Age of Sigmar/Tactics/Warscrolls Compendium/Ogre Kingdoms: Difference between revisions
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'''Ogres''' | '''Ogres''' | ||
Your basic guys. Their outline is similar to the rest of your units, therefore some of the following advice apply to them as well. Impressive statline: 4 wounds, 3 attacks dealing 2 damage each, 6" move. Their weapons either lets you reroll 1's to hit or deal a mortal wound on a save of 6+, it's debatable what's better. Ogres are indeed powerful, but they have some disadvantages: mediocre save (5+), no Rend, and they're so big they'll pile in clumsily and get outmaneuvered. Also, while their Bravery it's not bad (6), fleeing is still very painful for them (you can't afford to lose many models that way, your opponent probably can). It's preferable to take Tribal Banner with them, because then you can also take the Look Out Gnoblar, and it's better for Ogres to avoid fleeing themselves than making enemies flee. To use well these guys, support them, do not let them get separated from your other units, protect their flanks, and don't use them against units with high armor. Do that, and you'll feast on the guts of your enemies. | |||
'''Ironguts''' | '''Ironguts''' |
Revision as of 12:57, 1 April 2016
What your Ogre Kingdoms have turned into, so you can go and eat the new things of the nine realms! Ogors have gone from an inexpensive, fun, and fairly powerful army in WFB to dirt cheap to play (An Ogre Battalion Box is more than enough to start a solid cheese-fest army), fast moving, hard hitting and obscenely tough army in AoS. Aside from Gnoblars and Sabretusks, EVERY model has multiple wounds, multiple attacks and deals multiple wounds, usually with a -1 rend. Also The Maw is not only useful but actually quite good now.
Rules are here [1]
Ogors Warscrolls
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.
This is by no means a complete guide, and focuses only on Ogors. Also due to the relatively recent release of Age of Sigmar and lack of Fantasy players remaining, most of this is based on theory. Take everything with a pinch of salt.
Named Characters
Greasus Goldtooth
Skrag the Slaughterer
Bragg the Gutsman
Golfgag Maneater
Infantry
Tyrant
Bruise Standard Bearer
Butcher
Firebelly
Ogres Your basic guys. Their outline is similar to the rest of your units, therefore some of the following advice apply to them as well. Impressive statline: 4 wounds, 3 attacks dealing 2 damage each, 6" move. Their weapons either lets you reroll 1's to hit or deal a mortal wound on a save of 6+, it's debatable what's better. Ogres are indeed powerful, but they have some disadvantages: mediocre save (5+), no Rend, and they're so big they'll pile in clumsily and get outmaneuvered. Also, while their Bravery it's not bad (6), fleeing is still very painful for them (you can't afford to lose many models that way, your opponent probably can). It's preferable to take Tribal Banner with them, because then you can also take the Look Out Gnoblar, and it's better for Ogres to avoid fleeing themselves than making enemies flee. To use well these guys, support them, do not let them get separated from your other units, protect their flanks, and don't use them against units with high armor. Do that, and you'll feast on the guts of your enemies.
Ironguts
Hunters
Maneaters
Leadbelchers
Gorgers
Yhetees
Gnoblar Fighters
Cavalry and Monsters
Sabretusks
Mournfang Cavalry
Stonehorn
Thundertusk
Giant
Artillery
Gnoblar Scraplauncher
Ironblaster
Formations
Gutbuster Wartribe
Beastclaw Avalanche