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Getting back to my Ogres after a long absence. In an all comer, generally tournament list I am looking to give my Maneaters the "scout and Sniper" rules.
My thoughts on how to best use these guys... Scout, move to short range and pluck a character out of a unit ( doh) hopefully meaningful to combat if they can charge me. If they charge, then use the sniper rule, along with stand and shoot,to make sure that character is dead, or pick another if he already is.
Next curiosity. When do you reveal you "been there done that" rule to your opponent? FAQ says when you deploy. Is this the norm, to be a secret till deployment? Would be helpful if your opponent didn't know these rules I guess.
lastly, what size is a good size for this unit. Command group necessary? Maybe just a musician for rallies? I have 5 built and converted with no command models right now.
General thoughts and strategies are welcome Thanks for any thoughts
psychichobo23 Sep 2014
You reveal as you deploy them. Obviously, depending on whether you've given them Scout or Vanguard, this means you might have to state beforehand you have a Scouting/Vanguarding unit.
I'm not sold on your setup sadly - normally people go for Poison and Sniper. This means that they never really have to roll to wound, as you're only hitting on 6's (with Sniper, Long Range, and Multiple Shots reducing BS4 to BS1) which will auto wound. Poison also works in CC, giving you an extra combat edge.
With Scout you're just buying maybe a turn to get some more shots off, but you may still need a 4+ to wound after hitting. Plus, your unit is a bit weak once CC comes along.
If you're intent on the Sniping route, a unit of 6 with a single pistol each can be expensive, but pretty competent in CC. You could try a unit of 3 with Braces, but keep them out of CC unless something turns up they can deal with.
Oh, and ALWAYS get the charge. Maneaters aren't that tough, they're about as easy to kill as the average Ogre, give or take.
Leave command out until you've decided what you want to do with them. Maneaters are very versatile, so maybe set up some kind of removable standard - though a Musician is ALWAYS useful. Champs I'm not sold on though.
There's a LOT of potential builds for Maneaters - experiment as much as possible. I'd actually model them all with random weapons and just have a note with them detailing their current loadout, as Maneaters and Wysiwyg don't get along when you're looking to experiment.
Ogres - because who honestly likes 2 wound heroes?
Nihmwit23 Sep 2014
And as a further point, you can't snipe during a stand-and-shoot reaction.
hmjesus23 Sep 2014
If I'm going scout, personally I go for Scout Stubborn. Gives me a unit that's not going anywhere, with the Gleaming Penant. Maneaters are definitely no slouch in combat, so it's something that they need to diver forces to deal with, and should be able to keep them tied up while your main battle line moves up and eats face.
Poison Sniper is always great, but you'll find it's rapidly becoming a one trick pony. Once your opponents realise that's what you're doing you'll always be shooting characters through cover so the poison will never go off.
Poison + Swiftstride is pretty fantastic, for the increased odds of bonus impact hits, but I suppose you've got to figure out what you're using the unit for and take BTDT rules to suit.
Most recent result: Victory. 2000pts Ogres w/ Giant vs Skaven. Giant even crotch-stuffed a Chieftain and Engineer
W | D | L 34 | 3 | 30
dkou23 Sep 2014
When i scout I go swiftstride..
Something about scouting with the extra move.. people have to react to your scout move and should never be able to charge you (if you are charged you're doing something wrong)
3d6 minus lowest +6 inches giving you an average of 14.46 inches charge range - which you can scout 2.46 inches closer than the average.
You then you go from a 16.7% chance to a 35.6% chance to get the D3 impact hits at strength 5 ogre charge. I run my bad boys with the dragon hide banner and AHW So these guys don't lose combat very often and make one hell of a mess.
Nihmwit24 Sep 2014
dkou, I think you're confusing Scout with Vanguard. Scout allows you to deploy anywhere on the board outside of 12 inches away from the enemy. Vanguard gives you a free move at the start of the game. That being said, Vanguard and Swift stride do work well together.
Tuzigor25 Sep 2014
I think Dkou is saying that Scout + Swiftstride = Well within average charge range at the minimum scouting distance of 12". Meaning a possible very advantageous smash face charge, especially if you get first turn.
gunnarig25 Sep 2014
i have tried the sniper poison idea. and it just doesnt work.. sure you can get lucky and get a caster but most of the time you get one wound in and he saves. while being really expensive.
My advice is Stubborn Scouts with doble hand weapons front. no armor no nothing. 2x3, now you have a combat unit that can disrupt the ranks take our warmachines archers mage bunkers or such and be a royal pain in the ass costing around 350 ponts and are going to be the target of just about anything availiable to target it. alleviating most of the attention away from your sabretusks ironblasters. also they work as area denial for your enemys scouts. while your enemy tries to whittle down the T4 maneaters the rest of your army is untouched. i like the gleaming pennant but if i remember correctly its 100 victory points down the drain if they get overun. i like them with two gorgers, bear in mind i play alot vs scouting annoying "#"&/#" #%(("# wood elves in a shooty tipe avoidance army. but it is generaly a good idea to put on the back rank of them with great weapons if you are expecting armor. i guess you can skip the gorgers if you are expecting line type army but i like them just to deny turtling up.
Zolas25 Sep 2014
I think Dkou is saying that Scout + Swiftstride = Well within average charge range at the minimum scouting distance of 12". Meaning a possible very advantageous smash face charge, especially if you get first turn.
Sadly scouts can never charge if they get first turn. Only if they go second can they charge.
Kind regards Zolas.
Stay Frosty
Games Played (New book) = 22
W - 11 L - 10 D - 1
Best Win streak 6. Current Win streak 1. Monthly Paint challenges done = 9
Nihmwit25 Sep 2014
Scouts and Immune to Psych is another solid option. It lets you forgo the standard and you don't have to worry about panic tests from being shot.
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