Next two on the list. Again remember that just because I say something is common doesn't mean that it will be on the field. Keep an open mind and remember it is just to help you be prepared to fight something that you might not know.
Ogre Kingdoms
Ogres are even more dramatic between the differences between
their strong troops and their weak troops.
They all share one major weakness however and that is low
leadership. If you can win combat by any
means they will often break and be run down.
With expensive units and low armor they can provide lots of points with
easy units while stronger ones can be avoided.
Not to mention they do not get the stomp rule against most of our combat
units.
Types of units.
Ogres are not surprisingly the bread and butter of the ogre
army. With T4 and 3 wounds a piece these
guys sound tough to kill. They're
not. Little armor and perhaps a parry
save to protect them means that most wounds will go straight through. Care must be taken to get the charge,
otherwise you may suffer impact hits from the ogre special rule, gut
charge. Low WS means we score a lot of
hits before they swing with their Low I. They do cause fear however and as such
all knights should try to remain in range of the general and BSB.
Their basic core unit
is the Ogre bull. Much like our KOTR
they are required to take a unit of bulls and often are taken 6 strong. This is the common formation of ogres where
all of them get to swing. That's at
least 18 swings at S4. Enough to kill on
average two knights a turn. However
ogres also have equipment options for either more attacks, an ironfist shield
(that can also be used as a handweapon), or the armor piercing club. Of these I find the Ironfists to be the most
common since they can be used defensively as well as offensively. Make no mistake, if you engage a unit of
these you will likely lose some knights.
This doesn't mean we shouldn't attack them however. A normal unit of
KOTR will on the charge kill an ogre before they strike back with about 4
wounds on average. This removes their
rank, reduces the damage against us to about a single knight. The combat
resolution on average will be us winning by 5.
This means they're testing on snake eyes, double ones. Since each unit will probably run them around
250-300 points it is well worth the one knights sacrifice. As a side note I have found horde M@A to be
very effective at killing this unit with about 2 ogres a turn.
The other ogre core
unit is the mighty ironguts. Unlike the
bulls this unit can be quite devastating to our knights and is often fielded in
the same 6 strong formation. They pack
great weapons raising their strength to 6.
This is just plain painful and will almost always kill a few
knights. I do recommend shooting at them
with bowmen and Trebuchets. With only a
5+ save they will suffer wounds and possibly casualties quite easily. The math against them is the same as the
bulls except they will kill on average 3 knights even after losing an
ogre. Our Knights of the realm will
still win combat but only by one or two.
A double charge however will spell the end of the unit. If you're unable to bring enough power to
bear consider avoiding this unit and shooting it for a while longer. This unit often costs 350-400 points so is
well worth killing. Once again horde M@A
really shine against them bringing down and since M@A can take the inevitable
kills with their numbers they will grind down the unit.
Next on the list is the ogre fire support in the lead
belcher. Unpredictable amounts of fire
means that in actual shooting they can either devastate you, or do
nothing. To balance this out, they must
roll to hit with their BS of 3. They suffer
the normal penalties like everyone except for long range, so a unit of pegasus
knights charging are hit on 6's. Normal
knights are hit on 5's. Suddenly they
seem less terrible. Throw in the fact
that the average unit size is 4 and that in combat they are only as powerful as
an average bull and we have a solution. Screening units like pegasus knights
work well and even pack enough punch to be able to kill them in combat. If fielded in a unit of 6 take it for granted
that someone will have to take the hit for the rest of the army to have a
charge. Pegasus knights are tough enough
and hard to hit which makes them a good screen.
Circling around is a very valid option since they have a slow to fire
weapon so can't stand and shoot reaction but they are move and fire. Again a small unit will cost 200-250 points,
if larger double that.
Last of the normal ogre is the maneater. Capable of being fielded in a single model
unit this guy is as powerful as a non hero gets he even has a point of strength
above the normal ogres. They have the
ability to choose two different skills before the game begins the big one is
stubborn with scouting being a close second.
Keep in mind that they can show up on the flank of your army at the
start of the game. Also with they often
will have stubborn, so breaking is difficult, higher WS so our average knights
only hit on 4+ and they can take an equipment option to become WS 5 and I 4,
which really hurts our knights in combat.
As with most ogres they are weak against shooting with only, at max a 5+
save to protect them. A common use of
them is fire support. They are capable
of taking handguns with a 24" range and also can take the sniper skill and
are reasonably accurate with them as well. They are a very dangerous force and should be
considered high priority targets for trebuchets and bowmen. Their one disadvantage is that they cost
about 70 points each for a model with a poor save. Shoot them and finish with knights if
possible.
Mournfang. Hey it is
ogre cav! They are S4 ogres on a S5
beastie. While not terribly threatening
to a knight unit they do have a good save of 2+ so against them a charge is
almost required. If you do get the
charge with a unit of 9 knights or so, you can expect this unit to break and be
a nice chunk of points. Also at the end
of the day this unit is not very effective against us. Ogres must close the distance to us, or risk
being totally outranged. That means they
are the ones who must cross the no mans land of 16 inches away, which means a likely
charge from us.
Special ogres worth mentioning are the yhetees and the gorgers. Yheetees are faster than the normal ogre, are
harder to hit in combat, have a higher strength but have no armor. They are also almost double the points. For a unit that is in between bulls and
ironguts in power they are pricey. Treat
them as either stronger bulls, or weaker ironguts and use similar tactics
against them.
The gorgers are something totally different. Designed to enter and destroy back lines they
also have no armor but are tougher to compensate. A normal knight charge might not kill them
right out either and since they are unbreakable the damage must be done next
turn. If you are expecting gorgers
deploy a trebuchet and bowmen defender.
While one is not a terrible threat multiples can be taken and enough
will certainly wreck your back lines.
Thankfully when they enter is randomly determined. Just be prepared and be waiting for them and
you should wipe them out without too much trouble.
Gnoblar. Only worth
mentioning for two things, cheapness and sharpstuff. For less than half the cost of a M@A you get
a model with a S2 thrown weapon, it's annoying.
As for combat themselves they will die horrible deaths to anything we
send at them but we will never be able to kill them all. After all a unit of 100 costs less than a
unit of 9 knights. The best way to
defeat them is to win combat (not hard) and run them down. Even steadfast they have a good chance of
break with a pitiful ld 5, obviously make sure the general isn't nearby. Don't let them flank you or tie you down when
it is important and they should be little threat. Also be warned of the gnoblar trappers. They cause dangerous terrain checks for any
model wishing to attack the unit. The
best way to handle this unit is to make it panic by killing something close
by. If that unit is the general or BSB
so much the better.
Scraplauncher. The
artillery. Pulled by a temperamental
rhinox with a poor leadership it is one of the few things that uses the
template in the ogre army. It is rather
harmless to our knights except for the killing blow rule, but our peasants will
die in decent amounts. The best way to
handle it is to stay just inside its maximum charge range. It is forced to take a LD test or try and
charge at maximum range it will most likely fail and bring itself into our
charge range. When charged by any knight
unit they will likely defeat it and it will often break or die.
Stonehorn. The ogre
monster that is designed to soak up the artillery fire. It only takes half damage from the
trebuchet. This should be enough
incentive to not fire at it. If it is
far from the general then it will suffer from the pain of frenzy. At a low leadership it will likely end up
chasing some fast cav around the board until you can charge it. This is another one where charging will almost
certainly up breaking the monster and it dying.
It is very tough and devastating on the charge so be prepared to need
5's or 6's to wound it.
Thundertusk. Everyone
strikes last near it. It is really just
annoying. This is a monster designed to
provide support in the shooting area.
Deal with it like most shooting units.
Any decent combat unit should be able to break it and run it down.
Ironblaster. This
sucker is tough with a cannon. Pegasus
knights are not the answer here. Stick
to a full unit to deal with them. Again
expect to break them and not to kill them right out. Of course heroic killing blow will work
against the last three big monsters.
Characters. Ogre characters are really more of the
same. While they do boost damage output
considerably and some may have some sneaky tricks they are at the end of the
day just an ogre. Poor leadership is
often the death of them though if they are stubborn expect a long drawn out
fight. Our only effective counter to an
ogre hero is a hero of our own.
Thankfully they are very expensive and will only be taken in small
numbers. Often taken with pistols they
can double as fire support for the average unit. If they are on their own, trebuchet them and
generally treat them as you would treat a full fledged monster, though one that
can issue challenges, and they can be taken care of with ease.
Ogre wizards are nearly as tough as their combat counter
parts, minus armor. Their virtue comes
from the gut magic lore. Every spell is
easy to cast to start and buffing ogres is quite dangerous to us. If spells are cast on an ogre unit consider
not charging them unless you plan to dispel it during your own magic
phase. Fire belly wizards also pack a
powerful breath attack, so don't let them get too close to the M@A. This doesn't mean to ignore the spell casters
since they are pricey and relatively easy to squish. Also be warned that toothcracker can cause
some serious damage to our knights since it ignores the armor save. While normal wizards are often high priority
targets I find the butchers to be something that I can wait on killing, just be
warned that they are powerful in combat as well.
Things to expect.
More units. You will
almost always have more units than the ogres.
Losing knights.
Knights will drop in combat, expect it and be prepared.
Heroism heyday. The
virtue of Heroism can instant kill any ogre on a 6. That hurts them a lot.
Hordes of blah.
Gnoblars can outnumber anything but without the general they run.
Small units. Due to
the price don't expect to see big units, though I have seen the 18 bull horde.
Less effective charges.
The high T means that our lances aren't very effective
M@A earn their keep.
The constant barrage of S 4 these guys put out before ogres can strike
is decent.
High Elves
When fighting high elves it is important to realize that
they will hit before you. Not only this
but simply assume that all attacks will hit.
So when mentally calculating if victory will be yours simply assume all
attacks will hit before you begin. While
this is potent elves themselves can't take a hit. This lead us to the high elves greatest
weakness. Numbers. If you have greater numbers than they can
kill, you will most likely win combat.
Target priority is key when fighting the elves as is good
coherency. The army is also very good at
dispelling magic so don't expect your damsels to do much until their wizards
have been killed.
Types of units.
All foot elves share the same T 3 and low armor save
weakness and their greatest difference comes from their damage output. Whenever possible engage them in the flanks
or sides to reduce counter attacks.
Since there are only elves in essence I will discuss them in core, special
and rare order. Unless otherwise noted,
expect only a bare minimum of core and rare.
Spearmen/Seaguard.
Both of these units play almost the same, one just has been given a bow
for versatility. This unit is the horde
defense unit of the high elves, it puts out a lot of low Strength but accurate
attacks. Units like our M@A will be
picked apart quickly by the sheer amount of spear attacks since they fight in
an extra rank. On the other hand our
knights are surprisingly resilient to weak attacks and will lose few models, if
any, to them. To key to victory against
these units is overkill. Give them no
chance to have steadfast. After the
charge you want them down to about 14 models against a unit 9 strong. Without the ranks behind them and damaged to
that point the combat is basically won, since they now lack the power to kill our
knights. In order to get them down to
the magic number 14 consider shooting at them before hand. A single trebuchet may very well drop the
required number of models in a single shot.
A decent rule of thumb I use is that if we have equal or more ranks than
the unit a charge is worthwhile.
Archers. Only really
taken for reasons similar to us taking peasant bowmen. They can be used to fill out points and see
deployments. Shooting is fairly accurate
but does little damage against knights.
Unlike most fire support units this unit is capable of fighting off our
mounted yeoman. This requires a combat
unit to shift but it will do so easily.
If you can attack this unit without fear of retribution do so. It will provide a decent sum of points for
little effort. In fact a small unit of
10 will give you enough points for a victory.
You can ignore them if there are more pressing threats. It also gives our bowmen something to shoot
at during the middle section of them game.
It is surprisingly a fair fight between the two units in shooting, since
behind stakes our bowmen are hit just as well as they hit, but our bowmen are
basically half the cost.
Silver helms/Dragon princes.
An enemy cavalry unit. They are
as fast as our knights in movement and strength. While damage output is decent they are pricey
and actually pale in comparison to our knights.
Treat them as any other heavy cav because at the end of the day they are
not all that special, 2+ ward save against fire ignored. If you get the charge the unit is done. and
will grant you a decent chunk of points.
If you can't charge just take it on the nose with silver helms.
Lion/ Tiranoc chariot.
While both are chariots the lion chariot is basically a beefed up
version with better crew and better steeds. As with all chariots, if you can get the
charge do so to avoid the impact hits.
Keep in mind that if he gets the full amount of impact hits from either
chariot it will kill one to two knights on average. Even with that excellent roll and damage it
is not uncommon for us to win combat. If
there is a hero in our units than it is almost certain to deal damage to the
chariot with its weak toughness and mediocre armor save furthering the combat
resolution in our favor. If it is not
in an aggressive position consider shooting it with bowmen since the toughness
and saves are not great, it may very well prevent us from getting charged. Definitely keep these guys from the back
lines where they can cause untold damage.
One important difference is that Pegasus knights are valid combat units
against the tiranoc chariot but are not against the lion chariot. They are actually easier to kill then most
other chariots in the game and can be handled as an average chariot.
Ellyrion reavers.
Typical fast cav. They are pricey
but pose little threat to knights. With
poor armor and the low Toughness they make excellent early targets for our
bowmen. Basically treat them as average
fast cav but remember that a unit of them will cost over a 100 points which is
enough for victory.
Shadow warriors.
Treat them as expensive scouts.
Easy to kill in combat and worth decent points.
Swordmasters. One of
the big 3 units of high elves. The big
three tells you what style of elf army you are facing and at least one is taken
in just about every elf army. The
swordmasters represent the aggressive elf army.
They have the highest damage output but the lowest amount of
defense. Easily putting out 15 wounds at
Strength 5 a turn it can put some serious damage on anything. As such consider avoiding this unit until it
is damaged as much as possible. Shooting
is quite effective and they often are my primary targets for the bowmen and
trebuchet. If you can't reduce their
numbers in time consider simply letting them go through your lines but threaten
a flank charge. If they charge, flee
this will prevent the unit from reforming to face the knights. If they reform to face the knights, shoot
them. Of all the units in the elf army this is the one I sacrifice more fire
support units to. If they must be
engaged do so from the flank. Combined
tactics are key to defeating this unit.
Threaten more ways than they can face and surround the unit. A flank or rear charge will more than likely
break it giving you the points. If it is
the bodyguard for a wizard then pegasus knights can charge in and expect to
lose a whole pegasus.
White lions. One of
the big 3 units of high elves. This one
represents a balance of power and survivability. A single S 6 swing is what they get in combat
but they are stubborn. It obviously
lacks horde control and M@A will (eventually) make mincemeat of a similar
pointed unit. Shooting is less effective
against this unit with only the trebuchet effectively dealing wounds. Magic is actually more effective but we tend
to lack damaging spells. Of all the elf
units this is the one that gives me the most trouble. I usually avoid them until I am ready to
focus at least 2 units of knights on them.
Again this is a unit that I avoid.
As a side note they have the strider rule and will often hang out in
trees. If this unit is the bodyguard for
a wizard then pegasus knights are not a good choice and you may have to charge
in with a full knight unit to kill the wizard.
Phoenix guard. The
last of the big three. This one represent
survivability at the cost of damage.
They ignore at least half of all attacks sent their way and cause fear. Because of this I find that they are often
used as bodyguards for wizards. That way
in case of the inevitable miscast less damage is done to the elves. Fine by us, a unit of pegs will easily
survive the counter attacks on the charge and get a decent shot at killing the
wizard. Shooting is not very effective
against this unit for the most part but is often needed to wear them down to a
manageable size, again trebuchets are your friend, though not as effective
against this unit. This unit I do not
avoid often dedicating a similar amount of points to attack them. As with all of the big 3 a unit of 15 costs
about as much as 9 knights of the realm. An important thing to consider is that they
are basically as well armored as our knights against our normal attacks. Toe to toe after the first round we will
start to be ground down, except if there is a hero in the unit. Even on the
charge we will deal little damage, only about 3 elves. So why do I engage this unit and not the
others? The reason being is that as soon
as the unit is pinned down in combat I will have the ability to hit it in the
flank or rear with another unit. This is
because the damage they deal is not as great and it gives me time to get a
valuable rear charge with the pegasus knights to gain enough resolution to make
them break. I also charge in order to
get my heroes in combat. A lone paladin
with a 1+ re-rollable save will often be able to survive against the whole unit
for an indefinite time period, on average they need 20 rounds of combat to
inflict a single wound. Since the grind
is about equal unit to unit that leaves the lone hero to face a unit that
hopefully will never win combat by more than one. Keep the BSB and general close just in
case. Heroes can break this unit on
their own and often must.
On to the rare. The
repeater bolt thrower is the high elf artillery support and often can be
handled like every other war machine in the game. It is not terribly effective against our
knights but it should still be handled quickly.
Bowmen can get lucky and knock a wound off on a 6 to wound and since
there are only 2 poorly armored crewman it is often worth it. Each one is worth a grand 100 points which is
enough for a victory. If they can be
charged safely go ahead and do so and take the points.
Great Eagles. Flying turkeys. They are not a serious threat to anything
but our trebuchets but that is most likely their target. They are not really all that different from
fast cav and should be dropped in the same manner.
Characters. The high
elf combat character will have a great weapon.
As such expect the attacks to come at S 6, and they come before you
strike too. In essence consider them a
powerful sword master. They also will
all but be immune to fire, what keeps them in the ball park of realism is their
price. They are quite expensive meaning
that you will often only see one or two combat characters in the army. If you have anything to affect armor consider
using it. They often have a 2+ save to
compensate for the lack of toughness.
Still, they break like everyone else and should be engaged after
shooting his unit to pieces. Our heroes
are a fair match against them, especially with a re-roll on the armor
save. Expect to deal little to no damage
and to receive about the same. Odds are
that a hero level inflicts a wound on a paladin every third turn while you
inflict it every other turn at S 5. As
for magic banners on the BSB he will often be rather weak in close combat and
easily killable so direct attacks against him as much as possible.
However the combat characters are not the most dangerous
ones in the high elf army. It is all
about the archmages. I classify these as
my highest priority target as soon as I see the pointy elf magic hat. They are easily in the top 3 of magic users
for damage means. As such they often are
an unstoppable force in the magic phase.
However they are as squishy as the next elf. Because of this I often send my pegasus
knights against any archmage I find, as soon as possible, first turn if I
can. The sacrifice of the pegasus
knights will certainly be worth it.
Direct all attacks possible and drop this model as quickly as you
can. They can easily cost over 300
points and can ruin your day if not taken care of quickly. If you don't think the pegasus are up to it,
hit the archmage on the second turn with a full knight unit and drop the
wizard. Any unit lost will have earned
it's points back and made the table safer for the rest of your army. Honestly if I see one of these I know where
my hammer blow will strike. If there are
more than one running hunt them down.
Finally the dragon riders.
The dragon is considered the strongest of all monsters in Warhammer and
for good reason. Fortunately they are
pricey and if they take the field the magic phase of the enemy is significantly
hampered. Treat them as very fast
monsters capable of living through a trebuchet hit and issuing challenges and
you won't be far off. Expect this single
model to cost over 500 points.
Fortunately for us, if we engage it head on with a full lance it won't
be able to kill the unit and we benefit from steadfast in case it wins
combat. This lets us get our monster
killers into the fray or perhaps break it by combat resolution. Heroic killing blow anyone? A special note is made for the pincushion
known as the dragon mage. He doesn't
start the game as a pincushion but our peasant bowmen will quickly turn him into
one. After the rider is lost then the
dragon is not terrible dangerous, only slightly more so than a griffin. To sum up, use steadfast to bog down the
dragon and get monster killers in where they belong. After the dragon is gone
the guy on top quickly falls as he is often built for survivability.
Army builds.
Magic heavy. Archmage
with support. Get in close and end him
quickly even if it costs you a unit.
Elite build. Lots of
the big 3 units. Treat them all
carefully and make sure your army works together.
Mobile. Really...
They try to play Bretonnia with their inferior cav.
Monster. Guy on
dragon with support. Kill the dragon and
laugh.
Things to expect.
Few units. Elves are pricey we often are at equal or greater
numbers.
Long early game. I dislike
starting the midgame against elves until turn 4 or 5. More time to shoot them.
Small units of elite Infantry. Due to price the big 3 often are not fielded
greater than 20 strong.
Powerful magic and magic defense. Kill that archmage ASAP. He usually gets +5
to dispel.
Mediocre shooting.
Elf shooting is not strong nor plentiful.
Horses causing damage.
Never forget our horse attacks, elves are weak to ANYTHING hitting them.
Enemies re-roll to hit.
Just take it for granted that you never go first and they re-roll to
hit.
Weak back line. Elves
have few support units to provide ranged fire.
Either they advance to fight you or they hold back and try to magic you
to death.
Almost dead knight units.
Due to the high combat power if you're down to 2-3 knights just avoid
the elves and do point denial.
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