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Age of Sigmar/Tactics/Destruction/Ogor Mawtribes
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==Why play Ogor Mawtribes?== '''Pros''' *CAUSE YOU LIKE TO CRACK SKULLS AND EAT STUFF. *CAUSE YOU AIN'T NO <s>MANLET</s> STUNTIE. *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. *You like the fightin', you like the eatin', and you love the Pot. Simple as. *Very close to being the highest potential damage faction in the game. Our base battleline is damage two, and Ironguts have flat damage '''Three'''. *Thanks to the Hungry/Eating rule, our ogres are fast until they're in melee, where they have high bravery. *A fantastic spell lore with 4 near-perfect spells, a situational but strong rhinox buff, and a great wizard killing spell. The Lore of the Sun-Eater is also quite good with all three spells. This only gets better with the Great Mawpot buffing your magic further. *Excellent healing. If an opponent doesn't kill your model, you can easily heal it to full, especially if you're fighting near the Great Mawpot. *Plenty of ways to deal damage without rolling to hit. You can cripple some units with a good enough Trampling Charge roll, and monsters (and buffed rhinoxen) can splatter whole units if you roll a high enough charge. Plus the Grasp of the Everwinter ability makes prolonged combat against Beastclaw Raiders dangerous as they start taking d3 mortals every battle round they're in melee with you. '''Cons''' *Our wizards are slow and expensive, and while they're good in melee, that's still not where you want a wizard. You're paying extra points for a hero that has the same spellcasting as a Madcap Shaman for double the cost. Outside of Bloodgullet you also have few to no spellcasting benefits. *Our magic has amazing effects... but high casting values. The Mawpot helps somewhat but you can find yourself being chained to the thing, meaning the range of reliable magic is about 12-18 inches from the pot, and outside that you're taking a gamble every time you want to cast a basic spell. *We are a low model count army (except for Gnoblars), so a failed Battleshock test can be devastating. *Not much synergy between units. Beastclaw Raiders especially, pretty much none of their powers affect Gutbusters. *Every lost model is devastating. In an army with only twenty or so models, losing two in an exchange really hurts. In general Mawtribes sucks at wars of attrition, so armies that specialize in it like Soulblight Gravelords, Ossiarch Bonereapers, and Gloomspite Gitz are a dangerous proposition if we can't break them/wipe them out on the charge. *Penalties to hit can be crippling. Our damage and wounding rolls are great, and we hit on an excellent 3+, but hit roll penalties are common. Any penalties to hit will hurt your potential to last in a fight, and the Mawtribes really can't afford losing trades too often. *Comparable to a one-trick pony. Sure we hit hard, fast, and can tank some hits, but that’s about all we can do. Regardless of the composition of their lists, they’ll all mostly revolve around the same tactics and plans. Perhaps a better way of phrasing it is, we have no secrets or tricks up our tubby sleeves, and what the enemy sees is what they can prepare for.
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