Post by nasher on Apr 5, 2024 12:54:35 GMT
I have an Ogre army, which in previous version of WFB has been somewhat underwhelming to say the least. The boys have recently had a few hit outs in these past years courtesy of my friend, Chris who has me playing 8th Ed with him for his You Tube channel.
Now with TOW out I'm very excited by the rules, as I see a lot of potential with the big guys. Panic checks are more forgiving, and I believe the rules in general give the Ogres much more of a chance.
I'm a bit renown for a particular list The Big Game Hunters. It's a tad different so have a look and see. I'll bring some battle reports here when I get the chance. With what tactics I think will work, what has worked or failed. The main idea is to pressure the opponent with the scouting units. Each Hunter can join a scouting Sabretusk unit. Removing impetuous from the Sabretusks and give the hunters swift stride. Also the Hunters can be skirmishes, which opens up an enormous amount of threat area, both for shooting and charging. They are in effect, main combat units of their own, although somewhat unorthodox in nature.
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Big Game Hunters [1996 pts]
Warhammer: The Old World, Ogre Kingdoms
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++ Characters [949 pts] ++
Tyrant "Captain" [303 pts]
- Heavy armour
- General
- Ogre Blade
- Spangleshard
- Kineater
So he has an Ogre blade, well what did you expect folks, a spoon. It's a nasty weapon which importantly has Ogre in it's name. Who doesn't like -2AP 1d3 wounds and ties in with the Big Game Hunter theme of dealing death in a big way to big critters. Kineater for those leadership rerolls, and spangle shard gives you a budget +4 ward (till you roll a one). The best defence is to kill the other guy first, be it on a dragon or on foot.
Hunter Mordred [155 pts]
- Harpoon launcher
- Scouts
- Sword of Might
- Beast killer
Hunter Larkin [155 pts]
- Harpoon launcher
- Scouts
- Sword of Might
- Beast killer
Hunter Kurt [165 pts]
- Harpoon launcher
- Scouts
- Giant Blade
- Beast killer
The Hunters are the main theme of this list, with harpoon guns that have 36" range strength 6 - (1d3) wounds and beast killer which allows you to reroll a single failed wound per turn on a large target. The hunting spear is also a "Move & Shoot" strength 6 weapon which gives you the opportunity to move out of arc and still have a shot a potential nasties coming your way. Now all we you need is some pith hats, porters (Yes I know they are goblins), and a glass of sherry
I've had the Sherry you can have the rest.
As for the rest, the Firebelly is adequate magic defence, the idea behind defence on magic is to eat the other wizard before he gets any magic off. Yes really. There are a few ploys here with a number to help with that endeavour. Scouting units which include the Hunters, Trappers, Gorger, and Sabretusks. You could also go with a unit of Yhetees who can scout, but they are somewhat fragile with LD 7. Although now that you fall back in good order if you unit is above 50% when failing a panic test really helps. So five or six of them instead of a Bulls unit could really put the heebie-jeebies on your opponent. if deployed on the flank with the Hunters. It's a legit option. The sabre tusks have some utility with the Hunters (skirmishes folks) the trappers are annoying and the Gorger just gorgers along, perhaps eat a wizard or two. Nom nom nom. very nice with onions they say.
The next big issue is them nasty big critter, called dragons which everyone is going on about, and on and on, and how am I going to deal with. Three Harpoon Hunters might just do the trick. We'll just have to wait and see huh. So stay tuned folks, Dragon taste like Chicken is about to hit your menu on this page soon.
Firebelly Shazam [171 pts]
- Flaming breath
- Great weapon
- Level 2 Wizard
- Hellheart
- Battle Magic
So battle magic is my favourite at this time. It has a number of good spells but the main one for "Shazam" is Hammer hand for close combat. It give the potential for him to dish out 9 wounds each turn. That IMO is critical, for outnumbering +2-1, and fear. The firebelly also have an inbuilt breath weapon, and I have though about taking 2 x level ones so they can solo out against horde type armies. points wise it's a bit tight trying to fit everything in.
++ Core Units [954 pts] ++
6 Iron Guts [325 pts]
- Great Weapons
- Heavy Armour
- Veteran
- Gutlord [Daemon-Slayer Scars]
- Standard bearer [Dragonhide Banner]
6 Ogre Bulls [222 pts]
- Ironfists
- Light armour
- Crusher (champion)
- Standard bearer
5 Ogre Bulls [193 pts]
- Ironfists
- Light armour
- Crusher (champion)
- Standard bearer
- Bellower (musician)
2 Sabretusk Pack [38 pts]
- Scouts
2 Sabretusk Pack [38 pts]
- Scouts
2 Sabretusk Pack [38 pts]
- Scouts
10 Gnoblar Trappers [50 pts]
- Throwing weapons (Sharp stuff)
- Scout
10 Gnoblar Trappers [50 pts]
- Throwing weapons (Sharp stuff)
- Scout
++ Rare Units [93 pts] ++
Gorger [93 pts]
- Wicked claws
- Distensible jaw
- Light armour (Calloused hide)
- Scouts