The first and largest home of the Ogre Kingdoms — preserved.
Filter by date range
Standalone from the search box above — this queries Pagefind
directly and checks each result's date itself, since the packaged search
widget can only match a single exact date, not a range.
For anyone that is moving on to the new game, I thought I'd ask for any combos or ideas for tactics in the new game.
One that jumps out at me is that any unit, even ones not charged, can fight in a combat within 3". Presumably as long as in weapon range.
My idea then would be using a unit of Orcs/Orruks in front of Ironguts. Enemy charges the Orcs/Orruks, Ironguts strike over them (2" range)
Gorgers and Giants also seem to be very good in this game
PensivePanther04 Jul 2015
Ive got a question before I hit the tactics too hard. Is there some caveat about monstrous infantry counting as more than 1 model? Or will ogres almost always expect to have a sudden death victory condition?
From page 2 of the 4 page rules: If one army has a third more models than the other, the outnumbered player can choose one objective from the sudden death table after generals are nominated.
Mrdjmellor04 Jul 2015
There is nothing at the moment. Which means Ogres are extremely powerful. Homemade comps have made it wounds instea of models but nothing official
Komone04 Jul 2015
Rules don't say you cannot stand on each others bases and in fact with some charges and current square bases you would need to overlap to be within the 1/2 inch for a successful charge. Cant remember the exact reach of giants but at start of their attack they get to pile in 3 inch. longest reach from memory is 2inches. Guess there could be 3.
Reach is measured from model and not bases mind you.
Sounds like a usable tactic to shield a heavy hitter.
One thing Ive noticed and many others have - missile troops are powerful as you get to shoot and melee each turn.
Pistol Maneaters - move shoot, charge. Even next turn shoot and melee even in 3 inches. Potent.
K
My Campaign Idea: Have a look and feedback! http://www.ogrestronghold.com/forum/index.php?topic=18336.0
Bob the Butcher05 Jul 2015
With no points per unit you can pretty much take what you want which is nice.
Staying within 32% more than the maximum of opponents troop count seems a good idea.
As mentioned Giants and Gorgers seem a lot better now.
WC's Achievements 36/101 = 36% completed Ogres 7:0:0 (New Book) vs. Dwarves, Empire, HE's, VC's, WE's, WoC, and Skaven. 2008 Nominated for: Achievements in Tactics & Strategy Ogre Stronghold
mpdscott05 Jul 2015
Ogres are going to chew through "standard" infantry, 3 attacks (unfortunately on 4+ ), and 2 damage each hit. That's killing 2 enemies with each hit; Ironguts are slaughtering 3. Gnoblars are actually pretty nasty. I can't see any reason (apart from painting the damned things) to take less than 30. I am rather disappointed that my Hunter conversion isn't anywhere near as dangerous as he used to be.
PeterGold05 Jul 2015
WoC "tactics":
COMMAND ABILITY: Unending Legion: When a Chaos Lord marches to war, an ever-increasing number of followers marches in his wake, ready to throw themselves at any who oppose him. When a Chaos Lord uses this ability, roll a dice. If the result is 4 or more, set up a new Slave to Darkness unit so that all its models are within 5" of one edge of the battlefield. This unit is added to your army as reinforcements.
So that's a chance to put 365 Chaos Warriors on the board every round! Even more if you overlap bases wich is now also possible...
hmjesus05 Jul 2015
Giants have 3", 2" and 1" reach. It's on models not wounds, so monstrous cav are still 1 model. Played my first game today, so I might be a little biased, but ran 3 giants. They did much better than when I ran 3 giants in 8th
Most recent result: Victory, 8000 points Ogres vs 8000 points Dwarfs W | D | L 39 | 3 | 33
GW have definitely boosted the less used units. Must have a stockpile lol.
Giants and gorgers may be in my future purchases
Jomppexx05 Jul 2015
"Tactics" hahhahhah... The game is : Turn 1. Shoot and Advance Turn 2. Shoot, Advance and Charge Turn 3 onward: Roll 4+,3+,5+ and just smash each other until either player runs out of models.
The Thundertusk is absurdly awesome in the new game. Unwounded, it's snowball attack hits on a 2+ causing 6 mortal wounds on a target at 18 inches of range. Since you can't join characters to units anymore, it's a real assassin.
Bob the Butcher06 Jul 2015
I was thinking unit size caps may be needed e.g: 40 Goblins, 20 Warriors of Chaos, 30 Zombies, etc...
The Ogre win button seems to be the Iron Guts with character support.
WC's Achievements 36/101 = 36% completed Ogres 7:0:0 (New Book) vs. Dwarves, Empire, HE's, VC's, WE's, WoC, and Skaven. 2008 Nominated for: Achievements in Tactics & Strategy Ogre Stronghold
Nihmwit06 Jul 2015
No, or at least that's not the biggest win button.
Maneaters who ignore battle-shock, backed by Thundertusks. Ignore the characters unless you're feeling like you need some magic defense. Either you vaporize their army with the maneaters, or you declare a sudden-death assassination victory and use the Thundertusks to slaughter a character.
Bob the Butcher07 Jul 2015
The beauty of ground zero is we can try all the toys from our book and decide the new hotness
WC's Achievements 36/101 = 36% completed Ogres 7:0:0 (New Book) vs. Dwarves, Empire, HE's, VC's, WE's, WoC, and Skaven. 2008 Nominated for: Achievements in Tactics & Strategy Ogre Stronghold
PensivePanther10 Jul 2015
Some tactical input:
-Ironguts have 2" attack range, instead of the typical 1". May be able to field them behind a unit of ogres and still get in some hits from the back rank. Ironguts are also exceedingly powerful in AoS. They should be high priority targets for your opponents. -Don't forget your butcher has arcane missile and shield. There should rarely be a round where he doesn't have an opportunity to cast something. (The maw is pretty good now too!) -Rerolls to hit on a Tyrant with two clubs are exceedingly good. Tyrants are just good. Dont be afraid to throw them into combat and be the beast you want them to be. -Sabertusks dont have a unit limit size, which means you can still field your single sabertusks. A sacrificial sabertusk can hold an enemy if you park it 3" away from the unit. Although a flood of tusks may be better suited for war machine hunting. (I've found untouched war machines to be devastating) -A single gorger is a good counter move to a powerful/annoying war machine. -Be mindful of sudden death objectives. You will likely always be pursuing one of these. Note that when you are outnumbered, holding out close to a terrain feature (or whatever its called) might be a more attractive goal than assassination (where they can hide their general behind walls of bodies). Pick challenging goals, you'll have more fun. -While battleshock is rarely glamorous against ogres, losing them is more devastating. Be mindful of who's going to get hit the hardest when using your commander's inspiring presence ability. -Leadbelchers double their firing output when they dont move in a turn. Be mindful of this when deciding on movement. -Shooting is based on visibility. Move your generals up screened behind another unit of equal size to protect them until they hit combat. -Ogres are big and come in small numbers. You will likely get completely enveloped when the enemy piles in. Keep units close together. Bully your enemies.
~Happy Hunting, PensivePanther
Mrfantastical10 Jul 2015
I've played two games (with the pseudo points formula that's been floating around), and I can say that Ironguts, Mournefangs, and Maneaters are really really good.
Ironguts - 3 damage and 4+ save makes them as survivable, as any unit in the game, and punch as hard as characters.
Mournefangs - 4+ save, and 6 wounds makes them extremely good and surviving a lot of punishment. damage output isn't as good as Ironguts, but it's still quite good.
Maneaters - are Offensive Juggernauts. Shooting with D3 damage, and 4 CC attacks (needing 3's and 3's) mean a lot of wounds are going to get through to a unit. Maneaters also have the benefit of shooting one unit and charging another thanks to the new rules, which makes them very versatile.
Tyrant - the command ability to make a unit not take Battleshock tests for the entire game is amazing. Use it on all your units, and keep the tyrant safe.
When they come, they'll eat the fat ones first.
New Book record:16-1-2
PensivePanther14 Jul 2015
Gnoblars + Inspiring Presence is a nasty combo. Even a measly 10 gnoblars can tar pit much scarier units for several rounds.
PensivePanther31 Jul 2015
I saw this tactics video over on Warseer:
feature=youtu.be
Wanted to know your guys's thoughts.
Mcbrain04 Aug 2015
The Ogre win button seems to be the Iron Guts with character support.
This.
It's nothing for me to have 6 Ironguts and a Tyrant in combat with a unit and do 15-20+ wounds in a single combat phase.
The Tyrant is an absolute beast, especially when he gets the big name that gives him a 3+ save. Chuck his command ability on every unit you can, use him to support your Ironguts, try to keep your Leadbelchers in shooting range with as little movement as possible, clog up scary units with MFC, and it'll more than likely be a dominant Ogre victory.
Opens a new GitHub Issue pre-filled with a link back here — sign in with GitHub to post. If someone already restarted this thread, please add to that issue instead of opening a second one.