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.
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. Ogres also gets wounds re-rolls when charging with 10+ models, or re-roll 1s if less than then, so always try to get the charge. 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'''
Brutally, unfairly powerful. Remember the basic ogres downsides? Well, these guys have ALL of them covered. Compared with vanilla ogres, Ironguts get +1 save, +1 Bravery, +1 Damage, and Rend -1. They also make more enemies flee with their Bellower and Banner, and have some protection against spells (they don't have to choose, they get all those bonuses). And their weapons are 2" range (you can't get two rank attacks with them, sorry, but you can put a unit with smaller base size in front of them and still attack over their heads). Lastly, one time per game, and only if some other Ogor fled at any point (which is probable),  they re-roll 1s for hits, wounds and saves, making them even more balls-powerful. These big boys are good at everything, use them for whatever task you need and they'll give a good acount of themselves.


'''Hunters'''
'''Hunters'''

Revision as of 17:44, 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. Ogres also gets wounds re-rolls when charging with 10+ models, or re-roll 1s if less than then, so always try to get the charge. 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 Brutally, unfairly powerful. Remember the basic ogres downsides? Well, these guys have ALL of them covered. Compared with vanilla ogres, Ironguts get +1 save, +1 Bravery, +1 Damage, and Rend -1. They also make more enemies flee with their Bellower and Banner, and have some protection against spells (they don't have to choose, they get all those bonuses). And their weapons are 2" range (you can't get two rank attacks with them, sorry, but you can put a unit with smaller base size in front of them and still attack over their heads). Lastly, one time per game, and only if some other Ogor fled at any point (which is probable), they re-roll 1s for hits, wounds and saves, making them even more balls-powerful. These big boys are good at everything, use them for whatever task you need and they'll give a good acount of themselves.

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