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![[Post New]](/s/i/i.gif) 2012/09/02 01:23:25
Subject: Ogryns - how to best use them?
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Nasty Nob
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Im thinking a large mob led by a Commissar - does any one have any experience with a unit list before, before I go out and sink the $ I was hoping to get some insight into this rarely seen IG unit.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2012/09/02 01:51:42
Subject: Ogryns - how to best use them?
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[MOD]
Not as Good as a Minion
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You mean Commissar Lord, correct? I think Ailaros used them to some effect last edition, but this time round...maybe not so much.
They can provide cover to all of your vehicles really easily though? Or to your other small units (CCS, PCS, SWS, whatever).
I'm not too sure, haven't run them more than once or twice (and that was more for laughs than for trying to work out how they go)
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I wish I had time for all the game systems I own, let alone want to own... |
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![[Post New]](/s/i/i.gif) 2012/09/02 02:04:48
Subject: Re:Ogryns - how to best use them?
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Stalwart Veteran Guard Sergeant
Chicago, Il
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Ogryns are tough to run correctly, they are stubborn, but have pretty crappy leadership, and while they hit hard, they have no capability to get through armor. I've had success in 5th with combining them with a Psyker Primaris and Lord Commissar. The unit becomes very pricy, but is a nasty surprise for most opponents. All that Str 5 Assault fire combined with power attacks from the commissar and force attacks from the psyker makes for a rude surprise for average marines.
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Sargent! Bring me my brown pants! |
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![[Post New]](/s/i/i.gif) 2012/09/02 03:56:01
Subject: Re:Ogryns - how to best use them?
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Ship's Officer
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Castitas wrote:Ogryns are tough to run correctly, they are stubborn, but have pretty crappy leadership, and while they hit hard, they have no capability to get through armor. I've had success in 5th with combining them with a Psyker Primaris and Lord Commissar. The unit becomes very pricy, but is a nasty surprise for most opponents. All that Str 5 Assault fire combined with power attacks from the commissar and force attacks from the psyker makes for a rude surprise for average marines.
Primaris with Biomancy has the possibility to make that squad quite nasty.
DoW
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"War. War never changes." - Fallout
4000pts
3000pts
1000pts
2500pts |
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![[Post New]](/s/i/i.gif) 2012/09/02 04:04:55
Subject: Re:Ogryns - how to best use them?
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Longtime Dakkanaut
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DogOfWar wrote:Castitas wrote:Ogryns are tough to run correctly, they are stubborn, but have pretty crappy leadership, and while they hit hard, they have no capability to get through armor. I've had success in 5th with combining them with a Psyker Primaris and Lord Commissar. The unit becomes very pricy, but is a nasty surprise for most opponents. All that Str 5 Assault fire combined with power attacks from the commissar and force attacks from the psyker makes for a rude surprise for average marines.
Primaris with Biomancy has the possibility to make that squad quite nasty.
DoW
This.
I know Hulk has been a long time advocate of using them with Yarrick. Seems to me you want to attach some sort of IC's to the to take advantage of Look Out Sir! Also, find a way to make them as mobile as possible. Automatically Appended Next Post: Oh and Motyak: Love the pic! Firefly is the shiznit!
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This message was edited 1 time. Last update was at 2012/09/02 04:06:33
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![[Post New]](/s/i/i.gif) 2012/09/02 04:11:20
Subject: Ogryns - how to best use them?
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Pyromaniac Hellhound Pilot
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I have run them with success in 5th. I did this by having a squad of 5 ogryns with Commissar Yarrick in a Chimera. I know, a bit of a point sink. However, it could realy tear through some space marines on the charge. Now that 6th has changed how assaults and furious charge work, they are not as good in that role. It was good when they could strike at the same time as normal SM, at I4, now, that is not possible.
I still run them with Yarrick, mainly for fluff and fun. They realy help get Yarrick into a fight with the other warlord. Plus, the fact that all 5 can fire out of the Chimera hatch is pretty good. That is 15 S5 shots (I know, AP-). It will catch some off guard.
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javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
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