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===Special=== '''Scrapling Trappers''' 80pts for 5 + 8ppm. dirt cheap scrappings, same stats as core but with scout, skirmisher, and Vanguard. Their secondary purpose is to run around the table trapping all-terrain features, forcing enemy units to take dangerous terrain tests when moving through it. Situational because you can only trap terrain, not open ground, but can make the difference against chariot lists or other ogres. After rigging the field their primary purpose is dieing to intercept a charge. This will often be a minimum of 80pt well spent. '''Sabertooth Tigers''' 80pts for 1 + 24ppm. Essentially Giant warhounds being cheap tribesmen that lose their Three extra attacks + impact but are insignificant pets that move Faster than their masters on the field and in fights. Take them in small units because Discipline 5 will make them flee if they lose combat. Units of 8 or more count towards Core, but you're often better off with tribesmen for about 50 more points for longevity. Taking a Mammoth Hunter with ''Leader of the Pack'' can make them a forward screen with them Dis 9, Swifstride and Vanguard. They hold a niche role of chasing down, skirmishers '''Yetis''' 175pts for 2 + 60ppm. slightly stronger and faster Tribesman with vanguard movement and Swiftstride. They have a nifty rule where they reduce the agility of enemy units in base contact, which can be all the difference for your agility 3 yetis and agility 2 ogres, but a Frost Mammoth is a generally better value if not a bigger target. It could be fun in a themed army. '''Kin-Eater''' 180pts. a solo ogre with unbreakable, ambush, and hatred. Its only defenses are Res 5 and Fortitude (5+), so hope it lives long enough to kill the Warmachine or wizard in the back. '''Tusker Cavalry''' 380pts for 3 + 100ppm. Stats-wise, it's essentially a Tribesman riding a Khan. Follow the same idea as normal ogres, but they move slightly faster and heavily armoured. '''Mercenary Veterans''' 235pts for 3 + 90ppm. Generally better than the Core ogres and with a slew of special rules options and equipment. Each unit of Veterans must take 2 of the following: Accurate, Devastating Charge (+1 Str/AP, this does not apply to Impact Hits and Stomps), Lethal Strike, Magic Resistance (2), Plate Armor, Poison Attacks, Swiftstride, and Vanguard. Each upgrade may only be taken by a single unit of Veterans. Veterans are simply hilarious and can fill any role you build them for. :'''Example builds:''' *'''Range:''' Accurate + Poison Attacks +Brace of Ogre Pistols. *'''speed:''' Swifstride + Vanguard + any weapon *'''Defence:''' Magic Resistance (2) + Plate Armour + Iron Fist *'''Leathal:''' Lethal Strike + Poison Attacks + Paired Weapons *'''Slay the monster:''' Devastating Charge + Poison Attacks or Lethal Strike + Great Weapon or Halberd
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