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I was at my local GW tonight to watch some games and watched a nice 1000 point Dwarf v OK battle, the Dwarf commander had 2 lines of thunderers, an organ gun, stone thrower, and a regiment of Hammers(I think ) and the OK leader used a beast master with 2 saber thingy's and 2 regiments of standard ogre's and 2 units of the ranged fella's
How can the ogre guy win? He just seemed to get oblitered by the cheesey army that didnt move till turn 4, once the Ogre's were in combat it seemed good enough but there were not simply enough turns to change the game
I face dwarves A LOT, the guy was screwed from the start. You HAVE to have a butcher or two because you need trollguts to negate a lot of those cannons and such. Gnoblar trappers and especially gorgers will give the dwaves fits. Gnoblars enduce the dwaven greenskin hatred so you can frequently force them to charge you and mess up that nice pretty line of his.
Really this was a battle that was over before it began. Dwarves had an optimized list verses an ogre fun list, Short of Incredible luck on the dice (he misfires and missed a lot)
That said with Butchers and gnoblars and gorgers as well as a focused plan, I think Ogres are one of the armies that give dwaves fits, our single ranks negate a lot of damage potential for those cannons and bolt throuwers, we also presen a "small" target for the stone thrower. Plus Ironguts just rip apart dwaven armor. Scrap launchers can take care of the war machines and shooty lines as well, only strength 3 but it is large template and armor piercing.
I played a dwarf gunline army with my Skrag army and beat the dwarf-crap out of it. But it was one of those games where everything went my way.
His warmachines couldn't hit the broadside of a castle, every impact hit for me wounded, Skragg had a blood-frenzied field day, and so on.
But since ogres can get across the board so quickly, they should be able to get into combat fairly soon, unless the stunties deploy far back. And that's what I try to do no matter what army I'm using when I face a shooting army: close to combat ASAP.
heh, I gave my dwarf opponent his first taste of skragg love...massecred him to a midget....but a skragg build is the worst thing a gunline army can face.
given the army lists int he orginal post, the poor ogre player was screwed from the moment he sat at the table.
Id agree about skragg but this was only a 1000 point game, so in other words he cant use him.I think the best way would be to bring a butcher gnoblars and alot of bulls. The bulls are cheapish and are fast, the gnoblars get the dwarfs angry and they break there line as well as mabey take some hits. And the bulls just hit as hard as they can. Should mess him up. Using led beltchers was about the worst choise he could have made i think. But that guy didnt have a chance
get in a butcher maybe some yhetee's to get real fast into there lines and the can walk over buildings so use that advantage
The ogres just have to play for the draw you hide you units and say go..... then the dwarves can take the draw or start moving. If you see no sign of victory take the draw... Then again that's my cowardly method.
well first off the ok guys list was illegal hunters can't be army generals it say so under that loner rule thingy
gun lines are hard especially dwarven (though empire recently stepped up to compete) gorgers are a must they will throw the enemy (psychology is an ogres best friend) next nobblarsa and lots of em bog down his fire with lotsa cheapo gits who WHEN they run away don't affect the big guys in anyway
with gunlines there is one universal rule when using shocktroop armies such as ogres, brets or chaos and that hit hard, hit fast and hit on the one flank.
shooting is all well and good but if you concentrate on the one flank you are effectively shuttin down multiple turns of shooting while he readjusts his line to compensate and face it once you break through there aint nothing he can do to stop you his line is finished
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