Warcry/Tactics/Ogor Mawtribes: Difference between revisions

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Much like the Orruks, Ogors don’t particularly need a reason to be in the Eightpoints other than they are mad hungry. They are generally a low model count team with each big boy capable of taking and dishing out a lot of damage.
Much like the Orruks, Ogors don’t particularly need a reason to be in the Eightpoints other than they are mad hungry. They are generally a low model count team with each big boy capable of taking and dishing out a lot of damage.
===Pros===
===Pros===
*Durable: toughness 4 and 5 with have 30+ wounds, something even most Leaders don't have.   
*Durable: toughness 4 and 5 with have 30+ wounds, something even most Leaders don't have and that is your basic fighters.   
*High Killing: Ogors attacks are 5+Strangth that do 3-4 damage and 6-8 damage on criticals.  With most Fighters are T3 or 4 and between 8-15 wound range, Your likely to take out a fighter each activation  
*High Killing: Ogors attacks are 5+Strangth that do 3-4 damage and 6-8 damage on criticals.  With most Fighters are T3 or 4 and between 8-15 wound range, Your likely to take out a fighter each activation  
*Gnoblars: cheap chaff fighters making up numbers for how expensive your ogors are
*Gnoblars: cheap chaff fighters making up numbers for how expensive your ogors are

Revision as of 14:44, 14 February 2020

Faction Overview

Much like the Orruks, Ogors don’t particularly need a reason to be in the Eightpoints other than they are mad hungry. They are generally a low model count team with each big boy capable of taking and dishing out a lot of damage.

Pros

  • Durable: toughness 4 and 5 with have 30+ wounds, something even most Leaders don't have and that is your basic fighters.
  • High Killing: Ogors attacks are 5+Strangth that do 3-4 damage and 6-8 damage on criticals. With most Fighters are T3 or 4 and between 8-15 wound range, Your likely to take out a fighter each activation
  • Gnoblars: cheap chaff fighters making up numbers for how expensive your ogors are
  • Speedbooster: Have the average Universal 4", which can be boosted with generic abilities, [Double] On the Mawpath and [Double]Might Make Right

Cons

  • Low Model Count: outside of spamming weak Gnoblars, This means it's easy to get surrounded, and each loss HURTS.
  • Ranged issues: Only one ranged Fighter that's expensive. Not as much of an issue against some armies? But combined with the above...easy to kite.

Abilities Overview

  • [Double]On the Mawpath: Add half of the value of this ability (rounding up) to the Move characteristic of this fighter for their next move action in the current activation. ([Brute] any ogor)
  • [Double] Might Makes Right: A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them in this activation. This fighter makes a bonus move or attack action. ([leader])
  • [Double] Ironfist: Pick a visible enemy fighter within 1" of this fighter and roll 2 dice. For each 4-5 the enemy fighter takes 1 damage point, for each 6 they take 2. ([Bulwark] Fighter with Ironfist)
    • 'Fighter Commentary if your not spending doubles for movement, Get more value form Crusher Leader and This makes Ironfist on Gluttons better buyback that 5pts discount over paired weapons. 2 1/2 + 6 3/6 vs 8 3/6? Just take Paired weapons on Gluttons.
  • [Triple] Bullcharge: Until the end of this fighter's activation, the next time they finish a move action within 1" of an enemy fighter the enemy fighter takes damage points equal to the value of this ability. ([Brute] any ogor)
  • [Triple] Sneaky Traps: Until the end of the battle round, each time an enemy fighter finishes a move action within 3" of this fighter, that fighter suffers impact damage. ([trapper] Gnoblar)
  • [Quad]Thunderous Blast of Hot Metal: Add half of the value of this ability (rounding up) to the Attack and Strength characteristics of the next attack action made by this fighter this activation that targets an enemy fighter more than 3" away. ([Destoyer] ogors with cannon)

Fighter's Overview

Leaders

Crusher

  • Stats: Movement 4"; Toughness 4; Wounds 40; 285 Pts.
    • Rule: Brute, Bulwark, Leader
    • Weapons:
      • Axe-Range 1"; Attacks 4; Strength 5; Damage 4/8
    • Fighter Commentary

Gutlord

  • Stats: Movement 4"; Toughness 5; Wounds 40; 315 Pts.
    • Rule: Brute, Leader
    • Weapons:
      • Axe-Range 1"; Attacks 4; Strength 6; Damage 5/10
    • Fighter Commentary

Thunderfist

  • Stats: Movement 4"; Toughness 4; Wounds 40; 250 Pts.
    • Rule: Brute, Destoyer, Leader
    • Weapons:
      • Ranged-Range 3-10"; Attacks 3; Strength 5; Damage 3/6
      • Unarmed-Range 1"; Attacks 4; Strength 4; Damage 2/4
    • Fighter Commentary

Fighters

Glutton Paired club and Blade

  • Stats: Movement 4"; Toughness 4; Wounds 30; 205 Pts.
  • Rule: Brute
  • Weapons:
    • Club-Range 1"; Attacks 4; Strength 5; Damage 3/6
  • Fighter Commentary

Glutton Blade and Ironfist

  • Stats: Movement 4"; Toughness 4; Wounds 30; 200 Pts.
  • Rule: Brute, Bulwark
  • Weapons:
    • Sword-Range 1"; Attacks 3; Strength 5; Damage 3/6
  • Fighter Commentary

Irongut

  • Stats: Movement 4"; Toughness 5; Wounds 30; 235 Pts.
    • Rule: Brute
  • Weapons:
    • Club-Range 1"; Attacks 2; Strength 6; Damage 4/8
  • Fighter Commentary

Leadbelcher

  • Stats: Movement 4"; Toughness 4; Wounds 30; 230 Pts.
  • Rule: Brute, Destroyer
  • Weapons:
    • Ranged-Range 3-10"; Attacks 3; Strength 5; Damage 3/6
    • Unarmed-Range 1"; Attacks 3; Strength 4; Damage 1/4
  • Fighter Commentary

Gnoblar

  • Stats: Movement 4"; Toughness 3; Wounds 8; 45 Pts.
  • Rule: Trapper
  • Weapons:
    • Dagger-Range 1"; Attacks 3; Strength 3; Damage 1/3
  • Fighter Commentary

General Tactics