Hola
amigos, ready to put this one to bed?
Now
that all the elements of the army book have been looked at individually, let’s
take a step back and look at the army as a whole and how it plays from a
competitive standpoint.
Their
main strength is the toughness and combat ability of the army. They are high toughness and multi-wound
monsters, which makes them difficult to kill from shooting and combat. And they hit ferociously hard, especially if
they get the charge off. So any list
that is looking to maximize Ogres needs to focus on their strengths, as opposed
to being too fancy with shooting units.
I
always say that you need to have a plan for how your list will win the game,
and the Ogre plan is close combat backed up with defensive magic. The Lore of Great Maw adds sick defense on
top of an already tough army: this is what you need to capitalize on in a
straightforward list. If your “how will
I win” plan veers too far from close combat and defensive magic, I think your
list will begin to struggle.
The
big weakness of the army is Initiative.
Between low Initiative and Great Weapons abounding, the army is slow in
combat, and vulnerable to Initiative tests.
Luckily, there are many ways built into the book to work around
this. I would highly suggest you
consider at LEAST one Thundertusk and it’s gamebreaking ASL bubble to even the
combat odds against high initiative opponents.
Additionally, the ability to inflict impact hits heavily mitigates the
low initiative. The ability to get
impact hits off, rather than being the one getting charged has a lot to do with
generalship and maneuver, but remember there are items that make your charge
further and move faster. Those things
will enable you to be the charger rather than chargee. Use them.
Your
units are big, even with only 6 models, meaning they are vulnerable to
warmachines, magical template attacks, and characteristic tests (like
Initiative). It is crucially important
that you bring multiple casters so that you always have a chance to
dispel. One Pit of Shades or Purple Sun
could do serious damage and you need to be set to prevent this.
So
with that said, here is a sample list I would consider competitive out of the
gate. I certainly wouldn’t want to play
against it with Dark Elves. I’m not saying
this is the best list possible, it surely isn’t, but it’s a good starting
point. It does the things that a good
Ogre list should do and minimizes the weaknesses as much as possible.
Ogres 2,500
Slaughtermaster
- L4
-Ironfist
-Ironcurse Icon
=293
Bruiser
-BSB
-Crown of Command
-Sword of Striking
-Iron Fist
-Heavy Armor
=188
Butcher
-L2
-Iron Fist
-Dispel Scroll
=163
7x Ogres
-Iron Fists
-Musician
-Standard
=244
7x Ogres
-Iron Fists
-Musician
-Standard
=244
7x Ironguts
-Musician
-Standard
-Standard of Discipline
=336
2x Mournfang Cavalry
-Greatweapons
-Heavy Armor
=146
2x Mournfang Cavalry
-Greatweapons
-Heavy Armor
=146
2x Mournfang Cavalry
-Greatweapons
-Heavy Armor
=146
Gourger
=90
Thundertusk
=250
Thundertusk
=250
Total: 2,496
Basically, the list tries to get key Great Maw spells off, hit insanely hard with combo charges of Ogres and Mournfangs, and keep everything within an ASL bubble so your opponents are brought down to your level. It has a Gourger to ambush targets of opportunity and to keep your opponent from playing keep away.
Thoughts?

