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Age of Sigmar/Tactics/Destruction/Ogor Mawtribes
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==Tactics== ===Distraction Kitties=== With how fast ogors are now, using Gnoblars as a screen to take charges will hamper your advance significantly unless you spend CPs to maximize their runs. Instead you can take a page from old WHFB tactics and have small units of Sabretusks as your charge screens while leaving the backline for Gnoblars (bonus points for taking their battalion and making a horde of the little shits immune to battleshock with your Tyrant). If the enemy doesn't go for the obvious Kitty bait, you can circle them around enemy formations to wreak havoc in their backlines and go for juicy targets like war machines or support heroes. They probably won't do too much damage, but they will divert attention from the units that really matter, like the massive blob of Ironguts charging in to wreck anything in their way. ===Murder Kitties=== Note that the hunter ability is stackable. Take a Skal with 1 max unit of Frost Sabre. Use the extra artifact to take the Kattanak Browplate. Hideout turn 1 and pop out t2 anywhere on the board, charge with +4 inches (and a reroll if needed), and let each 8 attack kitten go do the Lord's dirty work (go farther by making the master a Winterbite Mawtribe general). Consistent? Very! Competitive? Unclear given its 620 points and all your CP's. Hillarious and annoying? Definitely. ===Keep Your Bellies Full=== Ogors have a lot of Wounds to burn through, but they can be burned. Have Butchers and the Pot near to always top off the Surviving Ogors. ===Build a Wall and have the Gnoblars Pay for It=== A good 40-60 sized swarm of Gnoblars that’s been “buffed” by the Tyrant’s command ability is a surprisingly durable line of defense against most melee-centric enemies. Plop then in from of your cannons or other important models and watch as foes try to hack their way through a fearless horde of muppet faced little shits. Get a Scraplauncher and turn it into a Junkmob battalion if you wanna go all the way. ===No Underguts, No Glory=== Also know as "Fuck you Keepers of Secrets". You take a Tyrant's Gutguard (1 Tyrant, 4 Ironguts, 2 Ironblasters) which lets the Tyrant take the Gruesome Trophy Rack (dump the Underguts Artefact on someone else). You now take 3/4 Ironblasters and use Thunderous Salvo (Underguts Command ability) to give all Ironblasters wholly within 12" of a hero you picked an extra attack. Now if you also gave that hero the Trophy Rack, those Ironblasters also get to get +1 to hit vs Monsters and Heros. Best part about the Trophy Rack and Thunderous Salvo is that they are auras, so all your Ironblasters get them if you positioned them right. Of course, when you shoot down one Keeper there will be another one summoned right after to tentacle rape you. But save a cp for your next turn and you can do it all over again. Underguts also lends itself nicely to Leadbelcher spam. And you'll probably need those Leadbelchers to finish off units when you keep rolling 1's for the Ironblaster D6 damage. 10 Leadbelchers is good enough, 20 might be great. But they might be hard to come by in larger numbers. ===Gutstar=== Back in the glory days of WHFB 8th ed there was a really mean deathstar style build called the Gutstar. This was a max unit of Ironguts with character support that was pretty much unstoppable and had a relatively small footprint for its killing power. And now, it's back! You'll need 8+ Ironguts, a Butcher and/or Slaughtermaster and a Tyrant won't hurt either. Cast Blood Feast with one of your wizards on the Ironguts for that sweet +1 attack. CV7 is tough, but the Mawpot helps if it's nearby. Now, use Ribcracker on the enemy unit you absolutely want to annihilate. If you also brought a Tyrant, use his Bully of the First Degree command ability to make your unit immune to battleshock for the price of some Mortal Wounds. Now it's time to pray to Gorkamorka and RNGesus! Roll for the Great Cauldron on your Slaughtermaster and hope it's either a 3 or 4. The other results aren't bad (well, except a 1) but what you really want is Spinemarrow: +1 To Hit on your 'Guts. If you get a 2, you might heal the Tyrant's damage back at least. Your unit is now (hopefully) buffed all the way to high heaven. Use your Hungry movement of 8" to set up for a charge. I recommend that you have at least 2-3 CP set aside for peak efficiency. Use one of those CP to re-roll the charge if you need to. If you make combat, your unit of 8+ dudes will now deal damage with their Trampling Charge on 4's! Before you get to swingin', pop All-out Attack for re-rolling 1's To Hit. If you're not sure whether you'll kill what you charged, don't be afraid to use All-out Defense too. Now, if you have the Gulping God's favour your 'Guts are now hitting 98% of the time thanks to Spinemarrow! 8 'Guts with Blood Feast, Spinemarrow and All-out Attack will have 21.344 successful To Wound rolls. That's 64 dead Grots. Or 42 damage against Stormcasts who have 4+ save. Or 32 damage against anything that starts with a 3+ save. Hell, even against a Petrifex Nagash you're dealing 21.13 damage before he rolls his shrugs. Of course, this is all in a vacuum - penalties To Hit will really mess with your effectiveness and the above numbers require all of the models in the unit to attack. Also, you need the perfect storm of getting ALL your buffs to become this devastating. Keep in mind that you can expand the 'Guts to 12 models however, which means you can take some casualties before reaching combat and still be super effective. Additional models can also be helpful to be within range of heroes for command abilities and such. If terrain allows for it, you can also just get more attacks with your extra dudes. A well-supported Gutstar will crush pretty much anything in the game.
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