Editing
Kings of War/Tactics/Ogres
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Hero=== *'''Army Standard Bearer:''' Cheap and fairly limited in hand to hand combat. That being said they don't have individual and so can serve as fairly cheap chaff unit. *'''Boomer Sergeant:''' One Ogre, one bloody big gun. No inspiring, but it does make for a budget Boomer regiment with a small footprint. *'''Sergeant:''' More or less a budget Warlord that gives up 2 attack dice and 2 nerve for a cheaper entry feee, but does have the option of carrying a heavy crossbow. Take him if you need more muscle than an ASB, but don't have the points for the Warlord. Can be put on a chariot if you're going for a mobile army. *'''Grokagamok:''' With his big fuck off axe, Grokagamok is the only hero in the game you could consider a serious combat unit in his own right - he hits on a +3, has 7 attacks, the blast (D3) rule, and on top of that he gets to double and triple attacks with side and rear flank charges. On defence he's also tough, with a 5+, the same nerve as a horde of warriors, and a 9" inspiring range. At 250 points, you're paying for it though. *'''Kuzlo and Madfall:''' An infamous Goblin wizard riding an equally infamous giant lizard, a faster and much more assault focussed caster than the Warlock, with the spells designed to get Kuzlo and Madfall into combat faster, and have an area of effect on multiple units when they do. Kind of but not really replaced Nomargarok in the Ogre list. *'''Red Goblin Biggit:''' Your goblin hero choice. Inspires your goblins and is pretty cheap, but your ogres don't care how much he does for your goblins and won't get that nerve re-roll. Only model with Individual in the whole list. *'''Berserker Bully:''' Since it only provides inspiring to Berserkers, it's effectively a way of giving them a more melee oriented option than the Warlock, albeit at a higher price. Limited use, in other words, but a use none the less. *'''Warlock:''' Somewhat overpriced magic user. With a magic item a standard bearer will be able to case just as well, fight better, be able to inspire all units (not just beserkers) and be the same price. Only downside will be the lack of extra casting dice from being close to beserkers. *'''Warlord:''' The biggest sledgehammer in an army of sledgehammers, aside from legendary choices. Put him on a chariot and he has an amazing CS2, TC1, which lets him wound everything on a 3+. Exchange shield with two-handed weapon which gives you CS3 but D4+ for +0 pts and you wound everything on a 2+. Throw in a Brew of Sharpness to boost his melee to 2+ as well, and you've got a 7 attack blender that carves through the elite units of other factions like nobody's business. Avoid getting him stuck in tarpits, though, as the downside of treating every target the same is that his seven attacks struggle hard with massed, cheap targets. But he still gets the Flank and Rear Arc bonus since he isn't Individual. Not having Individual in this edition helps the Ogres a lot since it gives you the Flank bonus.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information