid movement/march rate and the augments decreasing some damage it probably wont be as bad as what I would imagine it to be. Id love to see a Gorger in the list however the points are just far too tight.
Summary
Thanks for reading my rant and I truly appreciate if youve got this far. This has been a collection of thoughts over the past few days that Ive jotted down here and there. Basically this list is a very heavy magic themed list for Ogres. Targets of priority for me will be the opponents wizards to ensure I gain magic superiority in the quickest way possible. With that in mind perhaps its a big bogus not to include the hellheart? In a perfect world, once the enemy spell casters are taken out of the occasion Ill have the added tools required to pull apart the enemy piece meal (hopefully!)
I have been working on some alternative builds however I wont bother talking/looking at these until a few more games under my belt.
"Nec sorte nec fato"
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars



