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I had an opportunity yesterday evening to defend my title as Ogre Slayer when I challenged my Ogre Kingdom playing buddy to a 1000 point bout. Things went a little different this time around, some to my advantage and some to my boon.
Here's the lists:
-Hail of Doom Arrow
-Mundane shield and hand weapon
10 Glade Guard
10 Glade Guard
10 Glade Guard
5 Glade Guard Scouts
6 Glade Riders
3 Warhawk Riders
(I took the Dryads out of my list because everyone was whining how they are overpowered and underpointed. I figured if I could win without them, they'd finally might be able to just accept my good generalship rather than a cheese laden unit being responsible for my victories)
Ogres (As always, I'm not entirely sure on all the details of characters/units and such)
Bruiser (Capt @ss Beat!)
Butcher (lvl 2? He had 4 power dice)
6 Ogre Bulls
(Both characters joing this unit)
1 Ogre Rhinox Cavalry (Holy crap!)
During set-up, my Glade Guard were positioned to provide 'the shooting gauntlet of death' which my opponent gladly accepted and positioned his Bull unit the charge straight down the throat, but my Waywatchers were scouted to march block (along with the Warhawk riders after a quick 20" move first turn, heheh). I questioned my opponent on why he just rides down my hall of Glade Guard arrow fire and doesn't try to avoid? He replied 'Cause I'm an Ogre'. Heheh. Anyway, onto the highlights.
-Waywatchers and Warhawk Riders march block Ogre bulls from the get go.
-On turn two, the Rhinox gets into position to make my Noble, Scouts and Glade Riders all take terror checks. Everyone passes except the Scouts, who run a meager 2 inches and cause panic to my Noble who fails and runs 10 inches. Geeze.
-Turn three. Expecting to lose combat, and be overrun in a direction away from my Glade Guard line, I charge the Rhinox with my Glade Riders. Much to my amazement, I win combat (outnumber, flank charge, 1 wound vs 1 wound) and break the Rhinox. Though he gets away with a roll 2 inches farther than my Glade Riders and avoids being run down (drat).
-After a turn of sitting around because of fear, my Warhawk Riders charge the rear of the Yheteez. Causing three wounds, and only taking two in return, they break the Yheteez and run them down. A turn later, they charge the Ogre Butcher (who had popped out of the Bull unit) and run him down too.
-Coming from the position where he rallied, the Rhinox charges a Glade Guard unit. Decimates them, and then overruns into my fleeing Noble who is sumarrily cut to ribbons.
5 Glade Riders
5 Glade Guard Scouts
Ogre Rhinox Cavalry (had 1 wound remaining!)
After victory points were tallied for both sides, and table quarters/slain generals, we came out to be within 100 points of each other, declaring this game a draw.
It's the second time I've battled Ogres and the Rhinox Cavalry. That thing is rock hard. You really need Treekin or a Treeman to deal with it, and even then you'll want to hit it from the side or rear.
Also, never forget that you can attempt to dispel remains in play spells during your magic phase. Dispelling +1 toughness to Bulls and the Rhinox saved me a bundle - (T6 Cavalry! Yeesh!)
Terror and Fear are a pain in the butt, even with Ld 8 and 9. Enough checks, and you're bound to fail a few. Now I know what it was like to play against my Tomb Kings.
The Rhinox cav has to be powerful to be worth it- 100pts each, takes up a rare and spec choice (2 rare in non-ogre). I want to try to create a spirit tree cav that will use their rules.... I think it'd be cool... Like dryads on top of a tree dragon or something....
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
Yeah, now that I'm playing WE, I understand why my opponents hate my VC. One game, my eternal guard turned tail and ran, rallied, turned tail and ran, rallied, and never saw combat. What a pack of wimps!Originally Posted by MobiusPrime
Good game, Mobius. Ogres will be tough for us WE players. If those dice had swung the other way, there'd be little elfie smudges all over the battlefield.
Oh, there were little elfie smudges all right. In the end, the only Ogre units that made charges were the Rhinox and the Bruiser jumped out of the unit to charge some Glade Guard.
But that was enough to slaughter my 30 man battle line. We didn't even have a chance at that point. I can only imagine how bad it would've been if the rest of his army got to my line.
You mentioned that he cast a spell on his Rhinox to make it T6. Thats illegal as gut magic can only be used ogres, not gnoblars, not yhetees, and not Rhinox. So if he casts that +1 toughness on his Rhinox cavalry it only affects the rider. Good game too.
Generally ranged heavy armies are good against ogres, but mostly it is because heavy ranged armies have access to war machines. We don't, so ogres will be a little tougher. March blocking and fast cavalry are essentially against them.
My buddy who plays Ogres had the chance to play against a shooting heavy Dark Elf army. I didn't witness the battle, but apparently, the Ogres had no problem reaching the Dark Elf line and smashing through (despite some dispicable attempts to cheat by the Dark Elf player (Ogre player had to go change his kid, asked Dark Elf player to move Leadbelcher models on an overrun, when he came back, the Leadbelchers just magically happened to end up right infront of the Rhinox, blocking the next turn charge)).
Thank goodness we have saucy marchblock units like Scouts, Waywatchers, Warhawk Riders and Glade Riders.