Age of Sigmar/Tactics/Destruction/Ogor Mawtribes

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Grand Alliance Destruction

Ogor Mawtribes

Some lards being dudes.

Lore
Tactics
General Tactics

Not to be outdone by the other Destruction get togethers, the Gutbusters and Beastclaw Raiders are joining forces to smash your face in.

Why play Ogor Mawtribess?

Pros

  • CAUSE YOU LIKE TO CRACK SKULLS AND EAT STUFF
  • CAUSE YOU AINT NO MANLET
  • YOU WANNA BRING A WHOLE NEW MEANIN' TO THE WORD "OMNIVORE"
  • CAUSE YOU 'ATE PAINTIN' TONS OF MODELS
  • YOU HAVE GUNS A SIZE BIGGER THAN ANYONE ELSE
  • Most units (BCR in particular) will hit with the speed and power of a runaway freight train.

Cons

  • THERE AINT NONE
  • (for now at least)

Allegiance Abilities

Battle Traits

  • Trampling Charge: After an OGOR or RHINOS unit makes a charge move, you can pick 1 enemy unit within 1" of the unit and roll a number of dice equal to the unmodified charge move. Add 2 to each die if the unit is a monster or has 8 or more models. For each 6+, deal 1 mortal wound.
  • Grasp of the Everwinter: At the start of your hero phase, roll 1 die for each enemy unit within 3" of any BEASTCLAW RAIDERS units. If the roll is equal to or less than the battle round, the unit takes D3 mortal wounds.
  • Might Makes Right: When determining who controls an objective, OGOR models count as 2 and OGOR MONSTER models count as 10. Unless you’re bringing in hordes, good luck getting these guys to budge.
  • Ravenous Brutes: Based on the distance between them and enemy models, OGOR units gain certain buffs, divided into two states called “Hungry” and “Eating”. “Hungry” is being more than 3 inches away from the enemy, which gains them +2 to Movement, and while at 3 inches or fewer they are “Eating” and get +2 to Bravery.
    • this Makes Orges a Fast army, and hard for them to fail Bravery test.
  • Everwinter Prayers: Each BEASTCLAW RAIDERS PRIEST can know 1 prayer in addition to any other prayers they know. In your hero phase, each of them can chant 1 prayer. Each prayer can only be attempted once per phase.

Command Traits

Traits of the Tyrant

  • An Eye for Loot

Traits of the Butcher

  • Spell-Eater

Traits of the Beastclaw

  • Nomadic Raider

Traits of the Hunter

  • Skal Packmaster

Artefacts

Spell Lore

Lore of Gutmagic

  • Blood Feast

Lore of the Sun-Eater

  • Tongues of Flame

Manifestations of the Eternal Snowstorm

Prayers for your Huskard Torr.

  • Call of the Blizzard

Mawtribes

Your army may belong to a Mawtribe, and gains all the abilities within.

Gutbusters

  • Meatfist Mawtribe
    • Battle Traits:
    • Command Trait:
    • Command Ability:
    • Artefact of Power:
  • Bloodgullet Mawtribe
    • Battle Traits:
    • Command Trait:
    • Command Ability:
    • Artefact of Power:
  • Underguts Mawtribe
    • Battle Traits:
    • Command Trait:
    • Command Ability:
    • Artefact of Power:

Beastclaw Raiders

  • Boulderhead Mawtribe
    • Battle Traits:
    • Command Trait:
    • Command Ability:
    • Artefact of Power:
  • Thunderbellies Mawtribe
    • Battle Traits:
    • Command Trait:
    • Command Ability:
    • Artefact of Power:
  • Winterbite Mawtribe
    • Battle Traits:
    • Command Trait:
    • Command Ability:
    • Artefact of Power:

Warscrolls

Gutbusters

Leaders

Battleline

  • Ogor Gluttons: The Ogor. a Bag of 4 hit points, move 8" when hungry, usually Bravery 8 when eating, 3 damage 2 attacks + bite. Having a banner lets them ignore arrows on 6s. Lack of rending will hurt their damage output against elites, take Ironfist when fighting Stormcasts, else Paired weapons for everything else.

Others

  • Ironguts: +1 Gluttons. with +1 rend & damage weapon, armour, and bravery. their banner ingor Spells effects on 6s and make more enemies run away. They become even more terrifying if another ogor unit had failed a bravery test, with them rerolling hit, wound and saves of 1 for the round.

Beastclaw Raiders

Mounts: to avoid repeating info, here is the difference between the two.

  • Thundertusk: your big Mammoths, the ranged option with -1 to hit in melee, and firing a Dirty Snowball that throw allots of dice that turn into mortal wounds against hoards.
  • Stonehorn: The Embodiment of Ogor kind, Big, bulky, Fast, hits like a truck. They deal with a lot of damage on charge and ignore wounds and mortal wounds on 5+.

Leaders

Battleline

Others

Behemoths

Scenery

  • Great Mawpot: A giant cauldron of delicious grub to feed your hungry fat men. It grants +1 to casting or dispelling rolls to friendly wizards within 1 inch of it. But that’s not the main feature. Once per battle, at the start of your Hero phase, you can choose to ring the dinner bell for your army so long as there in a Hero within 6 inches on the pot. Upon doing so, EVERY OGOR UNIT WITHIN 36 INCHES HEALS D3 WOUNDS (rolling for each model). While it is a single use thing and your Gnoblar units don’t get shit from it, this is very useful for making your army a near immovable wall of meat and muscle.

Needs confirmation, but the healing ability can be used when the Mawpot is “Full”, once it is “Empty”, you can refill it by killing an enemy MODEL (yes, model) within 6”.

Battalions

Army Building

Allied Armies

  • Aleguzzler Gargants: Relive the time the old world ogres royally fucked up and enslaved the giant race. Can give a cheap behemoth choice that is only 20 points more than a hunter.
  • Troggoths: Provide regenerating alternatives to yhetees, also the Hag can also do magic.

Mercenary Companies

  • Blacksmoke Battery:
  • Greyfyrd:
  • Grugg Brothers:
  • Gutstuffers: Ummm.....
  • Nimyard’s Rough-Riders:
  • Order of the Blood-Drenched Rose:
  • Rampagers:
  • Skroug’s Menagerie:
  • Sons of the Lichemaster:
  • Tenebrous Court:


Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
Others