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===Special Units=== * '''[[Leadbelchers]]:''' Same stats as a Bull (except with BS3), 9pts more as an Ogre Bull for carrying a shrapnel cannon. The gun is a Volly-Handgun, 24" D6 shots per model, S4, armor-piercing(1) ranged weapon, with no penalties for Multiple Shots. '''Ho. Ly. Shit.''' These guys are several different forms of brutality, and a unit of 6 can easily hold down a flank all on its own. Alternatively, throw them into the center of the lines and have them soften up a unit and/or monster you need dead. No Ogre Kingdoms army is complete without a unit of these lads. * '''[[Mournfang Cavalry]]:''' These are what Chaos Knights have nightmares about. With 3 S4 and 3 S5 attacks each, plus d3 S5 impact hits, these guys can devastate entire units on their own. Give them Ironfists, watch everything your opponent has, and just bounce off them. Give them great weapons and see them DESTROY pretty much everything. Their minimum unit size is 2; definitely worth an investment. Just keep them away from Cannons and everything else that ignores armour (and make sure to guard your flanks!). * '''[[Maneaters]]:''' Man, was this a raw dogging. Elite of ogres, WS/BS4 S5. Now every maneater has Stubborn and Immunity to Psych, which keeps them in a fight. They still the fascinating rules for having each model has its own separate equipment, now with an expanded arsenal, and picking be given an additional special rule (Armour Piercing (1), Devastating Charge, Hatred, Killing Blow, Multiple Wounds (D3), Parry (6+), Poisoned Attacks, Strength Bonus (1)). With everything being even more per model basses, You can do some really Strang thing when you have a unit practically made of only characters. **AHWs or Ironfist for more attacks and defense; Oriental Longsword gives protection while also cheaply boosting AP for effectively -3; Polearm and Great weapon give more strength probably when fighting Dwarfs and Chaos Warriors, or huge things; adding some pistols give the unit extra poking and charging power. **combos: Making a front line of AHW or Oriental longsword with Parry (6+) for tanking, while in the second row, you have Polearms or GWs. * '''[[Sabertusk Pack]]:''' These little kitties are absolutely fantastic. They have Fear, M8, plus 2 wounds and attacks for 18 points a pop with upgrades for Scout, Ambush, and/or Killing blow. Their pathetic LD4 means that if they even have to take the tiniest LD test, they're running for the hills, and the only way to boost it consistently is to send a Hunter with them (which you should never do). On the other hand, Sabertusks can be taken in units of 2 (which should always be taken to prevent normal panic checks). Three units of 2 can perform a myriad of tasks such as: wizard/character assassination (as long as they are lower toughness and lightly armored) war machine hunting, charging fleeing units, redirecting/flee baiting, hatred/frenzied unit baiting (having to overrun can be a bitch), general annoyance(causing march tests), etc., etc. Use them ruthlessly. *'''[[Cragbeast]]:''' What if Irongut were Bears. 46pts, 2.6 times more expensive than Sabertusk. They're a point slower than Sabretusks, but they're S and T5 and 5+ armour with WS & A4. Each of these things packs a punch as hard as a nacked Bruiser (and for cheaper). You can run them as a solo [[Distraction Carnifex]], They also make better companions for hunters, but he will lose out on scouting. * '''[[Yhetees]]:''' The FUCKING LEAF ogre-kin. They cost 1 point less than an Irongut but are still brutal and agile. Imagine if a [[Meme|Ogre returned to Monkey]]. They are your flanking force, making 4 S5 attacks, each with a speedy 7M while ignoring Most terrain but only having T4 to protect against missiles in addition to flammable means that these guys go down faster than almost any other unit in the Ogre Kingdoms army for their price. When they get to melee, their best defense is offense. In addition to the THWs, They have a higher Initiative paired with Magical Ice attacks. Freezing the enemy from the flank can help the ogre's initiative problem and provide Yhetees with melee durability. Yhetees should use them to threaten flanks and hunt low Ld units. Don't attack units face-on or be in a protracted fight with something with Strength 4+ attacks. * '''[[Gorgers]]:''' 50pts. What happens when an ogre fasts. 50 points for a single model that doesn't even show up until turn 2 (at the earliest) and can't charge until everyone's had a turn to react to it being there (and the surprise is their point). If it came with the rest of the army, it could hold up a unit for a couple of turns (unbreakable is nice). They make an ok [[DISTRACTION CARNIFEX]] unit otherwise. *'''Rhinox War Chariot:''' 130pts. Finally, Ogres have a chariot, and these fuckers are scary. Each one deals D6 S5 Impact Hits on top of the Rhinox and Ogre's attacks, and with a 3+ save, they're able to take a pretty beating. This thing also has no difference in terms of weaknesses compared to a basic Ogre. Besides Durability, it will lag behind your infantry because of Chariot moment penalties. You take this over Mournfangs to deliver impact hits while being harder to shoot off the board. *'''[[Gnoblar Trappers]]:''' Now set up as their own scouting unit at over double the cost of the basic Gnoblar - kinda defeating the budget-unit premise of a gnoblar. (<strike>Their gimmick is that anyone charging their front is going through difficult terrain, which makes them hell for beasts or hordes.</strike>) No, anyone charging their front takes D3 DANGEROUS terrain tests, PER TRAPPER. This is either a miswrite or the gnoblar trappers can actually murder literally anything that charges their front. Start game with them body blocking enemy knights and your golden. *'''[[Gnoblar Scraplauncher]]:''' 135pts. A solid choice when taken on its own merits. If you are going to use it, you might as well fire it into infantry blocks while maneuvering it for a flank charge against something that can hurt it but isn't likely to kill it (i.e., cavalry, small units of S3, or other such units). Can also do in a pinch to run over skirmishers that have gotten too close since D6 S5 Attacks followed by 3 S5 Attacks are likely to end them. *'''[[Gnoblar Skewerslinger]]:''' 95pts. Swap the Cataplte on the Rhinox chariot with The Gnoblar's attempt at an Elven Bolt Thrower. Yeah, they managed to make a bolt thrower that can fire d3 bolts, so you don't have to pick between either Multiple Shots (d3) or Multiple Wounds (d3). It's quite mobile, but it is prone to misfiring.
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