Ogre Kingdoms - Strengths and Weaknesses (2007)
by mikkjel
Ogre Kingdoms are viewed by many players as one of the lesser races in Warhammer. They are the newest army in the game, and one of the trickiest to get to grips with in a competitive environment. I personally think they're fun to play with, and I do relatively well with them too. These are what I consider to be a few of the Ogre Kingdoms army's main strengths and weaknesses:
Strengths
- Fear
Fear is a very powerful ability, and nearly everyone in the Ogre list cause it. Though several other armies cause it and therefore are immune, the Ogres are also therefore immune to the effect of fear, which to some extent helps cancel out the Ogres very average leadership.
- Movement
Ogres have a natural movement of six, which makes them some the fastest infantry in the game. Flanking, long-distance charges, and other tactical advantages come of this. They also have many different options with various movement special rules available to them, such as the Longstrider magic item, Sabretusks option for Hunters, scouting and skirmishing Trappers, as well as Gorgers who can enter the game behind enemy lines for example.
- Raw combat potential
Even the basic Ogre is nasty in combat. With 3 attacks and strength 4 minimum, they have the potential to do horrendous amounts of damage and should not be underestimated. A couple of wounds on any Ogre doesn’t reduce his combat effectiveness at all.
Weaknesses
- Elite army
Even the lowliest Ogre costs many points, they work best in small units, and are vulnerable to heavy missile fire and high strength multi-wound combat attacks. This makes it a pretty fragile army. Unlike other elite armies, they also suffer from low...
- Leadership
With a standard leadership of 7, Ogres have the potential to break at the smallest combat modifier, or the cheapest panic. Panic is the doom of Ogres IMO, since it’s not difficult to force tests upon them due to their typical small unit size.
- Skill
Ogres have low weapon skill - they're not agile or smart. This means that the Ogre player needs to be prepared for the event that many of his combat attacks will miss, or he’ll hit nothing with his Leadbelchers for example. Getting as many attacking Ogres into each combat as possible is very important.
- Limiting special rules
Although most Ogre units seem well balanced in relation to points costs, a lot of them have a special rules that prevents them from functioning as the general wants them too. The army structure itself is also quite restrictive (e.g. you must have one unit of Ogre Bulls per unit of Gnoblar Fighters, but must have one unit of Gnoblar Fighters or Trappers per Scraplauncher).
Read Comments |
Write Comment
Back