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On Sunday I will be playing my first game. It will be a 2000 point battle against my friends Oger Kingdoms. He will be teaching me the game as we play.What kind of things do I need to know about the Oger Kingdoms? Any and comment welcomed.
Why use science and education when ignorance and superstition will work just as well.
ogre's are tough SOB's, if at all possable dont let him get the charge. If he has one big block of ogres id suggest you set it up so he charges a block of eternal guard with a noble in it as the noble makes them stubborn. He will likely pound you in combat res but you will still only need to roll a 9 to stay. That should let you set up multiple flank charges with dryads hopefully. And if you do go that route it wouldnt hurt to give your noble the hail of doom arrows magic item, he will have the only bow in that block but it makes for one hell of a nice stand and shoot charge reaction. If he plays a few small blocks of ogres do your best to avoid them while your shooting whittles them down, if you can, get some glade riders/warhawk riders inbetween his units so he cant march to give you more time to shoot. Waywatchers will be pretty much useless as killing blow/lethal shot will not affect ogres. If you play a lord caster look at takeing one of your spells from the lore of beasts, the default spell "the bear's anger" will turn a dryad hero "branchwraith" into a badarse with 6 str 5toughness and 5 attacks.
Ogre's tend to have a tough time againt WE.
Things of note:
1. Their magic phase can be nasty. Magic defence is important.
2. Shooting is their downfall. Panic checks can cause them lots of problems.
3. Do NOT send a Treeman against the Tyrant. Aviod it at all costs.
4. Never charge front on. Flank attacks are vital.
5. For point 4, wildriders are fantastic.
6. Marchblock!!! Ogres move very quickly.
Hope that helps.
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The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.
Forgot to mention, i usually run my eternal gaurd with a BSB and the royal standard. Its freaking costly but makeing them immune to fear is good and i play agianst some magic heavy lists so the MR 2 is nice. Also usefull is the blight of terrors from the spites list, I like to put it on a wardancer noble and if possible run down the flank towards units that are not in range to use the generals leadership.
here are some of the units that i find , if used right
treekin: are very nice versus bulls or leadbelchers, do not at any cost engage tyrants or ironguts. they will get butchered against these
Treeman. avoid conflict against ironguts and tyrants. will rip leadbelchers and bulls apart
wardancers. If you get the charge, combine with +1A and +1S. they will be very nasty versus ogres. dont let them get shot by leadbelchers
glade gaurd. GG are fantastic at close range against ogres.
Spirit sword?: dont use against tyrant, bul against a bull champion n a challenge, will give a massive overkill bonus
great eagle: cheap, awsome at march blocking, and ogres have little in the way of shooting, so it should survive
be careful, try to avoid the magic that ogres will use to boost their combat effectiveness. shoot them, and engage them on your temrss, they are only slightly faster than you, so try and outmanuever them ( use march blocking)
All good advice. Deploy your archers back a little so that they have extra time to shoot. Watch out for yetis as they have magical attacks. Piling on with dryads and wardancers or anything with str 4 or better will run roughshod over ogres.
At a side note: Gnoblars are disturbingly cheap. They are one of the best meatshields in the game, having no ill effects on the other troops. Also, they have some pretty good shooting.
Don't get too close to Leadbelchers if you can help it. You will likely die, their shooting is a one-hit-wonder type of thing.
Again, never underestimate your shooting. Longbows do real damage to the unarmoured Ogres. Bait and flee will help a bit, better for your Tre Kin to charge than be charged.
Finally, a word of advice. If it looks like you will be charged (by his Ogres, this is), with no way to avoid it, move up close to them. This may sound crazy, but it weakens the effects of a charge (they have less time to build up momentum, see). Of course, you can't Stand and Shoot, but it's worth the sacrifice (IMO).
hmm- ogres cause fear. i'd tell you to use some Dryads to shock the LD7 guys, but that might not work if they a fear-causers. Of crouse, you could use the spell that upgrades their fear to terror.
Yup, ogres are fast, M6, so they all count as cav. They do impact hits, so you need avoid getting charged. If something DOES need to get charged, it's better that it be an eagle or something cheap. Then go in and flank the ogres. This works will if you use the eagle to 'clip'. Here's how:
1) put your eagle infront of the ogres, make sure he's between the ogres and the unit they want to charge.
2) don't put the eagle DIRECTLY infront of the ogres. Move him off to the side a little bit, put him infront of one of the ogres on the corners, and set him at an angle.
3) wait for the ogres to charge. They will hit the eagle first, and the charge will stop. Best part of it, the ogres will have to wheel around to match the angle of the eagle's base. This puts their flank right in your front-line so that you can charge them.
There are actually really nice pictures of this in the High Elf tactica
They have to be M7 to count as Cavalry.
Their impact hits are vastly reduced if they don't get a good run-up, so just keep that in mind.
Good luck with the game, and keep us posted on the result, which I'm sure you will do.