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Hello. I just got a bretonnian battalion, more men at arms, more knights of the realm, and a bretonnian lord/paladin. I will be playing against an Ogre Kingdoms player a lot and I need some advice. What ogre units should I eliminate first, how should I use my units, and what tactics I should use in general. The Ogre Kingdoms player has a battalion, a tyrant, and a giant.
Thanks for any responses.
Hit hard and Hit with multiple units. Chances are you'll have more units on the board than the Ogres will so you should be able to set up multiple charges at the same time. Two things you want to consider;
1. Combat Res, there are a few items in the Bret's list that help with CR and I suggest to use as much as you can afford. V.Duty, V.Disipline, War Banner, etc.
2. Flank Charges, while in lance formation, your flanks are highly exposed and if I was the OK player I'm looking to last the charge and set up a flank charge. If you give him that option he will take it and your knights will die. I know, I let it happen enough times to never allow it again.
The cheapest way to cover both 1 and 2 is to use blocks of 20-25 M@A's as flank protectors and if you couldn't get them in the first turn you charge, make sure they're in position to charge anyone who is about to flank your knights and add CR to the next turn. Sometimes just being there make the opponent rethink there tactics and that could buy you the time to make that killing blow.
I'm a fellow Ogre-hater and a recent convert to Bretonnia. I have quite a bit of experience fighting Ogres, and I come bearing news. So, Ogre Kingdoms...
1. These guys cause fear, some of them terror, and that itself can ruin your day.
2. Great weapons and "Ogre clubs" (-1 Armour penetration) give Bretonnians nightmares.
3. Although you didn't mention it, Gut magic is ugly - Ogre ugly, even more so as any magic users already have our brave knights by the balls. I'm sure a Butcher will make an appearance soon.
4. A six-strong unit of Maneaters is the single most horrifying regiment I have come across. Avoid like the plague.
5. For their six inch movement, they're faster than your average army.
Yee be warned.
Now I know that facing an entire army of Ogres can be intimidating, but no more so than facing a Bretonnian army, I assure you. And in my experience, Bretonnians certainly have the tools available to bowl these guys over. So let's take a look at some of these...
1. Despite all their gob 'n gut, the average Ogre is only leadership seven, and will buckle to panic tests like any other. You have archers and the legendary trebuchet to cause 25% casualties (generally felling a single Ogre's enough to cause a panic test on a unit), wiping out friendly units and causing units to break - take your pick. I've seen Ogre armies fall apart because of this. Just remember, an Ogre is more scared of you than you are of it.
2. Although I mentioned this earlier, the Field Trebuchet makes an excellent Ogre-swatter. I'd advise investing in one, and learn to guess distances!This can not only provoke those all-important panic tests, but also cause carnage in his ranks. S5/10 hits causing d6 wounds every turn and your opponent will soon start to sweat.
3.Great weapons - who needs them. In any other army in Fantasy, great-weapons are generally second class upgrades IMO. Always striking last will generally prevent you from retaliating in combats effectively, and consequently lose you games (There are, however, exceptions, and I am not here to debate the fact! ). But in the wrong, or rather, right hands, they can, and always will be a headache - in the hands of an Ogre. Your average Ogre will already be eating into your precious armour saves with a base strength of 4, throw in a great weapon and there they go! Ogres generally have the backfat to hang around in a fight even after a severe beating, and the ability to come back swinging (great weapons to be precise). It isn't all bad news, however. Great weapons are prices accordingly for Ogres, considerably more than other races, and the more of these he takes, the less Ogres we'll be dealing with. Further more, modifying their strength above five will mean our 5+ ward save will kick in, which is always nice, and brings me neatly on to my next point.
4. Always Pray. 'Nuff said.
5. Go for the soft spots! Yes they're T4 minimum, but these guys are so over-confident in their own morbid obesity that they don't bother with armour! Any wounds you can score on them are as good as done. Just to give you a nudge in the right direction...
6. Peasant Bowmen are unsung heroes. See above.
7. Men-at-arms may seem a little substandard, and they are. But every unit has it's role. Very basic "Hammer and Anvil" tactics here, and these guys definately aren't your hammer. Take large blocks of them, always accompanied by Standard Bearers, and use them well. Worth mentioning that these chaps have a Duty! Always position them close enough to be able to use a Knights' leadership value - and see that their duty is done!
8. Ogres are mean, but charging heavy cavalry is meaner. Invariably ensure that your Knights are able to start every combat by charging. This is pure Bretonnian power. Use other units, force your opponent to make difficult choices, and meet every Ogre unit with a charge. Aim for 9 strong units of knights, in the lance formation wherever possible. Providing you can cause enough wounds to win a combat, they will fail their break test, and then it's just a case of running them down and spreading panic. Returning to my original point, with such high prices, low Ld units, you shouldn't have much of a problem achieving this.
9. As it's nearing 3AM, I think I will make this point my last one. The Virtue of Heroism will certainly shit on his parade. The ability to inflict the Killing Blow on any Ogre, including Tyrants, Butchers and Bruisers, will be a nasty suprise. Combine this with the Gauntlet of Duel, challenge any menacing Ogre characters and watch heads roll. :wink:
10. If all else fails, throw a shoe at him!
That's me out. G'night, and good luck!
Last edited by SnotlingFondler; February 10th, 2010 at 02:42.
"Show 'em the gunline, Boss"
Me and you are in the same boat. My frined plays orges and i play bretonnia. all i can say that isn't really covered above is use the charge if you don't pin them o the carge and get their flanks uickly you are done. a good tie up unit is ussually the grail relique but not here. Knights and as many maginc items then you can shake a lance at. You should have at least two of these: the virtue of heroism (this will get him good and made), The sword of heros (if you can give your character this and the virtue youve got a party), And the ruby goblet, etc.
If you stick to your lances then you shuld do pretty well.
I never played against an Ogre Kingdoms player but :
1. Make sure you are the one who gets the charge. And when you charge a unit, do so with multiple units ( say 2 units ).
2. I don't think peasants will be of any help here, so avoid using them.
3. Gut magic is dreadful so make sure you have 1-2 damsels with appropriate magic defense equipment and attach them to knights units.
4. Make sure you have 2-3 main "Breaker" units to lead the charges. I usually use Errant Knights,a good unit of Kotr and a unit of grail knights for this. And I try put a character in each unit as well.
5. If you look at my armylists on this forum ( Bretonnians ONLY not the others. ) you will notice I make small units of 5 Kotr. You will need these for flank charges.( i.e. not lance formation )
Needless to say, FEAR tests will decide the game more often than not here so trust in your dice as well, hahaha.
6. Whenever you charge a unit, make sure it'll be gone that same turn. DO NOT get stuck in a prolonged combat with Ogres or you're done for ! Deploy well !
Goodluck.With practise you will find a way of beating Ogres. : )