Wednesday, 30 December 2015

Ogre strengths and weaknesses

As I have had a few requests for a Strengths and weakness review for the Ogres I thought I would write one up.


Very strong in combat, between shield breakers for defense and counter punch, berserkers for high number of attacks and even the base warriors hitting on threes and defense of five. Furthermore They are speed 6 so normally get first charge on other foot army’s.
Boomers are chock full of win. Now what I mean is that they are a moving fire base that can fight in combat. The in a second rank means cavalry and flyers may think twice from landing with 18 inches of 1 or 2 hordes of these.
Long range shooting ability is a very strong list choice as once an enemy is close even thee shooters can fight well.
Ogres do really well went you support each unit and they are plenty of selections to fit into the role you need.
You need less to hold a flank then other army's.
Fighty characters won’t die to everything and can do a few wounds.
Heaps of list design. There is no stand out strongest list.
Characters are not individual so flank charges give bonuses.


No access to medium or heavy cavalry as chariots and to slow and goblins scout are light cavalry.
Coming across lots of shooting will really hurt.
Lots of inspiring is needed as you will need it even on the flanks.
Not enough space. Due to some big footprints it can be very difficult to get a great deployment.
You need a way to clear chaff. Most of your battle line can be block up with 100pts of chaff if you are not careful.
Enemy's with smaller facings can get more units on you.
Watch for flank charges all of them.
One on one fights you will tend to win but 2 on one you will bee close to breaking straight away.

My current list design.
I like a list style of MMU  for Ogres. However, for Ogress it means you take a lot of hordes. So I would be looking at something like:
5-6 hordes
1-2 regiments
1-2 monsters
2-4 characters
My normal plan would be to place 2 units in the middle with a ASB  alongside. Then a monster in a flank hopefully by now you can pick which flank they are loading into and then setting across and then laying the hurt in them, hope that the monster deploy on the same flank as the will offer much needed flank protection. If you can see their deployment then load up on one flank and try to turn it in on them.

This is just my opion and I could be totally wrong.

Tuesday, 29 December 2015

Ogre army list review

Since I have been away from any gaming community I thought I would put done my ideas and thoughts on the Ogre’s book in KOW.
I will go through each unit and list some possible user and tactics.


Warrior -  S6, M3+ , Ra-, De5+. All have crushing strength 1 & brutal.
These are the basic unit in the Ogre book and they are strong for the cost.
Regiment – At9,  Nv12/14, 130pts. Depending on the list/play style these make a cheap and effective cleanup crew. I would say to pair these with one or two hordes to take the charge and then hit with these. The low number of attacks hurts but using them like this means the only have to do a few wounds.
Horde - A18, Nv15/17, 200pts. These make such a great meat of an army they can usually take a charge and a following round with some inspirational influence nearby. They can put out a lot of pain and can win most grinds. I use these at in lots of 3 at the moment side by side as it is a brick wall which is not easy to shift on top of allowing flank charges.
Legion - A36, Nv22/24, 350pts. Now this combat legion that are great for a aggressive play style how ever I always find that the foot print is to big for their purpose. On top of the 350pts you will need to add more pts to get them to the place they need to be without getting hindered. Two horde blocks are more flexible and you can get them in a better place as movement is key.

Berserker braves - S6, M4+ , Ra-, De4+. All have crushing strength 1 & brutal.
These are unit are designed to do a lot of damage but can’t really take it. Not wavering helps the ability to deal damage if they survive. Having the same movement as the base warrior hurt them as if they were Sp 7 they may get were they need to.
Regiment- At15,  Nv-/15, 150pts. These are a good clean up like the warrior regiment above. However, these can't take a the hits as the lower defense really hurts. If you are playing in waves this would be in my red next to the wizards.
Horde- At30,  Nv-/18, 230pts. You need support for this horde, something like scouts to provide cover to them. Once they get there they got really hard just a few stray shots will really do damage.

Siege Breakers – S5, M3+ , Ra-, De4+. Big shield, Brutal, CS3, TC1.
In my opinion these are the strongest element in the ogre list as on the front they have a De6+ which makes them awfully hard to shift. On top of the  high De they also have really high CS which means a high De unit can’t just take a charge from these. Having Sp5 hurts but it only brings you back in  line with other races.
Regiment – At9,  Nv12/14, 165pts support unit to block up enemy and to deter heavy units from taking an easy charge into something softer. Faster units may go straight past so keep mind on the angles.
Horde – At18,  Nv15/17, 250pts let me just say wow. For 50pts over the warrior horde you get so much extra. These will work both as an anvil and a hammer and by taking multiple  you increase the efficiency. These can hold you main line steady or hold back enemy advancement towards a gun embankment.

Hunters – S6, M3+ , Ra-, De4+.  Brutal, CS1, ensnare, pathfinder. I see as meant to be a flanking force but also have a backup duty as a defender, these could also be wave 1. But performing these is difficult as higher leadership is normally needed as well as a character for inspiring. It is the De4+ that is putting these into the next level of greatness.
Regiment – At9,  Nv12/14, 145pts. These  I would use as the front liners whose job would be to take one charge and hold. There is just not enough defensive capability  for them to flank by themselves.
Horde – At18,  Nv15/17, 220pts. Over the regiment the horde has more flexibility as it will be able to take some damage without instantly running. However that is only from combat shooting will demolish them with no loss in return. But on a flank vs cavalry it would be a great time for you.

Shooters -  S6, M4+ , Ra5+, De4+.  Brutal, CS1, heavy crossbow, piercing 1 and reload. Well what can I say long range shooting. There is a really easy to write long ranged shooting list that can also fight in combat. No more hints will be given other then make sure you win deployment.
Regiment  -  At9,  Nv12/14, 150pts. I like these on a flank as they can shoot down a advancing fast cav before they get there and then move out to help. Don't overwhelm them with too many enemy's at once.
Horde -  At18,  Nv15/17, 230pts. I will refuse to give information on this unit as it will turn into giving away battle plans and strategies. It is fairly easy to understand what they do just use them in a game and shoot down units from a long way away. Oh the joy.

Boomers -  sp6, M4+ , Ra-, De4+. Brutal, CS1, breath weapon, piercing 1 . I love these units  range 12 does not make a difference as ogres run forward and these keep up and support really well. Being able to move and shoot with no negatives with piercing one oh so wonderful and they can still fight in combat. I think these are my favorite units in the game due to their flexibility.
Regiment  -  At9,  Nv12/14, 150pts. Using these as support to keep flankers at bay also great to stop flyers from going behind the strength of a force.
Horde -  At18,  Nv15/17, 230pts. The way I use these are in the second rank ready to other spring in front of the force to shoot down quick advancing units. These do everything that the regiment does only better. Don’t expect these to hold a flank or take done a horde by themselves. But support your main combat force they are brilliant.

Chariots - sp7, M3+ , Ra-, De5+. Brutal, CS1, TC2. They work well as a flanking force as the can hit really hard due to the higher number attacks. With M3 and De5+ they are great in combat. The biggest downsides are the footprint size and that they are only movement 7 but you can work with them.
Regiment – At12,  Nv12/14, 170pts. Want something to float around the back deterring fast flying units and do a fast job cleaning up these are you it for you. A regiment is a bit small for holding its own without drastic support.
Horde – At24,  Nv15/17, 275pts. I have always found these to have 1 or 2 nerve to low for the points.  These will always be the main target for shooting as they can cut through hordes in a turn. The footprint king quite sizable you can block off possible landing areas.

Red Goblins -  sp5, M6+ , Ra5+, De3+.bows. what can I say these are goblins they are a basic shooting unit with nerve to match what they are.
Regiment – At10,  Nv12/14, 85pts. I have not used these so I would not be the best to quote on this. But I would use these to stop fast cav then trying to thin main units so you can break them with others in a turn.
Horde – At20,  Nv19/21, 140pts. These do everything just better than the regiment.

Red Goblin Scouts – sp10, M5+ , Ra-, De4+. Nimble, TC2. Put it this way “zippy” this unit has a few purposes war machine/character hunters, flank /rear chargers, redirector and last turn objective captures. These being the missing speed to the ogre force.
Troop – At7,  Nv9/11, 100pts. Main purposes are redirector and loot/ counter holders. They support in a flank but not really engage in the front of a unit without loosing out.
Regiment – At14,  Nv12/14, 155pts. Cash do the above but can also hunt down easy prey and stop shooting by going into them for disruption effect.

Mammoth – sp7,  M4+, Ra-, De5+, At12, Nv15/17, 210 pts. Brutal, Cs2,  Tc2. Great support monster helping deliver that much needed combat punch on a small base that can see over other large infantry. Can work in pairs on a flank to stop sweeping advances. Inspiration is needed for these.

Giant  - sp7,  M4+, Ra-, De5+, At6+D6, Nv17/19, 190 pts. Brutal, Cs3,  fury, strider. My pick of monsters from this list as it does what the mammoth does only better. The lower uncertainty of the attacks are meaningless over the higher Nv. They are able to act more independently then the mammoth.

Red Goblin Blaster -  exploding cheap monster that you need to keep away from own units and charge for fun.


Warlord – sp6,  M3+, Ra-, De5+, At7, Nv15/17, 175 pts. Brutal, Cs2, inspiring, nimble.  This guy is a monster in his own right he is great support. Due to his inspiration and he can go in and add a few extra wounds. 

Captain – sp6,  M3+, Ra5+, De5+, At5, Nv13/15, 135 pts. Brutal, Cs2, inspiring,  nimble. Can get a heavy crossbow for 10pts. The next step down from the warlord is the captain which is aim to be a help for the long range style of play. The crossbow lowers defense but if he is just staying along side of long range shooters he does a great job.

Army standard – sp6,  M3+, Ra-, De4+, At3, Nv11/13, 70 pts. Brutal, Cs1, inspiring, nimble. Cheap source of inspiring  and that is all it’s good for. However, it does exactly what iss needed cheap inspiring.

Warlock -  sp6,  M4+, Ra-, De4+, At2, Nv12/14, 100 pts. Brutal, Cs1, inspiring only to berserkers, lightning bolt 3, nimble, ogre warlock. This is the caster in the ogres that inherently inspires berserkers and gain an extra casting die for each within 6 inches which can be a huge help. I would use 2 hordes of berserkers and one of these with fireball doing a flank push.

Boomer sergeant -  sp6,  M4+, Ra-, De4+, At4, Nv11/13, 90 pts. Brutal, Cs1, nimble, breath attack 4, piercing 1. The lack of inspiring hurts  the boomer sergeant as you want to use him with an advancing line to clear out chaff and blocker. You can take the item that gives you it but then you are limited to only one.

Siege master – sp5,  M3+, Ra-, De4+, At4, Nv12/14, 135 pts. Brutal, Cs3, Tc1, big shield, nimble, inspiring to siege breakers only. Well look what we have here an inspiring siege breaker to go with the moving shield wall. Great job for doing exactly is keeping a front line of siege breakers in order.

Red Goblin Biggit – sp5,  M4+, Ra4+, De4+, At3, Nv9/11, 60 pts. Bow, individual, inspiring to Red Goblin units only. 15pts for a fleabag. I like the fleabag option for the biggit as it gives you move 10 which means a designated hassler that does a great job. The boots of the seven seas to give him vanguard for first turn disruption opportunity on a shooting horde or war machine hunting.

Grokagamok -  sp6,  M3+, Ra-, De5+, At7, Nv15/17, 260 pts. Brutal, Cs3, nimble, the amputator, very inspiring. This is a named character so you can take one and he is quite pricy . But he has inspiring 9 inches which is huge over the other as inspiring is key and the longer range for ogre’s is massive. That and he is a combat monster as each melee hit is blast D3 so there is a huge damage output potential. If you have points for this guy he is worth it, just don't put him in the line of fire.

So here is a few battle plans and uses that I have in mind when writing a list.

Central point hit. So the plan would be to be able to drop small stuff down and when you see their center line you place your heavy hitters against them.

Flank and turn in. Split force on both flanks and hit them on both sides then turn in.

Refused flank. The normal refused flank style.

Shooting and moving shooting lists are easy to come up with. So I won’t spoil the fun of finding out.

Layers list where you design a list to work in layers. So have a front later to possible take a charge 2nd layer to do some heavy hitting 3rd layer is the clean up.

That will be enough for now as there is plenty more but it is fun to come up with them.

Hint to write a list. Come up with a strategy first then look at what can fill that role. That way what you things to perform a task.

My personal opinion is that the Ogres can put forward a strong list.

Have a happy new year.

Sunday, 27 December 2015


Now don't anyone forget the early bird deal on runefang. You can find further information here.

If you can't make it to both days just come to one.

If I get on your nerves call me out for a first game beat down.

Friday, 25 December 2015

Merry Christmas

Just a quick word today to wish everyone a merry Christmas.

I hope everyone got some plastic crack to keep yourself busy through the new year.

Tuesday, 22 December 2015

Christmas BBQ with local Nerds - Descent Style

Last night was my local kind of gaming group's farewell as most of us will be away for the Christmas period. What that mean is on our last meet rather then just playing KOW or something like that we decided to have a BBQ and a game of Descent.

These are held in Will's Garage every Tuesday as there is enough space for three gaming tables.

After a few hiccups with the BBQ (with some good old fashioned "Just hit it to make it work") we managed to have quite a feast on our hands. However, by the end of the night it was mostly gone after Rob took up the challenge to try to eat everything there.

Well onto the Descent game, there was 5 of us there to play and we all chose our characters there was:

  • Ryan - Gaming master/DM/The Boss man(In secret a good guy)
  • Will as Mad Carthos - A necromancer with his trusty skeleton who's name changed every time a new one was raised (this was quite often)
  • Gareth as Bogran the Shadow - A thief that was renamed Bogan the Gimp due to the gimp mask he was wearing
  • Rob as Elder Mok - A not so healing, healer that did quite well in combat. Oh and he is a Ork
  • ME as Grisban the Thirsty - A thirsty dwarf knight that must have been a slayer as he ran off to try to take on all the enemies at once.
Sorry I didn't take a photo of mine

The first game we played was the stock standard intro game which allowed us to know how to play the game and get our first ability. With the first game we tried to keep pretty close together just in case any need help we survived and won.

Not to mention that we won as Grisban stood in front of  two Etins from the first move and lived to tell the tail. (somehow)

This was very helpful first mission as we pooled our money together and the group bought me a heavy cloak to help with my plight in the front lines. Along with my new ability of ADVANCE I was set to wreak face.
ADVANCE - usable once per turn - after you kill a monster you can make a free advance and a melee attack.

Rob our then pronounced fearless leader then choose the groups' next mission and he decided to chase down a goblin he once knew, Grom the Paunch. As he and his minion's have been raiding the local farms and we have been sent to stop him.
On the way there our fearless leader Mok to Ork managed to never steer us wrong and we got there without any encounters.

Once we got to the farm a lonely, bloodied and poor farmer came out to advise us that his brother has been taken by Grom and would like us to save him. But first we need to stop Grom's goblins doing any more damage as they we just now stealing gain which we need to stop.

Upon arriving there was no goblins in sight only 5 foul looking spiders. Being parched once again Grisban ran off first to meet a slay the first spider, which punched a whole in the spiders lines to which he advanced around the back of them to take a swipe at the master spider to only wound it.

Everyone else moved up and managed to fell another 2 of the 5 to leave only 2 left. However, this was the start of the injuries to come as both of the spiders went after Mad Carthos wounding him but much worse he was now poisoned.

In the distance we could hear the scurrying of the lowly goblins but were yet to see any.

Grisban and Mok stood back for a second to see the outcome of the 2 remaining spiders to see them both cut down by Brogan and Mad Carthos which we then legged it as far as possible to try to catch the goblin unaware. 

After rounding a corner Grisban and Mok saw two goblins running away with a sack of grain each to which Grisban let out a war-cry and jumped into action.

So the slowest member of the warband ran as fast as he could to catch up to these two fleeing goblins and then using his heroic feat to be able to be able to make an attack. To which a swift sword strike put the goblin down not to get back up and then using his advance skill was able to move up and attack the next one. However, Grisban having move further then anyone else was exhausted and didn't do so well as he swung and missed the goblin.

Mok ran into the middle of the goblins that were pillaging and succeeded in holding them in place (being quite bloody by now). After the first wave of spiders were dealt with Brogan started advancing as fast as possible to help Mok in the fray. Then there was poor poor Carthos as soon as help left more spiders started to appear to which he spent most of the game dealing with one after another.

After the narrow miss the goblin Grisban was staring down did what he knew best RAN and managed to take that gain back to feed Grom. At the farm itself fear set in as the impending doom of the remaining goblins were going to come swiftly.

The rest of the game Brogan and I were able to come to the aid of Mok looking worse then before and dispatched the remaining goblins. Mok ran off in search of loot to on his way out see Carthos no longer poisoned but being chased down by yet another spider.

So Grom was only feed on sack of grain which had an impact on the next map as we followed the few surviving goblin to find Grom's hideout. Behold the mighty cave of GROM so fat is he that just by moving he would push all of the hero's out of the way.

Upon hearing about what we have done Grom had to find out more information about the land from the farmers brother and ordered the goblins to bring the 4 prisoners they have to him. Grom wanted to find out who the brother was an escape with him to later interrogate him further.    

Just walking into Grom's Cave we could hear the laughter but we were all tired from the long trek and previous fighting while some of us rested to regain ourselves. Mad Carthos however, ran out and raised up his skeletal friend who charged in and found more spiders. The brainless one ran straight at one managing to take it out pretty effortlessly. 

The spiders startled ran straight at the softer people (everyone but Me - Grisban) managing well as now they were all poisoned and badly hurt. In the distance we heard a door slam open and clunking come from the next room.

Carthos was the first to move as he heals be doing damage which then heal up Mok, to which he and the skeleton managed to damage one and kill one healing up in the meantime. Then Mok killed one to heal up everyone a little. Grisban then dealt with the stragglers and moved towards the next door. Borgan looted a chest to get shot with a poison arrow trap but find a mighty hammer and rested. 

All of a sudden screams filled the cave as the first of the prisoners reached Grom and he started extracting information. However, it was the wrong person.

Listen at the next door there was the sound of wind but nothing more. Cautiously we didn't go barging through as there was resting and drinking of potions to be done, then moving up to the door which the dwarf Grisban was already at.

A gargled scream this time as another was ask goblin type questions and then dispatched of with bits missing as Grom got hungry half way through. The rest of the goblins advanced towards the impending wave of death that was soon to enter.

The brave mindless skeleton was the one to open the door and enter the room. As soon as Grisban saw it was clear enough he ran right past the shambling skeleton right, into a goblin in the corridor to which he quickly dispatch of it and moved into the holding room where the prisoners were kept. The rest of the group move more delicately as Grisban didn't see the 2 air elemental's in the room as he ran straight past them. Mok found a safe place blocked off by the skeleton to be in between Grisban and the back group.     

The air elemental's then shifted what they were as one became fire and attacked the skeleton, Carthos and Brogan but failing to do anything. However the other one became earth and blocking off Grisban from the group. There was no scream this time but Grom was still in his room.... Was this some kind of trick or did he just stopped for dinner we would never know.There was still a few goblins left not really doing much but slowly damaging the softer people.

Grisban managed to somehow cut down the earth elemental and ran back towards the fire elemental and with everyone else's attacks the fire element was barely scratched.

Celebration came from down the hall as Grom has found who he was looking for. The fire elemental managed to take down the skeleton this time.

Grisban ran into the fire elemental and cut it down to size with the help of a new skeleton and Carthos, Grisban then headed towards Grom. The others cleared up the 2 remaining goblins. We were thinking we were in a great position then BAM.

Grom sensing that he was the last and that fearing for his life he fled towards the only exit which happened to lead past the hero's, But Ryan was smirking 'what did he have planned'. Grom the fattest and slowest of all the goblins made a dash (Extra move) towards the door. He was so fast that Grisban barely see him. While carrying the poor farmers even worse off brother.

With a yell from the back lines we all new that Grom has gotten past us all and we had to re-position to still stand a chance of killing him. An impressive 11 wounds were done by all of the party apart from Grisban who was only able to have this one chance for glory as he could only just reach. But life is a painful thing as Grisban made it there but failed to connect with his swing. Having the new feeling of utter disappointment he laid down not to do anything else but watch what was to come. 

Grom damaged but not dead still had a chance to flee but being unable to make it through the door there but still happy as Grisban and Borgan could not reach Grom and he didn't believe that neither of the others would kill him.

First of Mad Carthos tried as he moved up and raised a skeleton with just enough distance to be able to have a swing and managed to scratched Grom but not take him down. Elder Mok came leaping up and was just in with his reach and he hit Grom to which managed to do enough wounds to make not only expel lots of gas (Also thanks Rob for the real life experience of this) but also take him out of action. 

So Grom was dispatched of and the brother was saved we did our jobs and came out slightly wiser and richer.

After getting to know how we worked together we were surprising a good team and Elder Mok learned a healing spell so yay more good times to come. 

With most of us being away for the Christmas period there will be a little silence from the gaming side of thing but a lot of painting updates will come.


If there is anyone in Taupo with a table and wanting to play KOW hit me up as I will be there from the 25th to the 3rd and could get some time away.

Friday, 18 December 2015

HOJO painting update - Swain's Villein Rangers

Over the week I managed to find some to sit down and get some more painting done to which I have been able to get the troop of Swain's Villein Rangers done (as they are BOSS).

I will have more time over the Christmas and the painting will come fast and furious. But in the mean time this is what has occurred.

So everything is coming along nicely.

There is 3 units to start:

  • Samurai (Brotherhood order on Foot)
  • Samurai on horse (Brotherhood order of redemption)
  • Archers  

If anyone want to choose what to paint next let me know.

Tuesday, 15 December 2015

Painting time

Painting Time.

Since I have had a bit of free time today I thought I would try my hand painting Hojo Samurai characters and this was the outcome.

Hojo Brotherhood of the Samurai

It begins all over again..... However, with a new game system.

My new army of 16th century Samurai, I have chosen a clan to do the clan....

HOJO for the painting scheme.

HOJO painting scheme is Blue for the clothes and banners, black/grey for the armor with highlights of red on them.

So this list I will be playing with is:

Devoted - Wind Blast and Inspiring Talisman
Exemplar Redeemer - Boots of the seven Leagues
Swain's Villein Rangers
2 x Regiments of Villein bowmen - 1 with fire-oil, 1 with Jar of the 4 winds.
3 x Regiments of Order of the Brotherhood on foot - all with two-handed weapons
3 x Regiments of Order of Redemption

Which I have been able to get assembled and which looks like this:

So its starting to come along.

Just wanting to say thanks to Mighty Ape for the models as they got here quick at this time of year.

Battle reports and painting updates to come.

Kings of War have Started!!!!!

Hi Everyone,

Long time no posts but I am going to come back to writing on here but for KINGS OF WAR.

If you don't know yet with the death of 8th edition of Warhammer Fantasy there has been a low in gaming as we have been waiting to see what comes, Which over here in New Zealand it turned out that Kings of war.

I have since then been able to play quite a few games and I have been finding it that:

  • The rules are much simpler and they are the same across the board - This means there is no need to read through 1000's of rules just to find the one you need
  • The Game is much quicker then 8th ed game
  • Less rules disputes - Don't get wrong there is still rules disputes however they get resolved and I see that most of these are just due to being new to the game
  • Movement is key
  • You always feel like you have a chance - No matter what you have
  • is a great site for army builder
  • The models from Mantic are much cheaper and the quality is increasing rapidly
  • There is No game breaking spells - I never like it when the whole battle plan was "I am going to throw 6 dice at X spell"
  • This game revolves around strategy and a over the whole board awareness - As there is no fleeing as a response.

So overall I have been enjoying my time playing Kings of War to the point I have now bought myself a new army of 16th century samurai that will be fielded as the Brotherhood. More on this to come with the assembly and painting of this NEW ARMY.

I will also take the time to do up some BATREP's so keep it real.