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What to Do, What to Do??? Well, now that we know that the Ogres have weaknesses and we know what some of these weaknesses are, we can start to exploit them. Kill Them from Afar Ogres are very fast and tough, but they have little in the way of armour, so you should choose missile troops and war machines with these things in mind.
Blackpowder. Handguns have an even chance to Wound, and they will punch through any armour an Ogre would be wearing. Even so, if half your shots hit and half of those Wound, a unit of 20 Handgunners will take down less than two Ogres per round. If your opponent fields a lot of units of three to four Ogres, then a few units Handgunners might not be too bad. All you need to do is finish off one Ogre to cause a Panic test. As far as point balance goes, four Bulls and 20 Empire Handgunners cost about the same, and at a 25” range, I’d bet on the Handgunners winning the duel. Of course, this theory dwells in an unrealistic vacuum with no other units in play and no terrain. Dwarf Thunderers at nearly twice the cost or half the number would be another story entirely. Bows and Crossbows. Bow fire just won’t cut it against Ogres’ tough hides unless that fire is deployed in bulk. Crossbows, on the other hand, are just as strong as handguns and have a better range. They are not armour piercing like handguns, so you’ll have to make your decision to use crossbows instead of handguns based upon whether your opponent usually upgrades his Ogres’ armour. Don’t forget that you can’t move and fire a crossbow in the same turn, but then again, you’re probably not going to be moving forward, are you? Bolt Throwers. These weapons can probably pay for themselves if they are positioned to get three or more shots in a game. Almost every Ogre and monster in the Warhammer Armies: Ogre Kingdoms book cost less than a Bolt Thrower (a Dwarf Bolt Thrower costs 45 points), so all you need to do is kill one of these monsters to earn the points back! With S6 hits that cause D3 Wounds and the ability to punch through ranks, all you need to do is hit with your bolt thrower!
Other Options. Basically, anything that has a long range, a high Strength, and does multiple Wounds is of use against Ogres. Oh yeah, and you need to be able to hit with it! If it has a Psychological effect (like the Flame Cannon), then all the better. Live to Fight
If you manage not to flee in the face of a devastating Ogre charge, then things are looking up for you. The Ogres don’t get their automatic impact hits in the second round of combat, and it is very likely that you will get to strike first in combat as most Ogres have an Initiative of 2. Also, the Fear test you failed last round only affects your Attacks in the first combat round. In the second round, you can now attack with impunity! Hard Troops. High Toughness and strong armour are your friends. If you have access to Toughness 4 troops and/or have heavy armour or better, you might have a chance at beating the most basic Ogre units. Toughness 4 means that 10 hits turn into 5 Wounds. At this point, it’s all about the Armour save. Depending upon your unit size/structure/weapons, you might even get to attack back! If you can keep the damage below four or five kills, your ranks, standard, and outnumbering might win the combat for you!
Large Units/Reach Weapons. As Ogres have a 40-mm base, 10 20-mm bases can be put in contact with a unit of Ogres four models wide. Even if the Ogres cause five or six casualties, you’ve got a chance to even the odds. Of course, you need lots of troops to have such a wide front rank. Things get even better if you’re using reach weapons like spears and pikes. A second rank worth of Attacks could really stick it to a charging unit of Ogres. A third would clinch the deal! While we are on the topic of large units, any units expecting to survive the Ogre charge should consider fielding a unit large enough to retain its entire rank bonus after the initial round of combat. |
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