Ogre Tactics


Recently, I was asked by a reader to look at ogre tactics. There’s a reason why I haven’t touched on ogres before now, and that’s that ogres basically have no tactics. They’re dumb, simple brutes. With many monsters, simply throwing them at player characters and having them go “Rrrraaaahhhh, stab stab stab” (or in this case, “bash bash bash”) falls far short of what those monsters are capable of at their best. With ogres, at least ordinary ones, it’s all they’re capable of.

But Mordenkainen’s Tome of Foes includes several ogre variants that are, in fact, worth examining. What you have to remember, though, is that these ogres are never going to appear on their own, nor solely in the company of other ogres. These are semi-domesticated ogres used by other species as trained warbeasts. They use their special features only when commanded to. Thus, it’s the Intelligence of the trainer, not of the ogre, that influences how effectively they’re used.

In the stat block of the basic ogre, there are only two details that a dungeon master not accustomed to tactical thinking might overlook (by now, they should be obvious to any regular reader of this blog).

First, they have 60 feet of darkvision. This means that an ogre will prefer to fight in dim light or darkness. It doesn’t mean that an ogre won’t fight in daylight, or even that it won’t start a fight in daylight. But it only goes hunting at night. If an ogre encounter happens at night, it’s because the ogre found the PCs. If it happens outside during the day, it’s because the PCs found the ogre.

Second, they do have both a melee attack and a ranged attack. But with extraordinary Strength, very high Constitution and subpar Dexterity, ogres are melee fighters by both nature and inclination. Plus, their melee greatclub does more damage than their ranged javelin. Therefore, an ogre will use a javelin only when it has enough movement to get between 10 and 30 feet from an opponent, but no closer.

Despite being categorized as giants, ogres are basically predatory beasts in a vaguely humanoid shape. If they have the chance to choose a target—all other things being approximately equal, that is—they’ll try to pick off the smallest and weakest first, or one who’s isolated from his or her companions. Otherwise, they’re indiscriminate.

The ogre battering ram variant has two actions, Bash and Block the Path. Bash, a straightforward melee attack that also includes pushback, is the default. Block the Path is a situational action used to lock down chokepoints, forcing opponents to approach within the ogre’s reach to get past it. It confers disadvantage on attempts to attack the ogre, but more important, once an enemy creature comes within reach of the ogre, it possesses a Sentinel-like ability to keep that creature from getting away, plus massive bonus damage on its opportunity attacks. You come at the ogre battering ram, you best not miss. (Curiously, despite the name, this variant appears to be more suited to defense than to offense.)

The ogre bolt launcher variant can attack with its fists or employ a ranged weapon attack that does impressive damage from an impressive distance. The trouble is, even with its increased Dex, it’s still a brute at heart. If a single, unaccompanied enemy happens to come within the ogre bolt launcher’s sight, have it make a Wisdom saving throw. If it succeeds, it stays on task. If it fails, it forgets its job, drops its weapon, Dashes at the enemy and starts pummeling him or her.

The ogre chain brute is for area control, and its handlers have to be careful, because when it starts whirling its chain around, every creature within 10 feet of it has a chance of getting smacked. The preferred attack action, by far, is Chain Smash: it does the most damage and can knock an enemy unconscious. But it recharges only on a 6, so it’s kind of a waste to use it without setting it up first, and the way to set it up is Chain Sweep. On the other hand, Chain Sweep is kind of a waste if the chain brute can’t hit at least two enemies with it. Finally, there’s Fist, a simple melee attack that does marginally more damage, on average, against a single opponent than Chain Sweep does. But Fist puts the burden of proof on the attacker and does no damage on a miss, while Chain Sweep puts it on the defender and does damage even on a success.

If the chain brute’s handler is none too bright, you can use these abilities however. But if it knows what it’s doing, it will command the chain brute to use Chain Sweep only when it can strike two or more non-prone enemies with it and Chain Smash only when it can use it against a prone opponent, to maximize its chance to hit. Under any other circumstance, it commands the chain brute to attack with its fist. If the chain brute runs out of conscious enemies, it keeps pummeling the unconscious ones as long as it isn’t commanded to move.

The ogre howdah’s only weapon is its mace. This variant’s unique feature is Howdah, which grants several Small creatures the ability to ride on its back and attack from three-fourths cover. As the illustration in Mordenkainen’s suggests, these are most likely to be goblins, but other options include kobolds, derro, deep gnomes, grungs and xvarts (although, personally, I think it would be out of character for grungs or xvarts to employ an ogre in this way). The riders can make ranged attacks from the ogre howdah’s back, but the ogre wants to smash, so have it make a Wisdom save, as described above, to see whether it can resist the urge to charge. If the riders want to make melee attacks from its back, they have to use either polearms, lances, whips or spears, and they can’t reach beyond the ogre howdah’s immediate vicinity. In this instance, they direct the ogre howdah where they want to go, and the ogre attacks opportunistically.

With a Wisdom of only 7, an ogre—even a trained one—doesn’t have the good sense to run away when it’s seriously wounded. Once it starts fighting, it keeps fighting until it’s dead.

Next: sibriexes.


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22 responses to “Ogre Tactics”

  1. […] upgrade for the ogre bolt launcher (a 12, woo) and some armor bonuses, they’re still ogres. Keith Ammann’s recent article on Ogre “tactics” more or less states the obvious (in his typical artful and well-written manner, mind you) when it […]

  2. Mel Riffe Avatar

    On a quick glance would you say Cyclops operate similarly to Ogres? They have an 8 for INT and a 6 for WIS.

  3. kyle carter Avatar
    kyle carter

    Generally as a DM I just make it so that they are following someone in order to gain tactics since it makes the most sense to me.

    1. Keith Ammann Avatar

      Even so, they haven’t got a lot to work with.

  4. Brazenburn Avatar

    I don’t think it makes sense that ogres have no self-preservation instinct just because of a low Wisdom score. Wanting to survive is an evolutionary trait, and ogres are evolved beings. Just because they have poor judgement doesn’t mean they won’t flee from something clearly superior to them.

    1. Keith Ammann Avatar

      The question is what qualifies as “clearly superior.” What’s clear to a creature with normal Wisdom isn’t necessarily clear to a creature with a −2 Wisdom mod. Ogres have survived because there are so few things that can actually threaten an ogre.

  5. Leith Avatar

    I don’t understand what is the significance of ‘putting the burden of proof on the defender’. Does it really matter who rolls the die?

    There are factors that come into play with saves, but not with attack rolls: ignoring cover, potentially hitting for half damage. Some others, like the effects of conditions.

    But these have nothing to do with ‘burden of proof’. They’re their own rules; confined to saving throws by convention only; and they don’t apply to all situations in which the ‘burden’ is on the defender.

    I can see material differences between attack rolls and saving throws, it’s just nothing to do with who rolls the dice. Is your phrasing a shorthand for factors like these? If so, it’s not very informative for your readers.

    1. Keith Ammann Avatar

      It does matter who rolls the die. When a character or creature makes an attack roll, the default assumption is failure; the attacker must meet or beat the target’s AC in order to succeed and do any damage at all. When a character or creature is subjected to a saving throw against an effect, the default assumption is that the effect succeeds; the defender must meet or beat the effect’s DC in order to avoid it, and even then, the effect may be merely reduced rather than negated entirely. Since AC is always greater than or equal to 10, and DC is almost always greater than or equal to 10, effects that require saving throws are significantly more likely, on the whole, to have some impact than simple attacks are.

      This is all noted in the global post “Why These Tactics?” which is linked at the top of every page on this site.

      1. Shayd Green Avatar
        Shayd Green

        That’s a fallacy. The only time it matters is when there’s an effect on a success, none of the rest of what you said matters at all. It’s simple, a d20 is rolled and there’s one result on some numbers and a different result on the others, there is no “default assumption” in anything other than the phrasing. It always breaks down to a simple x/20 chance and the only thing that matters is what x is. (At least if nothing is causing any advantage or disadvantage or halfling luck or something)
        For instance, attacking with +5 to hit against AC 17 is exactly the same odds as forcing a +3 save against DC 13, 9/20 chance of success for the aggressor.
        Formula is (21 + hit – AC)/20 or (DC – save – 1)/20.
        Or if AC is 11 higher than to-hit or DC 11 higher than save it’s 50/50.

  6. Jakob Avatar

    I liked the idea of the chainbrute and threw one onto my players, eager to use the “knock ’em prone, chain smash ’em” combo. In the midst of combat, however, I noticed that both attacks need an action and my players simply used half their movement to stand up again in between the ogre’s turns, so no advantage on chain smash.

    Have I overlooked something? How do I set this up properly?

    1. shikomekidomi Avatar

      Have you considered two chain brutes? One to knock them down and one to smash them?

    2. Jakob Avatar

      Yeah that is the obvious fix.

      I just read the article without thinking about how chain smash and chain sweep are both full actions. Two ogres would have been too much for the group at that time. So I went into combat, eager to pull of the combo as proposed in the text and my players simply stood up again after chain swing. Pretty hilarious now that I think about it.

      1. JP Avatar

        The answer is held actions. Ready a chain sweep, unleash it after the target takes its turn, follow up with chain smash.

      2. Jakob Avatar

        Ah, yes indeed. Didn’t think about that one. Thank you very much, sir!

  7. Ike Unsell Avatar
    Ike Unsell

    Small creatures can’t use heavy weapons, so any small boi riding on the Howdah has to use a whip, lance, or ranged weapon. Spears don’t have reach.

    1. Keith Ammann Avatar

      Small creatures can use Heavy weapons; they merely have disadvantage on attack rolls with them.

    2. Hazel Avatar

      the statblock for the ogre howdah says “they must use spears OR weapons with reach”. it doesn’t claim that spears have reach, it just says they can use them too.

  8. Abelhawk Avatar

    Despite ogres not having interesting tactical options, I’ve found that the fun in playing them as a DM comes from running their stupidity and singlemindedness. In a game I ran last weekend, I realized that a gatehouse had only room for one ogre and there were two fighting the characters, so when the characters ran inside the gatehouse, the two ogres started trying to shove each other out of the way to be able to get inside. Sometimes “anti-tactics” can be as fun in a roleplaying game as the smart tactics themselves.

    1. Keith Ammann Avatar

      I approve this message.

  9. Shayd Green Avatar
    Shayd Green

    The thing that strikes me as odd about the battering ram is that even though block the path is a defensive ability, it does have bizarrely offensive applications. I picture the ram barging through the door, charging into melee with at least 2 people, and using block the path (the next turn). Now if the passage is 10 feet wide, block the path doesn’t prevent them from getting past the ogre, it prevents retreat. It’s useful for preventing the defenders from retreating to the next defense point while more attackers flood in, but WHY can it be used this way? The intent seems to be not letting people get past it, but why in the hell would an ogre using a horribly unwieldy two handed weapon be good at locking multiple people in melee with it? I DEFINITELY will rule this as not working on people unless they’re trying to get past the ogre. At least I can picture the ogre swinging the ram around as the player moves around the ogre. The ability would make a lot more sense if it locked down creatures that try to move from one threatened square to another instead of people leaving its threatened range.

  10. GuardianTempest Avatar

    Insert reference to the video game “Tactics Ogre” here

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