Warcry/Tactics/Ogor Mawtribes
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 the 8-15 wound range, Your likely to take out a fighter each attack action
- 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- your cheapest Leader. He expifys Ogors with the highest wound total of 40. WIth his power he will decomition majority fighters with at most 2 attack actions. using Might Makes Right and Ironfist will extend this rampage.
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 Up the Crusher's Toughness, Strength and Damage. He is now 5+ to hit the Triplbe warbands' attacks and can wound the heviest armour. 30 more points for may be too much unless your consitanlty warriored about Ironjawz or Stormcast.
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 If your spending your doubles on movment instead of Might Makes Right, and save points on a leader and Leadbelcher fighter, he is a good alternative. Not "as" killy in CC as a Crusher, but just as dangrous if any fighter gets withn 10" of him.
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 - This is bringing a Lascannon to a knife fight. toughness 5 makes him hard to hit and his club will hit almost everything on 3+. He is meant to survive agent strong fighters and kill heavy armored foes. Situational and require those kinds of encounters to be more than once. Only having 2 attacks but if you find a way to boost it (and fish for more six) He is a destroyer. same problem as the Gutlord.
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 instead of a Glutton, can buy 4 1/2 Gnoblars. They exist so your opponent doesn't get more activations per turn than you. They are on par with other chaff fighters, they will die quickly. They are used to take objectives and accompany Gluttons, their [Triple] Sneaky Traps can detur enemy rushes unless they want to take impact damage.