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Stat lines are only the basic stuff, it is the abilities and combos that you really need to look at.
They have a rend; that is a good boost. Either -1 or -2 depending on weapon.
They get a damage 3 weapon choice (with rend -2).
They move faster. Again that can be a significant boost, especially if you play scenario driven games where getting from A -> B is important.
They are way way better at charging, +1 to the charge roll per enemy unit within 12". That has the potential to be huge. All those enemy units, 12" charge no problemo. In fact on a good day you may get to charge around the units within 12" and reach something say 15" away. You only have to start within 12" of something, then you move what your charge roll was to anywhere within 0.5" of a unit.
If there are plenty of enemy units within 12" they can be pretty unbreakable, +1 bravery per enemy unit.
They synergise with Doombulls great. +1 wound not only means you wound more often, it also doubles the amount of extra attacks you get. You get an extra attack every wound roll of 6+. With a +1 to wound that means rolls of 5 or 6 get an extra attack.
They can have a shield for extra save.
There is a minotaur battalion that makes them even better. Inflict mortal wounds on charging, and make even more extra attacks on wound rolls of 6+.
Don't know how much cheaper Chaos Ogres are with the comp system you are talking about, but they'd have to be a lot cheaper IMO to make up for what Minotuars can do.
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