Warcry/Tactics/Ogor Mawtribes: Difference between revisions
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===Cons=== | ===Cons=== | ||
* Low Model Count: This means it's easy to get surrounded, and each loss HURTS. | * Low Model Count: This means it's easy to get surrounded, and each loss HURTS. | ||
* Slow: Universal 4" move means that if they have to GET anywhere fast? They doomed. | |||
* Ranged issues: Only one ranged unit. Not as much of an issue against some armies? But combined with the above...easy to kite. | |||
==Abilities Overview== | ==Abilities Overview== |
Revision as of 21:06, 12 February 2020
Faction Overview
Much like the Orruks, Ogors don’t particularly need a reason to be in the Eightpoints other than they are mad hungry. They are generally a low model count team with each big boy capable of taking and dishing out a lot of damage.
Pros
- Durable: toughness 4 and 5 with have 30+ wounds
- High Killing: 3+ attacks that are 5-6 Strandth that do 3-4/6-8 damage.
Cons
- Low Model Count: This means it's easy to get surrounded, and each loss HURTS.
- Slow: Universal 4" move means that if they have to GET anywhere fast? They doomed.
- Ranged issues: Only one ranged unit. Not as much of an issue against some armies? But combined with the above...easy to kite.
Abilities Overview
- [Double] On the Mawpath: Add half of the value of this ability (rounding up) to the Move characteristic of this fighter for their next move action in the current activation.
- [Double] Might Makes Right: A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them in this activation. This fighter makes a bonus move or attack action.
- [Double] Ironfist: Pick a visible enemy fighter within 1" of this fighter and roll 2 dice. For each 4-5 the enemy fighter takes 1 damage point, for each 6 they take 2.
- [Triple] Bullcharge: Until the end of this fighter's activation, the next time they finish a move action within 1" of an enemy fighter the enemy fighter takes damage points equal to the value of this ability.
- [Triple] Sneaky Traps: Until the end of the battle round, each time an enemy fighter finishes a move action within 3" of this fighter, that fighter suffers impact damage.
- [Quad] Thunderous Blast of Hot Metal: Add half of the value of this ability (rounding up) to the Attack and Strength characteristics of the next attack action made by this fighter this activation that targets an enemy fighter more than 3" away.
Fighter's Overview
Fighter's Overview
Leaders
Crusher
- Stats: Movement 4"; Toughness 4; Wounds 40; 285 Pts.
- Rule: Brute, Bulwark, Leader
- Weapons:
- Axe-Range 1"; Attacks 4; Strength 5; Damage 4/8
- Fighter Commentary
Gutlord
- Stats: Movement 4"; Toughness 5; Wounds 40; 315 Pts.
- Rule: Brute, Leader
- Weapons:
- Axe-Range 1"; Attacks 4; Strength 6; Damage 5/10
- Fighter Commentary
Thunderfist
- Stats: Movement 4"; Toughness 4; Wounds 40; 250 Pts.
- Rule: Brute, Destoyer, Leader
- Weapons:
- Ranged-Range 3-10"; Attacks 3; Strength 5; Damage 3/6
- Unarmed-Range 1"; Attacks 4; Strength 4; Damage 2/4
- Fighter Commentary
Fighters
Glutton Blade and Ironfist
- Stats: Movement 4"; Toughness 4; Wounds 30; 200 Pts.
- Rule: Brute, Bulwark
- Weapons:
- Sword-Range 1"; Attacks 3; Strength 5; Damage 3/6
- Fighter Commentary
Glutton Paired club and Blade
- Stats: Movement 4"; Toughness 4; Wounds 30; 205 Pts.
- Rule: Brute
- Weapons:
- Club-Range 1"; Attacks 4; Strength 5; Damage 3/6
- Fighter Commentary
Gnoblar
- Stats: Movement 4"; Toughness 3; Wounds 8; 45 Pts.
- Rule: Trapper
- Weapons:
- Dagger-Range 1"; Attacks 3; Strength 3; Damage 1/3
- Fighter Commentary
Irongut
- Stats: Movement 4"; Toughness 5; Wounds 30; 235 Pts.
- Weapons:
- Club-Range 1"; Attacks 2; Strength 6; Damage 4/8
- Fighter Commentary
Leadbelcher
- Stats: Movement 4"; Toughness 4; Wounds 30; 230 Pts.
- Rule: Brute, Destroyer
- Weapons:
- Ranged-Range 3-10"; Attacks 3; Strength 5; Damage 3/6
- Unarmed-Range 1"; Attacks 3; Strength 4; Damage 1/4
- Fighter Commentary