Age of Sigmar/Tactics/Warscrolls Compendium/Ogre Kingdoms: Difference between revisions
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'''Leadbelchers''' | '''Leadbelchers''' | ||
Cannon ogres. Same basic stats of normal Ogres, with only two melee attacks at -1 Rend. Oh, and they get a 12" range shooting attack, D3 shots at 4+/3+/-1/1, pretty good. Which becomes D6 shoots if no enemies are within 3" and the Leadbelchers didn't move last turn. The range of their cannons is so low they'll probably only shoot outside of combat one or two times, but that can be enough to obliterate something. Yes, with D6 attacks they become devastating, but this is where things get tricky: it's difficult not to move them in an army with so little shooting as Ogors, you can't wait for the enemy. You can use them as support for other units, or just ignore the improved shooting (they're still brutal enought with "only" D3 shoots). But the absolute worst thing you can do with them is to try and get the D6 shoots when you should just advance, you'll let your opponent dictate the flow of battle if you do, which can cost you the game. So, don't get too greedy with them, they're amazing even while moving each turn. | |||
'''Gorgers''' | '''Gorgers''' |
Revision as of 11:20, 2 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 By himself, he's as powerful as a minor Monster. You can give him a low-range(12") missile weapon, a normal "re-roll 1s to hit" weapon, or a two-handed weapon with 2" range and -2 Rend. At the start of the game he becomes either stronger, tougher, faster, or better against Monsters; if you roll 6, you choose, nice ability, but too random. With his Command Ability you deal D3 mortal wounds to a Ogor unit within 6", and they don't take Battleshock anymore while the Tyrant is alive. That's a great ability in this army, but it has short range, and won't make your guys killier, only tougher. Remember that sometimes Inspiring Presence is just better. Use this Hero to support your Ogres while still bashing heads, but don't expose him too much, you lose his bonus if he dies, all after having hurt your own troops.
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 Cannon ogres. Same basic stats of normal Ogres, with only two melee attacks at -1 Rend. Oh, and they get a 12" range shooting attack, D3 shots at 4+/3+/-1/1, pretty good. Which becomes D6 shoots if no enemies are within 3" and the Leadbelchers didn't move last turn. The range of their cannons is so low they'll probably only shoot outside of combat one or two times, but that can be enough to obliterate something. Yes, with D6 attacks they become devastating, but this is where things get tricky: it's difficult not to move them in an army with so little shooting as Ogors, you can't wait for the enemy. You can use them as support for other units, or just ignore the improved shooting (they're still brutal enought with "only" D3 shoots). But the absolute worst thing you can do with them is to try and get the D6 shoots when you should just advance, you'll let your opponent dictate the flow of battle if you do, which can cost you the game. So, don't get too greedy with them, they're amazing even while moving each turn.
Gorgers
Yhetees
Gnoblar Fighters
Cavalry and Monsters
Sabretusks
Mournfang Cavalry
Stonehorn
Thundertusk
Giant
Artillery
Gnoblar Scraplauncher
Ironblaster
Formations
Gutbuster Wartribe
Beastclaw Avalanche