View Full Version : 2000pts of Ogres...

Cpt. Drill
02-01-2006, 15:02
I am finally putting together a 2000pts list so I know what to assemble from my vast piles of ogres.... so here is the stuff that I want to take...

Tyrant 200
Tenderiser 50
Heavy armour 6
Laurels 15

Butcher 130
Bang stick 25

4x Bulls 156
Standard + Bellower 30

4x Iron Guts 196
Standard + Bellower 30

4x Iron Guts 196
Standard + Bellower 30

8x Gnoblar trappers 48

2x Lead belchers 110
Bellower 10

2x Lead belchers 110
Bellower 10

Bull Rhinox 145
Rhinox 100
Heavy armour 12
Iron Fists 20
Bellower 12
Thunder lord 24


But I am unsure on how to use the rest of my points... I do not want a slave giant (I will get one at 3k) or any gnoblar fighters or a hunter... everything else on the list is fair game..!

So any suggestions?

02-01-2006, 19:27
you need more butchers, and you need more dispell scrolls, many magic heavy armys out there, and with onely 3 dispel dice as magic defence? you wont stand a chanse..

if not: more of those 4man units, ironguts or bulls not so much a difference, but more of those..

02-01-2006, 20:01
More Butchers and more Ogres. The butchers i think not so much for the magic defense as what they can do to boost those units you already have. I would recommend flushing at least the Tyrant escorting unit out to 7 ogres as it makes a hammer that is nearly unstoppable. Just a few thoughts

Cpt. Drill
03-01-2006, 18:15
I would definatly agree with the butcher idea!

I am not so sure about the hammer unit because I doubt it will often make points back..

What would you say to adding yetis and a butcher?

03-01-2006, 19:16
I would definatly agree with the butcher idea!

I am not so sure about the hammer unit because I doubt it will often make points back..

What would you say to adding yetis and a butcher?

Yehtees and a Butcher sounds like a good idea, gives you more magic support and you get M7 monsters who can bypass impassable terrain. I can't see many drawbacks.

But to be really awesome you should do an Ironskin tribe list!

Cpt. Drill
03-01-2006, 19:19
Iron skins... they are defaul win arnt they....

Quick to the iron skin tribe cave!

No! THat list is very bent... although it would go along the lines of Ghark 3 units of 2 leadbelchers umm then 4 units of rhinox.... umm..... yeah!

03-01-2006, 19:41
Yheties are an interesting unit, and one that is hard to decide on. Thier M7 and ability to ignore terrain penalties makes them incredibly mobile, but they are also horribly expensive. With only T4 and no save, they fall pretty fast for units costing 65 points a model. The Could Aura helps out a bit, but it only helps make up for them being WS3, which makes many troops hit them on a base 3, and does nothing to protect them from shooting. Their magical attacks sure can come in handy though, especially with all of the WE Tree Spirits around these days, not to mention Demons and Ethereals, but they don't mean much against any other unit out there.

You have to consider what you play against, and if the specialized role of the Yheti can help you against them. Against WE, their mobility and magical attacks can help fight the enemy on their own terms. Against armies such as Bretonia or Empire, regular Ogres are a better choice due to them being cheaper.

I used to take the Yhetis nearly every game, but have not been using them much as of late. Weighing in at just under 200 points for a base unit, one that is not much more durable than a unit of Bulls costing less than half that, I often find myself skipping over them in favor or more Core units. Now that I have a regular WE player, I will probably start taking the Yheties again once I start playing my Orges again, since I have been having a terrible time fighting the forest spirits.

03-01-2006, 23:07
What is the ironskin tribe and where can i find the rules for them, also you may want to include maneaters. I find them invaluable in my games, the ability to be stuborn as a one man unit with a relatively high toughness against rank and file troops means you can hold them in combat for subsequent rounds and postion a unit of four strong bulls for the flank. It works well for me give it a try.

04-01-2006, 07:52
yethees are ok, the m 7 comes in handy, -1 to hit comes in handy, but though i used yethees a while, i think that maybe 4 ironguts are better at 192 points (no command) or 4 bulls (no xtras) for 140 to be good as well, and the rest of the points on magic items (like scrolls you need)

Cpt. Drill
04-01-2006, 10:44
I would definatly want to include some maneaters! I am in the process of converting some for my army and I would really like to use them. so maybe a unit of 2 and a butcher?

Also are the rhinox essential

@Jritz15 the ironskin tribe is in the white dwarf with the rules for rhonox...

simply enough you dont have to take bulls and leadbelchers are core!

Act of war
04-01-2006, 11:44
Your Army is very balanced, but I think that you shall have a scraplauncher and dont have a tendriser on your Tyrrant give him a Thundermace:evilgrin:

Cpt. Drill
04-01-2006, 20:03
YAY! I love the thunder mace and I think it is utterly awesome! the only problem is it is kind of putting all your eggs in one basket....

I will definatly try it at some point but at the moment I am planning my overall generic 2000pts list!

05-01-2006, 01:30
I've used the Thundermace more than a few times, and I am still a bit undecided on it. You risk everything to inflict a small template hit. The problem is, the Ogre already has 5/6 attacks at S5, which can cause plenty of damage on their own. I must admit, splattering 14 HE Swordmasters sure does feel great, not to mention how it helps combat res! Its fun to play with, but a bit too risky for an overly serious game, I suppose.

I tend to run my Tyrant on his own with it and Long Strider to charge the units I want to smash. Either that or give him BeastKiller and let him accompany a unit of Maneaters for a dead-hard unit.

05-01-2006, 14:49
get a gorger! they rock hard and arent that many points. they are awesome for enemy warmachines

Cpt. Drill
05-01-2006, 16:12
I would definatly want my Tyrant running as a lone ranger with the thunder mace....

GHA the rare slots are sooo valuable in the ogre army!

05-01-2006, 18:14
How about the great skull on your tyrant? It will at least keep him/his unit safe from destructive magic.

Other then that i would think another rhinoxen rider, one just does not seem enough to be anything but some easy vp's for an artillery piece. 2 would be able to threaten just about anything.

and i know you dont want them but 1 unit of gnoblars could be very useful. just to hold table quaters and stall something. Also then you could drop the rune maw on a irongut unit so they will also be protected from magic. also the gnoblars are only 40pnts so it is not a huge investment.

05-01-2006, 18:29
stik the tyrant in one of your irongut units. trust me, when those warmachines come blastin up your force, your going to want that gorger. it has saved my ass in 6 games so far,3 against empire,2 dwarf, and the dark elves. it is definitely a force to be reckoned with. also its pretty good for assassinations for those wizard with lore of heaven sitting back and casting comet of cassandora or the like.

Cpt. Drill
06-01-2006, 09:12
ALthough I have never used a gorger I can definatly see the potential of one! First I need to think of a good way to convert it as I refuse to use the horrible transvestite troglodite model....

12-01-2006, 12:03
I'm new to ogres and to fantasy but if you really want to stop warmachines, why not take a hunter with longstrider, grey pelt and two of those sabretusks? I think they would do just as well as a gorger. More expensive but the tusks can hold up the arty and stop it firing until the hunter gets there. Just an idea.

Cpt. Drill
12-01-2006, 16:58
I think the hunter is such a big redundant points sink... he is literelly worthless in the army..... I will be trying out a 2000pts list against chuffy on tues hopefully and so we shall see what happens!