Warhammer/Tactics/8th Edition/Ogre Kingdoms
Why Play Ogre Kingdoms
TO SMASH SOME HEADS!
Ahem. If you like armies that are fairly straightforward, unique rules sets and fun models, then these lads are for you. They recently got an update that moved them, playing wise, from 'fairly shitty' all the way up to a fun and competitive army. Okay so they're not the most tactically diverse army currently out there, but they work really well and are a ball to play.
IMPORTANT NOTE
Nearly every unit in your army has Impact Hits and Stomp. Do NOT forget Impact Hits. It can be the deciding factor that lets you win combat, ESPECIALLY against ASF and High WS/I enemies. In addition almost all of them have the Ogre Charge rule, which gives you D3 impact hits if you roll 10 or over for your charge. Therefore, even if you're 1 inch away from the enemy, never, ever, EVER just forgo rolling. D3 impact hits can often mean 5 or more wounds.
Unit Analysis
Lords & Heroes
Named Characters
Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.
- Gresus Goldtooth: Ehhhh, 545 points (over twice of a vanilla Tyrant, or well over 200 points more than a fully kitted out Tyrant) for same stats with 1 extra toughness and wound. He has a couple nifty ability, but they're both situational (up against Vampire Counts? Guess Everybody Has Their Price ain't so worth it after all.) The real kicker is that he's M4 (meaning he slows down whatever unit he joins) and his Initiative 1 means that he's likely to get kicked in the groin before he strikes, S10 or no S10. Bring a Tyrant, or replace him with a Stonehorn and Thundertusk.
- Skrag the Slaughterer: Not...terrible, but specific and limited. He costs 140 points more than a level 4 Slaughtermaster, has an extra hand weapon, frenzy and killing blow for those points, in addition to extra WS, S, and T. In order to really get mileage out of his abilities however, you need to take Gorgers, and why would you want to do that? Can be fun if you're taking a bunch of Gorgers (for some reason) but not really worth the points.
- Golgfag Maneater: Again, a tiny bit too expensive, but can be fun. Has slightly better stats than a Bruiser (BS, I and A) for quite a bit more. Easy Come, Easy Go can grab you some nice items but can also go really wrong. His 6+ armor without magic armor is, frankly, pathetic and Stubborn and Vanguard aren't the best choices for Maneaters if you want to grab some (Golgfag's maneaters are not mandatory, you can take normal maneaters with whatever rules you want). Take him for fun, but leave him out of competitive lists.
- Bragg the Gutsman: No. Just no. Twice as much as a vanilla Bruiser for ONE higher Strength. Light Armor, T5 and I3 means he's pretty easy to kill before he gets to strike. Oh by the way, that Heroic Killing Blow ONLY works in a challenge, so forget using him to hunt monsters. Bring a bruiser, you'll get more mileage.
Generic Characters
Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.
- Tyrant: Your combat lord. A little overpriced, but can be good if kitted out right. He can be a hard to crack combat lord when given the right equipment, and his 5 S5 attacks can be just the boost you need to win combat. Unfortunately he's competing for Lord Points with Slaughtermaster, which has MUCH more bang for your buck, especially since you no longer need to take a Tyrant to take Slaughtermaster. Can be useful in larger points games, but a fully kitted out lord costs over 300 points, so be careful not to waste him by throwing him into fights he can't win (no matter what the fluff tells you, a Tyrant cannot deal with a Bloodthirster alone).
- Slaughtermaster: Oh big daddy YES. Your lord level wizard, and he's quite capable of defending himself if the enemy reaches (he's not a tough as a tyrant, but he's got a better stat line than a number of dedicated fighting lords). The Lore of the Great Maw is a fantastic lore, especially for a tightly packed line and the Lore Attribute means that these guys can sit there and heal themselves over and over, and keep casting higher and higher. A single one of these can be all you need to turn the game, especially in a 2K game. Also, always take the Hellheart, unless you KNOW you're facing Dwarves. Always.
- NOTE: As of right now, it's not listed in the book, but Slaughtermasters can take a Great Weapon for 10 points. In addition, it is technically allowed for you to take Magic Armor, due to the fact that they can take Ironfists. This is confirmed in the FAQ, but discouraged.
- Bruiser: The workaday combat hero of the Ogre Kingdoms army. Has a statline more in line with most Lord Choices and only costs 105 points Vanilla. Useful as a beatstick in big units, and a BSB certainly helps in a pinch. Cheap and effective, what more can you ask for?
- Hunter: 20 points more than a Bruiser, for 1 higher BS and some nifty choices, but can never join non-Sabertusk units. Can also take a Stonehorn as a mount, which, along with a Harpoon Launcher, is probably the best choice for him as it lets you deal with enemies on the move. Not the greatest choice, but can be fun and useful under the right circumstances.
- Butcher: Not quite as useful as a Slaughtermaster, but costs less than half the points, so there you are. Usually useful to make sure you get all the Spells in the Lore of the Great Maw, or alternatively can be used as a pretty brutal damage based caster with Lore of Death, or a specialty augmenter with Lore of Beasts. He can also take Lore of Heavens, but why would you want to do that? Can take the Hellheart if you want to save your Slaughtermaster's Arcane Item for something else.
- Firebelly: Interesting, hero to say the least. These guys are hero level wizards (their base statelines are the same as a butcher's) that specialize in the Lore of Fire and killing stuff with fire in other ways. Useful under a variety of circumstances. The ubiquity of Regeneration means that a lad with Flaming Attacks is always welcome, and the Lore of Fire is pretty brutal under any circumstances. The fact that he has an S4 Breath Weapon (Breath Weapons, for context, can turn an entire combat on their own) means that he makes a good mainline unit supporter. Definitely worth a look.
Core Units
- Ogres: The core of any Ogre Kingdoms army, and well worth the points spent on them. In smaller points games, take a unit of 5 and stick a hero/lord (usually a Butcher/Slaughtermaster) in them to make the most out of them, and to make sure you get extra ranks. In a bigger game, take a unit of 17 and throw a BSB/Slaughtermaster in there to take them in Horde Formation. A unit of 17 with Full Command and Ironfists costs 574 points and can run roughshod over the enemy's line all on it's own. Watch your opponent quiver when you tell him that your horde gets a total of 52 attacks, not including Stomp, Impact hits, and whatever your hero has. A great choice no matter what.
- Ironguts: 13 points more than an Ogre for 1 higher LD, 1 higher Armor (which the Ogres can achieve with Ironfists, and get a parry save in the deal too) and Great Weapons. Unfortunately since Heavy Cavalry fell out of favor in 8th Edition, they're primary job as Heavy Cavalry hunters is somewhat neutered. Still, units of 6 are great at charging small to midsized infantry units (especially if they're heavily armored) and make most large monsters piss themselves. Not as good as Ogres, but still a good choice.
- Gnoblars: The odd man out in an Ogre Kingdoms army, as you can take a full 10 man unit for less than the cost of a single Ogre. As it stands, they're a good enough mob/counter charge unit and if you can hit the enemy on the flank with them, they do a good job of disrupting. Also, for 25 points more (the cost of 10 Gnoblars) you can take Gnoblar Trappers as an Upgrade. This pretty much prevents ANY enemy unit from wanting to charge them, as it makes the enemy take a dangerous terrain test for each model in the unit. Definitely worthwhile and it makes them a nasty form of chump bait. Note that it only works on attacks from the front. A good way of filling some small gaps in your army, but not a fantastic or reliable choice.
Special Units
- Leadbelchers: Same stats as an Ogre, same cost as an Irongut for a range 24, D6 shots per model, S4, armor piercing ranged weapon, with no penalties for Moving and Shooting or Multiple Shots. Ho. Ly. Shit. These guys are several different forms of brutal and a unit of 6 can easily hold down a flank all on it's own. Alternatively, throw them into the center of the lines and have them soften up a unit and/or monster you need dead. No Ogre Kingdoms army is complete without a unit of these lads.
- Maneaters: There are several different makeups for this unit, but on a whole they're a rock solid and fairly inexpensive (down to 50 points from 80 last edition without a single drop in stats. Several common ideas for special rules are presented below, but most combos can work on one level or another. Just don't forget to give them heavy armor and remember if you're stuck, Stubborn is always a good choice.
- Classic: Immune to Psychology and Stubborn. Stubborn is always a good choice, but the weakness of Terror and Fear under the current edition makes ItP pretty much worthless.
- Runners: Swiftstride and Strider. Can be fun, especially with great weapons, allowing them to intercept a unit you need dead. Drop them on the flank and have them go diving through terrain to hit the enemy where it hurts.
- Snipers: Sniper and Poisoned Attacks, with Brace of Handguns. This one is especially nasty against VC/TK where killing their general can really hurt. Don't spend too much on this unit though, as they're only really useful at killing heroes.
- Trolling: Scouts and either Strider, Swiftstride or Stubborn. Not a great choice, but really lulzy (SCOUTING OGRES), especially against Dwarves and armies that thrive on units with lots of ranged weapons and war machines.
- Bland: Stubborn and either Strider or Swiftstride. The best overall and therefore blandest choice but not a bad one. Swiftstride has some nice synergy with the Ogre Charge rule.
- Sabertusk Pack: A mixed bag,
leaning goodwhich are absolutely fantastic. They have 2 wounds, 3 attacks and M8 at 21 points a pop. Their pathetic LD4 means that if they even have to take the tiniest LD test, they're running for the hills, and the only way to boost it is to send a Hunter with them (which you should never do). On the other hand they can be taken in units of 1, (which is how they should be taken). Three units of 1 can perform a myriad of tasks such as: wizard/character assassination (as long as they are lower toughness and lightly armored) war machine hunting, charging fleeing units, redirecting/flee baiting, hatred/frenzied unit baiting (having to overrun can be a bitch), general annoyance(causing march tests) etc. etc. Use thembut carefullyruthlessly. - Yhetees: What a disappointment. They cost 1 point more than an Irongut or Leadbelcher and make up for it by being much worse. No impact hits, no save, T4 and flammable means that these guys go down faster than almost any other unit in the OK army. They have slightly higher Initiative than most units, but it doesn't mean a lot. They used to have enemy units be -1 to hit them, but now they're -1 WS, which on a WS3 unit is not the same thing at all. They're only really useful against VC, when you know you're going to be facing a lot of Spirit Enemies, but other than that they're not particularly useful (and even a Firebelly could probably do that just as well and do other things too).
- Mournfang Cavalry: These are what Chaos Knights have nightmares about. With 3 S4 and 4 S5 attacks each, plus d3 S5 impact hits and an S5 stomp, PER MODEL, these guys can devastate entire units on their own. Give them Heavy Armor and Ironfists and watch everything your opponent has and more just bounce off them. Give them great weapons and see them DESTROY pretty much everything. Definitely worth an investment, just keep them away from Cannons.
- Gorgers: Not even remotely worth it. 90 points for a single model that doesn't even show up until turn 2 (at the earliest) and can't charge until everyone's had a turn to react to it being there. If it came with the rest of the army then maybe it could hold up a unit for a couple turns (unbreakable is nice) but as is? No, anything else would be a better points investment.
Rare Units
- Scraplauncher: A solid choice, cheaper than any other rare choice in the OK book. Not QUITE as good as it was last edition, but cheaper. And there will always be room in the Ogre Kingdoms army for a mobile S3 stone thrower with killing blow.
- Ironblaster: It's a MOVING CANNON. But nothing. Moving. Cannon. It's not even that expensive for the book, and it usually gets a fairly large bounce (due to rolling 2 artillery die for the bounce and choosing the largest) sure some of the misfires hurt, but not as much as say, the Hellcannon and it does absurd damage whatever it looks at. It can even get into combat if pressed. Also? Moving cannon. Highly recommended.
- Giant: It's a Giant. What can we say? LD10 Stubborn monsters are always nice. It's also worth pointing out that ALL of it's 'Pick Up And...' results end in death for the picked up model. Just remember to put into combat with infantry as it doesn't do as well against monsters and such.
- Stonehorn: The first of the 2 big scary motherfuckers. This one hurts a lot on the charge, it's I2 and only one rider kinda hurts it after that. It's still a big scary motherfucker and send it into the right spot and it could definitely wreck someone's day. Very good as a mount for a Hunter.
- Thundertusk: The second big scary motherfucker. This one doesn't get impact hits and only has 4 attacks, but it does get a second rider (for an extra 3 S4 attacks with Killing Blow), and has a S3(6) stone thrower attached. Oh and all enemies within 6 inches have Always Strikes Last, did we forget to mention that? Yeah, suddenly initiative 2 doesn't matter so much. Hold back for the first round or so to soften up a unit you want dead and then send it in with the rest of your army and watch as it and everything around smash through the entire enemy line because they get to stomp their skulls in before they're even allowed to attack. One of the best units in the current list.
Forge World Models
- Rhinox Riders: You're already dead if these things charge you. Upgraded Mournfangs where the Ogres now ride fucking rhinos, with an increased cost and a buff to all their stats. with an extra point to their WS, an extra attack from the Ogre, the riders are S5, impact hits are now D3+1, they get an armor save with a +3 bonus to their armor save (meaning their armor can go down to +1 save, unlike mournfangs) an are now Ld8. Up to you whether or not you find these things be valuable killing machines or just excessively powerful overpriced models (ignoring that being from Forge World automatically makes them overpriced in real money), but still, anything these things charge, short of something with Ethereal, is going to die.
Building Your Army
Buying Your Army
Army Composition
Ogres, Butchers/Slaughtermasters, Leadbelchers and Ironblasters are the must haves, build your army around them. Scraplauncher, Thundertusks, Stonehorns, Giants, Bruisers, Firebellies, Mournfang Cavalry and Ironguts aren't quite as all-around good, but all of them are really good choices. Gnoblars, Hunters, Sabertusks and Tyrants are if you have the points and are feeling saucy. Yhetees and Gorgers are if you don't mind spending lots of points on shit that won't matter much (unless you're playing VC and they take those Ethereal Cavalry).
Magic Items
Ogres have 2 forms of magic items, the actual magic items themselves and big names.
- Big Names:
- Mawseeker: Useful under specific circumstances, but kind of limited. Armor of Silvered Steel protects him better at 5 points more. But can be worthwhile if you want a heavily protected Tyrant.
- Wallcrusher: Too limited to be really useful. If it was 10 points cheaper, maybe. As is, skip it.
- Kineater: Range is too limited to be of more than superficial usefulness. If it had bigger range it could be useful against a gunline. As it is, it means the Tyrant's unit and maybe one other if you're lucky. Not worth the points.
- Mountaineater: The list of things that can wound a Tyrant on a 2+ are very limited and if you think he's going to find himself facing one of those alone, you're better off finding him a ward save.
- Giantbreaker: The Sword of Might does the exact same thing for 5 points less and no downside, but if you want to go with +1 Strength and a magic weapon, this is the way to go. For lulz, combine it with the sword of might for an expensive Great Weapon that doesn't strike last.
- Deathcheater: Would be more useful if you could force him to reroll after he'd already rolled to wound. As with Mountaineater, you'd be better off finding a ward save.
- Longstrider: Good for a Hunter who wants to run with his Sabertusks, otherwise not really worth it.
- Beastkiller: Not really worth your time, as not every army has a large target that they run regularly. Maybe if your opponent keeps running a Star Dragon and he's pissing you off, but then you should just dump the Hunter for another Ironblaster.
- Bralwerguts: 15 points to get to reroll the hero's impact hits to wound. Not his mounts, or else this might be funny on a Hunter on Stonehorn. No thanks.
- Magic Items:
- Thundermace: Way too expensive and limited to be anything resembling worthwhile. Same item had better shit for 30 points less in last edition. This one? Fuck it.
- Siegebreaker: 85 points for a great weapon (the thing used to give +3 S) that strikes against Initiative. Funny against Dwarves and Lizardmen, useless against Skaven and Elves, neutral elsewhere. Not worth it.
- Gnoblar
TrollThiefstone: Really, really, really funny under the right circumstances. There theoretically better items, but this one is good enough for it's points and can be really worth it for that time the enemy loses his Ruby Ring of Ruin. - Greedy Fist: t's ward save ability will activate so infrequently that it's nearly pointless. And while the secondary ability is fun<, 90 percent of Wizards who are getting punched by an Ogre hero/lord are going to die so quickly that it doesn't matter that they're losing Wizard levels.
since it's been faq'd to work with ranged weapons and spells, greedyfist + deathmagic can turn teclis into a l0 wizard in one turn.Whatever you're smoking, can I have some cuz the FAQ says that it only applies to hits in CC. - Gut Maw: If it was 10-15 points cheaper or worked outside a challenge, it'd be worth it. As is, pass.
- Grut's Sickle:
Wound your unit permanently and irreversibly for +2 to your casting. Oh and there's a chance it'll cost you your Butcher.For 50 points it works surprisingly well on a level 4 Maw caster, with very little effort you can have a +7 to cast on your second spell, besides the wizard only dies on a roll of double 1s. - Hellheart: FUCK. YES. Do not leave home without it. This is the best goddamn item in the entire Ogre Kingdoms list and one of the best ways to defend against enemy wizards. Sure you could occasionally roll that 1, but the rest of the time...holy shit.
- Rock Eye: Kind of limited in usefulness, especially in casual play where everyone discloses their magic items. But it is 5 points, and finding out an Assassin is in that unit you're about to go crush is worth it. Also useful if you can see which unit is running the Eternal Flame Banner before you try and trollgut the unit nearest them.
- Rune Maw: Just shy of being worth it. Maybe if you could auto-force it onto Gnoblars or something, or if it worked against regular shooting. Pass.
- Dragonhide Banner: This one can be really fun. A breath weapon attack can turn combat all on it's own, and the forced ASL and rerolling 1's is just the icing on the cake. Should be taken on a High Initiative (for the army) guy to maximize it's effectiveness, such as a Bruiser. Works wonders with Mournfangs too, lets them re-roll missed armour saves, missed stomps and impact hits and the Mournfang attacks themselves all of which (if you pointed them at the correct target) should be 2 or 3+s anyways.
Magic
Ogre magic consists primarily of Butchers and Slaughtermasters. They have access to the Lore of the Great Maw, Death, Beasts and Heavens, but one of them must take Great Maw. I've found it's best to take a Slaughtermaster with Great Maw, as he can make the most of it. As with all 8th edition lores, do not forget your lore attribute, as a few casts of low level spells can really help you get the bigger one off later in the phase. Also remember the lore attribute for Great Maw is not optional, even if you have no dice left and full wounds, you still need to roll to see if you take the hit. Other than Great Maw, Beasts is occasionally worthwhile for some more varied augmentation spells and Death can provide some solid magic missiles and hero/lord killing spells. Heavens is, unfortunately too prone to dud spells to take it if you have other options. Sorry Skinks. Another option is the Firebelly, who has access to Lore of Fire (duh). Lore of Fire is a powerful offensive spell and the Firebelly himself is a useful hero, with some solid combat abilities. If you already have a Slaughtermaster and just want a straight blast-em caster, Firebelly is the way to go, especially if you have some pesky Ethereal models to deal with.
Tactics
Mostly big charges to make use of all those impact hits and brawling with infantry, very little can do toe to toe with OK but be aware of the ones that can. the biggest flaw in the OK army is a small number of models on the field(most of the time), this makes them more vulnerable to cannons, bolt throwers and anything ells that causes D3/D6 wounds per hit. Keep your models reasonably spread out to reduce the chance of flank charges and give you space to maneuver. You will need to dictate combat or your smaller units will be swarmed to death by most other army's