Age of Sigmar/Tactics/Destruction/Ogor Mawtribes: Difference between revisions

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'''Junkmob (100pts; Min: 320; Max: 1150):'''  ''1-3 Gnoblars, 1-2 Scraplaunchers:''<br>
'''Junkmob (100pts; Min: 320; Max: 1150):'''  ''1-3 Gnoblars, 1-2 Scraplaunchers:''<br>
* Add 1 to the Attacks characteristic of "piles of old scrap" used by Scraplaunchers within 3" of any Gnoblar units from this battalion that have 20 or more units.  
* Add 1 to the Attacks characteristic of "piles of old scrap" used by Scraplaunchers within 3" of any Gnoblar units from this battalion that have 20 or more units.  


'''Kin-Eater’s Bully Boys (120pts):''' ''1 Tyrant, 1 Glutton, 1 Leadbelcher, and 1 Ironblaster:'' <br>
'''Kin-Eater’s Bully Boys (120pts):''' ''1 Tyrant, 1 Glutton, 1 Leadbelcher, and 1 Ironblaster:'' <br>

Revision as of 15:37, 4 November 2019

Grand Alliance Destruction

Ogor Mawtribes

Some lards being dudes.

Lore
Tactics
General Tactics

Not to be outdone by the other Destruction get togethers, the Gutbusters and Beastclaw Raiders are joining forces to smash your face in.

Why play Ogor Mawtribes?

Pros

  • CAUSE YOU LIKE TO CRACK SKULLS AND EAT STUFF
  • CAUSE YOU AINT NO MANLET STUNTIE
  • YOU WANNA BRING A WHOLE NEW MEANIN' TO THE WORD "OMNIVORE"
  • CAUSE YOU 'ATE PAINTIN' TONS OF MODELS
  • YOU HAVE GUNS A SIZE BIGGER THAN ANYONE ELSE
  • Most units (BCR in particular) will hit with the speed and power of a runaway freight train.
  • You like the fightin', you like the eatin', and you love the Pot. Simple as.

Cons

  • You are a low model count army (except for Gnoblars), so a failed Battleshock test can be devastating.
  • Not much synergy between Gutbuster and BCR units.

Allegiance Abilities

Battle Traits

  • Trampling Charge: After an OGOR or Rhinox unit makes a charge move, you can pick 1 enemy unit within 1" of the unit and roll a number of dice equal to the unmodified charge move. Add 2 to each die if the unit is a monster or has 8 or more models. For each 6+, deal 1 mortal wound.
    • from most troops expect 0-3 mortal wounds, Otherwise, think 3-6.
  • Grasp of the Everwinter: At the start of your hero phase, roll 1 die for each enemy unit within 3" of any BEASTCLAW RAIDERS units. If the roll is equal to or less than the battle round, the unit takes D3 mortal wounds.
    • makes being around even the Cats Dangerous. Worth throwing in a Raider for the AoE Damage.
  • Might Makes Right: When determining who controls an objective, OGOR models count as 2 and OGOR MONSTER models count as 10. Unless you’re bringing in hordes, good luck getting these guys to budge.
  • Ravenous Brutes: Based on the distance between them and enemy models, OGOR units gain certain buffs, divided into two states called “Hungry” and “Eating”. “Hungry” is being more than 3 inches away from the enemy, which grants them +2 to Movement, and while at 3 inches or fewer they are “Eating” and get +2 to Bravery. This makes them an adaptable and surprisingly fast faction.
    • the +2" makes ogors fast, foot troops will move 8", mounts move 11" and Stonehorns move 14". Not Calvalry or Slaanesh speeds, but it's widespread and consistent.
  • Everwinter Prayers: Each BEASTCLAW RAIDERS PRIEST can know 1 prayer in addition to any other prayers they know. In your hero phase, each of them can chant 1 prayer. Each prayer can only be attempted once per phase.

Command Traits

Traits of the Tyrant

  1. Furious Guzzler: At the start of the hero phase, if this general is eating you can heal D3 wounds.
  2. Prodigious Girth: Add 2 wounds to the general's wound characteristic.
  3. Killer Representation: Before this general is set up for the first time, you can pick a second Big Name. The second Big Name cannot be the same as the first.
  4. Mighty Bellower: If an enemy unit fails a battleshock test within 6" of this general, add D3 to the number of models that flee.
  5. An Eye for Loot: You can re-roll hit and wound rolls for this general that target a hero that has an artefact of power.
  6. Crushing Bulk: The general is treated as a MONSTER for the purposes of Trampling Charge. Brutal in smaller games with no snipers.

Traits of the Butcher

  1. Questionable Hygiene: Subtract 1 from hit rolls by enemy units while they are within 6" of the general.
  2. Herald of the Gulping God: Friendly units don't take battleshock tests while they are wholly within 15" of this general and they are eating.
  3. Growling Stomach: Subtract 2 from the Bravery characteristic of enemy units within 12" of this general while they are hungry.
  4. Gastromancer: This general knows all the spells from the lore of Gutmagic. Pairs well with the Bloodgullet Mawtribe’s casting two spells per turn.
  • Bloodgullet forces you to take the command trait that comes with it.
  1. Rolls of Fat: Add 2 to the wounds characteristic of this general.
  2. Spell-Eater: Each time this general dispells an endless spell, you can heal any wounds allocated to them. If this general had no wounds allocated to them, you can instead add 1 to their wounds characteristic until the end of the battle. In addition, each time this general dispells an endless spell they can cast an addition spell in that phase.

Traits of the Beastclaw - Frostlords and Huskards

  1. Nomadic Raider: You can re-roll wound rolls for melee weapons made by this general while they are wholly within enemy territory.
  2. Voice of the Avalanche: Once per battle round, this general can use a command ability on their warscroll without spending a command point.
  3. Frostfell Aura: Enemy units cannot retreat while within 3" of the general. No one wants to be trapped with a Stonehorn.
  4. Master of the Mournfangs: Friendly Mournfang Pack units do not take battleshock tests while they are wholly within 18" of the general.
  5. Skilled Rider: Halve the number of wounds allocated to this general (rounding up) when determining which row of the damage table to use for this general.
  6. Touched by the Everwinter: The general is a Priest. If the general is already a priest they know an additional prayer from Everwinter prayer.
    • Doesn't let you invoke multiple prayers, but lets your Stonehorns buff themselves.


Traits of the Hunter - Icebrow Hunter

  1. Winter Ranger: At the start of each of your hero phases, if this general is in ambush you gain D3 additional command points.
    • in bigger games, you can use this as CP generator while denying the opponent to get points for attacking your warlord.
  2. Eye of the Blizzard: Subtract 1 from hit rolls that target the general.
  3. Blood Vulture's Gaze: Add 1 to hit and wound rolls for missile weapons used by this general.
  4. Frost Maw: When using this general's Icy Breath ability, you can pick D3 enemy units instead of 1.
  5. Raised by Yhetees: Add 1 to the attack characteristic of melee weapons used by friendly Icefall Yhetees when they are wholly within 12" of this general.
  6. Skal Packmaster: When you use this general's Master of Ambush ability, up to two units of Frost Sabres can join this general instead of 1.

Mount Trait

If your army includes any Heroes on Stonehorns or Thundertusks one of those Heroes can have a mount trait. - bypassed by one of the Mawtribes

Hero mounted on Stonehorn

1.Black Clatterhorn: Add 1 to hit rolls for attacks made with this model's Rock-hard Horns

2.Metalcruncher: At the start of the combat phase, pick 1 enemy WAR MACHINE, or 1 enemy unit with a Save characteristic of 4+, 3+, 2+, that is within 3" of this model. That enemy unit immediately suffers D6 Mortal wounds. Pairs well with Frostfell Aura so enemies can't retreat.

3.Belligerent Charger: When determining the number of Dice to roll for the Trampling Charge battle trait, treat charge rolls made for this model of less than 7 as 7.

4.Frosthoof Bull: Improve the Rend characteristic of this model's Crushing Hooves by 1.

5.Rockmane Elder: Add 1 to this model's wound characteristic

6.Old Granitetooth: Add 1 to charge rolls for friendly STONEHORNS and MOURNFANG PACK Units while they are wholly within 12" of this model

Hero mounted on Thundertusk

1.Fleet of Hoof: You can re-roll one or both of the dice when charging with this model.

2.Fleshgreed: At the start of each hero phase, if this model is eating, you can heal 1 wound allocated to this model.

3.Rimefrost Hide: Worsen the Rend characteristic of melee weapons that target this model by 1 to a minimum of (-).

4.Gvarmak: Add 1 to this model's Wounds characteristic.

5.Matriarch: Add 1 to charge rolls for friendly Thundertusks while they are wholly within 12" of this model.

6.Alvagr Ancient: If this model has not made a charge move in the same turn, enemy units that are within 3" of this model at the start of the combat phase fight at the end of that combat phase.

Artefacts

Tyrant's Plunder - Tyrant only

1. Headsmasher: The bearer's Thundermace has a damage characteristic of 4 instead of 3.

2. Grawl's Gut-plate: Add 4" to the bearer's Move characteristic while they are Hungry instead of 2".

3. Gruesome Trophy Rack: Add 1 to hit rolls for attacks made by friendly Gutbusters units wholly within 12" of the bearer that target a Monster or Hero

4. Flask of Stonehorn Blood: Once per battle, at the start of any phase, the bearer can use this artefact. If they do so, until the end of that turn, roll a dice each time you allocate a wound or mortal wound to the bearer. On a 4+ that wound or mortal wound is negated.

5. Sky Titan Scatter Pistols: The bearer's Ogor pistols have an attack characteristic of 6 instead of 2.

6. The Fang of Ghur: The bearer's Glaive has a Rend characteristic of -3 instead of -1.


Butcher's Vittles - Butcher only

1. Dracoline Heart: Once per battle, at the start of your hero phase, the bearer can use this artefact. If they do so, pick 1 Great Mawpot terrain that is part of your army, within 6" of the bearer and empty. That Great Mawpot is now full.

2. Shrunken Priest Head: Roll a dice each time you allocate a wound or a mortal wound to the bearer. On a 5+ that wound or mortal wound is negated.

3. Wizardflesh Apron: The bearer can cast 1 additional spell in each of your hero phases.

4. Bloodrock Talisman: Add 2 to the roll when the bearer attempts to unbind or dispel an endless spell.

5. Grease-smeared Tusks: Add 1 to charge rolls for friendly Monsters while they are within 9" of the bearer.

6. Rotting Dankhold Spores Once per battle, at the start of your hero phase, the bearer can use this artefact. If they do so, pick 1 enemy unit within 6" of the bearer and roll a number of dice equal to the number of models in that unit. For each 4+, that unit suffers 1 mortal wound.


Relics of the Everwinter - Frostlords and Huskards

1. The Rime Shroud: Re-roll unmodified hit rolls of 6 for attacks made with missile weapons that target the bearer.

2. Blade of All-Frost: Pick 1 of the bearer's melee weapons. If any wounds inflicted by this weapon are allocated to an enemy Hero or Monster model and that model is not slain, subtract 1 from hit and wound rolls for attacks made with melee weapons by that model for the rest of the battle.

3. Carvalox Flank: Friendly Icefall Yehtees units that are wholly within 12" of the bearer at the start of the movement phase can move an extra 2" when they make a normal move during that phase. Pair great on a Thundertusk.

4. Alvagr Rune-tokens: Once per battle, at the start of your hero phase, the bearer can use this artefact. If they do so, until the start of your next hero phase, you can re-roll hit and wound rolls for attacks made by the bearer and re-roll save rolls for attacks that target the bearer.

5. Skullshards of Dragaar: Once per battle, the bearer can attempt to unbind 1 spell in the enemy hero phase as if they were a Wizard. If they do so that spell is automatically unbound. (Do not roll 2D6).

6. Elixir of Frostwyrm:Once per battle, at the start of your shooting phase, the bearer can use this artefact. If they do so, pick 1 enemy unit within 9" of the bearer that is visible to them. That unit suffers D6 mortal wounds and the bearer suffers D3 mortal wounds.


Traits of the Hunter - Icebrow Hunter only

1. The Pelt of Charngar: In your hero phase, you can heal up to D3 wounds allocated to the bearer.

2. Kattnak Browplate: Add 1 to save rolls for attacks that target the bearer. In addition, at the start of your first hero phase. you receive 1 additional command point.

3. Frost-talon Shardbolts: If the unmodified hit roll for an attack made with the bearer's Hunter Crossbow is 6, that attack inflicts D3 mortal wounds on the target in addition to any normal damage

Spell Lore

Lore of Gutmagic - Butchers only

1. Fleshcrave Curse: CV 6. Pick 1 enemy unit within 12" of the caster that is visible to them. That unit suffers D6 MW but they gain 1 Attacks characteristic on their melee weapons until the start of your next hero phase.

2. Blood Feast: CV 7. Pick 1 friendly OGOR unit that is not a MONSTER and that is wholly within 18" of the caster and is visible to them. Add 1 to the Attacks characteristic of that unit's melee weapons until your next hero phase.

3.Ribcracker: CV 7. Pick 1 enemy unit within 18" of the caster that is visible to them. Subtract 1 from save rolls for attacks that target that unit until the start of your next hero phase.

4. Blubbergrub Stench: CV 5. Until the start of your next hero phase, friendly RHINOX units are treated as MONSTERS for the purposes of the Trampling Charge battle trait while they are wholly within 18" of the caster.

  • turns that Rhinox artillery into a true battering ram.

4. Molten Entrails: CV 7. Pick 1 friendly OGOR MAWTRIBES MONSTER wholly within 18" of the caster that is visible to them. Until the start of your next hero phase, add 1 to the Damage characteristic of the melee weapons used by that MONSTER'S mount.

  • combos great with Stonehorns

6. Greasy Deluge: CV 7. Pick 1 enemy unit within 18" of the caster that is visible to them. Subtract 1 from hit rolls for attacks by that unit until the start of your next hero phase.

Lore of the Sun-Eater - Firebelly only

1. Fiery Whirlwind: CV 6. Pick 1 enemy unit. Roll 1 dice for each model in that unit that is within 12" of the cast and is visible to them. For each 4+ that unit suffers 1 mortal wound. If the unit only has 1 model, roll 3 dice instead of 1.

2. Billowing Ash: CV 8. Until the start of your next hero phase, subtract 1 from the hit rolls for attacks that target friendly units wholly within 12" of the caster.

3. Tongues of Flame: CV 6. Pick 1 enemy until that has 5 or more models that are within 18" of the caster and visible to them. Until the start of your next hero phase, each time that unit finishes any type of move it suffers D3 mortal wounds.

Manifestations of the Eternal Snowstorm

Prayers for your Huskard Torr.

1. Pulverising Hailstorm: 4+, pick a point on the battlefield within 18" of the model chanting this prayer. Roll 1 dice for each unit within 3" of this point. On a 3+ that unit suffers D3 mortal wounds.

2. Keening Gale: 4+, pick 1 friendly MONSTER or MOURNFANG PACK that is wholly within 18" of the model chanting this prayer. Until the start of your next hero phase, add 3" to that unit's Move characteristic.

3. Call of the Blizzard: 4+, pick 1 friendly unit of Icefall Yhetees within 18" of the model chanting this prayer that is visible to them. Return 1 slain model to that unit.

Mawtribes

Your army may belong to a Mawtribe, and gains all the abilities within. Note that you can still take Beastclaw Raiders in the Gutbuster-themed Mawtribes and vice-versa, but they're clearly designed to buff one side over another.

Gutbusters

Meatfist Mawtribe

  • Battle Traits: Fleshy Stampede: Roll 1 additional dice for any MEATFIST units using the Trampling Charge ability.
  • Command Trait: Food for Thought: At the start of the hero phase, if this general is eating, you gain 1 additional command point.
  • Command Ability: The Unstoppable Feast: At the start of the combat phase pick a MEATFIST HERO, then add 1 to the attack characteristics of friendly MEATFIST OGRE GLUTTONS Gulping Bites while they are wholly within 18" of the hero, you cannot use this more than once.
    • While the generic "reroll hit rolls of one" command ability is better for raw damage output, this ability has the benefit of being able to affect multiple units, making it situationally more useful.
  • Artefact of Power: Gutplate of Ghur: Reroll save rolls of 1 for the bearer.

The Gluttons choice, for when you wanna have hordes of hungry fat men to charge straight into enemy territory.

Bloodgullet Mawtribe

  • Battle Traits: Heralds of the Gulping God: BLOODGULLET BUTCHERS know 1 additional spell from the Lore of Gutmagic. In addition, friendly BLOODGULLET BUTCHERS can attempt to cast 1 extra spell in your hero phase.
  • Command Trait: Nice Drop of the Red Stuff: Friendly units that start wholly within 12" of the General at the start of their pile in move can move an additional 3" when they pile in.
  • Command Ability: Bloodbath: You can use this command ability at the start of the combat phase, if you do so pick 1 friendly BLOODGULLET BUTCHER, until the end of the phase, you can reroll wound rolls for attacks made by friendly BLOODGULLET OGOR GLUTTONS that are wholly within 12" of the BLOODGULLET BUTCHER.
  • Artefact of Power: Splatter-Cleaver: Pick 1 of the bearer's melee weapons, at the end of the combat phase, if any wounds were inflicted on enemy models and not negated, you can heal up to d3 for each friendly BLOODGULLET unit wholly within 12. (Roll separately for each unit)

The Butcher/Slaughtermaster choice. Pairs beautifully with the Great Maw-pot.

Underguts Mawtribe

  • Battle Traits:Gunmastery: Leadbelcher Guns used by UNDERGUTS LEADBELCHERS units have a range characteristic of 18" instead of 12".
  • Command Trait: Mass of Scars: Subtract 1 from the wound rolls for attacks made with missile weapons that target this general.
  • Command Ability: Thunderous Salvo: You can use this command ability at the start of your shooting phase, If you do so, pick 1 friendly UNDERGUTS HERO. Until the end of that phase, add 1 to the attack characteristics of ranged weapons made by UNDERGUTS IRONBLASTERS units wholly within 12" of that UNDERGUTS HERO. You can only use this command ability once per shooting phase.
  • Artefact of Power: Gnoblar Blast Keg: Once per battle at the start of your shooting phase, you can use the Gnoblar Blast Keg. if you do so pick 1 enemy unit within 9" of the bearer that is visible to them and roll six dice. Add 1 to each roll for every 10 models in the target unit. For each 6+, the enemy unit suffers d3 mortal wounds.

The Leadbelcher's choice. When you feel like inserting 40k into the Mortal Realms.

Beastclaw Raiders

Boulderhead Mawtribe

  • Battle Traits: Fearsome Breed: Add 1 to the wounds characteristic of friendly BOULDERHEAD MONSTERS. In addition, each BOULDERHEAD HERO on STONEHORN or THUNDERTUSK can be given a mount trait instead of only one.
  • Deadly Hail: Add 1 to prayer rolls for Pulverizing Hailstorm when a BOULDERHEAD PRIEST is chanting that prayer.
  • Command Trait: Lord of Bones: Friendly BOULDERHEAD MONSTERS that are wholly within 12" of this general at the start of the movement phase can move an extra 1" when they make a normal move during that phase.
  • Command Ability: Dig Deep Your Heels: You can use this command ability at the start of any phase. If you do so pick 1 friendly BOULDERHEAD HERO that has a mount. Until the end of the top row on that unit's damage table, regardless of how many wounds are allocated to that model.
  • Artefact of Power: Brand of the Svard: If the bearer has a mount, add 1 to hit rolls for attacks made with that mount's melee weapons.

The Behemoth choice.

Thunderbellies Mawtribe

  • Battle Traits: Swift Outflank: Friendly THUNDERBELLIES MOURNFANG PACK units wholly within 12" of the edge of the battlefield at the start of your charge phase can charge in that charge phase even if they ran in the same turn.
  • Riders of the Hurricane: Add 1 to prayer rolls for Keening gale when a THUNDERBELLIES PRIEST is chanting that prayer.
  • Command Trait: Storm Chaser: Add 1 to charge rolls for friendly THUNDERBELLIES units while they are wholly within 18" of this general.
  • Command Ability: Rip and Tear: You can use this command ability at the start of the combat phase. If you do so, pick 1 enemy unit with 1 or more wounds allocated to it that is within 6" of a THUNDERBELLIES HERO. Until the end of the phase, you can re-roll wound rolls for attacks made by friendly THUNDERBELLIES MOURNFANG PACK units that target that enemy unit.
  • Artefact of Power: Shatterstone: Enemy units treat terrain features within 12" of the bearer as having the Deadly scenery rule in addition to any other scenery rules they may have.

The Mournfang choice.

Winterbite Mawtribe

  • Battle Traits: Ghosts in the Blizzard: Subtract 1 from hit rolls for attacks made with missile weapons that target friendly WINTERBITE units that are wholly within your territory.
  • Call of the Endless White: Add 1 to prayer rolls for Call of the Blizzard when a WINTERBITE PRIEST is chanting that prayer.
  • Command Trait: Wintertouched: Add 1 to wound rolls for attacks made with melee weapons by friendly WINTERBITE FROST SABRES units and WINTERBITE ICEFALL YEHTEES units while they are wholly within 12" of this general.
  • Command Ability: Howl of the Wild: You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly WINTERBITE HERO, WINTERBITE FROST SABRES units and WINTERBITE ICEFALL YEHTEES units wholly within 12" of that WINTERBITE HERO can fight at the start of the combat phase. These units cannot fight again in that combat phase unless on ability or a spell allows them to fight more than once.
  • Artefact of Power: Frostfang: Pick 1 of the bearer's melee weapons. At the start of each battle round roll a dice. On a 5+ add i to the damage inflicted for attacks made with that weapon for the rest of the battle. this effect is cumulative.

The Hunter/Priest Choice.

Warscrolls

Gutbusters

Leaders

  • Tyrant: (160pts) The ogor foot lord with armed to the teeth with dual pistols that act like hand cannons, a glaive for slaying, and a mace for smashing. They can take a Big Name to better fit their function. His Command Ability causes D3 mortal wounds to a friendly unit but they are forever immune to Battleshock and those wounds are negligible and healable for ogors. Though arguably the best unit to use these on are Gnoblar hordes, which helps them be a better tar pit for enemies.
  • Butcher: (140pts) Your big fat wizard who's actually decent in a fight. He’s got two weapon choices, one that has better rend and another with better damage. His unique spell, however, is very useful against horde armies like Skaven. The more successful spells he casts, the more he heals, though he does have a 1/6 chance of doing the opposite and inflicting a mortal wound on himself.
  • Slaughtermaster: (140pts) The old Skrag the Slaughterer model is a +1 Butcher who uses his cauldron to provide a variety of boosts for your Ogors and debuffs/damage to enemies. While he doesn't do as much melee damage as the other guy (this can be offset making his stumps inflict more damage), it helps solidify his role as a support piece than a raw damage dealer. Also, despite lugging around that giant cooking pot, he still has the same 6’’ movement as most Ogors. So you could have him running alongside friendly units, though that will definitely make him an easy target. So it might be better to keep in in the back lines or have some bodyguards nearby (Ironguts preferably).
  • Firebelly: (120pts) A fire wizard with breath attack and his spell wreathes himself in a protective fire. Exists outside the subfactions with lack of Gutbuster and/or Beastclaw Raiders keyword. He has access to the Sun-eater lore for more DPS or debuffing.

Battleline/Optional Battleline

  • Ogor Gluttons: (Battleline, 120/400pts, min 3, max 12) The common Ogor. A bag of 4 wounds, move 8" when hungry, Bravery 8 when eating, 3/3+/3+/D2 attacks + bite(1/3+/3+/-/D1). Having a banner lets them ignore arrows on 6s. Lack of rending will hurt their damage output against elites, take Ironfists when fighting Stormcasts, else Paired weapons for everything else. Be aggressive, get the charge first and top of their Health with the butchers.
  • Ironguts: (Conditional Battleline: Gutbusters General, 220pts, min 4, max 12) Elite Gluttons. With +1 rend, weapon damage, armour, bravery, and their banner has a chance to ignore Spell effects and make more enemies run away. They become even more terrifying for a round if another ogor unit had earlier failed Battleshock, with them rerolling hit, wound, and saves of 1 for the round.
  • Leadbelchers: (Conditional Battleline: Gutbusters General, 80pts, min 2, max 12) Ogryns. This alone should be a reason to take some. They hold ship cannons as shrapnel guns and use them in melee as sorta worse gluttons, but Leadbelchers have rend on both of the attacks. With their Hungry movement, they will likely find a place to settle down, so to turn their d3 shot into d6s before they make their charges. They do well to soften that dangerous grot hoard before your ogors charge them(yes, grots can rip through anything in this hoard focused meta) This unit requires 4 models minimum if it's used as a battleline.

Others

  • Gnoblars: (100/270pts, min 20, max 60) Your chaff wall; they die fast and put out a lot of weak attack dice. Combos perfectly with a Tyrant’s ability to make them immune to battleshock. They have a chance to kill things by buffing their buckets of dice, but you will often allocate them to fence duty; prevents enemies from charging your ogors before you charge them.
  • Gorgers: (80pts, min 1, max 3) A big, monstrous (but they don't actually have the monster keyword) ogor. They can arrive on the board during your first turn to cause a distraction. They are a Distraction Carnefex that will buy you time as the rest of the army moves in. Don't forget that they are Ogors and get all the benefits that Ogors get. If you deepstrike him and get the charge in he can take an objective from a single model holding it.
  • Maneaters: (180pts, min 3, max 12) Elite mercenary ogors with rending melee and shooting. Before the first battle round they can pick an ability to better fit how you want to use them. Often you will just pick the reroll 1's or let them run and charge, Battleshock immunity will rarely come up.
  • Ironblaster: (120pts, Artillery) Strap a cannon on a rhinox. Ironblasters can either shoot up a unit or make one bigshot. It's close range, but you can charge the cannon in after shooting. Not something you use against 30+ units but works well against Idoneth and Stormcast.
  • Gnoblar Scraplauncher: (120pts, Artillery) Trade ogor with cannon to Gnoblar team with an anti-hoard catapult, dealing 3/2+/4+/-/D6d against the dreaded Wytch Aelf and Grot hoards.

Beastclaw Raiders

Mounts: to avoid repeating info, here is the difference between the three. Remember they're monsters ridden by ogors so they move 2 more inches, their Trampling Charge hits on 4+, and they count as 10 models for securing objectives. Enemies around them get buffeted with MW when near any Beastclaw Raiders.

  • Thundertusk: your big Mammoths, the ranged option with -1 to hit in melee, and firing a Dirty Snowball that throws lots of dice at a unit that turn into mortal wounds against hoards.
  • Stonehorn: The Embodiment of Ogor kind: Big, Bulky, Fast, and hits like a truck. They deal a lot of damage on a charge and ignore wounds and mortal wounds on 5+.

Leaders

  • Frostlord on Thundertusk: (390pts, Behemoth) takes a gun and then put a lance on it. If you're taking a Frostlord and have another Thundertusk, then look below. Both Frostlords are the only ogors with a 3+ save and have the aura command ability to let Beastclaw Raiders reroll their charges
  • Frostlord on Stonehorn: (400pts, Behemoth) Melee + Melee is a great combo. They are the first thing you think of to Put CC Command traits and artifacts on (Nomadic Raider or Skilled Rider or Touched by the Everwinter + Alvagr Rune-tokens)
  • Huskard on Stonehorn: (320pts, Behemoth) The Second-in-command and the cheapest mounted hero. The Huskard is armed with a Harpoon launcher and either be equipped with a second gun or send a Vulture to slowly peck a hero to death. On a Stonehorn his CA lets one Mournfang Pack gain a bigger charge bonus. Will see play in smaller games or riding alongside a wing of Mournfangs.
  • Huskard on Thundertusk: (340pts, Behemoth) Put a Priest on a gun. They will spend time in the back shooting people down and reciting prayers. By default, they can either pray to heal a raider d3 or give them +1 to wound in melee.
  • Icebrow Hunter: (120pts) A foot ogor that now Dual wields a Crossbow and Throwing spear, able to trade those range attacks to deal mortal wounds to bypass normal attack rolls. He has a Synergy with Frost Sabres, letting them deepstrike with him and his Command ability gives a pack +1 attack.

Battleline/Optional Battleline

  • Mournfang Pack: (Conditional Battleline: General is a Beastclaw Raiders, 140pts, min 2, max 12) The Super Cavalry hitting harder than the famed Khorn Bloodcrushers. These are the big cavalry unit. Can choose between a dealing more attacks and get an Iron fist to inflict some Mortal wounds, or go two-handed for that rend. The unit leader can also have an Ironlock Pistol. Mournfangs move 11" when hungry and on charges, and they deal a lot of damage. Remember, no one wants to be charged by a Mournfang.
  • Icefall Yhetees: (Conditional Battleline: General on Thundertusk, 110pts, min 3, max 12) Fast not-ogors. They pair well with a Thundertusk, having the same Frost aura ability, and being around one lets them run and charge. They also can do keep away shenanigans by being able to participate in fights with their 6" piles-in, letting them safely swing after your opponent.
  • Frost Sabres: (Conditional Battleline: General is an Icebrow Hunter, 40pts, min 2, max 12) the cheap ogor hounds cats. Despite being 40pts for 2, they will deal a lot of attacks, move fast, and function a cheap way to spread Grasp of the Everwinter. They synergize great with an Icebrow Hunter, gaining +3 to charges, +2 bravery, a unit can Deepstrike him.

Behemoths

Essentially a Huskard but ridden by 2 regular ogors. Only field them when you run out of leader slots, need a Battleline, or only have 300pts allowance to spend on a monster.

  • Stonehorn Beastriders: (Conditional Battleline: General is a Beastclaw Raiders, 300pts, Behemoth) Big monster that rushes and is mounted by ogors with guns. Not anything else new to say. The cheapest way to field a Stonehorn.
  • Thundertusk Beastriders: (Conditional Battleline: General is a Beastclaw Raiders, 300pts, Behemoth) Monster + Guns. If you're not taking multiple Rhinoxes, a Thundertusk is a single entity alternative. The cheapest way to field a Thundertusk.

Scenery

  • Great Mawpot: A giant cauldron of delicious grub to feed your hungry, fat men. It grants +1 to casting or dispelling rolls to friendly wizards within 1 inch of it. But that’s not the main feature: once per battle, at the start of your Hero phase, you can choose to ring the dinner bell for your army so long as there in a Hero within 6 inches on the pot. Upon doing so, EVERY OGOR UNIT WITHIN 36 INCHES HEALS D3 WOUNDS (rolling for each model). While it is a single use thing and your Gnoblar units don’t get shit from it, this is very useful for making your army a near immovable wall of meat and muscle.

Needs confirmation, but the healing ability can be used when the Mawpot is “Full”, once it is “Empty”, you can refill it by killing an enemy MODEL (yes, model) within 6”.

Battalions

Mawtribe Battalions

Gutbuster Warglutt (80pts; Min: ?; Max: ?): 1 Tyrant's Gutguard, 1 Gourmand, 1 Butcher's Band, 1 Junkmob.

  • At the start of your hero phase in the first round, each friendly unit in the battalion can move D6. Roll separately for each unit.

Tyrant's Gutguard (120pts; Min: 500; Max: 2500): 1 Tyrant, 1-3 Ironguts, 0-2 Ironblasters:

  • Each time you allocate a wound or mortal wound to a friendly Tyrant from this battalion while it is within 3" of a friendly IRONGUTS unit from this battalion, on a 4+ the wound is negated. That IRONGUTS unit suffers 1 mortal wound.

Goremand (140pts; Min: 480; Max: 2920): 1 Slaughtermaster, 1-3 Gluttons, 1-3 Leadbelchers, 1 unit of Ironguts:

  • The Slaughtermaster from this battalion can use the Great Cauldron ability twice each of your hero phases instead of once.
  • This battalion literally lets your Slaughtermaster use Great Cauldron twice for the cost of a second Slaughtermaster. So why the fuck didn't you just take another one?
    • Because the army in general is a bit CP starved and has a lot of good artefacts? Plus you were taking all of these units anyway.
    • Also who actually has a second Slaughtermaster?

Butcher's Band (140pts; Min: 700; Max: 3580): 1 Butcher, 1-3 Gluttons, 1-3 Leadbelchers, 1 Ironguts:

  • At the start of your hero phase, you can heal 1 wound allocated to each friendly units from this battalion that are wholly within 12" of the Butcher

Junkmob (100pts; Min: 320; Max: 1150): 1-3 Gnoblars, 1-2 Scraplaunchers:

  • Add 1 to the Attacks characteristic of "piles of old scrap" used by Scraplaunchers within 3" of any Gnoblar units from this battalion that have 20 or more units.

Kin-Eater’s Bully Boys (120pts): 1 Tyrant, 1 Glutton, 1 Leadbelcher, and 1 Ironblaster:

  • Found in the Feast of Bones set. Reroll Charges while wholly within 18 of the Tyrant.

Beastclaw Raider Battalions

Alfrosttun (80pts): 1 Frostlord on Stonehorn or Thundertusk, 1 Jorlbad, 1 Eurlbad, 1 Torrbad, 1 Skal

  • The Mega Battalion. When using Grasp of the Everwinter trait, subtract 1 from the roll.

Jorlbad (120pts): 1 Huskard on Stonehorn, 1-3 Stonehorn Beastriders, 2-4 Mournfang Packs

  • At the start of your hero phase in the first round, each friendly unit in the battalion can move D6. Roll separately for each unit.

Torrbad (120pts): 1 Huskard on THundertusk, 3-9 Thundertusk Beastriders, 0-3 Icefall Yhetees

  • At the start of your hero phase, roll 1 die for each enemy unit within 3" of any units in the battalion. On a 2+, they take 1 mortal wound.

Eurlbad (140pts): 1 Huskard on Stonehorn, 1-3 Stonehorn Beastriders, 2-4 Mournfang Packs

  • Unmodified hit rolls of 6 for units in this battalion do 1 mortal wound in addition to any normal damage.

Skal (100pts): 1-6 Icebrow Hunters, 2-10 Frost Sabres:

  • Add 1 to charge rolls for units form this battalion while they are wholly within 12" of another unit from this battalion.

Army Building

Ogors, in general, are a simple and comparatively cheap army to build thanks to their low model count. Though, as it stands, the BCR are the easiest of the two sides to collect, with the Start Collecting box having practically every unit (except the Hunter, Sabres, and Yhetees), and with some magnetizing, you can have every behemoth unit with just one box. As for the Gutbusters, your best bet is to get the Feast of Bones box set, which will give you 6 Gluttons, 2 Leadbelchers, an Ironblaster/Scraplauncher, and the new Tyrant model. The Butcher, Slaughtermaster, Maneaters, and old Tyrant models are all still in Finecast currently, though the basic Ogors box set is perfect for conversions. So just dig through your bits box or whatever until you got whatever you need. The Warcry cultists all have Realm specific parts so those can be perfect for creating Maneater units.

Tactics

Distraction Kitties

With how fast ogors are now, using Gnoblars as a screen to take charges will hamper your advance significantly unless you spend CPs to maximize their runs. Instead you can take a page from old WHFB tactics and have small units of Sabretusks as your charge screens while leaving the backline for Gnoblars (bonus points for taking their battalion and making a horde of the little shits immune to battleshock with your Tyrant). If the enemy doesn't go for the obvious Kitty bait, you can circle them around enemy formations to wreak havoc in their backlines and go for juicy targets like war machines or support heroes. They probably won't do too much damage, but they will divert attention from the units that really matter, like the massive blob of Ironguts charging in to wreck anything in their way.

Keep Your Bellies Full

Ogors have a lot of Wounds to burn through, but they can be burned. Have Butchers and the Pot near to always top off the Surviving Ogors.

Build a Wall and have the Gnoblars Pay for It

A good 40-60 sized swarm of Gnoblars that’s been “buffed” by the Tyrant’s command ability is a surprisingly durable line of defense against most melee-centric enemies. Plop then in from of your cannons or other important models and watch as foes try to hack their way through a fearless horde of muppet faced little shits. Get a Scraplauncher and turn it into a Junkmob battalion if you wanna go all the way.

Allied Armies

  • Aleguzzler Gargants: Relive the time the old world ogres royally fucked up and enslaved the giant race. Can give a cheap behemoth choice that is only 20 points more than a hunter. Or buy the bonegrinder gargant if you really don't want people to focus on your dudes.
  • Troggoths: Provide regenerating alternatives to yhetees, also the Hag can also do magic. Her spell gives an enemy unit with 12" -1 to hit and -1 to save. Since we have these effects in our spell lores as well there is a chance to double down hard on debuffs.

Mercenary Companies

  • Blacksmoke Battery: If you're feeling like taking more artillery than probably necessary. Cannons are easily converted from a box of Leadbelchers put on bigger bases and shadowed by a few Gnoblars. The Cogsmith and Gyrocopter will require a bit more imagination.
  • Greyfyrd: Grimwrath bezerkers can be fun little cruise missiles for 100 pts. In an army of big naked men people wont assume the tiny naked man following them around does any dmg. But he does. He attacks again at the end of the combat phase on a 2+. And if he dies he can attack with all his melee weapons before you have take him off. He is slow with only 4" move though (all Fyreslayers are).
  • Grugg Brothers: You can only get two brothers at 2000 pts. And Gargants have the reputation of being bad so you wont get the distraction carnifex effect out of taking them. You can also bring one Gargant as a normal ally and just use a command point to have him reroll ones if you care that much about it. If you want a real distraction carnifex, bring an Bonegrinder Gargant.
  • Gutstuffers: Ummm..... Essentially upgrades your Maneaters and Firebellies by coming out of your ally allowance. Rerolling failed charges is great for Ogors, although these guys MUST charge if they are able to.
  • Nimyard’s Rough-Riders: Shooting cavalry, but you already have Mournfangs.
  • Order of the Blood-Drenched Rose: Hard hitting cavalry, but you already have Mournfangs. See a pattern here?
  • Rampagers: Before the Mawtribes book came out this had legs just to get 40 dudes on the table. Now we have more reliable ways to claim objectives. It might combine nicely with Jorlbad.
  • Skroug’s Menagerie: If you bought Chaos Warhounds to kitbash/proxy as Frost Sabres this might be a cool merc company to play if you want a flavor change.
  • Sons of the Lichemaster: A weaker wizard and some chaff that hit better. You have gnoblars but they can't be resurrected.
  • Tenebrous Court: Bring in some ghouls for a big potluck! They fit in nicely with Ogors thanks to their +1 to hit after charging. However, they don’t know how to turn around so you best be positive about their placement.


Age of Sigmar Tactics Articles
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