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Made in gb
Horrific Hive Tyrant





Hi all!

So, Ogors got a Battletome recently.

Overall, they don't look like a top tier army still, but they do have a few neat tricks.

To open up the discussion, I'll start by talking about one of the biggest additions - the Mawtribes. Specifically going to start with the Gutbuster ones. Of course you can take any mixture of Gutbuster and Beastclaw in the army now, and many abilities affect all of them, but the tribes are clearly designed to support one side more than the other.

It's also worth noting that if you choose a Mawtribe then you MUST take that tribe's artefact and trait. If you do so, then the ONLY way to get any of the 24 generic Artefacts is by also taking a battalion, and there is no way to get any other trait. At some point it's probably worth having a discussion about when, if ever, it makes sense to not take a tribe to access that host of traits - as the tribe abilities are all quite strong.

Meatfist
Spoiler:
The most generic tribe.
Battle Trait is to roll 1 extra dice for Trampling Charge. This is very meh, it's just a 1/6 chance to do a mortal wound when yo charge.

Tribe command ability is that Gluttons get an extra attack with Gulping Maw. You really have to mass your Gluttons to get much out of that. If you were planning to take 12 or more Gluttons then it may be worth it though!

Artefact rerolls saves of 1 which is alright. Trait is that while the general is in melee you generate an extra CP in your hero phase - if you can keep him alive (and the artefact helps!) that's potentially very good.

Overall I'd say it's an ok if not particularly inspiring tribe.


Underguts
Spoiler:
The shooty tribe.

Allegiance ability is Leadbelchers range is increased from 12 to 18. That's very good especially considering they go from d3 to d6 shots if they don't move, but of course it does nothing if you aren't bringing Leadbelchers.

Command ability gives Ironblasters near a hero to add 1 to their shooting attack. Obviously this is much better with the cannon ball which is normally just 1 shot than the hail which is d6. It's underwhelming with a single Ironblaster, but if you bring 2 or more it gets very strong.

Artefact is the Gnoblar Blast keg which can be used once per battle to dish out mortal wounds to a nearby unit. You roll 6 dice and do d3 mortal wounds for each 6, so averages 2 mortal wounds. Sounds meh, but it gets better. For every 10 models in the enemy unit, you add 1 to the roll. So at 10 models you'll average 4 wounds, against a huge horde of 50 or more models you'll automatically do 6d3 mortals. That's not too shabby. It's also sometimes going to let the bearer beat an enemy hero that they couldn't quite finish off otherwise.

Trait is Mass of Scars - subtract 1 from wound rolls for shooting attacks against the General. Situational, against some armies it will do nothing. But in the right matchup this will be golden. Consider using on a Frostlord who will be a priority target for any opponent with decent ranged attacks.

Overall I think Underguts have a lot of potential, but only if you're happy playing Ogors primarily as a gunline. If you aren't take a minimum of 6 Leadbelchers and 2 Ironblasters I wouldn't even bother.


Bloodgullet
Spoiler:
This is an odd one, the Butcher tribe. If you aren't taking Butchers you won't get any benefit here. You really want two... Maybe even 3 Butchers?

Battle Trait is Butchers know and can cast 1 extra spell. This turns Butchers into formidable wizards!

Command ability lets you re-roll wound rolls for Gluttons who are near a chosen Butcher. Reinforces the Butcher theme, and now also demands you bring a lot of Gluttons. If you do that though, this is a great ability - better than the Meatfist one in my opinion.

Command trait let's nearby units pile in an extra 3". I'm lukewarm on this. There are times it will be great and times it will not really help at all.

Artefact allows you to pick a melee weapon - if you do any wounds with that weapon and they are not negated then roll a d3 for every friendly unit nearby and they heal that many wounds. Wow, that's pretty nice.

Overall this looks like a really decent tribe. If you want to bring a lot of Gluttons, and play a more traditional Igor army, this looks like it does a lot more for you than Meatfist. I'd really like to try this tribe with 3 Butchers sometime too, casting 6 spells a turn!

This message was edited 1 time. Last update was at 2019/11/10 11:41:25


 
   
Made in fi
Been Around the Block




Do you recon that there is any point in glutons since underguts leadbelchers have a higher damage output in general and are way more flexible?
   
Made in gb
Dakka Veteran





The forced artefacts and traits etc are the new norm for sub factions it seems.
Any army that has its own faction options now seems to have this as a new standard.
While it is limiting, the benefits often outweigh the loss of these.

I do feel like battalions are over costed though.
Most new books have average at best battalions that give very little for what you get.
On the flip side, unique hero’s can technically ignore this anyway as they can’t be altered.
   
Made in gb
Horrific Hive Tyrant





Alkaline_Hound wrote:
Do you recon that there is any point in glutons since underguts leadbelchers have a higher damage output in general and are way more flexible?


That's a very good question. In Underguts, if you have a Tyrant as General, then I would say Gluttons don't have much of a place.

If you run a Frostlord on Stonehorn or similar though, you may want to give them mass of scars and then you need Gluttons (or Mournfangs) for battleline. But at the point you're spending that many points on stuff that isn't Leadbelchers or Ironblasters is there any point running Underguts anyway?

Side note: don't you think it's weird that getting pistol whipped by a cannon is -1 rend, but those big scimitars that Gluttons carry have no rend..? I feel like if you swapped that around both units would make a bit more sense.

This message was edited 1 time. Last update was at 2019/11/17 13:48:32


 
   
Made in fi
Been Around the Block




Nah, blunt weapons tend to be really good against armor so it makes sense that leadbelchers have a better rend.
   
Made in gb
Horrific Hive Tyrant





Alkaline_Hound wrote:
Nah, blunt weapons tend to be really good against armor so it makes sense that leadbelchers have a better rend.


Yeah thinking about it slashing weapons like scimitars are about the worst against heavy armour. I'm thinking of piercing weapons.

Still, from a balance perspective Leadbelchers should be more or a tradeoff than they currently are.
   
Made in us
Humming Great Unclean One of Nurgle






It's better not to think in detail about exact weapon profiles; they rarely make any sort of sense.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

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I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in fi
Been Around the Block




Having thought about gluttons they do have two advantages over leadbelchers, one in squads of 12 they are massively cheaper per ogre, and two they have the banners which give them some useful gimmicks. Then while I think leadbelchers are still the better generalist choise, I wonder if running 12 gluttons with iron fists will work well as a sort of tarpit that punches back, since on average each ogre will deal three mortal wounds before dying, and they can be buffed further with a slaughtermaster.
   
Made in gb
Horrific Hive Tyrant





I'm not sure where you're getting 3 mortal wounds per Ogor on average...

Against no rend, itll take 6 saves to kill the Ogor on average so if you fail 4 saves on average you will pass 2, of which 1 on average will cause a mortal wound.

Against rend of -1, it'll take 4.8 saves to kill the Ogor on average so if you fail 4 saves on average you will pass 0.8, which will be a 6 so 0.8 mortal wounds.

Against rend of -2 or better, the Ogor will die in 4 saves (of course), those 4 failed saves will include 0.67 6s, so 0.67 mortal wounds total.
   
Made in us
Furious Fire Dragon




USA

Alkaline_Hound wrote:
Do you recon that there is any point in glutons since underguts leadbelchers have a higher damage output in general and are way more flexible?
Huh? Where are you getting this from? Unbuffed, they do about the same damage in general. As for leadbelchers having better versatility, I'd say that is subjective. Leadbelchers have shooting and better MSU opportunities, but Gluttons can reroll charges natively and/or ignore shooting damage on 6+ in addition to being 80 points cheaper for a max unit and either having melee attacks that explode on 6's or dealing mortal wounds back on saves of 6.

We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k 
   
Made in us
Humming Great Unclean One of Nurgle






Point-for-point one leadbelcher is a better buy than one glutton, though not by much. However, gluttons have a horde unit discount, are generic battleline, and have music/banner bonuses at 6+ unit size. The latter in particular is what drives up the cost of the unit above what it's basic stats alone would indicate.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
[DCM]
Savage Minotaur




Baltimore, Maryland

To piggyback off this thread, a question or two:

Ironguts. Outside of the Tyrant bodyguard battalion, is there a point in going heavy with them? I was planning on doing a small model count army of the more elite Gutbuster units, but Gluttons seem to be such a better bang for your buck, so that plan is kind of in limbo now and I may as well just do a more standard Mawtribe army, centered around the seemingly useful Tyrant/Irongut battalion(of which you only need 1 unit of Irongut.) Ironguts look like more consistent damage, but Gluttons have more synergies with other units, so at best its a wash, which means its probably best to stick with Gluttons. Is that an accurate assessment?

Do you think that the Tyrants Gutguard battalion is worth it? Seems useful to me as it can make your Tyrant more durable.

This message was edited 1 time. Last update was at 2019/11/19 12:34:10


"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
 
   
Made in gb
Horrific Hive Tyrant





Agree with your assessment - Ironguts don't really bring enough benefit to justify inclusion, outside of Battalion requirements. Especially if you're running Bloodgullet or Meatfist who directly improve Gluttons. And then there's no point running Underguts either unless you're going fairly hard on Leadbelchers.

As for Battalions, I'm not convinced Tyrant's Gutguard is that great. For me, the only Gutbusters Battalion worth taking in its own merits is Butcher's Band. Put most of your army in it, and get some nice steady healing across the battle.
   
Made in us
Humming Great Unclean One of Nurgle






Generally speaking the gutguard battalion isn't worth it unless you are running a very niche build--for 40 more points you could just bring another tyrant.

Ironguts are absolutely worth it. They are 55 points each as opposed to a glutton at 40. For that they get a 4+ save and a much, much better weapon profile. For starters it's 2" range, meaning they can swing in two ranks, a considerable advantage. Then they have rend and a damage characteristic of 3.

A unit of four gluttons deals ~8 damage on average against a 5+ save. A unit of four ironguts deals ~14 and only needs half the frontage. If it weren't for model count being needed for objectives ironguts would replace gluttons entirely.

This message was edited 1 time. Last update was at 2019/11/19 17:28:05


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Horrific Hive Tyrant





I know the better save helps, but I really worry about Ironguts cost per wound. If you're running a minimum unit or not much more you'll probably get away with it, but if you're basing your whole army around them I'd be really concerned about how many wounds you're bringing.

Could always counterbalance that somewhat by taking a blob of Gnoblars too of course.
   
Made in us
Humming Great Unclean One of Nurgle






Having used them extensively, I would say the key is MSU. A 4-man unit is already enough offense to beat the snot out of most things, and by having multiple units it allows damage to be spread out (and can be subsequently healed with the multiple aoe heal options ogors now have). Having, say, four units of four as the main line is 64 wounds on a 4+ save for 880 points, and each of those units is a massive offensive threat with high mobility because you can position them in a 2x2 square. Larger enemy units will have difficulty just getting models in range to attack.

The problem is you won't capture objectives that way. Thus, gluttons.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in fi
Been Around the Block




I got the three mortal wounds per ogre result by doing calculations while sleepy. Anyways 12 fatties who can heal surprisingly fast and inflict mortal wounds on anyone getting close sounds by no means pleasant, so I'd imagine that this sort of anvil will become mainstay in ogre armies.

I'll also take the discussion about gnoblars into this thread since if there will be any future big beautiful man enthusiasts in the future they will look here. What are some nice synergies that you think gnoblars have? I think running 60 as a screen in front of ironguts is probably a good idea, as they complement each other well.
   
Made in us
Humming Great Unclean One of Nurgle






Gnoblars are a pretty standard chaff unit. Hit em with the command ability from a tyrant and they're good to go.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in fi
Been Around the Block




What do you think of icebrow hunters and sabertooths btw? They are decently cheap and let you deepstrike charge reliably anywhere.
   
Made in us
Humming Great Unclean One of Nurgle






You said it. Being able to deep strike then charge with +3 to the roll is fantastic, even if the unit doing so isn't. I wouldn't bring sabertooths without a hunter though, both for the outflank and the bravery boost.

This message was edited 1 time. Last update was at 2019/11/25 20:37:10


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Regular Dakkanaut




I think sabretooths are going to be good charge blockers like they were in fantasy. Beyond that I dont feel that a hunter or sabertooth are a scary enough deep strike unit.
   
Made in us
Humming Great Unclean One of Nurgle






Forcing a nasty shooter to target a 40-point unit because it's the only thing in melee seems pretty useful to me. Or eating a support character. Or grabbing an unguarded objective.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in fi
Been Around the Block




Paying for the hunter for 40 points surprise doesn't seem very efficient. However I'd imagine that our plus sized huntsman can remain behind and threaten enemy objectives and remain a nuisance to the opponent.
   
Made in us
Humming Great Unclean One of Nurgle






Indeed. His main damage is from shooting anyways, which he can do some of when he shows up.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in fi
Been Around the Block




The issue is though that he is quite squishy for his points, so the moment the enemy shooting unit gets rid of the tigers if our huntsman is in range he is toast. Maybe it would be better to bring in a larger tiger pack or have him wait outside of los and then on turn three "magnet" other sabertooth units in since the ability does have a tremendous range.
   
Made in us
Humming Great Unclean One of Nurgle






He really doesn't have to be all that effective. He just shows up and says "you have to deal with me" and the enemy must devote resources to do so.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in fi
Been Around the Block




Wouldn't a gorger do the same thing for much cheaper?
   
Made in us
Humming Great Unclean One of Nurgle






The hunter has the advantage that he can shoot, can bring sabertusks with the aforementioned +3 to charge, and is a hero which can use the generic command abilities (re-roll charge being particularly relevant). The gorger meanwhile is cheap, expendable, and straightforward. And it pleases me to no end that lists have a place for using one, the other, neither, or even both.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Horrific Hive Tyrant





His shooting is really very good given everything else he brings too. It's not far off an Ironblaster (unless you have the Underguts command ability in play of course).
   
Made in fi
Been Around the Block




Bruh I might be reading a different profile but he does like one wound per turn on average. I suppose being able to toss one wound at the enemy backline is nice, but I think there are better places to spend all those points. I'll have to try him and see if my "magnet" tactic works.

Which models are you guys using for your tigers? The offical models look like toys 'r us knock offs.
   
 
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