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ok, so i have an arrainged match against one of the more talented generals at my local store, and he plays ogres. one thing that should be known, he is a monster with his VC. my question is what should i expect from an ogre army, especially from someone who knows not only the game, but the army he is facing? also, what should i do/not do to get the most out of the
game (i really don't expect to win).
my army: i have a caster lord with the helm of commandment, staff of damnation, and flayed hauberk. for powers he has MotBA, LotD, and Forbidden lore. i am feilding two vamps very simillar to one another, lV2 caster with avatar of death, each with either the hand of dust or book of arkhan, and my last vamp is ethereal in with a unit of 4 cairn wraiths. the rest of my army is comprised of skeletons and grave guard with one unit of dire wolves just as a flank guard/flesh sheild.
is there a perticular unit that works well against what ogres can throw at me? or perhaps an item that i shouldn't go to war without?
Last edited by theslave; February 5th, 2010 at 13:09. Reason: gramatical
Your best friend is going to be combat res, so get as many flank/rear charges as you can to counter ogre hitting power.
Also minimising your losses is going to be key as after impact hits, and normal attacks your not going to have many attacks left. A unit i found works realy well at this is a block of 20sh GG with HW&S, full command with hatred banner, then a bsb (i take a white king for extra wound and toughness) with regen banner. This means any models in the unit including lords etc has hatered so you double your chance to hit, and on the recieving end you get you armour save followed by a 4+ regen save.
One thing i have found works well is to raise a unit of skeletons up from small to 20+ (i use 30-35 just because i can), give it full command and a war banner for extra combat res, and put it next to your GG unit. If you leave it a little further out than the GG people will probably charge it given the chance, at which point you make them WS7 with helm of comandment. Now your not going to cause lots of wounds but your going to get very few losses, and in combat res nearly certain to get 3 ranks, standard, warbanner + wounds, at which point in your turn you can flank with your grave guard.
I would change one of your avatar vamps from having avatar to having LotD. Having two vampires that can raise above starting value is extremely important in block armies as it increase both your chances of getting spells off and increase the range you have for casting. You may also find a corpse cart with load stone sat behind your units will help get raising up also.
Things i would look out for i firstly is the Ogre character Skrag. if he does have Skrag be prepared for a cheese army with lots of those ogrese (i cant rememberthe name of) coming on from behind and board egdes. They have killing blow so regen is going to be of no use.
ALso ogre magic can be a pain when he starts casting regen and + toughness on his units so make sure to know what hes casting and when and try and stop them. DOnt forget you can use your power dice in the magic phase to get rid of his ogre magic as it is remains in play spells if i remember rightly.
You do NOT want him to charge you, and you can really blunt that spear by making good use of Vanhel's Danse. For this reason, I suggest taking the Book of Arkhan somewhere in your army.
The Wraiths are going to be a god-send, as they are untouchable against all but his characters. I would add 1 if you can find the room, and split them into 2 regiments of 3 each, one of which has a vampire. Ogre's can't do much damage in the magic phase, and you should have enough magic of your own to stop him.
I would swap your Lord's Forbidden Lore for the ability to raise Skeletons beyond their starting value. You want your lord's dice to be there for casting VDM and IoN as much as possible. And yes, remember that you can try to dispel his magic in your own casting phase.
Always protect your rear. Against Vampires, no Ogre is going to leave home without a Gorger- the nasty beasts that can come in from any side. You don't want one of those popping up behind your general and wiping out his unit.
His lord can raise skeletons beyond starting number already, LotD = Lord of the Dead.
The lord can know all vamp spells or another law with Forbidden Lore ensuring he gets VDM.
He also has Book of Arkhan on one of his other vampires.
Not too sure how good/usefull the ethereal vamp is going to be for you in all honesty, your wraiths should be fine just cast helm on them and see them cut a path.he may be good in that he can only be touched by magic attacks but he seems a bit of a waste to me in your overall army. Maybe swap him out for a bsb, or give him fly/talisman of lycni and sceptre de niorot so he can start raising zombies where needed.
He will have almost no magical attacks, so wraiths with Banshee or spirit hosts will be devastating. He relies on getting the charge, but cannot stand up to static combat resolution, make sure he is hitting the front of fully ranked unit unit with banner, war banner or additional res from vamps. Corps cart for ASF will help as well. He will only have a couple of STR 7s if any, so the Black Coach may be very useful. Hes coming at you, so frenzied blood knights may be just brutal and won't really be able to lead them away. You will own the magic phase you you should be able to danse wherever you want and raise enough stuff to cancel all of his kills. You should stand a very good chance. Lock a unit in the front with ghouls, raise your losses, and hit his flank with the coach for a break and overrun.
thanks for the tips. some stuff to think about for next time.
the wraiths did great, and i was able to hold up a few rounds until his tyrant met my lord, and needless to say, i started to crumble.