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Messages - Mad Makka

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The Feeding Grounds / The lethality of the ogre horde
« on: Oct 08, 2011, 09:19:48 PM »
To wield a horde is wield a great, roughly hewn club, and with monstrous infantry such our own beloved Maw worshipers the horde becomes a truly frightening concept. The conotations alone of hearing about a 'horde of monsters' brings a shiver to the spine and chills the thinling blood.

In my experience thus far and more so with the new edition (just about every ogre being cheaper and such) taking horde sized units (18 ogres minimum) is, while an expensive points investment, totally devastating on the charge, easily routing all but the hardiest of foes in an epitome of "Might makes Right". This and the sheer resilience of such units, it really isn't that easy to kill that many ogres making panic unlikely. Large units of leadbelchers make for a particully dangerous wrecker unit, heaving out astonishing levels of pain at range to really crack down on those pesky units of cavalry that always go for the flank, as well as other hard to crack nuts. It may seem foolish to concentrate such a force, the old 'all your eggs in one basket' routine, but sometimes you can just drop said basket on your target and watch it go squish. Blocky and often clumsy to use i happily admit, so is the ogre's favoured weopon of choice, the club, precision isn't in the ogre handbook but the business end of many a club will vouch for its own effectiveness. Thus the ogre horde is a blunt but brutal weapon, and an extremely effective one at that

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Archive / Re: Archive - Ogre Kingdoms vs. Vampire Counts
« on: Oct 02, 2011, 11:32:15 AM »
Black coaches are always a real pain, but they can be delt with. The best and easiest option is to bring it down like any old monster before it turns etheral, ironblasters, IG's, manesters, ogre characters with great weapons or sheer wait of numbers in terms of attacks or/and shooting. After it turns etheral then u really have to zapp it with magic or try to win out in combat through combat res (ranks, flank, rear, banner) or if u've got a character with a magic weapon then thump it :>P

Yhetees are also a great option as their attacks are magical

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Gnoblogs / Re: My Leadguts tribe :P
« on: Oct 02, 2011, 11:14:45 AM »
Thats true enough, in a recent game i went a little crazy and just fielded large blocks of ogres, lethal in combat and at range (leadbelcher horde) and its very difficult to kill units that size. Only issue with such big units is the ol' "all my eggs in one basket" line. If one of these units is routed, either through combat or panic then thats a lot of points just walking off. Luckily in this regard the size of the unit is a buffer, very favourable odds from shooting and combat, even most magic. The real issue then is the more powerful or trickcy spells and missle weapons, purple sun and its like are lethal, and anything that can cause panic easily (i.e. spells like braingobbler or many flaming weapons)

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The Butcher's Cauldron / Re: Stonehorn/ thundertusk crossbreeeding
« on: Sep 21, 2011, 11:02:28 PM »
I managed something along those lines too. i love the thundertusk for its rules and stats but thought the head just didn't look... right.

It can be differcult to align the tusks right because of the pose of the stonehorn's head in relation to its left shoulder plate (at least i found it so) but is definately managable with a little effort.  :>)

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Maw-Pit Sagas / Re: Tribe DataBaste - Introduce Your Tribe!
« on: Sep 20, 2011, 11:35:21 AM »
Tribe Name: The Leadguts Tribe

Tribe Symbol: They don't have so much of a true symbol for their tribe specifically but are distinctive from the bright coloured dyes the use and the pale tattoos every member recieves on their coming of age ceremony.

Tribe Tyrant: Mad Makka Mawfind the Manic

Tribe Info: After many years of travel the now tyrant Mad Makka wandered back to his tribe's humble vale. Then called the Mawgorge tribe on account of their curious Maw pit, his worldly experience and tales of exotic places soon had the tribe enchanted (not magically of course), and soon after that, as is the want of things with all maneaters, bored them rigid, except for one tale of blackpowder and its secrets.

He spoke of its devastating power, of its use in weapons and their effect, of leadbelchers and the constant need for new powder and how he'd learnt the secret. It wasn't long at all before he had the the tribes gnoblar population slaved to his new powder workshops. Trade with the skaven of clan Skyre (whom Makka had spent many years with) cemented his rise to power culminating with Makka, in a fit of mania tearing out a tooth from the mawpit before using it to club to death and eat the tyrant and his entire family. Tyranthood assured he renamed his tribe the Leadguts to reflect the massively increased number leadbelchers amoung them. They soon gained a reputation for "trigger-happy" raids and for sporting exceptionally bright dyes bought with the proceeds from the extensive mining network developed with the excess powder. The Leadbellies also do a roaring slavetrade, a neccessity to meet the demands of the powder shops (high accident rates) but Makka and his tribe all agree they are having the time of their lives.

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Archive / Re: Archive - Ogre Kingdoms vs. Vampire Counts
« on: Sep 20, 2011, 12:03:42 AM »
The lore of the great maw is so useful for augmenting your units that you needent bother, two buthers with such just double their potential and if you can slam your best unit into the vampire generals unit with a thundertusk in support you can munch through his unit to kill themthrough combat res. A horde of skeleton or suck is easily countered with a ogre horde that can still crank of enough attacks to ruin them. It may if you dice are bad or below average take two or three combat phases but, while augmented its only the vampire that can really do anything to the ogre unit.

If you did want to use another lore of magic i recomend the lore or fire with a firebelly due to it destructive potential.

7
Know Your Enemy / Re: Ogre Kingdoms vs. Dwarfs
« on: Sep 19, 2011, 11:55:48 PM »
Larger units of Ogres are definately powerful against the new kinds of dwarf army being fielded these days, having enough attacks to slaughter half the unit to minimul return is a massive threat, even to ironbreakers. larger units are also able to weather the enemies shooting rather better and make it to the dwarf lines. I used to field about 50 missle troops in my dwarf army (mostly thunderers) plus the pair of organ guns. i now field a unit of 18 ogres which takes a lot of killing. Your opponant will have only one or maybe two shooting phases before you hit their line meaning my horde is able to make it to the lines with enough ogres left to carve through the dwarves :>D

8
Know Your Enemy / Re: Ogre Kingdoms vs. Orcs and Goblins
« on: Sep 19, 2011, 11:45:24 PM »
If you can roll braingobbler on the spells for any one (or more if ya lucky) it can be very handly for dealing with large units of gobbos, long as you can get it off. Naturally its better to target units further away from the enemy general or remove him if possible and you can then free up the battlefield for flank charges to really slice up the remaining units. The low leadership of gobbos (and even basic orcs) gives this tactic a good chance to work. Obviously don't rely on this but fewer gobbos equals swifter kills

Alternatively there is the Ogre Horde, 3 ranks of 6 ogres, especially when coupled with the thundertusk's "numbing chill" ability dishes out a lot of attacks as my Night Goblin fielding opponant learnt to his cost. expencive but brutally effective, its just not easy to kill so many ogres.

Finally for Night gobbo fanatics i found gorgers a pricey but useful tool for drawing them out behind the night gobbo units, leaving the rest of the ogre army clear to charge and disrupting your opponants battleline as they twirl through it. The gorgers T5 and W4 mean they have a decent chance of even surviving to charge the night gobbos in the flank or rear.

9
Gnoblogs / My Leadguts tribe :P
« on: Sep 19, 2011, 10:54:26 PM »
Just recently got back into my ogres with the new book and decided to go for an ogre gunline featuring my an 18 strong unit of standard ogres with ironfists and full command, thusfar it has rapidly become apparent that people really do fear such a beast. I usually pair it with my converted thundertusk and Skrag the Slaughterer. When it hits it leaves nought but a bloody mess.

The simple fact is that it has enough ogres to weather the storm of a turn or two of magic and shooting and arrive with momentum enough to devastate, with enough attacks to really win me the combat.

The high level of success, whilst surprizing (606 pt investment for the unit alone) is encouraging and i can't wait to be able to field a mass amount of leadbelcher to compliment this. Be at least a month but i remain optimistic.

10
The Butcher's Cauldron / Re: Thundertusks hanging bits : )
« on: Sep 19, 2011, 10:31:43 PM »
I only used a few of the dangly bits, there's plenty on the sprue after all so i had enough to convert my butcher to the army book description of a walking larder, don't have a camera or i'd post a pic of it but i'm fairly happy with it  8>)

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