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==Warscrolls== ==={{color|DarkGoldenRod|Gutbusters}}=== ===={{color|DarkGoldenRod|Leaders}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Tyrant-en.pdf Tyrant]''': (150pts) The ogor foot lord. Armed to the teeth with dual pistols that act like hand cannons, a glaive for slaying, and a mace for smashing. They can take a Big Name to better fit their function. They now limit damage from battleshock for Ogor units within 3" to just one. The Glaive ups its damage to D6 when facing a Monster or Hero and rolling a 6 to hit, and the mace does 1 MW (d3 if the unit has 3 or more models) on any unmodified hit roll of 6. **'''Big Names:''' Each Tyrant you bring can have a big name. These are essentially mini-warlord traits, but are not limited and they stack with other traits. Each Tyrant gets one, and multiple Tyrants can share the same Big Name. #'''Deathcheater''': 5+ ward for your Tyrant. #'''Brawlerguts''': Treat the model as a Monster for the Trampling Charge battle trait. #'''Fateseeker''': The Tyrant's save goes from 4+ to a 3+. #'''Longstrider''': Tyrant's base move becomes 8", meaning a hungry Tyrant moves 10". #'''Giantbreaker''': +1 to the damage of weapons when fighting monsters. Yes, plural, and not limited to melee weapons. Including the Ogor Pistols, that's 7 potential damage extra. #'''Wallcrusher''' Improve the Rend of melee weapons when attacking enemies in cover or ina garrison.. **While he is easIly comparable to a small monster, he doesn’t have that many synergies with other units. The most you’ll get will come from the Mawtribe you pick, if you choose one at all. He’s a decent beatstick if you don’t wanna fork over the points for a Frostlord but that’s about it. At least his new model is sick. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Butcher-en.pdf Butcher]''': (140pts) Your big fat wizard who's actually decent in a fight. He’s got two weapon choices, one that has better rend and another with better damage. His unique spell, however, is very useful against horde armies like Skaven. The more successful spells he casts, the more he heals, though he does have a 1/6 chance of doing the opposite and inflicting a mortal wound on himself. Don't feel weird about taking more than one of these guys; they're one of the better wizards in the game when you consider the spells they can take. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Slaughtermaster-en.pdf Slaughtermaster]''': (140pts) The old Skrag the Slaughterer model is a +1 Butcher who uses his cauldron to provide a variety of boosts for your Ogors and debuffs/damage to enemies. While he doesn't do as much melee damage as the other guy (this can be offset making his stumps inflict more damage), it helps solidify his role as a support piece than a raw damage dealer. Also, despite lugging around that giant cooking pot, he still has the same 6’’ movement as most Ogors. So you could have him running alongside friendly units, though that will definitely make him an easy target. Generally considered the Ogor best suited to sit at the Mawpot. *'''Blackpowder's Buccaneers''': (110pts) A Maneater from Underworlds and his merry band of diminutive minions. Comparable to a butcher in stats, he can crack ribs like any other hero and gets a few tricks. Each minion gives him a benefit, he can choose to sacrifice them to negate a wound or mortal but he loses the abilities associated with that minion. The monkey deals out an single mortal to an enemy within 3" on a 5+ after the unit fights, the parrot does the same on the shooting phase to an enemy within 18", the peg-leg gnoblar gives you +1 to hit (ranged and melee) and can survive being sacrificed on a 5+, and finally the hook gnoblar gives you a +2 on the selling point of the unit, the Lengendary Looter ability. At the start of combat, pick a hero with an artefact, roll 2d6 and add 2 for the hook gnoblar and 1 for every other minion not yet sacrificed, on a 12 (aka a 7 if you have all your minions around) you nick the artefact and the enemy cannot use it for the rest fo the battle, reverting weapons stats to theiir original versions and so ona nd so forth. *'''Bloodpelt Hunter''': A sneaky ogor? whodda thunk it! not visible to enemies while in cover and able to move at the end of your enemy's movement phase if he's 9" away from his units. He solidifies his role as a Monster Hunter by making his ranged weapons deal max damage against Monsters, have him zoom up the boarrd ahead of your main force and either harass enemy monsters or wreck their backline since he's no slouch in melee either. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Firebelly-en.pdf Firebelly]''': (130pts) A fire wizard with breath attack and his spell wreathes himself in a protective fire. Exists outside the subfactions with lack of {{AOSKeyword|Gutbuster}} and/or {{AOSKeyword|Beastclaw Raiders}} keyword. All three of the Sun-Eater spells are very good, so he's far worth adding to your army if you have the points spare. ===={{color|DarkGoldenRod|Battleline/Optional Battleline}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Ogor-Gluttons-en.pdf Ogor Gluttons]''': (Battleline, 260pts, min 6, max 18) The common Ogor. A mean bag of 4 wounds, move 8" when hungry, Bravery 8 when eating, 3/3+/3+/-1/D2 attacks. Having a banner lets them put -1 to wound from missile attacks, or get +1 bravery, depending on which standard they have and can get the usual +1 to charge rolls with a musician (a guy who screams real loud actually). You'll usually pick the paired weapons as the weapon option which get one more attack, compared to the more defensive Ironfists which bounce back a mortal wound on save rolls of 6. Usually the idea is to pick Ironfists for units above 12 Ogors, and paired weapons otherwise. Also good to note that they're the most buffable unit in the book, and a unit of Gluttons with Blood Feast and attacking a Greasy enemy will usually cause a '''LOT''' of damage. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Ironguts-en.pdf Ironguts]''': (Conditional Battleline: Gutbusters General, 270pts, min 4, max 12) Elite Gluttons. With +1 rend, +1 weapon damage, a 4+ armour save, and additional bravery, able to soak up wounds for your tyrant on a 3+ if he's close. They maintain the same musician as regular Ogors, the bellower, and their special banner has a chance to ignore Spell effects on a 6+. Once per battle they can fight twice in the same phase, with Strikes-last applying to the second go-around, so you know they are absolutely greasy when buffed. **You can kitbash new Ironguts using the Gluttons and spare weapons from the Mournfang Packs. Just slap on some gut plates on the shoulder to give them a more armored appearance and you’re good to go. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Leadbelchers-en.pdf Leadbelchers]''': (Conditional Battleline: Gutbusters General, 170pts, min 4, max 12) Gluttons with less attacks in melee, but with ranged weapons. They hold ship cannons as makeshift ranged weapons which change from D3 shots to 2D3 shots if they don't move in the movement phase. Largely regarded as worse than Gluttons, they're best used in small units to pepper units from range and to hold objectives. They're still Ogors, mind you, so they're much better in melee than they are at range, so don't hesitate to get them stuck in when you can make a good charge. ===={{color|DarkGoldenRod|Others}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Gnoblars-en.pdf Gnoblars]''': (120pts, min 20, max 60) Your chaff wall; they die fast and put out a lot of weak attack dice. Best used as a roadblock, though, as even without a save they can be 60 wounds that your opponent has to chew through. Most lists will want at least a minimum sized unit of 20 just to soak up alpha strikes, even if the models themselves look like ass. Don't forget that you might be able to cobble together a unit from spare gnoblars found on all of the other Ogor sprues, as long as you don’t mind hordes of mono-posing guys. **A good place to get better looking Gnoblars would be the Blood Bowl Ogres set. It comes with 12 of them so you’ll either need to buy multiples or just supplement them for other models. And as a plus the Bloodbowl Gnoblars are far superior sculpts and are very tiny making your ogors look that much bigger! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Gorgers-en.pdf Gorgers]''': (80pts, min 1, max 3) A big, mutated Ogor that's even hungrier than normal Ogors, if you believe it. They are a Distraction Carnifex that will buy you time as the rest of the army moves in. Don't forget that they are '''Ogors''' and get all the benefits that Ogors get. They can be brought in from reserved 9" from enemies, so they're best used sacrificially. Make sure to target a unit that the Gorger actually has a chance of killing such as a support hero, or to take an early game objective, as they only have a 6+ save and fairly average attacks. As a last bonus, they become "terror" troops by denying Inspiring Presence and Rally in a 9" radius if they are eating (read, engaged in melee). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Maneaters-en.pdf Maneaters]''': (170pts, min 3, max 9) Sort of an upgraded Glutton, with semi-decent shooting. Exists outside the subfactions with lack of {{AOSKeyword|Gutbuster}} and/or {{AOSKeyword|Beastclaw Raiders}} keyword. Before the first battle round they can pick an ability to better fit how you want to use them. Often you will just pick the +1 to wound in melee or let them run and charge, Battleshock immunity will rarely come up. Finally, they can receive a special command from your general that makes them count as 3 models for objectives, which is uhh.. usefule I guess? they are better at removing models from objectives to hold them rather than bringing numbers to do accomplish that. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Ironblaster-en.pdf Ironblaster]''': (200pts, Artillery) Put a cannon on a pretty nasty ox-thing and call it artillery. Buffed since last edition, this thing has the potential to be a beast, both in ranged and in melee. Has two firing modes: a couple cannonball shots at 24" hitting on 4+ with -2 rend and D3+3 damage, and a scattershot with 10 shots hitting on 3+ with -1 rend and 2 damage. Also surprisingly fast, benefiting from the hungry trait all Ogors have, and very decent in melee. They're more like an Ogre chariot than something that wants to sit back and shoot since they get extra damage on the charge. Can also be buffed by Blubbergrub Stench to cause even more damage on the charge. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-Gnoblar-Scraplauncher-en.pdf Gnoblar Scraplauncher]''': (140pts, Artillery) Sort of like the Ironblaster, but with a much different role. Has the same melee profile and base stats as the Ironblaster, trading out the Ogor's attacks for a bunch of angry gnoblar slaps. Its ranged attack is also much different. It has a minimum range of 6", so it's something you actually want to keep in the back unlike the Ironblaster. It's also only really useful versus weak hordes, since the actual attacks characteristic is equal to the number of models in the target unit capping at 20. Pretty decent at its job, but falls rather short at anything close range, if you bring one do also bring a unit of gnoblars since they can give it +1 to hit with the ranged profile. ==={{color|SteelBlue|Beastclaw Raiders}}=== Behemoth Mounts: to avoid repeating info, here is the difference between the Frostlord, Huskard, and Beastriders. Remember they're monsters ridden by ogors so they move 2 more inches, their Trampling Charge hits on 4+, and they count as 10 models for securing objectives. Enemies around them get buffeted with MW when near any {{AOSKeyword|Beastclaw Raiders}}. *Thundertusk: Your big mammoths, the ranged option with -1 to hit in melee, and firing a Dirty Snowball that throws lots of dice at a unit that turn into mortal wounds against hoards. *Stonehorn: The embodiment of Ogor kind: Big, Bulky, Fast, and hits like a truck. They deal a lot of damage on a charge and ignore wounds and mortal wounds on 5+. If you have to choose between ‘Tusk or ‘Horn, typically Stonehorn is the better choice. ===={{color|SteelBlue|Leaders}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Frostlord-on-Stonehorn-en.pdf Frostlord on Stonehorn]''': (450pts, Behemoth) Melee + Melee is a great combo. They are the first thing you think of to fight the enemy's heavy hitter since they are an absurdly solid package with their 5+ ward, extra damage on the charge, giving other BCR units +1 to charge and subtracting attacks from enemy heroes or monsters when rolling a 6 with their Frost Spear. You take this to go toe to toe with the enemies Heroes and Monsters. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Frostlord-on-Thundertusk-en.pdf Frostlord on Thundertusk]''': (400pts, Behemoth) If you're taking a Frostlord to wipe the floor with your opponets less ilustrious units, then this is your guy, doesn't have the raw damage of his Stonehorn counterpart but he still has the +1 to charge and has better support abilities with his -1 to hit and horde deletion ability. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Huskard-on-Stonehorn-en.pdf Huskard on Stonehorn]''': (400pts, Behemoth) The Second-in-command and the cheapest Stonehorn mounted hero. The Huskard can be equipped with either a Harpoon Laucher (20 inch range with D3 damage), Chaintrap (12 inch range with 3 damage) or send a Vulture to slowly peck a hero to death. He's your resident priest character, and knows 2 of his own prayers as well as one from the faction list, one to heal d3 wounds and another to give +1 to wound to an allied unit, both are 3+ to cast and have a range of 18" and need the unit to be wholly within said range. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Huskard-on-Thundertusk-en.pdf Huskard on Thundertusk]''': (330pts, Behemoth) Put a {{AOSKeyword|Priest}} on a gun. Same as the Stonehorn but y'know, on a Thundertusk, cheaper and more support-ier prolly the choice for your Huskard. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Icebrow-Hunter-en.pdf Icebrow Hunter]''': (120pts) A foot ogor that now Dual wields a Crossbow and Throwing spear, able to trade those range attacks to deal mortal wounds to bypass normal attack rolls. He has a Synergy with Frost Sabres, letting them deepstrike with him and his Command ability lets the pack charge more reliably by changing one of the dice to a 4. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_hrothgorns_mantrappers_en.pdf Hrothgorn]''':(180pts). The Underworlds Icebrow Hunter part of the {{AOSKeyword|Winterbite}} Mawtribe. Must be taken with Hrothgorn's Mantrappers. Lacks the harpoon of the standard hunter, and can only deepstrike with one sabre tusk and his Mantrappers, a trio of Gnoblars who have pretty fun terrain rules and help buff his shooting, so definitely keep them close to the boss man. ===={{color|SteelBlue|Battleline/Optional Battleline}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Mounrfang-Pack-en.pdf Mournfang Pack]''': (Conditional Battleline: General is a {{AOSKeyword|Beastclaw Raiders}}, 170pts, min 2, max 6) The Super Cavalry hitting harder than the famed Khorne Bloodcrushers. These are the big cavalry unit. Can choose between a dealing more attacks and get an Iron fist to inflict some Mortal wounds, or go two-handed for that rend (the superior choice). The unit leader also gets an Ironlock Pistol. Mournfangs move 11" when hungry and on charges, subtract 1 from wound rolls made by missile weapons and force Unleash Hell CA attacks to wound only on unmodified 6's against them, and they deal a lot of damage. Remember, no one wants to be charged by a Mournfang. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Icefall-Yhetees-en.pdf Icefall Yhetees]''': (Conditional Battleline: General on {{AOSKeyword|Thundertusk}}, 120pts, min 3, max 9) Fast not-ogors Hitting harder then Gluttons.(not anymore, but they have rend) They pair well with a Thundertusk, a 6+ ward, and being around one lets them run and charge. They also can do keep away shenanigans by being able to participate in fights with their 6" piles-in, letting them safely swing after your opponent. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Frost-Sabres-en.pdf Frost Sabres]''': (Conditional Battleline: General is an {{AOSKeyword|Icebrow Hunter}}, 80pts, min 2, max 6) the cheap ogor <s>hounds</s> cats. Despite being 80pts for 2, they will deal a lot of attacks, move fast, and function a cheap way to spread Grasp of the Everwinter. They synergize great with an Icebrow Hunter, gaining immunity to battleshock, a unit can Deepstrike with him. They are also not visible to enemy units while in cover, so they can run up the board hopping from cover to cover and ignore the enemy's ranged threats. ===={{color|SteelBlue|Behemoths}}==== Essentially a Huskard but ridden by 2 regular ogors, automatically equipped with the Harpoon Launcher. Only field them when you run out of leader slots, to fill out a Battleline or Battalion requirment, or only have 320pts allowance to spend on a monster. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Stonehorn-Beaststriders-en.pdf Stonehorn Beastriders]''': (Conditional Battleline: General is a {{AOSKeyword|Beastclaw Raiders}}, 320pts, Behemoth) Big monster that rushes and is mounted by ogors with guns. Not anything else new to say. The cheapest way to field a Stonehorn. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Thundertusk-Beastriders-en.pdf Thundertusk Beastriders]''': (Conditional Battleline: General is a {{AOSKeyword|Beastclaw Raiders}}, 285pts, Behemoth) Monster + Guns. If you're not taking multiple Rhinoxes, a Thundertusk is a single entity alternative. The cheapest way to field a Thundertusk. ===Scenery=== *'''[https://www.warhammer-community.com/faqs/|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 seperately for each unit). 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. **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”. Best to park this near an objective to try and. . . Convince your opponent to approach.
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