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The 9th Age/Tactics/Ogre Khans
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==Unit Analysis== Before we dig into all the units, a few things to note: All Ogres have Sons of the Avalanche and are Large Infantry. This means 3 things, your units get 3 support attacks, impact hits and stomps, never forget that. Impact hits can win you combats before the enemy has a chance to hit back and stomps help you grind down tarpits. Always be the one charging with ogres, shouldn't be too hard as ogres have a 6" advance, making them almost slow cavalry instead of infantry. They do take 2 rolls for dangerous terrain so be careful of forests, ruins, and some units and spells. ===Characters=== '''Great Khan''' 270pts. The chunkiest guy on the block. Has off/def skill on par with an EoS Knight Commander, but makes up for it with 5s in HP, Res, Attacks, and Strength. With mundane equipment he can only get to 4+ armor, so dip into his special equipment to keep him alive, Res 5 isn't that great. If you're thinking of taking paired weapons, just take the Brace of Ogre pistols for double the cost and get a shooting attack out of it as well. Only bother with a great weapon if you really need the str 7 ap 4, Agi 4 isn't much but it will go before most other armies on a charge. '''Khan''' 190pts. Not as great but still big and flabby but cost 33% less. Only has 4 HP and attacks, but retains the 5s in Res and Strength. The same issues apply to him as from the Great version. Great Khans are your superhero, Khans are cheap enough for orgies to be outfitted for particular jobs. '''Shaman''' 195pts. Flabby spell slinger. Still, have Res 5 and options for armor and the Iron Fist, so he can still be a CC beast. Shamanism is great for buffing your guys, Thaumaturgy has a great blend of buffs and damage, Pyromancy is fireball slinging goodness. '''Mammoth Hunter''' 240pts. The weird middle child of Ogre Characters. He is the only one that can be mounted, but cannot join any units when mounted and can only join tigers and yetis when on foot. Has a Commanding presence for Sabretooth Tigers. He does bring some fire support in the means of the hunter's spear or ogre crossbow at 2+ to hit. He has niches, but can usually be passed when on foot. ====Character Mounts==== Mammoth Hunter only '''Tusker:''' put more killing power and protection on your hunter. '''Rock Aurochs:''' get a discount when paying for your Chained Beasts allowance. Is more of an Upgrade for a Rock Aurochs as it's now ridden by a Hunter with all its upgrades ===Core=== '''Tribesmen''' 155pts for 3 + 46ppm. Your jam and jiggles. Res 4 core with 4 attacks/model plus impact hits and stomp is nothing to sneeze at. Give them the Iron Fists unless you really can't afford the 10/model cost. The armor will help them survive to combat and parry will offset their mediocre Def skill. '''Bruisers''' 185pts for 3 + 75ppm. has the same armor as Tribesmen+Iron Fists but use a great weapon for about the same price. You're trading 4 attacks for3 str 6 ap 3. Situational, but Ogres have good strength already and tend to favor more attacks over stronger ones. Be more optimal to only take one or two min size units of 3 with no upgrades just to be hard nuts and to break them. '''Scraplings''' 115pts for 20 + 5ppm. the lil' guys in the big guy army. You can get 11 of them for 1 tribesman. They have simply laughable stats, although they are slightly faster than the average bear (humans). They exist to tarpit and annoy enemy units. Take shields if you want them to survive slightly better, the other upgrades are pointless on such weak models, maybe a unit or two of bows for a cheap block of 20 archers. The Foreman is a blessing to tarpits acting as a BSB for 25 points. ===Special=== '''Scrapling Trappers''' 80pts for 5 + 8ppm. dirt cheap scrappings, same stats as core but with scout, skirmisher, and Vanguard. Their secondary purpose is to run around the table trapping all-terrain features, forcing enemy units to take dangerous terrain tests when moving through it. Situational because you can only trap terrain, not open ground, but can make the difference against chariot lists or other ogres. After rigging the field their primary purpose is dieing to intercept a charge. This will often be a minimum of 80pt well spent. '''Sabertooth Tigers''' 80pts for 1 + 24ppm. Essentially Giant warhounds being cheap tribesmen that lose their Three extra attacks + impact but are insignificant pets that move Faster than their masters on the field and in fights. Take them in small units because Discipline 5 will make them flee if they lose combat. Units of 8 or more count towards Core, but you're often better off with tribesmen for about 50 more points for longevity. Taking a Mammoth Hunter with ''Leader of the Pack'' can make them a forward screen with them Dis 9, Swifstride and Vanguard. They hold a niche role of chasing down, skirmishers '''Yetis''' 175pts for 2 + 60ppm. slightly stronger and faster Tribesman with vanguard movement and Swiftstride. They have a nifty rule where they reduce the agility of enemy units in base contact, which can be all the difference for your agility 3 yetis and agility 2 ogres, but a Frost Mammoth is a generally better value if not a bigger target. It could be fun in a themed army. '''Kin-Eater''' 180pts. a solo ogre with unbreakable, ambush, and hatred. Its only defenses are Res 5 and Fortitude (5+), so hope it lives long enough to kill the Warmachine or wizard in the back. '''Tusker Cavalry''' 380pts for 3 + 100ppm. Stats-wise, it's essentially a Tribesman riding a Khan. Follow the same idea as normal ogres, but they move slightly faster and heavily armoured. '''Mercenary Veterans''' 235pts for 3 + 90ppm. Generally better than the Core ogres and with a slew of special rules options and equipment. Each unit of Veterans must take 2 of the following: Accurate, Devastating Charge (+1 Str/AP, this does not apply to Impact Hits and Stomps), Lethal Strike, Magic Resistance (2), Plate Armor, Poison Attacks, Swiftstride, and Vanguard. Each upgrade may only be taken by a single unit of Veterans. Veterans are simply hilarious and can fill any role you build them for. :'''Example builds:''' *'''Range:''' Accurate + Poison Attacks +Brace of Ogre Pistols. *'''speed:''' Swifstride + Vanguard + any weapon *'''Defence:''' Magic Resistance (2) + Plate Armour + Iron Fist *'''Leathal:''' Lethal Strike + Poison Attacks + Paired Weapons *'''Slay the monster:''' Devastating Charge + Poison Attacks or Lethal Strike + Great Weapon or Halberd ===Powder Keg=== '''Thunder Cannon''' 320pts. It's a big ol' cannon on a chariot. It will do all the basic cannon things, sniping monsters, blowing up dragons, and can get things done on a charge if you feel like it. The mediocre to hit and lack of an engineer among ogres hampers its usability, but thats what the Volley Gun mode is for. '''Scratapult''' 245pts. A catapult chariot. It has lethal strike so can be hilariously good against elite infantry. Suffers from a meh to hit. '''Bombardiers''' 185pts for 3 + 80ppm. they carry their own cannons. with range 24" and quick to fire they have a solid 30" threat range. They each have 1d6 shots so be ready to throw dice everywhere. ===Chained Beasts=== '''Rock Aurochs''' 500pts. Your big scary monster. 3d3 str 7 AP 4 impact hits is enough to make anything cry and Res 6 with mountain hide mean it isn't going anywhere anytime soon. The rider has a ranged weapon, keeps the crossbow or takes a lance. If something is within 12", why aren't you charging it? '''Frost Mammoth''' 375pts. Where the Auroch is the Murder Charger, the Frost Mammoth is for Support. 2 Ogres with ranged weapons and only 1d3 impact hits, but enemy units within 9" suffer -3 agility, meaning your agility 2 ogres are hitting before almost anything. Also, have the Bound spell Chilling Howl to provide some protection from ranged attacks. '''Slave Giant''' 265pts. It's a giant, same as the others but gain D3 impact hits. He can be given an Iron Fist, which gives him parry, which is hilarious. He has worse stats than a Khan while coming out of a category that is more restricted than characters. Slave Giant do have in their favor getting more attacks from Stomps and Giants Rage, but that is if you can get into combat.
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