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===Lords & Heroes=== ====Named Characters==== '''Note:''' Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth. * '''[[Greasus Goldtooth]]:''' Ehhhh, 365 points (little under twice the cost of a naked Tyrant) for same stats with 1 extra toughness and wound. Oh, and he only has 3 Attacks, I1 and M4, which makes him utterly useless against anything other than multi-wound models, he slows down whatever he joins and is likely to get hurt or even killed before he can strike back (S10 or no S10). He has a couple of nifty abilities, but they're not game-changing (even though armies like Vampire Counts and Daemons are now affected Everybody Has Their Price, which is lulzy from a fluff perspective) since they either don't do enough to warrant the point sink, or aren't suited for his role (for example the rest of your army will just outrun his combat res bubble, and you need to bring Ironguts, whom now get magic banners). Bring a Tyrant, or replace him with a Stonehorn and Thundertusk. **Do note that if you still intend to use him anyway, cast Toothcracker on him the second it looks like he's going to enter combat and he'll surprise you, so long as you don't pit him against models that auto-wound or have the multiple wounds rule (unless they wound him on 5's/6's already and/or lack a Ward save). With Toothcracker, he can take on Archaon in a duel ''and'' come out on top (even if Archaon rides his horsey, which makes him cost a lot more than Goldtooth). Even without Toothcracker his sheer Toughness and Wound counts allow him to take on some heavy beatsticks, for example (on average), he '''can and will'' kill all Vampire Lords, all generic Chaos Lords (and nearly all of the named ones), and even Grimgor. Of course, he still costs a shitload more than all of those, but that's just the price you pay for seeing the look on your opponent's face when this fat bastard flattens some of the most infamous close combat monsters in the game, presumably after making them stupid. **If you're lucky enough to get it, use Savage Beast of Horros on him along with Toothcracker. If you can manage this, then he's easily one of the best close combat Lords in the game, able to take on and beat even Archaon. It's not something you should be counting on, but if you got it, why not use it. * '''[[Skrag the Slaughterer]]:''' 455pts. Not...terrible, but specific and limited. He costs 115 points more than a level 4 Slaughtermaster has an extra hand weapon, frenzy, and killing blow for those points, in addition to extra WS, S, and T. In order to really get mileage out of his abilities, however, you need to take Gorgers (and why would you want to do that?) or immediately get him in combat. His statline is brutal, but so are his points, and you're going to want him to kill a lot to make up the difference when you could've just gone with the cheaper Lvl 4 Slaughtermaster. * '''[[Ghark Ironskin]]:''' 375pts. Tyrant of the Ironskins Tribe and fully-armored mofo on top of an [[Deamon Engine|mechanical Rhinox]]. On top of all this armor, he's got a 6++ Ward. His Rhinox has an S2 AP(2) breath weapon for horde-killing. All that cool stuff plus, if general, he makes Leadbelchers core and Rhinox Riders special choices. Take for an all-in Guns/and or superheavy cavalry army. * '''[[Groth Onefinger]]:''' 460pts. First of the Butchers and discoverer of the Great Maw. He's a costly level 4 loremaster of the Great Maw with quite a lot going. He rerolls a die each magic phase, he heals for each unsaved wound he inflicts, and he lets one pack of Bulls or Ironguts cause terror. With his own terror, he causes -3 to the leadership test to enemies in context, and give reroll to hit and wound when his unit fight other Monstrous Infantry. He's a deadlier Slaughtermaster who needs to be at the front in order to be best used. * '''[[Morg Magmaborn]]:''' 335pts. First of the Firebellies. He acts as a Firebelly Lord and thus has, on top of all the fire powers and wizardry, the power to burn anyone who hits him and a bound item that lends him Armour Piercing. Also has a bound Fireball, seemly redundant, but it's actually cheaper and lets him cast two Fireballs per turn. *'''[[Golgfag Maneater]]:''' 235pts. Again, a tiny bit expensive, but can be fun. Has better stats than a Bruiser (BS, I, and A) for a higher point cost. Easy Come, Easy Go can grab you some nice (2D6 * 10) points of items, but this can also go really wrong. His 6+ armor without magic armor is rather pathetic, and he is Stubborn. Take him for fun, and preplan for loadouts to save everyone time. * '''[[Bragg the Gutsman]]:''' No, just no. 155points, 25 over a vanilla Bruiser but only have Light Armor and flail (S7 first battle round), this means he's pretty easy to kill before he gets to strike. Oh, by the way, that Heroic Killing Blow ONLY works in a challenge, so forget using him to hunt monsters. Bring a bruiser, and you'll get more mileage from customizing him. * '''[[Baraugh Slavelord]]:''' 195pts. Returned from prior editions, accompanied by a pack of 12 slaves, though by default, he's obscenely expensive at 195 pts. These slaves are pretty much meant to die, protected only by a Regen(5+) save. His gear, meanwhile, carries him through challenges as his twin weapons rob d3 attacks from a model in b2b, and his armor lets his mob benefit from Swiftstride. * '''[[Jhared the Red]]:''' 210pts. the Legendary first Hunter that's 105 points over the stock's cost and stated like a Bruiser. He's a swiftstriding beast who lets a pack of Sabertusks go vanguard (if you ever bother attaching him to them). He also has a few intriguing tools and Ice attacks, which might make him worthwhile as a monster killer and support hero. ====Generic Characters==== '''Note:''' While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. * '''[[Tyrant]]:''' Your combat lord. A little overpriced, but it can be good if kitted outright. When given the right equipment, he can be a hard-to-crack combat lord, and his 5 S5 attacks can be just the boost you need to win combat. Unfortunately, he's competing for Lord Points with Slaughtermaster, which has MUCH more bang for your buck. It can be useful in larger points games, but a fully kitted out lord costs over 310 points, so be careful not to waste him by throwing him into fights he can't win (no matter what the fluff tells you, a Tyrant cannot deal with a Bloodthirster alone). * '''[[Slaughtermaster]]:''' Oh big daddy YES. Your lord-level wizard, and he's quite capable of defending himself if the enemy reaches him. He's not as tough as a tyrant, but he's got a better stat line than a number of dedicated fighting lords. The Lore of the Great Maw is fantastic lore, especially for a tightly packed line and the Lore Attribute means that these guys can sit there and heal themselves over and over (while getting a +3 total boost) - and considering that you need at least one wizard knowing the Great Maw lore, it'd damn better be. A single one of these can be all you need to turn the game, especially in a 2K game. Also never put the Hellheart on this guy, its a defensive magic item so put it on a Butcher. Keep in mind you lack any armor. Kitted up right this guy can take the same beating that would destroy a small unit and walk away barely scathed, even before we consider he can cast Regeneration on himself, turning him into an absolute rape train with no brakes. The only thing to watch out for is anyone that strikes first with a shitload of Strength 5+ attacks. ** '''Great Mawpot:''' Any Slaughtermaster taking Great Maw can grab a pot as an add-on. This gives Stubborn, +1 to cast Great Maw spells, a 4++ Ward, and +6" to the range of any spell. The bound spell is a bit risky, as it lets a unit re-roll to hit in cc, but if that unit loses in combat, they all test T or take a save-ignoring wound. * '''[[Bruiser]]:''' 130pts. The workaday combat hero of the Ogre Kingdoms army. It has a statline more in line with most Lord Choices and only costs 130 points base. Useful as a beat stick in big units, a BSB certainly helps in a pinch. Cheap and effective, what more can you ask for? * '''[[Hunter]]:''' 120pts, 10 points less than a Bruiser, for 1 less attack but 1 more Ld (but he can't be the general) and has some nifty choices, but he can never join non-Sabertusk or Cragbeast units. You can also take a Stonehorn or Thundertusk as a mount which, along with a Harpoon Launcher, is probably the best choice for him as it lets you deal with enemies on the move. Not the greatest choice, but can be fun and useful under the right circumstances. Also, remember that even though he can only use scout when on foot or joins a unit of Sabretusks. * '''[[Butcher]]:''' 105pts. Not quite as useful as a Slaughtermaster, but it costs less than half the points, so there you are. It can be useful to make sure you get all the Spells in the Lore of the Great Maw, or alternatively can be used as a pretty brutal damage-based caster with Lore of Death or a specialty augmenter with Lore of Beasts. He can also take Lore of Heavens for its awesome signature spell or you can try for the comet. You can take the Hellheart or Dispel Scroll if you want to save your Slaughtermaster's Arcane Item for something else. You will always want to do this. * '''[[Firebelly]]:''' 125pts. An interesting hero, to say the least. These guys are hero-level wizards (their base statline is the same as a butcher's) specializing in the Lore of Fire and killing stuff with fire in other ways. Pretty much a must-have for any Ogre Kingdom armies! The ubiquity of Regeneration means that a lad with Flaming Attacks is always welcome, and the Lore of Fire is pretty decent. The fact that he has a S4 Breath Weapon (Breath Weapons, for context, can turn entire combat on their own) means that he makes a good mainline unit supporter, and he's invaluable if you find yourself facing Hordes or Ethereal units. *'''[[Yhetee Rimespeaker]]:''' 160pts. A Yhetee Greyback with a bonus wound and your equivalent of a warrior priest. On top of their spells (A Regen-negating Magic Ice Missile, a small zone of difficult terrain, or a zone of shooting penalties), they also have a magical S3 ice attack breath weapon. ====Mounts==== *'''[[Mournfang]]:''' Tyrant/Bruiser Only. 45pts. Most armies have their base steed be some sort of horse. Yours is a scary-ass monster. While it's the fastest of your mounts, it's also the most fragile of the lot, but still the attack equivalent of riding on top of Hunter's Shoulders. *'''[[Rhinox]]:''' Tyrant/Bruiser Only. 65pts. You lose out 2" of movement from the Mournfang for 1 point Toughness, Natural Armour(5+), and Frenzy. *'''Rhinox War Chariot:''' Tyrant/Bruiser only. 135pts. A non-frenzy Rhinox with more impact hits and even more armour to stack with your own. Stacking with medium armour gives you a 2+ save before Ironfist and magic items. The only weakness is that you don't have a chariot squad to hide him, unlike other factions like Tomb Kings. People will single him out with shooting, so he must be super durable. *'''[[Stonehorn]]:''' Hunter Only. 225pts. The first of two heavy beasts, this one's the dedicated ride for any melee-centric Hunters, as this thing has the extra oomph to get there and the extra durability against multi-wound attacks. *'''[[Thundertusk]]:''' Hunter Only. 225pts. Less tanky than the Stonehorn, but you get all the debuffs as well as a better platform for blasting.
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