The Ogre Stronghold

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My AOS builds

original thread ↗

We have been playing a little escalation in the shop.  We started at 50 wounds, moved to 75.  I think we are going to stop at 125.  This is what I have been running.  I have only really had any issues unless I play against UD.  UD is pretty damn strong right now. 

50 wounds

6 maneaters, taking the reroll wounds of 1
1 golgfag maneater, hope for the -3 rend, usually end up with the pistol shot.  This also gives the maneaters rerolls of hits to 1. 
1 stonehorn, cause stonehorn
1 butcher


75 wounds

6 maneaters
golgfag
stonehorn
butcher
thundertusk
3 guts/belchers


For the next tier i was thinking about adding in 2 units of 2 mournfang for the beastclaw formation.

What have been your thoughts so far, any other good combos you have found?
Well, if wounds are the only restrictions, definitely stockpile the Thundertusks vs enemy characters :P

I've only played one game so far, and against Neferata's Undead (which, she's just stupid OP, you need the TTusk 6 mortal wounds apiece just to hopefully remove her quickly), but I'd say that your plan for that formation could work; I've seen batreps and it appears to be pretty decent.

But, I've noticed that the rulemakers really tried to make the "bad"/underperforming units of 8th edition really shine in AoS (so as to boost sales of otherwise unsold products, no doubt), so I'd say look into all the options. I'd actually consider playing Yhetees, for example, although they're officially the only Ogre unit that I don't own any models for! (believe it or not, been playing for 5 years, you'd think they'd have slipped in at some point lol).

I think the one unit that still pulls its weight even into the new edition is the Irongut unit. They still seem to be pretty solid, and with their 2" weapon reach they can actually swing from a second rank (which, in my game, was a realization too late when I discovered half of my Bulls couldn't make it into a combat even with the 3" move-in!), so a large group of those guys can still pack the punch that they used to. Leadbelchers, I think, have gotten a lot more useful with being able to shoot and then charge; although they're not as solid in combat as the other Ogre units, they can be used to take on a smaller "chaff" unit (if "chaff" even exists anymore technically lol).

Ultimately, AoS is what it is, and it looks like you're doing just fine. Keep up on the ideas there!
38 Gnobs! Almost on my 4th Pack of Trappers! Exciting
Gibblet, Nibblet, Crunchybit, Snorti, Lullzee, Wakezee, Wardler, and Primo! (For sharing the Forum Primer to help out a new member! )

New book WLD: 21/11/3 - Got trounced by one of the "Khaine" elf armies... Stupid new rules...

Ya, our shop has this little rule set we made. 

per 100 wounds
1-3 heros
0-2 monsters
0-3 wizards

i think you can't take more than 2 or 3 of the same warscroll.  This helps prevent someone from bringing 15 1 man squads of fanatics.
ranged units must attack the unit they are in combat with.
minimum unit size is listed on the sheets, so for ogres, 3
summoning is limited to one per turn and they can't charge
can't duplicate named heros
if your hero has more than 7 wounds, it counts for 2 heros. 

I know i am missing some stuff from the shop rules, there is like 4 pages of stuff we are using. 

so, nefertata, just played against that thing again tonight.  She counts as a wizard slot, 2 hero slots, and a monster slot. 

The yhetees are not bad, that 6 inch pile in and the minus 1 to hit is nice.  I just hate the 6 up save.  I have been using the ledbelchers as monster killers.  I let one of their monsters get in combat with something a little beefy, then plant the ledbechers about 10 inches away and let them get their d6 attacks from each model. 

I played a 4 man game today, Ogres and O&G vs VC and TK.  Did not go well for us.  Necrosphynx are nasty and they can eat up my stonehorn pretty good.  The vs guy bringing nefertata and a bunch of blood knights with setra and a bunch of chariots.  That combo of -1 to hit for us and +1 to hit to them, and them winning every priority roll is bad.
I don't usualy play with the thundertusk because I found him too strong (even though a stonehorn with skragg to heal him seemed even worst) but the mournfang cavalry disappointed me way to often, dealing not even one wound with a squad of two even if they charged. For 12 wounds cost and causing 3 wounds most of the time by close combat and none in shooting, before enemy save, they aren't close to the steamroller they once were, especially because they are large models and will be ganked very fast by the numerous, small models they exceled against before. Maybe the beastclaw formation is worth them, but even then you wont want your thundertusk in the close combat so you will be charging with the stonehorn and one squad of mournfang to have that D6 more wounds.
 For that cost I think you are better with three more maneaters, that will do that D6 damage in the shooting phase before they charge and more damage in close combat..
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