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How the Ogres actually perform. My experiences.

original thread ↗

I think I'll just write a little commentary on how each unit type did for me after each battle.  So this will be a unit by unit commentary on actually performance and not biased by how I or anyone else thinks these units should work.  I play Ogres and Dwarfs and even though my Dwarfs seem a little more powerful, my Ogre fights are ALWAYS fun and leave me wanting more.  This will also help me remember all those memorable moments.

Bare with me, as you can see I haven't played them much and am learning as I go.

PLEASE FEEL FREE TO REPLY WITH YOUR OWN EXPERIENCES! I want to combile info on how units actually do.

Overall Record:
4-3-2
3 @ 2250 (Lose to WEs, Wins vs Dwarfs X2)
6 @ 750 (Win vs Empire/O&G, Ties vs Brets/Beasts/Dwarfs, Loss vs WEs)

Tyrant
I've only played 1 game with this guy so far and in the fight, sadly he only got to fight a big unit of dryads,  they out numbered me and did 1 wound(forgot I had a luck gnoblar  :( ) and I did 2 wounds back for a draw.  It was turn 6, so that's how the fight ended.  To be fair his 9 leadership also saved my butt a time or 10(freaking treeman's terror).

Current prefered Items:
Heavy Armor
Tenderizer
Greedy Fist
Wyrdstone Necklace

Point cost to performance grade: 4.  His leadership will always make me pick him over a Slaughtermaster.

Bruisers
In 2000+ games I go with butchers, so this guy only ever gets used as a General in <2000 points.  Meaning I've actually only used him in a bunch of 750 games.  He has yet to preform good for me, except in 1 game verse the Empire.  I stick him in a unit of 3 Ironguts and everyone I fight in CC just aims at the unit making me break from combat and get run down.  The one time he did good I charged him out of the unit at an Empire Detachment and kept making them flee right off the table which put me in charge range of his Rocket Gun, which he massacred.

All in all I think he's underachieving with me.  I haven't found a good build for him really.  If I stick with the Wyrdstone Necklace, but keep him in a unit, then he never gets a chance to use the ward save.  Maybe I'll try playing him more solo in 750 games.

In my 1 draw against the beasts of chaos he was able to get 1 wound on the guy's general who had a 0+ armor save, gaining half points, but my opponent ripped my ironguts apart and made him flee and get run down.

He costs a lot and isn't doing much for me, but you have to take him.

Point cost to performance grade: 5(win vs empire), 4(tie vs brets), 3(tie to beasts), 2(lose to WEs),

Hunters
I've yet to use this guy.  He seems weak for his point value.  After last's night loss to the WE where the guy's treeman ran around my units unmolested and reeked havok on me, I may squeeze him in against WEs only.  I love gut magic though so it's hard.  That 1 dispel die could mean 1 less treesing.  Maybe on a smaller scale game I'll just bite the bullet and try him out.  The model looks so freaking cool, so he deserves that much atleast.

Butchers
MVP in 750 point games.  Some people tell me its a waste of points @ 750, but I just love these guys.  4 casting dice and the bangstick means you'll dominate.  Granted its like 23% of your points, but he has yet to fail me @ 750.  The really good thing is that alone these guys are very tough and at 750 there's not much out there that can really dominate them.

The bangstick is a must at any level.  How I've been using it is to cast it first to draw out dispel dice.  In my 2250 loss to the WEs last night, my opponent on the first turn threw 1 dispel die and got a 2.  That's double goodness.  Got his die and did damage.  I ended up rolling a 6 and killing 4 archers.

I'll focus on gut magic in its own section.

Betwen my bangstick and Bonecruncher I was able to kill a great eagle and do 1 wound to his noble rider.  In my 2250 game vs WEs my regen saved atleast 10 wounds.  I rolled like a fool saving probably 90% of wounds on units with trollguts.  In fact in my 2250 loss the butcher was one of a few units that I felt good about.  In my draw to the beasts of chaos(draw by like 10 points :( ), my opponent kept commenting on how he didn't think gut magic was that effective before, meaning it was kicking his buttox.  Unfortunetely that game I missed most my regen rolls, that alone probably cost me my victory.

Items:
@750 I ONLY bring a bangstick and it always works.  You will rarely find a person with 4 dispel dice except dwarfs and even 3 dice isn't all that often.  With the bangstick I'm able to either damage one of his few units, or possible take 33-50% of his dice while I still got 4 dice left of my own.  Like I said, this has yet to fail.  I'm sure there are times when you will roll a 1 or a 2 and flop your wound rolls, but that's rare.  I always target low toughness units first, or units I need to knock ranks off.

Point cost to performance grade: 5(750 win vs empire), 5(750 tie to beasts), 4(2250 lose to WEs), 4(650 lost to WEs), 4(tie to brets)

Unfortunetely I have to go do some family stuff, but I'll continue later today.
What I still want to add is a breakdown of how things preformed for me.  I don't want to give my opinions on what I think a unit should do, but how they actually perform.  For example I may think gorgers are the greatest, but I'll try and only limit my comments to how they actually are doing.  This might help me form an army list based on performance and not expectations.

I hope you guys will enjoy this and maybe learn with me.  Or amybe you can point out certain bad tendacies I do and help me correct them.
I really like the sound of this actually :D A very well conceived idea! :) I shall follow this one with great intrest :)

JJ
Resident Smiley Spam Artist and Fastest Fingers in the Stronghold.

Raising the forum's smiley count, one post at a time, since 2008

Quote from: Shadowlord on Mar 11, 2013, 01:57:18 PM
After all, painting 100 night goblins is something you do in the morning just before you are off to work.

And I think you missed a 0 when you wrote 11 armies. The correct nr should be 110 armies I would think, based on your painting speed.
Thanks,

I finished up with the Heroes of the Ogre Kingdom.  I'll try to get the Core units done next time.  My babies crying, so I got to go.

As it stands performance-wise:
1) Butcher - Has yet to meet or beat my expectations.
2) Tyrant - Only faught WEs who avoided him till the last turn.  That keeps his performance rating down alittle, but that 9 leadership is golden.
3) Bruiser - If butchers could be generals I might never touch this guy.  He has done good for me in 25% of my games.
Bulls
I field so many ironguts that a unit of bulls gets lost.  They've never done anything memorable except in 2 games they failed 3 rally checks in a row and rallied on turn 6 to take a quarter.

Nothing in my experience has warrented any more than the 1 required.

Point cost to performance: 4(win vs empire), 4(tie vs brets), 4(tie vs beasts), 3(loss to WEs), 3(loss to WEs)


Ironguts
When don't these things do good?  My game two days ago was verse dwarfs and I have to say the 6 str on a flank charge just flat out hurts.  The WS3 is my only dislike of this unit.  Dwarfs were hitting me on 3s and I was always hitting on 4s.  That kind of was a mute point though in my games.  Like I said I'm trying to show how they performed, not how I expect them too, or what the math says.  Against the dwarfs I ALWAYS got the charge in.  That's atleast 9 attacks with str 6.  The poor dwarfs were just failing in front of me.  On my last turn I had a flank charge on a Longbeard unit.  10 attacks because I had a champion in that unit, my tyrant was in there too to start, but I charged him out on like turn 3.  Anyways, 10 attacks, 8 hits, 8 wounds, no armor save.  Can you say DAMN!?  That's not even counting the 1 impact hit that wounded.  Noone attacks back, I get a flank, he has a standard and out numbered I won combat by like 8, he takes a break test on 1 die and rolled like a 4 or 5 and runs. 

I normally don't put champions in a unit.  Its expensive for 1 more attack.  Its like a glorified sword gnoblar.  But I got to start thinking that with my tyrant, a gutlord and 1-2 ironguts attacking you talking about a possible 15 attacks.  So far it seemed to work.  My one unit with gutlord and BSB ended up with 3 standards, one being a BSB.  I can't say it was the gutlords fault, but if you really want a hammer, 20 points for 1 more attack makes that hammer that much stronger.  I'll test this out further in future games.

Points cost to performance: 5(win vs empire), 5(tie vs brets), 5(tie vs beasts), 5(loss to WEs), 5(loss to WEs)
Recommend taking as many as possible in units of 3-4.

Gnoblar Trappers
My first few games with these guys I took them in units of 8.  Both of those games they suffered 2 deaths in the first shooting phase and paniced.  I have sense them bumped them up to a unit of 9, which is a shame since I bought 8 really nicely painted trappers and now have to throw an average painted guy in with it.  I've yet to play a game without a unit of trappers.

Verse empire @ 750:
Came around flank and did 2 wounds on a swordmen detachment before fleeing off the table.  This was my first game as ogre, but it distracted that detachment from my main force.  I'll call it a push.

Verse WE @ 750:
Now this is actually funny, his first shooting phase he moved archers over alittle to shoot at them and killed 2 casuing me to panic.  The next turn I actually rallied them and by them he had a unit of fast calvary and a noble on an eagle behind my lines.  Using gutmagic I killed the eagle(he rolled 2 bad dispell rolls vs bangstick and bonecruncher) and left the noble with 1 wound.  My trapped, currently 6 strong, came in behind and through their 12 sharp stuff actually got a hit and wound killed the poor guy.  They later died to archer fire, but I call it plus on my side.  I still brag to the guy how his forcing me to panic made my trappers be in perfect position to kill his noble.

Most of the other games they generally just ran around grabbing table quarters, which of course is a plus for them.  However my last game 2 days ago:
Verse Dwarfs @ 2250: (MVP)
I set them in the woods to the one flank infront of his slayer unit of 10 and in front of my yhettis.  Not the best place to be since I ended up blocking my yhettis for a turn.  I moved them out of the trees right in front of his hammerers hoping he'd charge and I'd stay and hopefully lose combat but force him to chase breaking up his line.  He didn't charge though.  He lined his guys up thinking one flank of his hammerers would be open to my trappers his front open to a unit of ironguts and his other flank protected because there was no room to get in with a full unit.  I ended up charging his flank with my trappers, which I was tempted to leave it like that to force him to pursue sideways away from the middle of the battle, but I decided to charge my tyrant out of my unit into that flank he thought was protected(I LOVE Charging just my tyrant out of units.  No one EVER EVER expects it and he's a killing machine) and charged his front with 3 ironguts.  Now the trappers actually hurt that combat, doing no wounds and losing 1 guy.  However, I won combat by alot and he ran and the only unit to catch those slow little dwarfs was my trappers.  Let's see 54 point unit chased down a 300 point unit who probably would have rallied next turn, snagged the banner and later the quarter.  The 54 point unit got me like 500 points.

Always bring 1 unit, so versatile and people tend to ignore them completely making them very useful.  I may never use a hunter, but to get a 2nd unit of these guys it may be worth it.

Point cost to performance: 3(win vs empire), 5(tie vs beasts), 5(loss to WEs), 4(loss to WEs)

Gnoblar Fighters
Nothing remarkable about these guys yet.  I did have a big long like of 20 screening my guts vs some Brettonians, got off like 34+ stand and shoot sharp things and actually killed 2 knights of the realm.  Not a bad performance.  I tried the same screen tactic verse WEs, but they just got in the way.

My last game they combo charged some dwarf warriors with a unit of bulls, lost combat, the bulls held, but the gnoblars just ran right off of the table 2 turns later.

I still would take a unit, because they are so very cheap.

Point cost to performance: 4(tie vs brets), 2(loss to WEs)


Next post will be a battle report and probably how my special units faired.
trappers! trappers! trappers! trappers!
trappers! trappers! trappers! trappers!
trappers! trappers! trappers! trappers!
hunter! hunter!

sorry - got badger, badgered there for a minute - but I'm possibly the biggest fan of trappers on the planet (and I'll throw sharp stuff at anyone who says otherwise). :)

The little unit that could (and often does) - so I rejoice to hear that you're getting good use of them also.  They are always in my army lists and only rarely fail to earn at least double thrir points back OR die dragging a much more powerful unit well away from the real fight :)
x105 - keeping pace with my wins!

Ogre achievements: 65/101 latest: maneater (play in 5 different venues)

Latest Fantasy Result: ogre kingdoms vs. high elves - 1500 points - win!

8th edition: 105/25/12
New ogres: 36/6/5

I was born and bred in a briar patch!
Gnoblars definately make an ogre army better.  As far as you problem witht the bulls, try fielding lots of small units of 3 with extra hand weapons.  Their leadership and the abilty panic the rest of your army is their greatest weakness. 

On the flipside they cause fear, have 12 str 4 -2 armor save attks, can negate ranks and can potential cause impact hits.  I used to upgrade them with light armor and Ironfists but have found that idea to be pointless.  Ogres need to cause wounds to have a chance of even tying combat against most units, so the more attacks you can cause the better.

Hunters can be really good if you use them properly and filed them in pairs.  I think of them a a bolt thrower plus (a really good crew).  Sabertusks are a waste of points for them but magic weapons are a great idea.  Their stats are like a bruisers ecept for 15 pts extra  you get a point higher in leadership, BS and get a str 5 bolt thrower that you can stand and shoot with.   One of the best benifits of multiple hunter is that you can field up to 3 units of trappers which is awesome.  The lone rule forces them to be by themselves and that isn't altogether bad.  Ogre characters are so expensive that putting them in units creates a huge points sink if that unit dies.  Against shooty armies it is better to offer your opponent lots of ok targets rather than a couple of reallly good ones.  Lots of trappers help here also because of their abilty to scout you can send them into yuor opponent's deployment zone and throw sharp stuff, march block, or negate ranks.

I'm not sure that you will ever get your points back with a hunter, they are not that type of troop.   What the do do is pose a serious threat both as a war marchine and as a large target killer.  Don't believe me.  Play out a Hunter getting charged by blood or grail knights.  Stand and shoot with your bow and them proceed to continuously issue challeges and see what havoc you will cause.  I've killed entire units of knights with this tactic.

They other unit that you should try is yheetees.  They are very good and also work well fielded in 2 units of 3.  Well I hope that helps some.  I am an experienced Ogre player and feel you pain.  Having recently played against Khorne Daemons, there is almost nothing in the Ogre list that can stopp a Keeper of Secrets or a blood thirster.  Sharp stuff has the potential to work but is hard to pull off.  Ogre magic would be effective except you get 1 maybe 2 turns to try and cast before you are charged.  This is where a hunter can really shine.
Hi Pinkus,


Nice thread you have here. On the hunter, you might want to read the topic on 'The Feeding Grounds' of Polympus. He gives some pointers on how to use him.

About the gnoblar fighters, you measured their performance on what they killed. There are many other uses for fighters (running away when charged and leaving the enemy in the open for ogres to charge / claiming table quarters / providing rank bonus for ogres in close combat).


BigD
- 5 fighters and 1 trapper; the beginning of a vast gnoblar army. A gnoblar revolutions is at hand!
Thanks for all the nice replies.  I do have a hunter model and will try one out.  I never noticed that they have a better statline than a bruiser.  That's very nice.  Next game I'll try to squeeze them in.  Its sad when I think of bringing a hunter the only thing that excites me right now is being able to bring another unit of trappers.

It was my understanding that a unit of bulls with an extra club don't get the ogre club benifit and only get a -1 to armor save.

Don't get me wrong on the gnoblar fighters.  They're performances may have been weak, but I still won't leave hom without a massive unit of them.  In my massacre against the dwarfs, which the battlereport will be coming soon, I had a unit of 30 die and when my opponent realized he just go only 60 points, well it was worth it.
massacre @ 2250 vs dwarfs.
I scored around 2900 points, he got around 350.  The next day he came in with a piece of paper for me stating that he has written my name down in his book of grudges and that the 6 miners that were left alive(everything else was dead) after reporting the massive lost shaved their beards and are now slayers.  I love this game.

To be fair he did bring a offensive strollaz list with only 1 cannon, but units of 25 longbeards and hammerers scare me.

Just going to go down my list and say how everything did.

Tyrant
My second game with a tyrant.  Went alittle different build with him.  Gave him the Siegebreaker, wyrdstone necklace, Daemon-killer scars and Wall crusher.

Now I didn't know how the wall crusher works since it says +1 impact hit on the charge, so I was giving myself a impact hit even when I wasn't bull charging and 2 impacts when bull charging.  The daemon killer scars didn't matter for much of the game since his leadership is so high.  However on the last turn I overran a unit bringing me within about 4" of his last warrior unit that failed the terror check and fled into my bulls.

I also actually rolled a 1 on deployment to wound him, but that was the only wound he took, because everything he fought against died before they could roll back.

I think I've found my tactic for this guy.  I keep him in an irongut unit with lookout gnoblars and when given the chance to charge out of the unit to get in a flank.  Which means next game I may try out the Bullgut armor.  He lined up his dwarfs so I had just enough room for my tyrant to flank charge.  He thought he was fine because a unit of ironguts wouldn't fit.  Later in the game he took out the cannon.

On my 5th turn he rejoined an irongut unit that had my BSB and was able to charge on turn 6 his unit of longbeards.  It got ugly, I had 1 belcher charge 1 flank and 3 ironguts the other flank.  All getting impact hits.  I did 18 wounds.  The tyrant himself was only able to hit his BSB and do 1 wound which was sad, because I then had to throw my BSB at him too.

Point cost to performance: 5

Butchers
I didn't bring any this game, but I bring it up because I normally max them out.  I know I'd be playing dwarfs and while I didn't know if my magic could get through or not, I wanted that extra closecombat presence, so I just went with no butchers.  Turns out he had magic resistance on his elite units and the master rune of balance.  My 7 casting dice vs his 8 dispel + magic resistance would have been bad for me.

Bruiser(BSB):
First time ever bringing a BSB.  A unit of 4 guts with a standard and a BSB is VERY nice for combat res, especially since I had the war banner on the BSB. 

This guy did remarkably well.  He got tied up in combat with a unit of hammerers and a lord on shieldbearers for 4 rounds of combat.  I even had a flank charge with 3 ironguts and those hammerers still held out.  They are something nasty.  4 challenges between a BSB and a lord of shieldbearers that had 6 attacks @ str 5 and 2 @str 2 and I only took 3 wounds.  I'd love to blame the toughness 5, but I think he flopped most his rolls.  But you can't argue that the BSB did its job.  I killed every last one of his 20 hammerers before I got him to flee combat and chased down the lord.  Later on the BSB unit got the dwarf BSB too meaning that 4 guts and a BSB captured 2 standards, a bsb and killed a lord.

Point Cost to Performance: 5

Bulls
Combatwise they did nothing all that special.  Only brought 1 unit and it charged a unit of warriors in combo with my 30 gnoblar fighters.  Both in the front.  I lost combat, but my bulls held, my gnobbies ran(and kept running).  Next round I lost combat again and fled 1" further than the stunties.  He charged and I fled past him again, but rallied on turn 6 which was huge.  My Terror tyrant forced that unit of warriors to flee into my bulls, so technically my bulls killed the unit and captured a quarter.  Overall not so bad.

Point Cost to Performance: 4

Ironguts
When do these guys NOT do good?
Specially against dwarfs.  Hit on a 4, wound on a 2 leaving a 6+AS in front combat and no AS in the flanks.  These guys literally were mowing down dwarfs.  In 4 round of combat vs hammerers I killed 20 of them taking 4 wounds on 1 unit and 1 wound on another.

I've decided that units that will carry my BSB or tyrant will get a Gutlord if I have the points.

The key to this game was flank charging.  Being able to break his flank protecting warrior unit on turn 2 was huge.  Left his line a mess.

Point Cost to Performance: 5

Gnobbie Fighters
Already stated what they did.  Guess I should have known they wouldn't hurt a dwarf unit.  Still their US and rank bonus made it so my bulls could hold one more turn.

Point Cost to performance: 3

Gnobbie trappers
Flank charged a unit of warriors, were the only unit to persue far enough to kill that unit.  Got the standard and then just moved them into a corner to get the quarter.  Sadly enough his 6 miners that were left on the field contested that quarted.  Still a very very good showing.  You got to figure that warrior unit would have rallied next turn rolling on a 10.

Point Cost to Performance: 5

Leadbelchers
I had 3 units of these guys and what a disappointment.  On 1 flank they shot and killed 2 thunderers.  On the other flank both my other units misfired once and only killed 2 slayers between them.  My one unit reloaded and shot again and misfired, but didn't wound himself.  Basically that was all they did.  Two got half strength from misfires and the 3rd got shot to half by thunderers.  That was over half the victory points he won from me.  I know they can do better, they just had a sad showing.  I was so excited to have 4 shots vs. a slayer unit, but killing 2 of your own and only getting 2 slayers back in return wasn't what I was hoping for.

Point cost to Performance: 3 (the pychology factor has to be taken into account)

Yhettis
First time using these guys, I proxied 3 BFSP trolls for them.  I messed up and blocked their one charge by my trappers and then it just got uglier.  The one flank was so congested I couldn't get them into combat until like turn 4 against 8 slayers.  They killed 5 in the first round and wiped the rest up the next round.  Not a bad showing.  Their movement speed through trees also meant I was able to get them onto a quarter.  I will definetely bring more of these guys from now on.

Point Cost to Performance: 4 (mostly due to my fault, not theirs)

Gorgers
After playing my friend with his different armies he said he first thought gorgers were some awesome unit, but after awhile has decided they are nothing that special.

This game I had 2 of them.  One rear charged thunderers while my ironguts front charged.  He killed 2 and didn't take a wound and that was all he did all game.

The second guy came in to hit his cannon crew.  My tyrant combo charged the cannon crew and killed all the crew before my gorger even could attack.  He then got charged the next turn by 10 miners.  1st round he killed 2 and took 2 wounds, second round he killed 2 more but died.

They were nice to have since they cost only 75 a piece, but they didn't perform up to par.

Point Cost to performance: 2

There you have it.  Its hard not to give everyone a A+ when you beat someone by 2600 points.  I'm sure next time around I'll be facing a gunline.
You are too harsh on the Gorgers.  It wasn't their fault that they showed up late to the dance and had all of their dancing partners were smashed bloodily into the ground.  If you hadn't been able to get at the Thunderers and Cannon and needed those other units somewhere else they would have been invaluable.
I'm not a Tyrant.  I'm a lone Hunter.

Quote from: Manowar on Oct 03, 2009, 04:28:17 PM
Oniguma, the only rules prosecutor in the Warhammer world.
I completely agree, just this game they didn't do much and I want this to only report how they did
It was my understanding that a unit of bulls with an extra club don't get the ogre club benifit and only get a -1 to armor save.

Extra Hand Weapon does negate the Ogre Club -1 AP bonus, you are correct about that. However, taking Ironfists and Club means you can have a shield, a -2 AP bonus, and if you want you can use the fists as an XHW with the -1 AP you mentioned.

So how did you survive all of the shooting from the Dwarfs, or was this more of a melee army?
Forum Primer - Please read! - The Bellower

Ogre Achievements Complete: 10/101
So how did you survive all of the shooting from the Dwarfs, or was this more of a melee army?
It was more a melee army, however on the 7 or so cannon hits he did all game he rolled 3 1s to wound.  He had 2 units of 20+ warriors a unit of 20 hammerers and a unit of 20+ longbeards and he deployed bad by putting his thunderers too far off to one side.  He wanted to try out a combat heavy list, but maybe the Ogres aren't the army to try them out against.
The thing I have found to be tough for ogres to handle is an anvil of doom.  Most units are going to have games where they don't preform well.  The reason why I'm an advocate of extra attacks is b/c WS 3 kills the ogres.  Ironguts should be your knight killers and ogre bulls are great for average troops and flank and bait and flee tactics.
We just split the cost for an anvil, so I bet next game vs dwarfs I'll be facing one.

Tomarrow I'm playing a 750 ogre vs I think O&G.  A little excited because this might be the first game I actually get to force panic tests and expect them to succeed.  I'll let you guys know.

Also I plan on changing my format.  Instead of a letter grade I'm going to grade on a 1-5, 5 being highest.  Then after each battle I'll average out all the battles to give a final grade for each unit.  That way at the end of every battle report you can see which units have done good or bad for more over the long run.
Actually it just accured to me I haven't done Special or Rare choices yet in my first 5 games, so I'll do that next with my 750 battle report for tomarrow.

Current Unit Overall Performances:

Tyrant: 4.5 - 2 games
Bruiser: 3.8 - 5 games
Butcher: 4.4 - 5 games
Bulls: 3.67 - 6 games
Ironguts: 5 - 6 games
Trappers: 4.4 - 5 games
Fighters: 3 - 3 games
Belchers:
Scraplauncher:
Yhetees: 4 - 1 game
Gorger:
Two games today @ 750.  Draw vs Dwarfs, I let myself get stuck in combat with slayers and got flanked charged and lost my general.  And a massacre vs O&G, but it was like his 5th game.

I'll get the reports up ASAP.  Vs O&G gut magic dominated.  Panic checks are great. First turn his one unit of spider riders paniced and never rallied and on my last turn I paniced a spearmen unit.
Braingobbla is my favorite spell.  Youu just never know who you'll get to run off the board but over the course of a game somebody always runs
Draw vs Dwarfs @ 750
Used my standard 750 army found here
http://ogrestronghold.com/forum/index.php?topic=9014.0

He had something like:
10 thunderers
10 slayers with a giant slayer
18 warriors
thane
dragon slayer

Bruiser:
For some crazy reason I charged my bruiser out of my guts to combo charge with my bulls his slayers.  That left my guy open for a flank charge which I thought I could then flank charge his flank charge with my guts.  Well my Bruiser did 1 impact hit, challenged his dragonslayer and put a wound on it.  Next round when he flank charged me I lost combat and my bruiser got run down, which I think is dumb because he warriors were able to move 1/4" before they got stopped by his slayers who held.  So my bruiser who fled 7" got caught by a unit that actually only moved 1/4".  Oh well.  Oh yeah all his attacks were sent at his runesmith and killed him.

Grade: 4

Butcher:
Hard to get much magic off even after I killed his runesmith.  I started rolling 2 dice for a few spells and miscast for my first time ever and got frenzied.  Any buff I actually got through was dispelled next round.  You'd think sooner or later he'd roll less than a 7 on 2D6, but not this game.  Last turn coupled with sharpstuff got his warrior unit under 50%.  Besides that nothing special.

Grade: 3.5

Bulls:
Not so bad this game.  On their charge vs the slayers they killed him giantslayer and 3 other slayers and 2nd round killed a few more.  After they fled they were able to rally and flank charge what remained of his slayers who where caught up in combat with my ironguts.  Between the 2 units every slayer was murdered.  On like the 5th turn they fled from a flank charge by his warriors and didn't rally on my turn, but later on turn 6 rallied to take a quarter.

Very impressed this game

Grade: 5

Ironguts:
Only had 2 real fights before getting shot to death by his thunderers.  The flank charge vs his warriors was devastating(only had 2 guys left, 1 died to thunderers).  Killed 4, but only persued 3" which left them open to a charge from slayers, who they ended up killing all of with the help of a bulls flank charge.  After those combats his thunderers killed off the last guy alive.  The game would have been a massacre if I could have persued his warriors 5" instead of 3".  That would have gotten me out of slayer charge arc and killed his general AND warrior unit.  Oh well.

Grade: 4

Trappers:
Set them up on his flank and there they sat all game throwing sharpstuff and then contested the corner.  Killed only a few warriors and maybe an odd slayer or 2.  Not bad though.  By contesting that quarter it saved the draw.

Grade: 4.5

Leadbelchers:
First shot against the dwarf warriors I throw 2 10s!!! Alas that would be my only shots.  The 20 shots I think hit with 10 and killed 5.  Not bad, took a rank right off his big unit and over 25% of his models.  Next turn they got shot up by his thunderers and paniced.  They would later rally but never got back into range to shoot again.

Grade: 4

New Scores:
Tyrant: 4.5 - 2 games
Bruiser: 3.83 - 6 games
Butcher: 4.25 - 6 games
Bulls: 3.86 - 7 games
Ironguts: 4.85 - 7 games
Trappers: 4.42 - 6 games
Fighters: 3 - 3 games
Belchers: 3.5 - 2 games
Scraplauncher: 5 - 1 game
Yhetees: 4 - 1 game
Gorger:
Massacre vs O&G @ 750
Was this guy's first game vs ogres and like his 6th game overall.  Was more a teaching game than anything.
I again used that same 750 list.  It seems to do good for me.

He had something like:
2 spearchuckas
24 NG spearmen w/2 fanatics
20 NG archers w/1 fanatic
18 Orcs with an orc boss on boar
2 units of 5 spider riders

Bruiser
I decided to hold back and let him come to me as my gut magic did its magic against 2DD.  So my bruiser didn't get into combat till round 4 or so.  In a unit of Guts he charged his archers that got close enough to release his fanatic(which went 3" and didn't block my charge).  Between the bruiser and guts, killed 8 NGs.  they ran and got chased down.  Which was nice because that put me within range to charge his 2 spearchucka he had sitting next to each other.  But crews failed their fear tests and that was that.

Grade: 5

Butcher:
Wish I could give more than 5 points.  Gut magic against low tougness low leadership should be a crime.  My first turn I panics a unit of spider riders right off the board.  Got some buffs off that always got dispelled on his magic phase.  So dumb how that always happens.  Throughout the game I was just murdering gobbos left and right with my magic missiles and on the last turn I paniced his spearmen off the table.  I actually charged his orcs and boss with my butcher and bulls just to see how it would turn out.  The butcher put a wound on his boss and the bulls killed the rest of his front line.  His boss returned the favor and put a wound on my butcher.  He ran but I didn't catch him and he rallied.

Grade: 5 One word to describe his performance: Genecide

Bulls:
Held back all game until the charge against the orcs.  Killed their fair share.  Nothing else happened for them

Grade: 4

Ironguts:
Along with the butcher killed a unit of archers and 2 spearchuckas.

Grade: 5

Trappers:
March blocked half his line the entire game.  real MVP type move for them.  Killed a bunch of NG spearmen too.  6th round they got charged by his spearmen unit, lost 2 and killed 2 and got run down.  Oh well.  The march blocking gave me 1-2 more rounds for my gut magic to rip him apart.

Grade: 5

Leadbelchers:
Killed like 3 archers then 1 died to the archers and speakchuckas.  Later got killed by a spider rider unit.

Grade: 2
Solid victory vs dwarfs @ 2250

I swear, every game I start to dislike belchers more and more.  Maybe because they get targetted first, which I guess is something good, but lately I haven't been doing too good stooting-wise.

This game started with my opponent putting 3 hills on 1 side of the table and I won which side to pick first.  Give a shooty dwarf some hills or no hills.  Also this was my first game using a hunter and maybe my last game using a hunter.  Also got my yhetees to see some serious action and they were very impressive.  Might drop some belchers and pick up some yhetees.

Overall it was a very good match.  On my 4th turn I think I was able to charge a cannon and organ gun, 2 bolt throwers and a rear charge on some hammerers with his lord in them with my yhetees who rolled out their ass.  Can you say 9 attacks and 7 kills?  Unfortunetely my bulls flopped their attacks 2 turns in a row and I needed a lone irongut to charge a bolt thrower's flank to finally kill it off.

Let's just say it is not fun to charge straight in on 2 organ guns, a cannon, 20 thunderers and 2 bolt throwers.  I started 24" away and my BSB was already dead before I could charge.  Also I picked +1 toughness this game to try it out and it probably saved my tyrants life vs a few organ gun hits.  Okay on to how everyone did.

Tyrant:
Went with a different build this time.  +1 toughness and stupidity, but could reroll pychology tests.  I also believe I had the armor that let you restore wounds if you win challenges, don't recall he was a siegemachine killer this game, so no challenges.  And of course a great weapon.

First 2 cannon shots missed, 1 miss fired(even with rune of forging) and the other shot sailed overhead with a 10" carry.  I lost 2 guts out of 4 in his unit and he took 1 wound to a crapload of organgun shootage.  On my second turn he charged out of his unit to massacre an organgun and over charge it.  He would then pivot next turn and the following turn he charged a cannon crew killing all 3 crew and 1 engineer(WOW) and overcharging into another organgun which is promptly massacred aswell. 

On turn 6 he was able to flank charge a group of thunderers with 2 belchers charging from the rear.  Massacred them freeing up the table corner.  Between the 3 models I killed 8 out of the 9 thunderers.

VERY solid performance.  This guy was rolling out his ass.  5 attacks and was consistantly doing 3-4 wounds.  Also with a 4+ armor save 5+ wardsave and toughness 6 its a beast to kill aswell.

Grade: 5!!!

Bruiser(BSB):
Again I knew I was playing a dwarf guy who likes to go magic defense heavy, so I ran no butchers and brought my BSB. 

I guess this guy did his duty, he took 3 rounds of artillery and thunderers to kill.  The first turn of firing he had to randomize 3 shots and they all rolled to hit the BSB.  Three wounds that round.  Next round he some how survived, but the 3rd round was his last.  Never got into combat.  He did take heat off my Tyrant I guess, so that scores him some points in my book.

Grade: 3.75

Hunter:
Finally decided to bring him.  He did good in close combat but out of 2 shots with my bow I missed 1 and killed only 1 dwarf with the other.  It just seemed a waste, even with mastadon armor I just felt he was better served charging into people.  His sabretusks got paniced and fled into the enemy to die without doing any damage.

Overall I might pick him again vs lower toughness opponents, but I wasn't too impressed.

Grade: 3

Bulls:
I don't recall how 2 of my bulls died to be honest, but I do remember the one 1 had left charging into a bolt thrower.  Really just wanted to tie it up.  Little did I know that 3v1 fight would turn so huge.  I killed 1 guy and he killed none the first round and he held.  Next turn I get flank charged by his thunderers which brings my leadbelcher into the fight too on his flank.  Flopped a bunch of rolls on his crew again and he wins combat.  My bulls were within range of my tyrant and held, my belcher wasn't and he ran, never to rally again.

Next turn I charged his crew with a lone irongut and we wiped them out, but he wiped out my bull.

I guess his job was done good, tied up the crew for 2 turns and got his thunderers into position to get charged by my irongut and my hunter.

Score: 4

Ironguts:
Again I brought 2 units of 4 and 2 units of 3.  These guys just rock.  After the game was over i literally had 1 model left of them out of the 14.  Geez where do I start?

In the process of trying to block a charge on his organgun his biggest unit, a unit of 22 longbeards with a BSB left himself open to 2 ironguts charging his flank and 5 charging his front(was only able to get 4 into combat).  Out of the 12 attacks I had, I think I killed 3 guys on his unit.  However, I did throw 6 at his BSB and did 2 wounds to kill him.  I won combat by 2 and he held.  That was very disappointing.  I should have routed that unit and it gets worse.

His lord with a unit of 14 hammerers charges into the side of one of my guts in combat and after that round he won and all my guys fled.  I think 1 irongut out of the original 7 survived that.  Threw 2 bad rally roles on the one and lost him due to not being rallied at the end of the game.

That's about it, besides that lone model to survive later helping to kill a bolt thrower and a unit of thunderers.

Score: 4

Trappers:
Had 2 units of 9 of these guys.  I guess they did okay.  They just stick because once they panic they're gone.  Overall with sharpstuff they killed about 5-8 models I think.

Babies crying Ill finish later.
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