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Ok i just had my little stumpy Dwarven butt handed to me by a army of Ogres last night for the 2nd time and I would really like some ideas/help on how best to defeat the big ugly brutes.
My list was probably a bit unbalanced, but given that Ogres are T4 with W3 + regeneration depending on the right spell and its difficult. There is also a particular Ogre magic item that allows dead characters to come back to life if killed on a 2+ dice roll - had to kill the guy 3 times before he failed it.
My list for the match which was 2250 pts was
I did manage to kill quite a few of them but not before they charged home and simply stomped over me.
Last edited by Kiwi; August 28th, 2008 at 21:50. Reason: Left something out
Just a clarification: The Mastodon Armour doesn't apply to combat, hence the reason Markus died.
I think a BSB would have served you well that game, especially if you'd gone for a more brick-wall type of game plan, in which all your units stay pretty much together.
Your force wasn't too bad, though a Flame Cannon/Organ Gun would have done well. That Rune of Remains-in-play-dispelling isn't too bad given how hard Dwarfs find it to dispel Remains in Play spells.
If you deny the Bull Charge, you will be well served. As Dwarfs, preventing a charge is always difficult as my troops had double the speed of your infantry, so getting in close may be a good idea, crazy as it sounds.
I'll just sit back and let some more seasoned Dwarf generals post some better pieces of advice now.
Last edited by ArchonFarseerGuy; August 29th, 2008 at 08:48.
Archon is right, organ guns are really effective at reducing units down in strength or finishing off that last pesky gorger lurking around. great for defending a firebase.
flame cannons do d3 wounds and cause a panic check if you manage to kill one. you can easily get one or two units a turn if aimed right. also im pretty sure the attacks count as flaming, so regeneration is ignored.
ironbreakers are very decent at holding up ogres, even ironguts to an extent.
forget the cannon, take more bolt throwers or maybe a grudge thrower for d6 wounds.
also, i suggest dropping 1-2 thunderer/xbows to make room for another cc unit.
As for runes, rune of battle is always good, rune of sanctuary is sometimes useful, but the best is rune of stoicism which doubles unit strength. allows you to take smaller units but still outnumber him.
The MR of Valaya is incredibly good against ogre magic, allows you to pretty much neutralize his magic phase even with only 4 dispel dice. you cancel braingobbla and such and let trollguts pass. that way it gets dispelled in your turn and the butcher takes hits. very expensive though, so be careful not to expose him too much.
a small unit of slayers can often hold a flank for a turn or two, but dont expect to win combat. gyrocopters arent worth bringing
Oi! Get off me beard!
Cheers guys - unfortunately I didnt have an Organ Gun available, but I will soon as I have one on order.
I find Ironbreakers w/ banner of courage and full command with a lord and oathstone work well against ogres but it might just be my luck
We will remain, until the battle is won: BROTHERS OF METAL!!!!
Cheers guys appreciate the help
You should be slaughtering them... Your thunderers punch holes in their armor. Put in runes on your banners that buff Combat res and make you immune to fear. The Hammerers with a dwarf lord should be able to beat up any Ogre unit. Course depends on the tactics. Are you fighting against many small units or a few big units.
Oh and rune of penetration on a bolt thrower means you autokill scrap launchers.
May the Emperor forgive you, for his servants cannot.
I've come close but made some really bad tactical decisions which cost me. Archeon tends to field a bunch of small units 2 of Ogre Bulls, 1 of Leadbelchers and 1 of Ironguts plus assorted special characters.
Nearly had him last time, but lost it in one turn when he crushed my main battleline
I have a friend who has played a number of games against Ogres and he believes that the best way to beat them is to shoot. A lot. Usually the Ogres travel in small (3-6) units, and this means, take one out in a 3-4 unit, and they have to take a panic test, 2 in 5-6, and they have to pass another test. Anything bigger, I'd suggest the organ gun.
Hope this helps.
When life gives you lemons, ask for chocolate.
In my opinion, the key to beating the Ogres lies not in shooting, but in counter-charging.
Getting slammed by a unit of Ogres will inevitably crack most anything, so it is necessary to have another unit ready to hit the Ogre unit immediately thereafter. Ogres cannot withstand a Dwarf charge but must be held in place to be charged.
When facing Ogres, I will frequently take a countercharging unit of Slayers, sometimes as well one Daemonslayer character in place of a Runesmith. Their immunity to Psychology means they'll never run and never be forced out of position to where they can't charge.
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons