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==Army Building== Ogors, in general, are a simple and comparatively cheap army to build thanks to their low model count. Though, as it stands, the BCR are the easiest of the two sides to collect, with the Start Collecting box having practically every unit (except the Hunter, Sabres, and Yhetees), and with some magnetizing, you can have every behemoth unit with just one box. As for the Gutbusters, your best bet is to get the Feast of Bones box set, which will give you 6 Gluttons, 2 Leadbelchers, an Ironblaster/Scraplauncher, and a Tyrant. The Butcher, Slaughtermaster, and Maneaters are all still in Finecast currently, though the basic Ogors box set is perfect for conversions. So just dig through your bits box or whatever until you got whatever you need. The Warcry cultists all have Realm specific parts so those can be perfect for creating Maneater units. If you want a straight out of the box alternative for Maneaters, you can use the Blood Bowl Ogres, add some propaβ weapons, and boom! Also very important to remember that the leadbelchers come with a full set of 4 cannons if your are considering going heavy into them ===The Great Mawtribes=== '''Meatfist Mawtribe''' *This is the perfect mawtribe for big ass blocks of Gluttons, with nothing really super fancy otherwise. Want to relive the glory days of Ogre Kingdoms, without any of the fancy Age of Sigmar shit getting in the way? Pull out the square bases and play this tribe. '''Bloodgullet Mawtribe''' *Ogor Mawtribes isn't really the best army for a pure-magic list, as your wizards are a touch on the pricey side in terms of magical potential. That being said, Bloodgullet makes up for that hard. You'll have a more centralized playstyle trying to keep all your expensive wizards near your Great Mawpot, but you'll want enemies to come to you, to fill that tasty Mawpot. You'll have a stupid number of buffs and spells to fling out, and any Endless Spells that work off-model count are worth considering. This Mawtribe also pairs well with a mix of Gutbusters and Beastclaw Raiders as you give the Beastclaw Raiders the Bloodgullet keyword, meaning they benefit from the Splatter-Cleaver's healing and the Command Trait's extra pile-in move. So in a strange twist, this makes it a great all rounder choice for most situations. *Alternate opinion: The Splatter-Cleaver is one of the only ways (other than a Huskard or the Great Mawpot) to heal Beastclaw Raider units. Give it to a Frostlord who's leading some now Battleline Mournfangs into battle, grab at least one Slaughtermaster and Butcher and the Mawpot and you've got a really mean army. The wizards can buff your units with extra damage and attacks with the right spells and your spearhead of Raiders will wreck the enemy and stay there. The Frostlord will keep himself and nearby units healed, you can use the Mawpot to get even more healing and every turn the enemy spends in combat with you they risk taking Mortal Wounds from Grasp of the Everwinter. I'd actually argue this is a better Mawtribe to pick than Boulderhead. *Also worth noting that this Mawtribe allows for some truly insane Yhetee shenanigans. For example, if you take a Huskard on Thundertusk with a the Carvalox Flank (will need to fit a battalion into your army somewhere to do so) you then have Yhetees that move 11", can run and still charge, and when combined with the 'Nice Drop of the Red Stuff' Command Trait have a total pile in move of 9"...easily the largest pile in move IN THE GAME and will undoubtedly catch many an opponent off guard when your pile in move is large enough to pull that support character 6" away from your target unit into combat. The only real downside to Yhetees being hitting on 4's (though mildly offset with the Winter's Strength prayer which makes them wound on 2's) '''Underguts Mawtribe''' *Don't be fooled by this Mawtribe's Leadbelcher buff. This doesn't magically make them better than Gluttons or Ironguts, it just makes them much better at their job of holding objectives and harassment with a threat range of 24" with a hungry move. What the real meat and potatoes of this Mawtribe is the buff to Ironblasters' attacks. Taking 3-4 of these and sliding extra attacks to your cannons will all but guarantee you will be melting your opponent's big monsters and important heroes with its nasty -2 rend and D6 damage. A popular combination is doing this while a Tyrant has the Gruesome Trophy Rack artifact, giving +1 to hit versus said monsters and heroes, improving the Ironblasters lackluster hit roll of 4+ to a healthy 3+ or just negating Look Out Sir. '''Boulderhead Mawtribe''' *Beastclaw Raiders +1. Toss out nice little buffs to every hero in your list, everyone moves faster, and your general is a fucking demonic nightmare who's mount will routinely hit on 2s. Bring a Frostlord General on Stonehorn, give it the Black Clatterhorn trait and it's hitting on 2s with it's horns, and you'll be killing everything shy of Archaon on the charge. '''Thunderbellies Mawtribe''' *The perfect tribe for a Frostlord on Thundertusk, Huskard on Thundertusk, and a shitload of Mournfangs beside. Your strategy will likely involve running up the sides of the board to flank the opponent while scaring them away from being aggressive to your already insanely tanky general thanks to the Shatterstone, and the general can turn a Mournfang Pack into a targeted deletion machine by picking a target with Rip and Tear, then boosting the Mournfang's charge rolls for more guaranteed charges and better Trampling Charges rolls. (Edit: The Trampling Charge is determined by unmodified charges. Increasing the charge roll does not net more trampling charge dice.) '''Winterbite Mawtribe''' *The weird one. This Mawtribe's all about those ancient models from the 90s, the Sabertusks, the Yhetees, the Icebrow Hunters. Some surprisingly interesting abilities, but overall unless you have tons and tons of Yhetee and Frost Sabre models lying around (and if you do, why?), this probably offers little to no benefit for your gameplay. Actually the winterbites ability to receive cover in there own territory can be a huge benefit to a footslogging gutbuster focused army to help u endure a turn or two of ranged fire before fully engaging the enemy
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