The 9th Age/Tactics/Ogre Khans: Difference between revisions

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The fair use [[The 9th Age]] expy of the [[Ogre Kingdoms]] of [[Warhammer Fantasy]].
The fair use [[The 9th Age]] expy of the [[Ogre Kingdoms]] of [[Warhammer Fantasy]].
==Tactics==
The tactics are current as of version 204.2
===Army Rules===
'''Scrapling Lookout''' must have a standard bearer to take effect.  The unit must have fewer than 3 R&F models before hits can be distributed to characters.  Makes your character bunkers very effective meatshields.
'''Mountain Hide''' when the model takes wounds from an attack with multiple wounds, halve the amount of wounds (round up).  On your big monsters, effectively counters monster hunters so they have to slowly grind on your big boys.
'''Sons of the Avalanche''' model has Impact hits (1), up to 2 if there are 2 or more full ranks.  Characters have Impact hits (1d3), up to (1d3+1) if 2 or more full ranks.  also immune to fear.  All of your ogres have this, it allows them to throw hits onto enemy units before they can react.
===Army Weapons===
'''Iron Fists''' +1 attack, armor, and gains parry if on foot.  Always take this on all models available.
'''Brace of Ogre Pistols''' decent range, 2 shots, str 4 ap 2, quick to fire, and counts as paired weapons in close combat.  A very good option if you don't know what to put on a khan, can deal with any situation.
'''Ogre Crossbow''' it's a mini bolt thrower.  decent range, good str/ap on the first hit and meh after that.  good for threatening large groups of weak infantry.
'''Hunting Spear''' Str/AP as user +1, quick to fire, and multiple wounds (D3 vs gigantic).  this is your monster hunting weapon.
===Hereditary Spell===
'''Children of Umi''' All melee attacks against the target are at -1 to wound.  Those enemy units will be going from 5s to wound to 6s.  Can make your little group of 6 tribesmen tank most core units from any army book.  When boosted makes any shamans in the unit gain resilience as well, if your Shaman is running touchdowns it can't hurt.
==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 2 things, your units get 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''' The chunkiest guy on the block.  Has off/def skill on par with a EoS marshal, 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 the same 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''' Not as great but still big and flabby.  Only has 4 HP and attacks, but retains the 5s in Res and Strength.  Same issues apply to him as from the Great version.
'''Shaman''' Flabby spell slinger.  Still has 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''' the weird middle child of Ogre Characters.  He is the only one that can be mounted, but cannot join any units unless he is on foot and even then only to tigers or yetis.  He does bring some fire support in the means of the hunter's spear or ogre crossbow at 2+ to hit.  He has a niche, but can usually be passed.
===Core===
'''Tribesmen''' 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''' has the same armor as Tribesmen+Iron Fists but use a great weapon for 15 points more.  You're trading attacks for str 6 ap 3.  Situational, but Ogres have good strength already and tend to favor more attacks over stronger ones.
'''Scraplings''' 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.  The Foreman is a blessing to tarpits acting as a BSB for 30 points.
===Special===
'''Mercenary Veterans''' 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 applies 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.
'''Tusker Cavalry''' Stats wise, it's essentially a Tribesman riding a Khan.  Follow the same idea as normal ogres, but they move slightly faster.
'''Yetis''' It's a worse 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 2 ogres, but a Frost Mammoth is generally better value.  Could be fun in a themed army.
'''Scrapling Trappers''' dirt cheap scrapplings, same stats as core but with scout, skirmisher, and vanguard.  Their 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.
'''Sabertooth Tigers''' essentially tribesmen with insignificant.  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 better off with tribesmen.
'''Kin-Eater''' a solo ogre with unbreakable, ambush, and hatred.  It's only defenses are Res 5 and Fortitude (5+), so hope it lives long enough to kill the warmachine or wizard in the back.
===Powder Keg===
'''Thunder Cannon''' 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.
'''Scratapult''' A catapult chariot.  It has lethal strike so can be hilariously good against elite infantry.  Suffers from a meh to hit.
'''Bombardiers''' 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''' Your big scary monster.  3d3 str 8 AP 5 impact hits is enough to make anything cry and Res 6 with mountain hide means it isn't going anywhere anytime soon.  The rider has a ranged weapon, keep the crossbow or take a lance.  If something is within 12", why aren't you charging it?
'''Frost Mammoth''' 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.
'''Slave Giant''' It's a giant, same as the others.  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.
==Big Names==
Each character can take one big name with no price restriction.
'''Trolleater''' Bearer gains Fortitude (4+) and multiple wounds (2, vs large infantry).  Your access to a special save is this.  For 10 points more just get the Deathcheater, +1 armor and Fortitude (4+).  This big name does make your character better at fighting other ogres.
'''Hoardmaster''' Great Khans and Khans only.  Gains Weapon Master, Plate Armor, Iron Fist, Great Weapon, Paired Weapons, and a Halberd, but cannot take any weapon enchantments.  Gives your khan flexibility as well as better armor.  Weapon Enchantments are usually excessive on your high str, high attack khans anyways.
'''Headhunter''' at the end of any melee phase where this character killed any models and is not fleeing, roll a d6.  on 3+ it regains 1 HP.  Makes your characters sustainable on top of their innate tankiness but is situational in its trigger conditions.  better armor/special save is arguably better.
'''Cult Leader''' General or BSB only.  Increases range of Commanding Presence or Rally around the Flag to 18".  Handy for those spread out gunlines as you can't take mounts on your Khans.
'''Firebrand''' Shamans with pyromancy only.  Gains flaming attacks, Aegis 2+ (vs flaming), and a breath attack.  It also knows fireball in addition to it's other known spells.  cannot benefit from fortitude.  Handy for making your shaman scarier and giving them some more spells to sling about.
'''Gut Roarer''' Shamans only.  Gains fear and Channel (1).
'''Wildheart''' Mammoth Hunters only, one of a kind.  Allows your mammoth hunters to be general and BSB.  Lowers minimum core requirement, but can't take any of the fun stuff.
'''Spinesplitter''' Model gains devastating charge +1 Attack/str/ap.  Those devastating charge bonuses also apply to Impact hits and Stomps.
'''Rottenjaw''' The bearer gains poisoned attacks and is immune to poison attacks.  Kin-Eaters may reroll their ambush rolls.
==Magic Items==
===Weapon Enchantments===
'''Khagadai's Legacy''' attacks with the weapon gain multiple wounds (1d3).  So a third of the time it does nothing and a third of the time it will one shot characters.  Can only be taken on great weapons, so take into account always going last in combat as well.  Will help in duels and against big scary things, but a bit random for the point cost.
'''Viper's Curse''' Ogre Pistols or Crossbow.  Weapon gains shots 4, Str 4, AP 2, Poisoned attacks, and Magical attacks.  generally not worth it on the crossbow.  The melee attacks from the pistol gain poisoned/magical attacks too.
'''Heart Ripper''' Iron fist or paired weapons only.  gains Lethal Strike, Magical attacks, +1 AP, and can never wound on worse than 3+.  More consistent than Khagadai's Legacy for half the points.
'''Ritual Bloodletter''' Shamans only, Hand weapon, Paired weapon, or Iron Fists only.  +1 offensive skill and +1 attacks.  Each unsaved wound caused by this weapon adds 1 veil token to your token pool.  Great all around weapon.
===Armor Enchantments===
'''Wrestler's Belt''' Light armor only, +2 armor and +1 str.
'''Mammoth-Hide Cloak''' +1 armor, attacks against the wearer can never have strength above 5.  Limits to wound rolls against your khans to 4+.
'''Karkadan's Resistance''' +1 resilience but fails all special saves.
'''Yeti Furs''' +1 armor and enemy models in base contact suffer -1 agility.  Better than actual yetis.
===Banner Enchantments===
'''Banner of Gyengget''' Cannot be taken by Core.  Reroll natural to-hit, to-wound, and armor rolls of 1 during the first round of combat INCLUDING your impact hits and stomps.  Get the charge off with a unit of 6 ogres with a Khan in there and they will insta-mulch anything under them.
'''Pennant of the Great Grass Sky''' the bearer's unit gains swiftstride.
'''Skull of Qenghet''' I don't know how to say it either.  The Bearer's unit gains fear and auto-passes panic tests from terror.
===Artefacts===
'''Lygur's Tongue''' Enemy models in base contact suffer -1 attack (min 0).  Helps your duel khans.
'''Aurochs Charm''' the bearer gains Mountain Hide.  They can eat cannonballs and keep walking.
'''Rampager's Chain''' The bearer gains stomp (1d3+1) and all models in the bearer's unit rerolls failed to-wound rolls with stomp.  This allows you to outgrind any standard infantry.


[[Category: The 9th Age]]
[[Category: The 9th Age]]

Revision as of 13:42, 31 October 2018

This article is a stub. You can help 1d4chan by expanding it

The fair use The 9th Age expy of the Ogre Kingdoms of Warhammer Fantasy.

Tactics

The tactics are current as of version 204.2

Army Rules

Scrapling Lookout must have a standard bearer to take effect. The unit must have fewer than 3 R&F models before hits can be distributed to characters. Makes your character bunkers very effective meatshields.

Mountain Hide when the model takes wounds from an attack with multiple wounds, halve the amount of wounds (round up). On your big monsters, effectively counters monster hunters so they have to slowly grind on your big boys.

Sons of the Avalanche model has Impact hits (1), up to 2 if there are 2 or more full ranks. Characters have Impact hits (1d3), up to (1d3+1) if 2 or more full ranks. also immune to fear. All of your ogres have this, it allows them to throw hits onto enemy units before they can react.

Army Weapons

Iron Fists +1 attack, armor, and gains parry if on foot. Always take this on all models available.

Brace of Ogre Pistols decent range, 2 shots, str 4 ap 2, quick to fire, and counts as paired weapons in close combat. A very good option if you don't know what to put on a khan, can deal with any situation.

Ogre Crossbow it's a mini bolt thrower. decent range, good str/ap on the first hit and meh after that. good for threatening large groups of weak infantry.

Hunting Spear Str/AP as user +1, quick to fire, and multiple wounds (D3 vs gigantic). this is your monster hunting weapon.

Hereditary Spell

Children of Umi All melee attacks against the target are at -1 to wound. Those enemy units will be going from 5s to wound to 6s. Can make your little group of 6 tribesmen tank most core units from any army book. When boosted makes any shamans in the unit gain resilience as well, if your Shaman is running touchdowns it can't hurt.

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 2 things, your units get 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 The chunkiest guy on the block. Has off/def skill on par with a EoS marshal, 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 the same 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 Not as great but still big and flabby. Only has 4 HP and attacks, but retains the 5s in Res and Strength. Same issues apply to him as from the Great version.

Shaman Flabby spell slinger. Still has 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 the weird middle child of Ogre Characters. He is the only one that can be mounted, but cannot join any units unless he is on foot and even then only to tigers or yetis. He does bring some fire support in the means of the hunter's spear or ogre crossbow at 2+ to hit. He has a niche, but can usually be passed.

Core

Tribesmen 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 has the same armor as Tribesmen+Iron Fists but use a great weapon for 15 points more. You're trading attacks for str 6 ap 3. Situational, but Ogres have good strength already and tend to favor more attacks over stronger ones.

Scraplings 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. The Foreman is a blessing to tarpits acting as a BSB for 30 points.

Special

Mercenary Veterans 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 applies 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.

Tusker Cavalry Stats wise, it's essentially a Tribesman riding a Khan. Follow the same idea as normal ogres, but they move slightly faster.

Yetis It's a worse 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 2 ogres, but a Frost Mammoth is generally better value. Could be fun in a themed army.

Scrapling Trappers dirt cheap scrapplings, same stats as core but with scout, skirmisher, and vanguard. Their 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.

Sabertooth Tigers essentially tribesmen with insignificant. 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 better off with tribesmen.

Kin-Eater a solo ogre with unbreakable, ambush, and hatred. It's only defenses are Res 5 and Fortitude (5+), so hope it lives long enough to kill the warmachine or wizard in the back.

Powder Keg

Thunder Cannon 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.

Scratapult A catapult chariot. It has lethal strike so can be hilariously good against elite infantry. Suffers from a meh to hit.

Bombardiers 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 Your big scary monster. 3d3 str 8 AP 5 impact hits is enough to make anything cry and Res 6 with mountain hide means it isn't going anywhere anytime soon. The rider has a ranged weapon, keep the crossbow or take a lance. If something is within 12", why aren't you charging it?

Frost Mammoth 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.

Slave Giant It's a giant, same as the others. 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.

Big Names

Each character can take one big name with no price restriction.

Trolleater Bearer gains Fortitude (4+) and multiple wounds (2, vs large infantry). Your access to a special save is this. For 10 points more just get the Deathcheater, +1 armor and Fortitude (4+). This big name does make your character better at fighting other ogres.

Hoardmaster Great Khans and Khans only. Gains Weapon Master, Plate Armor, Iron Fist, Great Weapon, Paired Weapons, and a Halberd, but cannot take any weapon enchantments. Gives your khan flexibility as well as better armor. Weapon Enchantments are usually excessive on your high str, high attack khans anyways.

Headhunter at the end of any melee phase where this character killed any models and is not fleeing, roll a d6. on 3+ it regains 1 HP. Makes your characters sustainable on top of their innate tankiness but is situational in its trigger conditions. better armor/special save is arguably better.

Cult Leader General or BSB only. Increases range of Commanding Presence or Rally around the Flag to 18". Handy for those spread out gunlines as you can't take mounts on your Khans.

Firebrand Shamans with pyromancy only. Gains flaming attacks, Aegis 2+ (vs flaming), and a breath attack. It also knows fireball in addition to it's other known spells. cannot benefit from fortitude. Handy for making your shaman scarier and giving them some more spells to sling about.

Gut Roarer Shamans only. Gains fear and Channel (1).

Wildheart Mammoth Hunters only, one of a kind. Allows your mammoth hunters to be general and BSB. Lowers minimum core requirement, but can't take any of the fun stuff.

Spinesplitter Model gains devastating charge +1 Attack/str/ap. Those devastating charge bonuses also apply to Impact hits and Stomps.

Rottenjaw The bearer gains poisoned attacks and is immune to poison attacks. Kin-Eaters may reroll their ambush rolls.

Magic Items

Weapon Enchantments

Khagadai's Legacy attacks with the weapon gain multiple wounds (1d3). So a third of the time it does nothing and a third of the time it will one shot characters. Can only be taken on great weapons, so take into account always going last in combat as well. Will help in duels and against big scary things, but a bit random for the point cost.

Viper's Curse Ogre Pistols or Crossbow. Weapon gains shots 4, Str 4, AP 2, Poisoned attacks, and Magical attacks. generally not worth it on the crossbow. The melee attacks from the pistol gain poisoned/magical attacks too.

Heart Ripper Iron fist or paired weapons only. gains Lethal Strike, Magical attacks, +1 AP, and can never wound on worse than 3+. More consistent than Khagadai's Legacy for half the points.

Ritual Bloodletter Shamans only, Hand weapon, Paired weapon, or Iron Fists only. +1 offensive skill and +1 attacks. Each unsaved wound caused by this weapon adds 1 veil token to your token pool. Great all around weapon.

Armor Enchantments

Wrestler's Belt Light armor only, +2 armor and +1 str.

Mammoth-Hide Cloak +1 armor, attacks against the wearer can never have strength above 5. Limits to wound rolls against your khans to 4+.

Karkadan's Resistance +1 resilience but fails all special saves.

Yeti Furs +1 armor and enemy models in base contact suffer -1 agility. Better than actual yetis.

Banner of Gyengget Cannot be taken by Core. Reroll natural to-hit, to-wound, and armor rolls of 1 during the first round of combat INCLUDING your impact hits and stomps. Get the charge off with a unit of 6 ogres with a Khan in there and they will insta-mulch anything under them.

Pennant of the Great Grass Sky the bearer's unit gains swiftstride.

Skull of Qenghet I don't know how to say it either. The Bearer's unit gains fear and auto-passes panic tests from terror.

Artefacts

Lygur's Tongue Enemy models in base contact suffer -1 attack (min 0). Helps your duel khans.

Aurochs Charm the bearer gains Mountain Hide. They can eat cannonballs and keep walking.

Rampager's Chain The bearer gains stomp (1d3+1) and all models in the bearer's unit rerolls failed to-wound rolls with stomp. This allows you to outgrind any standard infantry.