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Made in us
Nigel Stillman





Austin, TX

Originally slated for a counter-assault unit, the Ogryn Brute Squads were eventually recognized by Imperial Guard commanders as having value on the front lines, providing a solid wall of muscle (literally) to soak up fire and to break through the enemy's toughest positions. These Ogryn who make up Brute Squads are the most feral, vilest thugs to be recruited by the Imperial Guard, and they always prove it during combat, where they will bowl over their enemies with their weight and their giant flak shields and clubs, too big to be handled by a normal Guardsman. It is said that some Commanders prefer to use Ogryn Brute Squads to remove enemies from heavily entrenched positions, rather than expend the ammo, for not only are Ogryns cheaper, but they are more effective too!


Ogryn Brute Squad (120 points)
......................WS BS S T W I A LD SV
Ogryn Brute........4.. 2. 5 5. 3 2 3 6. 4+
Brute Bone ‘ead...4.. 3. 5 5. 3 3 4 8. 4+
Commissar..........4.. 4. 3 3. 1 3 2 9. 5+

Unit Composition: 1 Brute Bone ‘ead and 2 Ogryn Brutes
Unit Type: Infantry


Wargear: Ogryn Close Combat Weapon, Flak Armor, Flak Shield (+1 to armor save, already included), Frag Grenades
The Commissar has a Bolt Pistol, Close Combat Weapon, Frag Grenades, and Flak Armor

Special Rules: Ogryn Brutes and Brute Bone ‘eads are Bulky, have Furious Charge and are Stubborn. They have Linebreaker (Deal D3 Hammer of Wrath Hits per model)
If a Commissar or Lord Commissar is part of this unit, the unit rolls 3d6 for its morale tests and chooses the 2 lowest. Furthermore, any Commissar or Lord Commissar in this unit will automatically pass all Look out, Sir! tests they need to make, as Ogryns are very protective.

Options:
May take up to 7 additional Ogryn Brutes: 35 points
May take a Commissar: 35 points

The Bone ‘Ead may replace his Ogryn Close Combat Weapon with:
Power Maul: 10 points
Ripper Gun: Free

The Commissar may replace his Bolt Pistol or Close Combat Weapon with:
Power Weapon or Plasma Pistol: 10 points


Ogryn Close Combat Weapon
Range...Str....AP.........Special Rules
Melee...+1.....5............Concussive

This message was edited 1 time. Last update was at 2012/09/20 01:50:21


 
   
Made in us
Nigel Stillman





Austin, TX

Bumping this, I'm gonna write this off as "balanced" since people only comment if stuff is OP here
   
Made in us
Hardened Veteran Guardsman




I like this, however i dont feel Ogryns need a new unit. But it would make things easier, choose between shooty ogryns or CC ogryns

Flak Shield is a cool idea, i always enjoyed the idea of Ogryns carrying large metal plates or Chimera or Rhino hatches to use for shields. I think it would be entertaining if you had a Chimera door that added AV 10 with 2 hull points. I feel the AV 10 would help ogryns with their weakness to small arms fire.

Ogryns should have a shield free of charge so they get their Shield plus the ripper gun. Possibly exchange the ripper gun for an Ogryn Powa' Hamma' for 5 points.

The Ogryn Powa' Hamma' should probably be a normal power maul.

This message was edited 1 time. Last update was at 2012/10/02 05:16:24


 
   
Made in us
Revving Ravenwing Biker





Sherman Oaks, CA

I like these rules, but maybe reduce the hammer of wrath hits to regular hits, not d3. A bike speeding into you would hit just as hard in my opinion, and these guys already get a good amount of Str5 attacks. Basically, it gives the ogryns and extra attack in cc at a higher initiative, which I imagine as a shield bash as they run in, kind of like Ogre gut charge

If you want to play a test game with these blokes we totally can They are kinda like Ogryn 'Ard Boyz haha. And I would definitely put up the option to replace their shield with a ripper gun as usual, so you can have a sort of riot shield squad with rippers behind two shield guys etc. Like what I do with my DW terminators kinda haha.

-VardenV2




The Reactor Core - Commission Painting Service: http://reactorcorepainting.com
_________________________________________ 
   
Made in us
Nigel Stillman





Austin, TX

Funk3140 wrote:I like this, however i dont feel Ogryns need a new unit. But it would make things easier, choose between shooty ogryns or CC ogryns

Flak Shield is a cool idea, i always enjoyed the idea of Ogryns carrying large metal plates or Chimera or Rhino hatches to use for shields. I think it would be entertaining if you had a Chimera door that added AV 10 with 2 hull points. I feel the AV 10 would help ogryns with their weakness to small arms fire.

Ogryns should have a shield free of charge so they get their Shield plus the ripper gun. Possibly exchange the ripper gun for an Ogryn Powa' Hamma' for 5 points.

The Ogryn Powa' Hamma' should probably be a normal power maul.


Hahaha the Chimera Door sounds really funny. It may be difficult to implement but I definitely like the idea. I will think more about changing the Powa Hamma to a normal power maul, I'll need to playtest this stuff out. Thank you for the suggestions! These guys are gonna be a fun unit.


VardenV2 wrote:I like these rules, but maybe reduce the hammer of wrath hits to regular hits, not d3. A bike speeding into you would hit just as hard in my opinion, and these guys already get a good amount of Str5 attacks. Basically, it gives the ogryns and extra attack in cc at a higher initiative, which I imagine as a shield bash as they run in, kind of like Ogre gut charge

If you want to play a test game with these blokes we totally can They are kinda like Ogryn 'Ard Boyz haha. And I would definitely put up the option to replace their shield with a ripper gun as usual, so you can have a sort of riot shield squad with rippers behind two shield guys etc. Like what I do with my DW terminators kinda haha.

-VardenV2


Thanks for the response man! Yeah 1 Hammer of Wrath hit should be fine, and like you said these guys already get a fair amount of attacks so not a huge deal. And haha I actually got the idea from when you were playing Ogres.

Sounds good about the playtest, I feel like this is a pretty balanced unit although there is always something that slips though. I'll give it an option for some of the squad to replace their shield with a Ripper Gun for free, not the whole squad because then there'd be no point in actual Ogryns! haha
   
Made in us
Revving Ravenwing Biker





Sherman Oaks, CA

Yeah man. I think the thing that is always fair is if you playtest them they can be as powerful as you want, but then you need to make their points worth it. If they are too good for their points that's a problem. If they are really strong but appropriately pointed I usually have no problems.

Things that break this rule are usually the "best" of something, like Grey Hunters. They are the same, if not cheaper than regular SM marines AND they have much better rules (counter-attack, chainswords + bolters and pistols, ATSKNF, etc etc) Oh no, they don't get a missile launcher? They get a second melta gun for free... you poor poor babies... haha.

These Ogryns are NOT like that. They are like assault terminators instead of regular shooty terminators. Maybe it's the DW in me but they should be able to take w/e weapon they want. Maybe make them sort of like ogryn mercs in the backgroudn to justify that they give no feths about the IG rules of armament haha.

-VardenV2




The Reactor Core - Commission Painting Service: http://reactorcorepainting.com
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