Well, yes, I do like the Ogres very much. But I'm still not 100% sure if I want to make them my army. I don't have the money for two armies and there's still the very interesting Skaven. Both armies have great backgrounds and interesting units. Ogres are easier to paint, though, and Skaven have more tactical possibilities. I'm having such a hard time to decide that I'm reaching out for every detail that make one army more interesting than the other.
Anyway, I'm still doing the math, what with work, other hobbies, a girlfriend and some mistakes...
I'm not really testing the Ogre's melee capabilities yet - only the chance they have to weather the massive firepower that I'm going to face in my battles against my first opponents. So it's not the Eternal Guards (no bows) but Glade Guards. Their better bows are really annoying...
I'll write down the setup, though. As I said, I'm looking at ideal conditions for the elves. This will make a fine worst-case scenario.
13 Glade Guards for a total of 156 points
Smallest possible number of Glade Guards would be 10, but to balance point cost with the Ogres I had to field 13
4 Ogre Bulls with light armour for a total of 152 points
The units are exactly 30'' apart
Max range of longbows
No obstacles or difficult terrain between them
Because I'm not daft enough to let my ogres march for an even longer time and factoring in light or hard cover would detract from the worst case
The elves are standing 2'' in a wood
They could actually move & shoot without a penalty, but that wouldn't change the number of rounds the ogres needed to reach them
The elves are standing in one rank
Not a wise decision for melee, but I'm trying to give them the most possible firepower before that; the fields of fire overlap as long as the target isn't closer than 5'' (and that won't happen)
The elves get the first round
Racial and unit rules that have an impact on the outcome:
Elves:
Glade Guard Longbows have S4 when fired at short range
Ogres: none
Stats:
Glade Guards: BS 4 / S3 (4) / Range: 30''
Ogre Bulls: M 6 / T 4 / W 3
I'll do the math later on (kept forgetting important stuff), but my boss's already looking, so I'd better get to work.
Edit:
The math, shortened down a bit - Ogre LP loss totals
Round 1: 1.8 LP
Round 2: 3.6 LP (panic roll)
Round 3: 7.9 LP (panic roll)
Charge: 11.2 LP (panic roll)
In the end, only one ogre reaches the elves and he's barely alive. I don't think he stands a chance against them, mathematically speaking.
But luckily that's the worst case. There are ways to improve the chances of the ogres. Here's where the (hopefully) more intelligent human brain needs to lead the ogres in a way that lets them survive
