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===Special Units=== * '''Leadbelchers:''' Same stats as a Bull (except with +1BS), same cost as an Irongut for a range 24, D6 shots per model, S4, armor piercing ranged weapon, with no penalties for Moving and Shooting (take a mandatory Bellower for swift reforms to make the most out of this) or Multiple Shots. Ho. Ly. Shit. These guys are several different forms of brutal and a unit of 6 can easily hold down a flank all on it's 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. * '''Maneaters:''' There are several different makeups for this unit, but on a whole they're a rock solid and fairly inexpensive unit (down to 50 points from 80 last edition without a single drop in stats). Several common ideas for special rules are presented below, but most combos can work on one level or another. Just don't forget to give them heavy armor and remember if you're stuck, Stubborn is always a good choice. ** ''Classic:'' Immune to Psychology and Stubborn. Stubborn is always a good choice, but the weakness of Terror and Fear under the current edition makes ItP pretty much worthless. ** ''Runners:'' Swiftstride and Strider. Can be fun, especially with great weapons, allowing them to intercept a unit you need dead. Drop them on the flank and have them go diving through terrain to hit the enemy where it hurts. ** ''Snipers:'' Sniper and Poisoned Attacks, with Brace of Handguns. This one is especially nasty against Vampire Counts/Tomb Kings where killing their general can really hurt. Don't spend too much on this unit though, as they're only really useful at killing heroes. ** ''Trolling:'' Scouts and either Strider, Swiftstride or Stubborn. Not a great choice, but really lulzy (SCOUTING OGRES), especially against Dwarfs and armies that thrive on units with lots of ranged weapons and war machines. ** ''Bland:'' Stubborn and either Strider or Swiftstride. The best overall and therefore blandest choice but not a bad one. Swiftstride has some nice synergy with the Ogre Charge rule. * '''Sabertusk Pack:''' These little kitties are absolutely fantastic. They have 2 wounds, 3 attacks and M8 at 21 points a pop. 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 is to send a Hunter with them (which you should never do). On the other hand they can be taken in units of 1, (which is how they should always be taken to prevent normal panic checks). Three units of 1 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. Just be aware that unlike gnoblars, these guys being destroyed '''will''' cause your other units to panic. So you want to avoid placing them between units ready to fling them out in front, because if your opponent gets the first turn and snipes the cats, you're setting yourself up for a bad time. * '''Yhetees:''' What a disappointment. They cost 1 point more than an Irongut or Leadbelcher and make up for it by being much worse. No impact hits, no save, T4 and flammable means that these guys go down faster than almost any other unit in the Ogre Kingdoms army. They have slightly higher Initiative than most units, but it doesn't mean a lot. They used to have enemy units be -1 to hit them, but now they're -1 WS, which on a WS3 unit is not the same thing at all. They're only really useful against Vampire Counts, when you know you're going to be facing a lot of Spirit Enemies, but other than that they're not particularly useful (and even a Firebelly could probably do that just as well while covering other bases as well). Do note that if an enemy unit fails their fear check the -1WS (which is not limited to the usual minimum of 1 rule) means they cannot attack the Yhetees and the Yhetees hit automatically. Be sure to remember that when playing against Vampire Counts, since zombies have WS 1 standard, though they should be used to threaten flanks and hunt low Ld units (if you don't pass on them, which in a competitive list you should). If you are taking them, at least try to give them Regeneration, at least then they'll be able to cause quite a bit of damage and maybe earn their points back. * '''Mournfang Cavalry:''' These are what Chaos Knights have nightmares about. With 3 S4 and 4 S5 attacks each, plus d3 S5 impact hits and a S5 stomp PER MODEL, these guys can devastate entire units on their own. Give them Heavy Armor and Ironfists and watch everything your opponent has and more just bounce off them. Give them great weapons and see them DESTROY pretty much everything. Definitely worth an investment, just keep them away from Cannons and everything else that ignores armour (and make sure to guard your flanks!). * '''Gorgers:''' Not even remotely worth it. 90 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 kind of their point). If it came with the rest of the army then maybe it could hold up a unit for a couple turns (unbreakable is nice) but as is? No, anything else would be a better points investment.
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