[Archive] Chaos Dwarfs (LoA) vs Ogre Kingdoms

Nicodemus:

Post your tactics and advice here.

MadHatter:

I’ve had no easy games against Ogre Kingdoms. Apart from their natural advantages like insane strength, insane amounts of attacks in close combat and Ogre Charge, their upper hand against Chaos Dwarfs are;

1) They all have fear so our terror tests become regular fear tests.

2) They can’t be stomped.

3) We bring few models to a game of Mournfangs and Ironblasters.

4) Lore of the Maw spell “The Maw” eats blocks of Infernal Guard for breakfast.

Their weaknesses are:

1) Low initiative

2) Low leadership

Defending and getting shots of with the magmacannon is key to victory. Ashstorm buys time and doubles the damage output to from d3 to d32.

*The K’daai Destroyer has less auto-hit flaming attacks and no thunderstomp against Ogres, still it’s a beast. In many games I’ve felt necessary to charge it into the Ogre’s Ironblaster but 325 points to deal with 170 is not a good solution.

*Irondaemon can only thunderstomp Gnoblars, however the steamcannonade it brings is really great for dealing with the Ironblaster.

*Deathshriekers are great for dealing with lone tyrants, Giants and Ironblasters.



List recommendation

No Destroyer, no Iron Daemon. Just artillery, Khans and magic.

Lore of Death
-Purple Sun exploits their low initiative, Doom and Darkness goes well with the Deathshriekers, Signature exploits their low leadership.

or

Lore of Hashut
-Hellhammer forces panictest, Curse of Hashut can character-snipe (however with t5 one has to roll good against multiwound foes), Flames of Azgorh can be nice but is unreliable, Dark Subjugation is great if opponent chooses to go with a lvl 4 Maw Prophet as general, Ashstorm is the gamewinner.

*Chalice aswell as Dispel Scroll
-Loosing magical dominance to Ogre’s is fatal. They regain wounds and gain power as their spells go off.

*Dual Magmacannons
-You need those wounds

*Deathshrieker
-Demolition shots, cause Panic tests.

*Level 1 (or 2) of Death
Signature spell makes use of the difference between our high leadership and their moderate.

Tactics
Lower their leadership and force panic-tests.

Make them flammable and blast them with Magmacannons.

Use Lore of Death signature to snipe their characters.

Use Demolition-shots to take down their Ironblasters.

Khans to take care of the Sabretusks.

Perhaps Bull Centaurs vs. the Ironblaster.

sam585:

Best tactic I found is the corner castle use dreadquakes for the increased range and damage.

A unit of Blunders will additionally beat a gutstar through 2 rounds of shooting.

Magma Cannons though attractive with the d3 have to short a range to whittle them down effectively.

Put your sorcs and smiths outside of units for hell heart explosion.

Take Lore of Hashut, the number 4, and 6 spells will ruin an ogres day. Death additionally is pretty decent, but ashstorm is game breaking.

TheHoodedMan:

My experiences are as follows:

As sam585 wrote Lore of Hashut is great and has versatile spell ranges.

A magma cannon or hellcannon in combination with ash storm is devastating.

A magma cannon has an effective minimum range of near 34 inches (24 + artillery dice + template which is 8" long). I wouln`t deploy it fully in the corner and play a destroyer and a taurus to be active and give him something to think about.

Shoot his chaff with archers and keep your own khans to delay his approach. Try to get rid of the cannons early in the game (doom rocket/ hellcannon).

Blunderbusses worked out great against ironguts after decimating them with artillery. Beware mournfangs at the flank. An undamaged destroyer can handle 3. Everything above is risky.

In this matchup I would take no Bull Centaurs.

Infernal guard fireglaives proved not so effective, too.

I would prefer Hellcannon and Magma to the other warmachines.

Geist:

Bulls with shields at least 6 of them with banner of reroll leader ship, works very well against mournfang. Played a game against them and because of the high ws and good save plus ability to parry made all the difference. This is mainly because most mounrfang will not have a second rank. So if you can cause a wound or two, have a rank or get the charge the odds of them winning drops like a stone.