tips for fighting against ogres

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najo

Mortarch of the Dark Soul
True Blood
Dec 23, 2012
2,046
Oregon
Zombies
1,698
I'm looking for current tips for how we should fight against ogres. What are best tactics and strategies? How do we counter hell heart? How do we survive a mournfang charge? How do you best kill a ogre block with a leadership of 10?
 
najo said:
Without using special characters.

Honestly I don't follow Ogres that much nowdays, so I really wouldn't know that much. I know that spirit hosts are great for annoying their beasts with no magical attacks (so those giant mammoth things and the sabretusks).

Redirect with direwolves and try to charge in flanks, the relatively narrow flanks of the units will mean that there wouldn't be that many attacks back against you.
 
Use ethereals.

Mournfangs don't have magical attacks I believe, nor Maneaters, nor Ironguts nor Ironblasters. (was that the appropiate use of "nor"? hehe)

Spirit Hosts / Hexwraiths / Cairn Wraiths are nice.

Hellheart will always be an issue. Maybe... keep some of your wizards away and hope he doesn't roll a high distance on the range!

Last, you can use Screaming banner with Terror (with like a hero Wraith in a skeleton / grave guard unit) to lower their ws.

If he uses a horde of basic ogres, you can either combo charge it from both flanks / flank-rear and deny him most attacks.
 
standard of discipline mate
i hate playing ogres because they a pain the only way i think of is to tie the buss unit up with ethearel units and scream after doom and darkness but there bloody cannons are leathal with them being on a charriot
 
Is there a safe way to use the mortis engine with blasphemous tome against the hell heart? How would you safely deploy and move it?
 
Deploy it by itself away from your units. Wait until the helheart has been used, or bring it into his units late game. Chances are, those ironblasters will take it out while its in your deployment zone. We dont want that thing blowing up till it hurts the enemy. Also, unfortunate miscasts on dinky spells in turn one could have the game over for you right off the start. Only keep it nearby if it is crucial to your plan, otherwise its just a liability.
 
frankenstine said:
standard of discipline mate
i hate playing ogres because they a pain the only way i think of is to tie the buss unit up with ethearel units and scream after doom and darkness but there bloody cannons are leathal with them being on a charriot

That means he's using a Tyrant:clown:

Like Johnny said, mobility is the key. There's lot's of points to pick up from OK without being too tricksy, you just have to outmove him (which isn't easy)
 
i beat ogres with grinding giant units toss a few carrin wraith heros in there and a blender lord with some regular heros make sure you have no RnF left in front rank!! so everything is ethereal or tough as nails! or 100 spear wielding skellies works well they will kill 30-40 but they will widdle down a unit of mournfangers. :vampire3:
I imagine hex wraith block of 5 do the trick too!


TIPS for all BATTLES!!!
Never show fear!
line your army up like there goblins!
If you play defensive from start you show weakness and start off behind the eight ball!
Play like your enemy is night goblins and you outnumber them 2 to 1!! Rush in and make him play defense and worry!
Confidence in your ability to win is a huge part of mental aspect of warhammer I always play like i can't lose and just do stuff on the fly and adept!

GL and HF! xD
 
Randar said:
i beat ogres with grinding giant units toss a few carrin wraith heros in there and a blender lord with some regular heros make sure you have no RnF left in front rank!! so everything is ethereal or tough as nails! or 100 spear wielding skellies works well they will kill 30-40 but they will widdle down a unit of mournfangers. :vampire3:
I imagine hex wraith block of 5 do the trick too!


TIPS for all BATTLES!!!
Never show fear!
line your army up like there goblins!
If you play defensive from start you show weakness and start off behind the eight ball!
Play like your enemy is night goblins and you outnumber them 2 to 1!! Rush in and make him play defense and worry!
Confidence in your ability to win is a huge part of mental aspect of warhammer I always play like i can't lose and just do stuff on the fly and adept!

GL and HF! xD

Bluffing might work for you but I don't take much stock in such things since any player worth his or her salt would know a bit about Mathhammer and would know that, that unit of zombies hurtling towards a unit of bulls are simply hurtling towards their death.

Confidence in oneself IS a good aspect however confidence misplaced will lead to brash moves which will lose the game. Being confident doesn't magically turn zombies into heroslayers ;)

I remember a local tournament in my hometown (back in 6th ed I think), I was playing against a Goblin army which outnumbered mine, my lead necro was locked in a tower (special battle rules, he was the target of an assasination), I kept everything back (played defensive ;) ), for the first few turns as the terrain had my flanks secure and bottlenecked his units the closer he came to me, unleashing the book of arkhan which my opponent wasn't expecting as I hadn't used it at all allowing me to charge one of his units and break it, this lead to a few panic tests and won me the game.
So I wouldn't say that playing defensive is a weakness, its about playing smart, for example why move your BK full distance when it makes them in charge range of your enemies knights? It would be better to stay back a bit and try to charge the enemy when they move forward.

The wraith wall is a good tactic however it requires you to use 300 points of your hero allowance and only works if they charge you head on, since I assume your flanks are wider than the frontage meaning there will be some R&F available for the bulls to attack. Also their bull charge are impact hits which I believe are randomised so I think they should be able to get through. Additionally that many points into one unit means you'd be getting outnumbered something shocking, leading to being double charged which also destroys this tactic as the wraiths can only be in one place at one time.
A hero with a magical weapon will demolish the wraiths too, his champ can accept any challenges and the hero can happily create a hole in the wraith wall.

If the mournfangs kill 30 to 40 skeletons then another 30 to 40 will die due to combat res, meaning of your 100 skeletons only 20 to 40 will remain... Which will be destroyed in the next turn. (I've never faced them, just going off what has been written).

As others have said you'd need to be mobile and hit where it hurts, if a banner is being used for the Ld then the opponent must have the bulk of his army centred around that banner, go for things left to the flanks.
 
gilbo12345 said:
If the mournfangs kill 30 to 40 skeletons then another 30 to 40 will die due to combat res, meaning of your 100 skeletons only 20 to 40 will remain... Which will be destroyed in the next turn. (I've never faced them, just going off what has been written).

This is why you can cast offensive spells like death snipes, and invocation on a few or a lot of casters. This means he probably dispels the snipes first, allowing a few invocations to go off. Your skellies attack before the ogres do. Maybe their characters go first but you now have the numbers to get full attacks. If you have shadow casters even better, maybe you can get mindrazor off on those skellies and watch all the ogres die.
 
yeah purple sun is nasty but that's what dispel dice are for !

Have yet to see mournfangs do 100 wounds on a charge if they could do that they would be worth 10000 points bro!

They are good but I have fought ogres and Grave guard and HW&S skellies work just fine and tarpitting them down and killing them off with some good heroes!

zombies hmm you would need a lot least 100 to hold them for a round or 2
but plenty of time to flank or rear charge them if they were stupid enough to charge into a 100 zombies which i doubt lol!

xD
 
so your 100 skellies can last least 2 turns and you can heal them up! Your heroes/lord can kill the fangers in the large unit!

Andrew ogre player I play against feilds 4-6 of these they hurt but they are not unbeatable lol if you can use special characters no ogre player charges a unit with konrad in it :)

Try at home and proxy mournfangers with popcans! Against your VC units try a few scenarios and see what works better for you ?
 
Yeah I mean seriously.... I may be drunk posting, but those fat bastards shouldn't have a chance against us, comped or uncomped.

Bring ethereals and screamers to the party, or CHs who pwn mournfang btw...


Anybody having trouble with OK nowadays are those still clinging to GG drakkenhoff banner builds.

Though I've tried units of 4 Vargs with a champ and didn't have success with it, I thought it would do ok but alas....


Just IF PSun the fatties and say GG. Nuff said
 
They are somewhat safe to play some toys that other armies will turn to ash in no time:

Cairn Wraiths have decent M, 3 attacks each and immune to almost all of their attacks. As a Rare Unit or heroes.

Corpse Carts actually let our troops strike first and get some re-rolls I believe! Plus Balefire will nag those casters.

Blood Knights should have exceptional performance against ogres as well.

If you are hoping to get Mindrazor with 2 Lv2 Shadow vamps, chances are you'll get the other good stuff as well, either Pit of Shades, Pendulum or hexes.
 
kevin.hopkins7 said:
gilbo12345 said:
If the mournfangs kill 30 to 40 skeletons then another 30 to 40 will die due to combat res, meaning of your 100 skeletons only 20 to 40 will remain... Which will be destroyed in the next turn. (I've never faced them, just going off what has been written).

This is why you can cast offensive spells like death snipes, and invocation on a few or a lot of casters. This means he probably dispels the snipes first, allowing a few invocations to go off. Your skellies attack before the ogres do. Maybe their characters go first but you now have the numbers to get full attacks. If you have shadow casters even better, maybe you can get mindrazor off on those skellies and watch all the ogres die.

D6+lvl (max 10) skeletons back per casting is NOT enough when you are losing between 30 to 40 (plus another 30 to 40 for combat res), each phase.... (keep in mind that there are 2 combat phases to our one magic phases, ours and his). Its like a snail trying to climb up a wall an inch in a day but then slides down 5 inches while it sleeps.

You are assuming you will roll for mindrazor, that you will successfully cast it, that it doesn't get dispelled (your opponent would know what spells you have so will be expecting it). This is in amid trying to cast all those death snipes and IoN as well, (just how many dice per magic phase do you have? ;) ).

I try and not put too much faith in the magic phase as it could totally stuff up and ruin your plans, there is way too much randomness to try and rely on it as you are suggesting. Go with ethereal :thumbsup:
 

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