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==Unit Analysis== ===Lords & Heroes=== ====Named Characters==== '''Note:''' Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth. * '''[[Greasus Goldtooth]]:''' Ehhhh, 365 points (little under twice the cost of a naked Tyrant) for same stats with 1 extra toughness and wound. Oh, and he only has 3 Attacks, I1 and M4, which makes him utterly useless against anything other than multi-wound models, he slows down whatever he joins and is likely to get hurt or even killed before he can strike back (S10 or no S10). He has a couple of nifty abilities, but they're not game-changing (even though armies like Vampire Counts and Daemons are now affected Everybody Has Their Price, which is lulzy from a fluff perspective) since they either don't do enough to warrant the point sink, or aren't suited for his role (for example the rest of your army will just outrun his combat res bubble, and you need to bring Ironguts, whom now get magic banners). Bring a Tyrant, or replace him with a Stonehorn and Thundertusk. **Do note that if you still intend to use him anyway, cast Toothcracker on him the second it looks like he's going to enter combat and he'll surprise you, so long as you don't pit him against models that auto-wound or have the multiple wounds rule (unless they wound him on 5's/6's already and/or lack a Ward save). With Toothcracker, he can take on Archaon in a duel ''and'' come out on top (even if Archaon rides his horsey, which makes him cost a lot more than Goldtooth). Even without Toothcracker his sheer Toughness and Wound counts allow him to take on some heavy beatsticks, for example (on average), he '''can and will'' kill all Vampire Lords, all generic Chaos Lords (and nearly all of the named ones), and even Grimgor. Of course, he still costs a shitload more than all of those, but that's just the price you pay for seeing the look on your opponent's face when this fat bastard flattens some of the most infamous close combat monsters in the game, presumably after making them stupid. **If you're lucky enough to get it, use Savage Beast of Horros on him along with Toothcracker. If you can manage this, then he's easily one of the best close combat Lords in the game, able to take on and beat even Archaon. It's not something you should be counting on, but if you got it, why not use it. * '''[[Skrag the Slaughterer]]:''' 455pts. Not...terrible, but specific and limited. He costs 115 points more than a level 4 Slaughtermaster has an extra hand weapon, frenzy, and killing blow for those points, in addition to extra WS, S, and T. In order to really get mileage out of his abilities, however, you need to take Gorgers (and why would you want to do that?) or immediately get him in combat. His statline is brutal, but so are his points, and you're going to want him to kill a lot to make up the difference when you could've just gone with the cheaper Lvl 4 Slaughtermaster. * '''[[Ghark Ironskin]]:''' 375pts. Tyrant of the Ironskins Tribe and fully-armored mofo on top of an [[Deamon Engine|mechanical Rhinox]]. On top of all this armor, he's got a 6++ Ward. His Rhinox has an S2 AP(2) breath weapon for horde-killing. All that cool stuff plus, if general, he makes Leadbelchers core and Rhinox Riders special choices. Take for an all-in Guns/and or superheavy cavalry army. * '''[[Groth Onefinger]]:''' 460pts. First of the Butchers and discoverer of the Great Maw. He's a costly level 4 loremaster of the Great Maw with quite a lot going. He rerolls a die each magic phase, he heals for each unsaved wound he inflicts, and he lets one pack of Bulls or Ironguts cause terror. With his own terror, he causes -3 to the leadership test to enemies in context, and give reroll to hit and wound when his unit fight other Monstrous Infantry. He's a deadlier Slaughtermaster who needs to be at the front in order to be best used. * '''[[Morg Magmaborn]]:''' 335pts. First of the Firebellies. He acts as a Firebelly Lord and thus has, on top of all the fire powers and wizardry, the power to burn anyone who hits him and a bound item that lends him Armour Piercing. Also has a bound Fireball, seemly redundant, but it's actually cheaper and lets him cast two Fireballs per turn. *'''[[Golgfag Maneater]]:''' 235pts. Again, a tiny bit expensive, but can be fun. Has better stats than a Bruiser (BS, I, and A) for a higher point cost. Easy Come, Easy Go can grab you some nice (2D6 * 10) points of items, but this can also go really wrong. His 6+ armor without magic armor is rather pathetic, and he is Stubborn. Take him for fun, and preplan for loadouts to save everyone time. * '''[[Bragg the Gutsman]]:''' No, just no. 155points, 25 over a vanilla Bruiser but only have Light Armor and flail (S7 first battle round), this means he's pretty easy to kill before he gets to strike. Oh, by the way, that Heroic Killing Blow ONLY works in a challenge, so forget using him to hunt monsters. Bring a bruiser, and you'll get more mileage from customizing him. * '''[[Baraugh Slavelord]]:''' 195pts. Returned from prior editions, accompanied by a pack of 12 slaves, though by default, he's obscenely expensive at 195 pts. These slaves are pretty much meant to die, protected only by a Regen(5+) save. His gear, meanwhile, carries him through challenges as his twin weapons rob d3 attacks from a model in b2b, and his armor lets his mob benefit from Swiftstride. * '''[[Jhared the Red]]:''' 210pts. the Legendary first Hunter that's 105 points over the stock's cost and stated like a Bruiser. He's a swiftstriding beast who lets a pack of Sabertusks go vanguard (if you ever bother attaching him to them). He also has a few intriguing tools and Ice attacks, which might make him worthwhile as a monster killer and support hero. ====Generic Characters==== '''Note:''' While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. * '''[[Tyrant]]:''' Your combat lord. A little overpriced, but it can be good if kitted outright. When given the right equipment, he can be a hard-to-crack combat lord, and his 5 S5 attacks can be just the boost you need to win combat. Unfortunately, he's competing for Lord Points with Slaughtermaster, which has MUCH more bang for your buck. It can be useful in larger points games, but a fully kitted out lord costs over 310 points, so be careful not to waste him by throwing him into fights he can't win (no matter what the fluff tells you, a Tyrant cannot deal with a Bloodthirster alone). * '''[[Slaughtermaster]]:''' Oh big daddy YES. Your lord-level wizard, and he's quite capable of defending himself if the enemy reaches him. He's not as tough as a tyrant, but he's got a better stat line than a number of dedicated fighting lords. The Lore of the Great Maw is fantastic lore, especially for a tightly packed line and the Lore Attribute means that these guys can sit there and heal themselves over and over (while getting a +3 total boost) - and considering that you need at least one wizard knowing the Great Maw lore, it'd damn better be. A single one of these can be all you need to turn the game, especially in a 2K game. Also never put the Hellheart on this guy, its a defensive magic item so put it on a Butcher. Keep in mind you lack any armor. Kitted up right this guy can take the same beating that would destroy a small unit and walk away barely scathed, even before we consider he can cast Regeneration on himself, turning him into an absolute rape train with no brakes. The only thing to watch out for is anyone that strikes first with a shitload of Strength 5+ attacks. ** '''Great Mawpot:''' Any Slaughtermaster taking Great Maw can grab a pot as an add-on. This gives Stubborn, +1 to cast Great Maw spells, a 4++ Ward, and +6" to the range of any spell. The bound spell is a bit risky, as it lets a unit re-roll to hit in cc, but if that unit loses in combat, they all test T or take a save-ignoring wound. * '''[[Bruiser]]:''' 130pts. The workaday combat hero of the Ogre Kingdoms army. It has a statline more in line with most Lord Choices and only costs 130 points base. Useful as a beat stick in big units, a BSB certainly helps in a pinch. Cheap and effective, what more can you ask for? * '''[[Hunter]]:''' 120pts, 10 points less than a Bruiser, for 1 less attack but 1 more Ld (but he can't be the general) and has some nifty choices, but he can never join non-Sabertusk or Cragbeast units. You can also take a Stonehorn or Thundertusk as a mount which, along with a Harpoon Launcher, is probably the best choice for him as it lets you deal with enemies on the move. Not the greatest choice, but can be fun and useful under the right circumstances. Also, remember that even though he can only use scout when on foot or joins a unit of Sabretusks. * '''[[Butcher]]:''' 105pts. Not quite as useful as a Slaughtermaster, but it costs less than half the points, so there you are. It can be useful to make sure you get all the Spells in the Lore of the Great Maw, or alternatively can be used as a pretty brutal damage-based caster with Lore of Death or a specialty augmenter with Lore of Beasts. He can also take Lore of Heavens for its awesome signature spell or you can try for the comet. You can take the Hellheart or Dispel Scroll if you want to save your Slaughtermaster's Arcane Item for something else. You will always want to do this. * '''[[Firebelly]]:''' 125pts. An interesting hero, to say the least. These guys are hero-level wizards (their base statline is the same as a butcher's) specializing in the Lore of Fire and killing stuff with fire in other ways. Pretty much a must-have for any Ogre Kingdom armies! The ubiquity of Regeneration means that a lad with Flaming Attacks is always welcome, and the Lore of Fire is pretty decent. The fact that he has a S4 Breath Weapon (Breath Weapons, for context, can turn entire combat on their own) means that he makes a good mainline unit supporter, and he's invaluable if you find yourself facing Hordes or Ethereal units. *'''[[Yhetee Rimespeaker]]:''' 160pts. A Yhetee Greyback with a bonus wound and your equivalent of a warrior priest. On top of their spells (A Regen-negating Magic Ice Missile, a small zone of difficult terrain, or a zone of shooting penalties), they also have a magical S3 ice attack breath weapon. ====Mounts==== *'''[[Mournfang]]:''' Tyrant/Bruiser Only. 45pts. Most armies have their base steed be some sort of horse. Yours is a scary-ass monster. While it's the fastest of your mounts, it's also the most fragile of the lot, but still the attack equivalent of riding on top of Hunter's Shoulders. *'''[[Rhinox]]:''' Tyrant/Bruiser Only. 65pts. You lose out 2" of movement from the Mournfang for 1 point Toughness, Natural Armour(5+), and Frenzy. *'''Rhinox War Chariot:''' Tyrant/Bruiser only. 135pts. A non-frenzy Rhinox with more impact hits and even more armour to stack with your own. Stacking with medium armour gives you a 2+ save before Ironfist and magic items. The only weakness is that you don't have a chariot squad to hide him, unlike other factions like Tomb Kings. People will single him out with shooting, so he must be super durable. *'''[[Stonehorn]]:''' Hunter Only. 225pts. The first of two heavy beasts, this one's the dedicated ride for any melee-centric Hunters, as this thing has the extra oomph to get there and the extra durability against multi-wound attacks. *'''[[Thundertusk]]:''' Hunter Only. 225pts. Less tanky than the Stonehorn, but you get all the debuffs as well as a better platform for blasting. ===Core Units=== * '''[[Ogre Bulls]]:''' The core of any Ogre Kingdoms army, and well worth the 27+ppm spent on them. In smaller points games, take a unit of 5 and stick a hero/lord (usually a Butcher/Slaughtermaster) in them to make the most out of them (and make sure you get an extra rank). A great choice no matter what. Can Now take a Magic Standard. If someone says "Bull," they're talking about these fuckers. * '''[[Ironguts]]:''' 8 points more than an Ogre, setting you 39ppm for +1 higher LD, +1 higher Armor, Great Weapons. Units of 6 are great at charging small to mid-sized infantry units (especially if they're Medium armored) and make most large monsters piss themselves. It's not unheard of for units of 6 to 1-round Terrorgheists. Not as good as Bulls, but still a solid choice, and Magic Standards can do amazing things (Try the Dragonhide Banner with a BSB). They can also work as a backup unit, as any unit of Ogres that flees within 6" of them lets the Ironguts re-roll 1s to hit and wound for the next round of close combat. * '''[[Gnoblar|Gnoblar Fighters]]:''' The odd man out in an Ogre Kingdoms army, as you can take a min size unit of 20 for less than the cost of two Ogre Bulls. The cheapest models in the book with super expendable. As it stands, they're a good enough mob/counter-charge unit, and if you can hit the enemy on the flank with them, they do an excellent job of disrupting. Also, all come with Throwing weapons to boost their damage despite their Strength of 2. Regrettably, these boys took a hit with their own brand of animosity - roll a d6 if they aren't stuck in or fleeing. If you roll a 1, they don't do anything. ** Do note that most players will be taking steps to counter your ogre placement since you'll usually have few units compared to them. If you concede the +1 bonus to the roll for the first turn, you can take small units of Gnoblars to force your opponent to deploy their units first. From here, you can put down your Ogres to make sure they aren't getting screwed before the game even starts. ===Special Units=== * '''[[Leadbelchers]]:''' Same stats as a Bull (except with BS3), 9pts more as an Ogre Bull for carrying a shrapnel cannon. The gun is a Volly-Handgun, 24" D6 shots per model, S4, armor-piercing(1) ranged weapon, with no penalties for Multiple Shots. '''Ho. Ly. Shit.''' These guys are several different forms of brutality, and a unit of 6 can easily hold down a flank all on its own. Alternatively, throw them into the center of the lines and have them soften up a unit and/or monster you need dead. No Ogre Kingdoms army is complete without a unit of these lads. * '''[[Mournfang Cavalry]]:''' These are what Chaos Knights have nightmares about. With 3 S4 and 3 S5 attacks each, plus d3 S5 impact hits, these guys can devastate entire units on their own. Give them Ironfists, watch everything your opponent has, and just bounce off them. Give them great weapons and see them DESTROY pretty much everything. Their minimum unit size is 2; definitely worth an investment. Just keep them away from Cannons and everything else that ignores armour (and make sure to guard your flanks!). * '''[[Maneaters]]:''' Man, was this a raw dogging. Elite of ogres, WS/BS4 S5. Now every maneater has Stubborn and Immunity to Psych, which keeps them in a fight. They still the fascinating rules for having each model has its own separate equipment, now with an expanded arsenal, and picking be given an additional special rule (Armour Piercing (1), Devastating Charge, Hatred, Killing Blow, Multiple Wounds (D3), Parry (6+), Poisoned Attacks, Strength Bonus (1)). With everything being even more per model basses, You can do some really Strang thing when you have a unit practically made of only characters. **AHWs or Ironfist for more attacks and defense; Oriental Longsword gives protection while also cheaply boosting AP for effectively -3; Polearm and Great weapon give more strength probably when fighting Dwarfs and Chaos Warriors, or huge things; adding some pistols give the unit extra poking and charging power. **combos: Making a front line of AHW or Oriental longsword with Parry (6+) for tanking, while in the second row, you have Polearms or GWs. * '''[[Sabertusk Pack]]:''' These little kitties are absolutely fantastic. They have Fear, M8, plus 2 wounds and attacks for 18 points a pop with upgrades for Scout, Ambush, and/or Killing blow. Their pathetic LD4 means that if they even have to take the tiniest LD test, they're running for the hills, and the only way to boost it consistently is to send a Hunter with them (which you should never do). On the other hand, Sabertusks can be taken in units of 2 (which should always be taken to prevent normal panic checks). Three units of 2 can perform a myriad of tasks such as: wizard/character assassination (as long as they are lower toughness and lightly armored) war machine hunting, charging fleeing units, redirecting/flee baiting, hatred/frenzied unit baiting (having to overrun can be a bitch), general annoyance(causing march tests), etc., etc. Use them ruthlessly. *'''[[Cragbeast]]:''' What if Irongut were Bears. 46pts, 2.6 times more expensive than Sabertusk. They're a point slower than Sabretusks, but they're S and T5 and 5+ armour with WS & A4. Each of these things packs a punch as hard as a nacked Bruiser (and for cheaper). You can run them as a solo [[Distraction Carnifex]], They also make better companions for hunters, but he will lose out on scouting. * '''[[Yhetees]]:''' The FUCKING LEAF ogre-kin. They cost 1 point less than an Irongut but are still brutal and agile. Imagine if a [[Meme|Ogre returned to Monkey]]. They are your flanking force, making 4 S5 attacks, each with a speedy 7M while ignoring Most terrain but only having T4 to protect against missiles in addition to flammable means that these guys go down faster than almost any other unit in the Ogre Kingdoms army for their price. When they get to melee, their best defense is offense. In addition to the THWs, They have a higher Initiative paired with Magical Ice attacks. Freezing the enemy from the flank can help the ogre's initiative problem and provide Yhetees with melee durability. Yhetees should use them to threaten flanks and hunt low Ld units. Don't attack units face-on or be in a protracted fight with something with Strength 4+ attacks. * '''[[Gorgers]]:''' 50pts. What happens when an ogre fasts. 50 points for a single model that doesn't even show up until turn 2 (at the earliest) and can't charge until everyone's had a turn to react to it being there (and the surprise is their point). If it came with the rest of the army, it could hold up a unit for a couple of turns (unbreakable is nice). They make an ok [[DISTRACTION CARNIFEX]] unit otherwise. *'''Rhinox War Chariot:''' 130pts. Finally, Ogres have a chariot, and these fuckers are scary. Each one deals D6 S5 Impact Hits on top of the Rhinox and Ogre's attacks, and with a 3+ save, they're able to take a pretty beating. This thing also has no difference in terms of weaknesses compared to a basic Ogre. Besides Durability, it will lag behind your infantry because of Chariot moment penalties. You take this over Mournfangs to deliver impact hits while being harder to shoot off the board. *'''[[Gnoblar Trappers]]:''' Now set up as their own scouting unit at over double the cost of the basic Gnoblar - kinda defeating the budget-unit premise of a gnoblar. (<strike>Their gimmick is that anyone charging their front is going through difficult terrain, which makes them hell for beasts or hordes.</strike>) No, anyone charging their front takes D3 DANGEROUS terrain tests, PER TRAPPER. This is either a miswrite or the gnoblar trappers can actually murder literally anything that charges their front. Start game with them body blocking enemy knights and your golden. *'''[[Gnoblar Scraplauncher]]:''' 135pts. A solid choice when taken on its own merits. If you are going to use it, you might as well fire it into infantry blocks while maneuvering it for a flank charge against something that can hurt it but isn't likely to kill it (i.e., cavalry, small units of S3, or other such units). Can also do in a pinch to run over skirmishers that have gotten too close since D6 S5 Attacks followed by 3 S5 Attacks are likely to end them. *'''[[Gnoblar Skewerslinger]]:''' 95pts. Swap the Cataplte on the Rhinox chariot with The Gnoblar's attempt at an Elven Bolt Thrower. Yeah, they managed to make a bolt thrower that can fire d3 bolts, so you don't have to pick between either Multiple Shots (d3) or Multiple Wounds (d3). It's quite mobile, but it is prone to misfiring. ===Rare Units=== * '''Grimhorn Rhinox Riders''': You're already dead if these things charge you, and they're hard to stop. Upgraded Mournfangs where the [[Awesome|Ogres now ride fucking woolly rhinos]]. Trading increased pice of 75ppm (12 more than Mournfangs) and only ogre speed(M6"), so moving side-by-side with your troops. But the Tradeoff is greater, with more attacks and defense from the beast they ride. The mount gets a Bumped to Toughness 5 with 5+ Natural Armour in addition to Frenzy. Whether or not you find these things be valuable killing machines or just excessively powerful overpriced models. Anything these things charge (short of something with Ethereal) will die (plus the models are fucking amazing). * '''Ironblaster:''' 180pts. It's a MOVING CANNON. A. Moving. Cannon. It's not even that expensive for the book, and it usually gets a fairly large bounce (due to rolling two artillery die for the bounce and choosing the largest). Sure, some of the misfires hurt, but not as much as, say, the Hellcannon, and it does absurd damage to whatever it looks at. It can even get into combat if pressed, which is highly recommended. * '''Slavegiant:''' 150pts. It's a Giant. What can we say? You know it and love it. LD10 monsters are always nice, especially with Immunity (Psychology). It's also worth pointing out that ALL of its 'Pick Up And...' results end in death for the picked-up model. Giants are THE monster-killer with relative ease, and they can fell a star dragon. That being said, they're sadly not worth it in general lists as with no armor, and with an abundance of S5+ around in 9th, they can drop dead fast. However, feel free to take them if you know what you're up against and are sure you can get them in combat with a similarly-priced monster/single model unit. * '''Stonehorn:''' 250pts. The first of the 2 big scary monsters. Effectively a guided missile, This one hurts a lot on the charge, but it's I2, and only one rider kind of hurts it after that. It's still big and scary, so send it into the right spot, and it could wreck someone's day. It is excellent as a mount for a Hunter, even if everyone wishes they could sit a tyrant there. One other thing to note is its Stone Skeleton special rule, which renders multiple wound weapons, namely cannons, half as effective (don't think it makes you immune to them though, those Dwarfs will have plenty to kill this). * '''Thundertusk:''' 250pts. The second giant scary monster focuses on a Shooting and support platform. This one only has 4 attacks, but it does get a second rider (for an extra 3 S4 attacks or a shot because you have no penalties for moving and shooting) and has an S3(6) Ice stone thrower attached that won't harm you on a misfire. Oh, and it has a 6" Ice attacks aura, so the enemies within 6" Always Strikes Last, did we forget to mention that? Yeah, suddenly, initiative 2 doesn't matter so much. Hold back for the first round or so to soften up a unit you want dead, and then send it in with the rest of your army and watch as it and everything around smashes through the entire enemy line because they get their skulls stomped in before they're even allowed to attack—one of the best units in the current list. *'''Ice Mammoth:''' 325pts. Yet another gigantic monster. This behemoth fits whatever you need from a giant and then some. On top of its d6+1 S7 Impact Hits, it also has a hefty 4+ natural armour save and has ogres who can shoot their chaintrap or harpoon with no penalty for moving to cooperate with the random list of deadly attacks, like Giants, Murderous against infantry, and other monsters but harder against calvery. It has 10 wounds, so it can take more punishment than most monsters (it could survive like two super lucky cannonballs, and those are ready not so accurate in 9th). Like any monster, be warned that Your not the most durable thing in-game, with only 10 lucky rolls from a dice bucket can take it down.
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