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Made in is
Roarin' Runtherd





Iceland

Hello there, i was thinking of what i should arm my Chaos Ogres with, anyone have any good ideas?

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Made in us
Fanatic with Madcap Mushrooms





Auburn CA

Great Weapon and MOK

 
   
Made in is
Roarin' Runtherd





Iceland

Johnny, do you mean all with great weapons?

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Made in us
Fanatic with Madcap Mushrooms





Auburn CA

Well they all have to have tthe same equipment so yah

 
   
Made in is
Roarin' Runtherd





Iceland

Oh, i didn“t know that, thanks!

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Made in ie
Stealthy Grot Snipa




Most units have to have the same equipment, unless it says they don't have to they do

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Chaos Dwarfs 8/5/1 
   
Made in bg
Cosmic Joe





Bulgaria

I believe maneaters are the only ones (currently), though theres some units comprised of different models altogether.

This message was edited 1 time. Last update was at 2012/04/15 18:59:50



Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Maneaters are the only unit where members can be armed differently.

There are mixed units of Skink and Kroxigors, but its not really the same thing.

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Made in bg
Cosmic Joe





Bulgaria

And squig herds, and skaven urm i forget (tm),


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Terrifying Wraith




Houston

I run a unit of 6 with GW and MoT for 290.

GW adds a bunch of high str (6) attacks to an army that already has a TON of Str 4 (sword and board warriors), and Str 5 (knights, halberd warriors, gw marauders, dragon ogres, trolls) and is the best complimentary option to most WoC armies.

That unit will throw out 18 attacks, the same as a block of warriors 6 wide. It is also a little more cost effective per wounds, and has a comperable save (5+/6++), and an additional 50% Move. The main weakness of the unit is Str 5 and above (which will bypass the normal armor save) attacks that do multiple wounds... And the fact that as soon as you loose bodies you loose attacks, so many opponents will try to whiddle down the unit to lose a ranks/attacks over a large block. This works to your advantage as a warriors/marauder block will almost always be more powerful than the ogres. Which is where the ward really comes in handy, the first deflected warmachine pays for it's cost 2.5x.

I never see a need for command, as the champion is 50% of a new ogre but only gets 33% of the attacks of another guy.
The banner isn't needed against small flank units, and anything large will probably also be engaged by a block of warriors/marauders that will/should have a banner already.
Musician is the only one I consider to be a good investmet, as the ogres dont have great leadership and will often be on the flanks away from your general, but even then you have Will of Chaos so should be good for panic checks.

This message was edited 1 time. Last update was at 2012/04/17 15:39:10


Fantasy: 4000 - WoC, 1500 - VC, 1500 - Beastmen
40k: 2000 - White Scars
Hordes: 5/100 - Circle of Orboros
 
   
Made in us
Lustful Cultist of Slaanesh



Sacramento, CA

Another Throgg player giving a +1 to GW and MoK. The ogres are relatively fragile but do pack a punch!

 
   
Made in ca
Nimble Dark Rider




T.O.

Chaos Armor. Ogres with a 4+ save are great. I run a unit of 6 with FC, MoK, GW and chaos armor. They roll up flanks and hit the enemies main battle line about the same time the warriors do.

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Made in us
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

GW and MoS to let them be an autonomous unit that won't run away if shot, or additional HW and MoN for more attacks that are harder to hit/shoot. I like both styles.

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