Well here it is, the moment you have all been waiting for. The Newly (mostly) Completed Ogre Kingdoms Tactica. Many thanks go to OgreTyrant for his contributions.
Tactica: Ogre Kingdoms
This Tactica is split up into 7 rough sections
Part I- The Strengths and Weaknesses of the O.K. list. (Written by Demandred)
Part II- A Rundown on the Ogre Kingdoms units (Written by Demandred)
Part III- Bignames (Written by OgreTyrant)
Part IV- Gutmagic (Written by OgreTyrant)
Part V- Tools of Destruction (Written by OgreTyrant)
Part VI- Ogres and BFU (Written by OgreTyrant)
Part VII- Ogres and MSU (Written by Demandred)
Part I- Strengths and Weaknesses
Strengths
-Fear
Fear is an extremely useful ability, and luckily nearly every OK unit causes it. There are several different armies that cause this ability which makes them immune to our fear, however on the other side of that same coin, we are also immune to their fear (many such fear causing armies, such as Vampire Counts, rely on this so being immune is a big strength for us).
-Movement
This is the biggest advantage of the army in my opinion. Movement 6 makes for a highly mobile army which means that for the most part you can dictate where and when you want to fight your enemies units. Along with some of the fastest infantry in the game, we also have Gorgers which come in from behind the enemy.
-Basic Troops
Even the average naked bull is a force to be reckoned with. A decent strength and toughness, multiple wounds, and multiple attacks makes an ogre more than a match for other armies basic troops. It only gets better as you move up in the Ogre Ranks
-Ogre Magic
Gut Magic is honestly one of my favorite lores. The reason I love the OK magic is because I consider it to be a "relentless" magic lore, namely, nearly every spell is useful while also being really cheap to cast so eventually some spells are going to start getting through, it also helps that each butcher/slaughtermaster has the potential to have several remains in play spells out at the same time. It gets even better when you find out that Ogre casters automatically know every spell in the Lore of Gastromancy.
Weaknesses
-Elite Low Armored List
Because OK have some of the best troops around, we also have some of the most expensive. The cost of each ogre unit means that we will always be outnumbered unless your army has a load of gnoblars. Low numbers combined with sub par armor (the best save you can get is a 4+ against shooting, and thats with our lord and hero's) make for an army that can be ravaged by a heavy shooting army. Luckily this can be somewhat helped with army builds and play styles.
-Low Leadership
Not much to say here, our army is cursed with low leadership. This means panic checks can be forced quite easily with some shooting. Frankly I think panic and break checks are the bane of our army. This weakness can be somewhat offset by BSB's with the Ragbanner, the Kineater Bigname, and some of the OK magic items, such as Fistful of Laurels
-Low skill
Ogres aren't the most skillful or agile of fighters, going more for the brute strength approach rather than finesse at arms. This means that against some enemies such as Dwarfs or Chaos warriors, don't be surprised if you don't hit with many of your attacks. Multiple attacks can help with this though.
--------------------------------------------------------------------------------------------------------
Part II- Ogre Kingdoms Units
Ogre Lords and Heroes
-Tyrant
An Ogre Kingdoms Tyrant is a powerhouse to be reckoned with. These guys are just great. They can take on nearly anything and survive to boast about it at the great feast later. You can kit the tyrant out to either support nearby units, or you can just set him up to destroy whatever he might run into.
These are the two builds I use most for my Tyrants
Tyrant #1(Wades into anything and takes names)
Mawseeker Big Name
Tenderiser
Heavy Armor
Wyrdstone Necklace
Fistful of Laurels
Luck Gnoblar
Tyrant
Longstrider
Tenderiser
Wyrdstone Necklace
Heavy Armor
Luck Gnoblar
-Bruiser
The Bruiser is the Tyrants second in command, and as such, is second only to the Tyrant in terms of combat potential. In under two thousand points, you have to include a bruiser since butchers cannot be generals. I use two different Bruisers (mainly because one of my main opponents is a Dwarf player). In 2k+ the only reason to take a Bruiser is for a BSB, and even then I think a butcher would be more valuable.
Bruiser #1 (I like to call him Dwarfsmasher)
Siegebreaker
Wyrdstone Necklace
Heavy Armor
Luck Gnoblar
Bruiser #2
Heavy Weapon
Brace of Handguns
Heavy Armor
Wyrdstone Necklace
Fistfull of Laurels
Luck Gnoblar
Slaughtermaster and Butcher
Slaughtermasters and Butchers are the casters in the OK army. Besides having a great lore and a scary miscast table, Ogre casters are beasts! Butchers and Slaughtermasters are the toughest wizards you will ever find (Barring Vampires of course).
When it comes to equipping Butchers, if they don't have a skullmantle or bangstick I just give them dispel scrolls. Many OK players like to give their butchers the siegebreaker along with skullmantle to make for a caster with str 7 attacks. I myself don't like this build since I think it makes people get cocky and gets butchers in situations they shouldn't be in. Many find it to work however.
Hunter
The hunter is the odd one out of OK characters, he cant be the general, and doesn't quite have as much utility as a butcher. He also can't ever join other units. This all makes for a less than useful character. If you do choose to use him, I recommend setting him up with the Longstrider Bigname and 2 Sabertusks to make for a fast flanker. I personally have used him a couple of times against Dwarfs. Releasing the sabertusks into warmachine crews or Thunderer units works pretty well.
*** A note on Gnoblar options for characters***
With the exception of luck gnoblars, the upgrade gnoblars are next to useless. Sword Gnoblars because you are paying points in an already expensive army for a strength 2 hit, and tooth gnoblars because the only reasonable time you would use them is when trying to cast gut magic with 1 dice, in which case its usless because any rolls of a 1 or 2 to cast a spell BEFORE modifiers fails no matter what.
Ogre Core Choices
Bulls
The Bull is the basic ogre unit. They have the option to be upgraded with Ironfists or Extra Handweapons, and Light Armor. Based on my personal experience, I recommend running them without any upgrades except for a bellower, and keeping them in units of 3. Then they can be used for anything from charge bait, to cheap flankers. It has just always been my thought that for the cost of a Bull with Light Armor and Ironfist, you can pay a couple points more for an Irongut. They make good screens for the more important Ironguts.
Ironguts
Ahh yes...the Irongut, in my opinion the MVP of the Ogre Kingdoms army list. Great Weapons combined with high speed and multiple attacks makes for an awesome unit. The Heavy Armor they automatically come with is just an added plus. When it comes to upgrades, bellowers and standard bearers are good choices, while Gutlords just arent worth the points in my opinion. These guys are great for slamming into the side of a unit held up by bulls and gnoblars and just tearing the unit apart. What more can be said? They are just awesome. Like Bulls I recommend taking these guys in units of 3, as playing MSU best negates some of our armies weaknesses
Gnoblar Fighters
The dimunitive greenskin of the Mountains of Mourn. Many Ogre Kingdoms players prefer to leave these guys at home. I however, love them for three reasons. The first being that they are soo cheap, and can make up for the rank and file issues that the larger, more expensive ogres have. The second reason is that while being so small and cheap, they can still for some reason block LoS to the massive ogres. The last reason being that they are insignificant, so even if you use them to screen and they panic, no one cares, not even other gnoblars. For these reasons I usually take two units of 20-25 and use them either to screen or sit them in my back two quarters to claim them.
Gnoblar Trappers
Gnoblar Trappers are my second favorite OK unit. Skirmishing scouts makes for a unit that has so many different jobs it can do. They make good skirmishing screens, or they can be used as scouts to marchblock and throw sharpstuff at enemy casters and/or warmachine crews. On top of this all they are cheap, because they are gnoblars. I think every OK list should contain a unit of these.
Ogre Special Choices
Leadbelchers
Leadbelchers are fun and probably one of the most accurate missile units in the game for the very reason that they fire a random mass of metal and weapons, basically anything sharp that the Leadbelcher could shove into the cannon. Leadbelchers don't suffer from moving while shooting or from firing over half their range. There are a couple downsides
to this unit though. The first and major disadvantage is that if one of the Leadbelchers misfires it can slaughter its own unit. The other disadvantage is that after firing you have spend a turn reloading before you can fire again. Almost every single OK player runs units of 2 Leadbelchers in order to decrease the chance if misfire. I recommend either units of 2, and don't bother with any command upgrades besides a bellower.
Yhetees
Yhetees are the frozen cousins of the Ogres. They have several special rules that make them worthwhile, though like every unit of ogre(esque) things I recommend them in units of 3. Yhetees make great flankers and warmachine hunters due to their above average speed in an already fast army, and their ability to ignore difficult terrain when moving. In combat their attacks count as magical as long as they haven't been hit by fire, and everything hits at a -1 that is in base to base with them. I really like yhetees and enjoy using them.
***Note on Yhettees***
When I say everything that is touching their base hits at a -1, I mean EVERYTHING! So if charging Yhettees into a combat that already contains some of your own units, make sure they don't touch any friendly bases.
The Scraplauncher
I never used to use scraplaunchers, but recently the idea of them has been growing on me. a chariot hauling around a low strength, large template, killing blow causing stone thrower sounds pretty nice if you ask me. You have to be kind of careful with it though, since because it is bad tempered, it can be baited easily and destroyed in difficult terrain.
Ogre Rare Choices
Gorgers
Gorgers are a very useful part of the Ogre Kingdoms army.They also have a number of fantastic special rules, which enhance their use immensely, and that greatly helps them in the role of being an annoyance. Being able to appear from any table edge you choose is a big help in defeating foes who would keep close to their own table edge. Gorgers are also able combatants and will prove their worth in the destruction of enemy artillery, which is an ability desperately needed to ensure the survival of your most likely heavily outnumbered Ogres. Gorgers begin to shine even more when taken in a Skrag list, where you can get many more of them and even enhance their abilities. For the most part, I suggest going with 2 gorgers or none at all. I run a single one sometimes just for the psychological effect it can have.
Maneaters
Maneaters are kind of iffy, being quite the expensive unit, while being relatively fragile in the size they are usually taken, and the armor that they have access too. When deciding whether or not to use these guys it is completely up to you. I myself have used them to success when taking them in units of 3 (again that magic number for OK) and giving them all heavy armor, I then give one a great weapon and the other two braces of handguns.
Slavegiants
Of all the Ogre Kingdoms units, I find slavegiants to be the most worthless. The loss of stubborn is what really ruins this guy for me, along with getting "Thump with club," replaced with "Throttle with chain." I never take a slavegiant as both Gorgers and Maneaters are better by leaps and bounds.

LinkBack URL
About LinkBacks
. The Newly (mostly) Completed Ogre Kingdoms Tactica. Many thanks go to OgreTyrant for his contributions.
Reply With Quote



