29 April 2010

Ogres Part 3 of ? Core Units

Greetings,

This post is going to be looking at the Core choices for Ogres. Again it is going to be more of my brain-thingy-stuff-happenings-ish upon why I went the way that I have.

Ogre Bulls

These are meant to be the basic unit in the Ogre army. They are actually pretty solid all things considered. For 35pts you get a 3 wound, multiple attack, Fear causing model. They have some interesting upgrade options and some nice rules, which made a lot of people really try to avoid being hit by an Ogre charge.

Unfortunately with the Ogre book being written during 6th Edition so they have, drum solo please, DUN-DUN-DUUUNNN!!!, a restriction.

5) 1+ Bulls unit

Now the Bulls aren't bad as a unit, on paper. They look quite tasty. and it is only after you have played a few games that you realise how different 'on paper' and 'reality' actually are. You are going to need to get the charge first off. Ogre Bulls can't function as counter-punchers. Even when you tool them up with armour and ironfists they are still pretty poor.


Most Ogre players use Bulls in small units of 3 and use them as throw away units (or MSU [Multiple Small Units]) or speedbumps. Some Ogre generals use Bulls as a Death Star. This tactic will me mentioned later in the Ironguts section as they are normally the unit that get Death Star-ed.



Equipment-wise the Bulls get to pick a slew of things. Extra hand weapons, Ironfist and/or light armour. I didn't take anything as I wanted as many of the fatties as possible on the board. Even if they aren't as survivable, they just end up costing too many points and they don't make their points back or their equipment just doesn't cut it against their opponents.

The main drawbacks for the Bulls under 7th are the need for ranks must be 5 models wide, unlike in 6th when you only needed them to be 4 models wide. So for a static combat resolution of 1 just from ranks it would cost the Ogres 350pts, with no upgrades at all. I have used a Bull unit as a Death Star, but I used 2 Characters in it. It wasn't stunning, and not as fun as my Irongut Death Star. Bulls still had the same issues in a big unit as they did in the smaller units.

I have recently started to use them in units of five or six as they get benefits from having to take six wounds before they need to take a break test. When they hit a unit, it normally has a good chance of breaking the basic rank and file units of most armies. Against the elites or massed spear regiments they have more issues. If the rumours for 8th for Ogre-sized models are true, these units will do even better in the future.

Ironguts

Ironguts are the main units that most Ogre players will use in their force. They hit hard at S6 with multiple attacks. They are a unit that can cleave their way through pretty much anything if they hit them. Again they do also have a similar issue as the Bulls with their average weaponskill.
When they hit things on the charge, they do crush most stuff in a single round so long as they kill stuff. They don't have much static combat resolution so they gain all of their combat resolution through killing stuff.
They have no options for any extra shinies. All they have is the great weapons and heavy armour, and the only boost that they have is an extra point of leadership over the Bulls to show their elite status. If you do take these again you can go one of two ways. MSU or Death Star.
MSU is not as good as it used to be. A lot of people are more aware of how nasty multiple small units of Maneaters are and the units themselves start to take up a hell of a lot of the deployment zone. When one flees it can start a very heavy Mexican wave of fleeing Ogres...
The Death Star is good for scaring people. I have 8 Ironguts with a full command and I put a Butcher and my General in the unit. The Butcher has the Skullmantle and a Dispel scroll. The Bruiser/Tyrant is equipped pretty simply. The Bruiser is there to splat anything with either a basic S8 magical great weapon, a Brace of Handguns for the occasional snipe or for a stand and shoot and he has a 5+ ward. The Tyrant is armed similar but he will have an extra 50pts of equipment depending upon what I feel like giving him.
With a unit strength of 30, fear causing, 1 rank and a Banner with buff spells given from the Butcher, this unit is a monster. I even had this unit rear charged and they nuked the attacking unit and the one pinning it in place. The only thing is that the unit costs a hell of a lot of points. At 48pts each they are expensive, but when they work they will easily make their points back.


The do have a single restriction, which isn't really much of one, but I must point it out...
6) Ironguts unit size is 3-16
As far as it goes, I'd not be too worried at this restriction. That is a HUGE price tag and not that harsh of one to deal with.
I've been using units of 6 recently in an attempt to get used to how 8th will change how the Ironguts are used.
Gnoblars/ Trappers

Gnoblars suffer from a watered down animosity that is similar to Orcs and Goblins, but they get no good result. They have 'OOOHHH!!! SHINY!!!' where they spend a turn fighting over something or you can move them normally. They are worse than Goblins too.

Gnoblars were very hard to like from a modelling perspective. You only get so many bodies and you mess about with the different heads. Not only that they are only 2pts each and I didn't want to paint that many models that are worth bugger all.

They also have a restriction...

7) You can't have more units of Gnoblar Fighters than you have Ogre Bulls.

This restriction doesn't really kick in until you start dealing with the Special choices, but it is another thing that restricts your choices.

Trappers on the other hand are worth every point spent on them. Being able to scout and march block from the off can annoy the hell out of most generals. I've had my Trappers fired at by a multitude of things which completely outweigh even their potential effectiveness. They do have an option for a champion that is BS4, but I only get him if I'm shy of points. The only issue is that they have a horrible restriction.

8) You can have a single unit of Trappers in your army. You may add an extra unit for every Hunter in your force.

OK, so I have to give up on my magical defence/offence to get one of the best units in the Ogre list?

KKKHHHAAAAAAAAAANNNNN!!!!!

I normally use them in units of 8 or 9. 9 is better than 8, due to casualty tests, but other than that I never expect them to see the end of turn 3.

I know that some of these guys are unpainted and I apologise for that (I also have another 5 squirrelled away). I'm trying to be enthused to paint Gnoblars, but I can't...

Well that took a hell of a long time. I'm going to post this and go and do other stuff.

Regards,

English Pillock

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