Join Date: Dec 2009
Location: Dallas-Fort Worth Area
I've been running up to 8 chaos ogres n a unit with MoK or MoTz and keeping them close enough to the unit with the BSB (chaos knights or infantry) and general to check the forced charge if MoK and re-roll for panic checks. You get ranks with three wide and get full supporting attacks from the second rank. Running ranks four wide maxes out the attacks against most units. The base attacks (no champ or MoK) four wide in 2 ranks total 24 (8 models times 3 attacks each) assuming no model dies (need at least 3 wounds to kill a model) before they get to strike back. Adding MoK increases the four wide unit to a potential of 28 attacks. Additionally, that is four stomp attacks against infantry and fear checks at the beginning of combat against many units.
Ogres (with T4 and limited armour saves) can get shot up. Therefore, I always equip with chaos armour (adds +1 to AS, which can make a big difference over an entire battle), a mark of chaos (MoK for extra attacks and ITP), and they need great weapons to do the damage needed to heavy cav and monsters. Dragon ogres were superior in 7th edition, but chaos ogres are now the better choice for a strong unit. My basic rule is to employ dragon ogres if only three models and chaos ogres (due to cheaper points per wound and attack with ogres, but inferior in -1M, -1LD, -1WS and -1Wound) if beyond that number because I can rank up and gain the supporting attacks of ogres, whereas the cost of dragon ogres is too great to rank up and gain supporting attacks and ranks. I'd rather have the greater number of attacks and wounds per point cost with equivalent armour, T and great weapons and the ability to add a mark to the unit and have musician and standard options, than get the +1S, +1WS, +1M, and +1LD of the the dragon ogres.