Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
When I looked at the Ogyrns stats, I was
Their stats are almost too good for guard, with their amount of wounds and all. So, statistically speaking they would last longer in CC than Grey Knights and cost the same amount of points.
Does this mean that Ogyrns should be used as part of a coutner assault force? If so how many should I take?
phr0nz3n, I feel your pain.
I have tried time after time to make my Ogryn models useful.
I have given them a short bus (Chimera) and bused them around battlefields.
I have hidden them by Bassies and jumped DSing and Flanking units.
I have used them as a rolling meat shield for more valuable units.
For their points, there are a hundred different combos that work better and give you more options.
Wonderful fluff, attractive yet deceptive stats, and tons of beautiful fantasy conversion opportunities.
And then they die as quick as a squad of infantry to an assault of Khorne Berzerkers or Blood Claws. I don't expect them to win, just slow them down, and they do neither.
If they had one more point of toughness, or (one can only dream) Feel No Pain, I think every army would have them.
But as they are, only the most hard core fluff junkie can justify them.
an ideal unit of them would be 6, with 1 upgraded to a bone'ead. then stuck into a chimera. and used as a support to help units in trouble with close proximity to the enemy. without a chimera but at max strength they can be an intimidating unit to have walking slowly around, but that generally just gets them boltered to death before they get anywhere.
they're decent in combat (but not great) when they don't get shot up beforehand, a decent tarpit unit to slow the enemy down (as long as the enemy isnt an actual melee-spec unit), their wounds and toughness see to that but their poor initiative and save doesn't help them in prolonged combats.
also, they're pretty damn expensive monetary-wise (like 100usd for those 6 ogryns, about comparable dollar:point-wise as a sentinel; not to mention the chimera transport they'd need).
I've had my ogryn come in handy exactly once...and even then, they didn't make too schnazzy a showing of themselves. I love the concept..but the execution just isn't enough.
I was tempted to buy that apocalypse box of 10 ogryns, but then i proxyed a squad of ogres in for a game or 2 and realized they never accomplished anything.
im sure that ogryns will get a revamp in the new IG codex to make them more playable, a plastic box set would also be nice
In the chapter aproved abhumans doctrine list you could take Feral ogryns which are troop choices instead of elites. they lose their guns but gain an extra CCW all for the cheap combined price of 35 points (yuck) they may be good objective takers/ holders but i might as well put 2 or 3 squads of guardsmen on top of an objective for that price
"Thank him who puts me loath to this revenge on you who wrong me not for him who wrongd"
Well the way I use them almost every time is:
5 Ogryns, 1 upgraded to Bone 'Ead
Chimera, smoke launchers, extra armour, 2 heavy flamers or heavy bolters
Colonel Commissar Gaunt
The whole squad costs about 300 pts, and you get a shitload of wounds & attacks, Gaunts 6 charging S4 master-crafted power attacks, his Fearless ability, the chimeras double flamer attacks as you close in, and smoke launchers and extra armour to get the chimera across the board. I've literally destroyed an entire Tau army with this lone transport. Yeah I know it was tau but even against the Nids, I took out a 20 model squad of gaunts, 3 Nid warriors, and 5 raveners before they got finished off by a counter charging Hive tyrant. Plus you count Gaunt as your HQ choice so you 1/3 done with compulsory units.
I would only suggest using this setup if you've got alot of other vehicles on the board (which any Guard general worth his weight in cannon rounds would do). That way your opponent is either trying to take out your demolishers and basilisks or your mobile chimeras as they race across the board, but usually never both. And since a few well placed basilisk shots can ruin your opponents day, all you need is one or two turns to sway the battle in your favor. Whether it's artillery barraging him to death or jumping out of your transports and charging with Gaunt while letting loose with your stormtroopers squads that followed along thanks to the grenadiers doctrine.
hope this helps.
I get to play a Tau a lot, so this strategy might just work...
Is 2 x Leman Russes and another Chimmy enough for the other vehicles?
1 leman russ and 2 basilisks will work better. 1 more chimera with a troop alotted stormtrooper squad will help the ogryns flank. Give the ST 2 plasma guns, and a plasma pistol to the sergeant so that you get those nasty 5 plasma shots at close range, along with the 14 hellgun shots, you're gonna keep the flanks clear for at least 1 turn. The good part about ST squads is that they're not much more than IG squads for a much better model. Mainly because of the need for a Infantry Platoon setup (BLECH) you end up spending pts on the junior command squad that is better suited to beef up the ST squads. Needless to say I rarely use any other Doctrine but Grenadiers. Some times drop troops when I'm playing Nids, and I just field 6 Deep striking Sentinels with heavy flamers. It's "no bueno" for him!!!
I forgot to tell you but, I play 500, 1200 and 1500 pt games with my friends and we've all made a house rule that eliminates the army pt requirement for special characters since both my armies (WH and Guard) have them while everyone else's armies do not. So depending on what size games you play, this may or may not work.
I use 9 and a Bonhead. If I'm honest they are more or less useless even in hand to hand. Plenty of guns out there which can instantly kill them.