Model Tactics
Chainmail Set 2: Ogre Delver
By Bruce R. Cordell and Rob Heinsoo

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Model: Ogre Delver

Faction: Drazen’s Horde

Why It Rocks: Ogre Delvers are monstrous. What’s not to like? They’ve got reach, great armor, great health, hardly ever miss, deal 2 damage on each hit, and the pièce de résistance: They have Extra Melee Attack.

Tricks and Tactics: The Ogre Delver’s reach means that opponents moving within range open themselves up to an attack of opportunity, even those closing on the Ogre to get into base-to-base melee. If possible, you’re best served by letting your enemies come to you, because on a round you move, you don’t get your Extra Melee Attack. So, unless you are pursuing some other strategy, hold off activating your Ogre Delver to the end of your turn -- that way, if an enemy model moves into base-to-base contact, you can rain down your regular and extra melee attack.

One thing about the Ogre Delver -- he’s fast. If you’re not cross-faction, your commander likely has enough command points to maneuver this difficult model to where he needs to go. Send this guy after the enemy commander, maneuvering around the enemy "big guns." You can surprise your enemy’s commander with a sudden contact, thanks to your total of 16" of movement. But, don’t do this until the end of any given turn, when the enemy has moved most of his models (you don’t want to be ganged up on and eliminated before you have a chance to kill the foe’s commander). Once the enemy’s commander is pinned, the battle likely will go in your favor.

Warbands It Counters: Ogre Delvers have a scouting score, so enemy warbands with high scouting (such as Ravilla) don’t automatically win scouting and first terrain placement against a warband of yours that contains an Ogre Delver or two.

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