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===Large Infantry=== *'''Warriors:''' Staple Ogre troops with an option for two-handed weapons to boost the carnage. They're relatively cheap and effective. Warriors are the only unit available to Ogres that can be taken as a legion (12). If you've got the points and their wide frontage doesn't bother you, a Legion of Warriors is an excellently punchy and tough unit. The units of 3/6 are good to use as base of comparison to other melee Ogre units including Chariots. *'''Hunters:''' For 15/25 more points you get Warriors that lose 1 Defense but gain Ensnare and Pathfinder. Since losing Defense and gaining Ensnare is kind of a wash (though keeping Defense seems generally preferable) these guys are judged mostly by your need for Pathfinder. *'''Berserker Braves:''' For 20/30 more points you get Warriors that lose 1 Melee and 1 Defense but gain 6/12 Attacks and 1 Nerve. They also amplify the Warlock through Bloodlust (see Warlock, below) and have no Wavering limit. You might think they're a good choice to add more offensive punch. The truth is, Warriors with two-handed weapons will provide more punch for your buck. Their value depends more on your need for the boosted Nerve, lack of Wavering limit, and whether you field a Warlock. *'''Siege Breakers:''' For 25/40 more points you get Warriors that gain Crushing Strength (2) and Big Shield. They're highly effective against Defense 5 or 6 targets where other units would struggle. Their high strength is lost on low defense targets so choose your targets wisely. One of the Ogre's most effective and toughest units when used correctly. Goblins can shoot at them to the front all day to close to no effect. *'''Boomers:''' Warriors with Boomsticks that lose 1 Melee and 1 Defense and cost 20/30 more points. A hybrid ranged/melee unit more so than Shooters due to their short range and ability to move and shoot without penalty. Since you can either Shoot or Charge, these guys may find themselves less effective than Warriors or Shooters at the respective tasks. *'''Shooters:''' With limited selections that shoot, these guys fill the hole nicely. Piercing (2) and 30" Range makes Shooters a cross between War Engines and missile troop. If you need non-allied ranged support then look no further. If you need help taking out pesky Individuals, consider Boomers. They're still decent in melee when Disordered or if a flank/rear charge presents itself but otherwise you're better off shooting - and boy can these guys shoot. They throw 18 dice for a horde that damage most things on a +2 or +3, and the toughest of tough units on a 4+, with the +5 to hit, being outranged by true war engines, and not being able to shoot and move in the same turn keeping them in check.
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