Age of Sigmar/Tactics/Warscrolls Compendium/Ogre Kingdoms

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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 All 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 Strong in combat, but he doesn't do a good job as a Standard Bearer. He lets you re-roll Battleshock for units within 6" of him, but before that they suffer D3 mortal wounds, so you could end up worse than before! Only use this if the Battleshock roll was truy disastrous anyway. Also, if you don't move him, Ogors within 18" made an additional mortal wound on wound rolls of 6+. Because it's only on wound and not hit rolls, and the low (but powerful) number of attacks Ogor units deal, this is a pretty mediocre ability. Overall, a disappointg Hero.

Butcher Mediocre (for an Ogre) in combat, and with 7 wounds but only 5+ save. But each time he casts/unbinds a spell, he recovers a wound on 2+, or suffers a mortal wound on 1s, so he's got great survivality after all. He can only cast/unbind a spell a turn, but his The Maw unique spell is great: 7+ to cast, 18" range, deals D3 mortal wounds, then D3 more each time you get 4+, repeat until it fails/kill the unit. So, it's a more powerful version of Arcane Bolt, that with some luck can crush anything. Overall good Wizard, but, as always with Ogres, he gives you less support that you'd want. Still very useful.

Firebelly Same statline as Butcher, but with 2" range in his melee weapon. Also has a Fire Breath shooting attack, 6" range (which means it practically is a melee weapon, unless you put the Firebelly behind one of your units already in combat), no roll to hit or wound, but on 4+ you deal D3 mortal wounds, pretty good. He's also a one spell/unbind Wizard, and his unique spell, on 6+ to cast, deals D3 mortal wounds to each enemy unit within 3" of the Firebelly, but only if you roll 4+ for each target. This makes him ideal for getting close to already fighting units (put him behind your own units), attack them with the Fire Breath, then burn them with his spell. But many times it will be difficult to do that, and just an Arcane Bolt will be better, unless the Firebelly himself is in combat, were he's pretty good (but you risk him). Generally the Butcher is the better Wizard for Ogres, because of his regeneration and his awesome spell, but the Firebelly is not bad by any means.

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.

Hunter A guy who doesn't know what he wants to be, always a bad sign. Not very much stronger or tougher than a normal Ogre, he gets some shooting attacks, but too few to have any impact in the game. His Great Throwing Spear can be good, but is unreliable. He makes Sabretusks better, but not by much. He gets better against Monsters, but again not by much. Use him with Sabretusks, then go for some Monster or the unit the Sabretusks went for, I suppose. Or use him as mobile artillery with his Spear, but even then he'll never do very much, I'm afraid.

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 People say these are good, but I can't see how. I understand they're meant to be sacrificial units, but even at that role they suck. They get 3 attacks each with 30+ models, but so weak they won't do anything, and with 3 Bravery they'll suffer so much losses you won't keep the bonus more than one turn. They get a shooting attack, but is utter shit. They make D3 mortal wounds to units charging them, but only on a 1/6 chance. Their minimun unit size is ten, which limits their flexibility. As tarpits/nuisance, Ogors get much better units. They only add something to the army if you're using a comp system that makes them dirty cheap, as it should (if that's the case, they can be useful, yes). About the only use I see for them is to be in front of your Ogres, to make sure you get the charge (the Gnoblars get the enemy charge, then next turn the surviving ones retreat beneath the gaps of the Ogres, roman infantry style). And even at this they're not that good, because they're slower than Ogres, with a 5" Move! I don't know, perhaps I'm being too negative here, alternative opinions are welcome.

Cavalry and Monsters

Sabretusks

Mournfang Cavalry

Stonehorn

Thundertusk

Giant

Artillery

Gnoblar Scraplauncher

Ironblaster

Formations

Gutbuster Wartribe

Beastclaw Avalanche