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===Beasts & Monsters=== *'''Sabretusks''': Similar to high elf war lions, except they have more models, more melee attack, more weapon strength, and run as fast as chaos warhounds with 95(!) speed; great for hunting ranged weapons or chasing down routing units when your monstrous cavalry have better things to trample. Try to keep them away from hard targets, zero armour-piercing damage and rampage means they won't survive if they tangle with an enemy that can properly fight back. A hunter hero can make them incredibly scary in single-player by giving them frenzy, stalk, and vanguard deployment, but they don't get those bonuses in MP. **Pretty good when following in the wake of a Stonehorn. Smaller war beasts don't normally fare very well when the enemy is braced, but formations are nothing to the Stonehorn. **Their rampage can also be an asset. Warhounds are generally very fragile and can be routed easily. Sabertusks however are very sticky and if they rampage then it'll be even harder for the enemy to get rid of them. Just make sure they get on the right targets. *'''Gorgers''': Come in groups of eight, unbreakable, stalk, frenzy, and vanguard deployment. Use them like Mournghuls, sneaky flankers to rip apart tasty and tender backlines. Were broken as fuck at launch since they could beat Bloodcrushers and Celestial Dragon Guard in a head on fight despite costing less and being sneaky backline skirmishers instead of frontline bruisers. CA has since slapped them with the nerf bat, sending them back to the sneaky skirmisher role where they should have been the whole time. Extra dangerous if you bring Skrag due to his unique item's ability to buff Gorgers. *'''Slavegiant''': Your normal giant unit, except this time cajoled and beaten into battle by the very people who destroyed their race rather than bribed with booze. Sometimes the Ogres are the absolute worst. Ironically, this is one of the better giants in the game purely because the Ogres have access to healing whereas most other factiosn with giants do not, making it a lot more tanky than its peers if you bring a gut magic caster and the Trollguts spell. *'''Stonehorn''': Give the Norscan War Mammoth more armor, missile resistance, have it ridden to battle by a hungry Shrek rather than an angry viking, and you've got the Stonehorn. As expected outclasses the Giant in every way and has some of the best armor in your roster. Like an unholy merging of the Mammoth and the Khemrian Warsphinx its bounding animations let it run straight through infantry formations to deliver absolute hell. **By the Maw, Stonehorns are so ridiculously good you can expect them to be nerfed by the next balance patch. Stonehorns have practically zero weaknesses besides getting locked in combat with an anti-large monster/monstrous infantry. Its attack animations make it practically immune to being tarpitted by anti-large infantry, it has high armour and missile resistance to cover the usual weakness of monsters vs ranged, and its monstrous charge bonus will flatten any frontline it rams into, letting it get straight into the ranged units cowering behind the enemy shieldwall. It's a little on the slow side compared to the newer monsters of other factions, but it's fast enough to completely scramble the enemy's frontline before the rest of your chungus boys arrive. Stonehorns are your best monster, use them well and often. **See those Cathayans huddled around their cannons, providing "Harmony"? Sure would be a shame if someone ran them over and wrecked their shit. **'''RoR: The Snowhorn of Mourn''': The RoR of the Stonehorn is a funny unit. He has better stats like most RoRs but also gets frostbite and a special ability called "Glacial Shield" that provides substantial missile resistance for a short period, at the cost of slowing the Snowhorn down. Stonehorns are pretty good at tanking missile fire already but this ability makes the Snowhorn almost immune to anything but the heaviest AP missiles. Because the ability has a short duration and decent length cooldown you have to pick when to deploy it very carefully. It might be best to rely on the Snowhorn's regular armor and missile resistance on the approach, as Glacial Shield's slow effect means you'll just be in the line of fire for longer if you pop it too early. However, if you can get into the enemy's back lines and then pop it they will find you very hard to remove.
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