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===={{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 youβre 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.
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