Age of Sigmar/4th Edition Tactics/Destruction/Ogor Mawtribes

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Grand Alliance Destruction

Ogor Mawtribes

Some lards being dudes.

Lore
Tactics
General Tactics

This is the tactics page for the Ogor Mawtribes for Age of Sigmar 4th Edition. Last edition's tactics here.

Why play Ogor Mawtribes?[edit]

  • CAUSE YOU LIKE TO CRACK SKULLS AND EAT STUFF.
  • CAUSE YOU AIN'T NO MANLET STUNTIE.
  • YOU WANNA BRING A WHOLE NEW MEANIN' TO THE WORD "OMNIVORE".
  • CAUSE YOU 'ATE PAINTIN' TONS OF MODELS.
  • YOU HAVE GUNS A SIZE BIGGER THAN ANYONE ELSE.
  • You have a fat fetish. WOT.

Pros

  • Most units (BCR in particular) will hit with the speed and power of a runaway freight train.
  • You like the fightin', you like the eatin', and you love the Pot. Simple as.
  • Very close to being the highest potential damage faction in the game. Our base battleline is damage two, and Ironguts have flat damage Three.
  • Thanks to the Hungry/Eating rule, our ogres are fast until they're in melee.
  • Excellent healing. If an opponent doesn't kill your model, you can easily heal it to full, especially if you're fighting near the Great Mawpot.
  • Plenty of ways to deal damage without rolling to hit. You can cripple some units with a good enough Trampling Charge roll, and monsters (and buffed rhinoxen) can splatter whole units if you roll a high enough charge. Plus the Grasp of the Everwinter ability makes prolonged combat against Beastclaw Raiders dangerous as they start taking D3 mortals every battle round they're in melee with you.

Cons

  • Our wizards are slow and expensive, and while they're good in melee, that's still not where you want a wizard. You're paying extra points for a hero that has the same spellcasting as a Madcap Shaman for double the cost. Outside of Bloodgullet you also have few to no spellcasting benefits.
  • We are a low model count army (except for Gnoblars).
  • Not much synergy between units. Beastclaw Raiders especially, pretty much none of their powers affect Gutbusters.
  • Every lost model is devastating. In an army with only twenty or so models, losing two in an exchange really hurts. In general Mawtribes sucks at wars of attrition, so armies that specialize in it like Soulblight Gravelords, Ossiarch Bonereapers, and Gloomspite Gitz are a dangerous proposition if we can't break them/wipe them out on the charge.
  • Penalties to hit can be crippling. Our damage and wounding rolls are great, and we hit on an excellent 3+, but hit roll penalties are common. Any penalties to hit will hurt your potential to last in a fight, and the Mawtribes really can't afford losing trades too often.
  • Comparable to a one-trick pony. Sure we hit hard, fast, and can tank some hits, but that’s about all we can do. Regardless of the composition of their lists, they’ll all mostly revolve around the same tactics and plans. Perhaps a better way of phrasing it is, we have no secrets or tricks up our tubby sleeves, and what the enemy sees is what they can prepare for.

Allegiance Abilities[edit]

Battle Traits[edit]

  • Trampling Charge: After an OGOR or Rhinox unit makes a charge move, you can pick 1 enemy unit within 1" of the unit and roll a d3. If the result is a 2+, you deal that much MD. A bit of a major step down from the massive tramplings of past editions.
  • Feast on Flesh: Once per battle at the end of any turn, you can choose to have your armies feed. On a 4+, all OGOR units engaged in combat can choose between either healing by half the roll or dealing half the roll in Mortal Damage. It's a decent little way to replenish your lines or kill off stragglers before they tie up your units too much.
    • Ravenous Brutes: So long as you haven't used the above ability, your OGOR units get +2 to run rolls.

Heroic Traits[edit]

  • Booming Roar: Infantry units engaged with the bearer suffer -5 to Control, which is very handy at evening the odds against outnumbering mobs.
  • Great Gutlord: Ignores all modifiers to Control, hit rolls and wound rolls. Fighting is what you want from your bosses, so this is a vital boost.
  • Touched by the Everwinter: Grants the Priest (1) keyword if the bearer doesn't already have it. Existing priests just get to re-roll casting rolls of 1 to avoid the loss of Ritual Points.
    • While a wizard can use this, they can't cast spells and prayers at the same time.

Artefacts[edit]

  • Gruesome Trophies: Friendly units within 12" of the bearer get +1 to hit Heroes/Monsters in melee. Seeing that those will be one of your biggest lifelines, you need these protected.
  • Elixir of the Frostwyrm: During the shooting phase, the bearer can toss this at an enemy he's fighting and roll a d6. Deal that number of MW to the enemy and heal the bearer by that much.
  • The Fang of Ghur: A single-use item that makes any attacks the bearer makes ignore all Wards.

Spell Lore[edit]

Lore of Maw-magic

  1. Blood Feast: CV 7. Pick 1 friendly OGOR unit that is not a MONSTER and that is wholly within 18" of the caster and is visible to them. Add 1 to the Attacks characteristic of that unit's melee weapons until your next hero phase.
    • A hearty, flavorful spell that pairs with almost any unit. Make sure to keep your butcher near his Mawpot to make it easier to brew up the spell, as the cooking requirements on this one can be a bit high for chefs-in-training.
  2. Greasy Deluge: CV 6. Pick 1 enemy unit within 18" of the caster that is visible to them. Subtract 1 from hit rolls for attacks by that unit until the start of your next hero phase.
    • A scrumptious debuff that helps stop a meal's rough kick on your softest diners, use this to turn tough Ghoulburgers into mush, or unpalatable Dryad Salad into Applesauce.
  3. Troggoth Guts: CV 5. Unlimited Pick a friendly OGOR within 12" of the caster. Heal them d3 and increase their control score by 3 for the rest of the turn.

Prayer Lore[edit]

  • Call of the Blizzard (CV 4/10): One piece of terrain within 18" gets a blizzard marker, making it obscuring. If you rolled a 10+, this gives any Beastclaw Raiders within 3" a 5+ Ward for the turn too, showing who should be hiding there.
  • Pulverizing Hailstorm (CV 5/10): Pick a piece of terrain within 12" and roll a d3 for every enemy near it. Each roll of 2+ deals that much MD, which is doubled if the casting roll is a 10+.
  • Keening Gale (CV 4/8): Pick one Monster or Mournfang pack within 12" of the bearer, allowing them to charge after running. If you roll an 8+ to cast, they can also re-roll run and charge rolls.

Battle Formations[edit]

Primarily focused on the giant monsters of the Beastclaw Raiders.

Abilities
  • Brutal Stock: Whenever a Beastclaw Raiders Monster uses their Trampling Charges, they deal an additional point of MD.

You wouldn't expect it, but they've got plenty of dakka.

Abilities
  • Fire Yer Cannons!: Leadbelchers and Ironblasters gain Shoot In Combat when they're next to a friendly hero, which covers up that big problem they have.

The detachment for your Bestclaw Raiders troops.

Abilities
  • Eyes of the Storm: Friendly units within 12" of Beastclaw Raiders Heroes get -1 to be hit from shooting.

The buff for Butchers and Slaughtermasters

Abilities
  • Master Butchers: All wizards get +1 to all casting rolls. Nothing comes simpler than that.

Warscrolls[edit]

Regiments[edit]

  • Kragnos: Any units
  • Bloodpelt Hunter: Any Gutbuster units
  • Butcher: Any Gorger Mawpack, any Gutbuster units
  • Firebelly: Any Gutbuster units
  • Any Frostlords: 0-1 Icebrow Hunter, any Beastclaw Raider units
  • Any Huskards: Any Beastclaw Raider units
  • Icebrow Hunter: Any Beastclaw Raider units
  • Slaughtermaster: Any Gutbuster units
  • Tyrant: 0-1 Bloodpelt Hunter, any other units

Heroes[edit]

  • Kragnos, the End of Empires: (Warmaster ) Kragnos is an option for all Destruction factions so is another big monster you can bring. Kragnos is quite the powerhouse between every attack from his club, shield, and hooves with only the club suffering any problems once you hit the Damaged condition. His Rampage also gives you an option between either dealing MD to anyone near him once he charges or facing one guy and dealing d6xd6 MD (dealing nothing if you roll a 7) so you have options for any situation. Though getting knocked to a 4+ save is a serious debuff, he does get a 5++ Ward and can negate spells targeting him on a 3+.
    • The big issue with Kragnos aside from his exorbitant pricetag is that he is inherently very selfish. The only benefit he gives any Destruction army is the ability to add another d6 to charge for anyone within 12". While your Ogors will appreciate this, he gets absolutely nothing from the army. Even worse, for what you paid to put him there, you could've paid for a hero and a decent couple more ogors that can offer much more than one oversized bludgeon.
  • Gorlock BlackpowderLegends: A piratical ogre with a blunderbuss and menacing cutlass who uses his pets to do various tricks in combat on a 2+ and die on a 1. Peggz shuts off artefacts of power, which has its uses. Kagey gives him Strike-First to help mow down a big foe. Mange makes any 1s to hit him in combat deal MD back to whoever botched the roll. Shreek is probably the strongest of the lot since he shuts down all weapon effects - a massive plus to knock over hero-hunters and lancers alike.
  • Firebelly: The poor Firebelly really lost a lot. No keywords, no unique spells. All he has is a big hammer and a 2+/3+/-/1 breath weapon that deals extra damage to Infantry . If you're grabbing him, it's because you can't find a butcher.

Gutbusters[edit]

  • Tyrant: The ogor foot lord. Armed to the teeth with dual pistols that act like hand cannons, a glaive for hunting monsters, and a mace for smashing. While he lost on the big names, he now gets the ability to give a unit within 12" a +3 to their Control Score, ensuring that they can steal an objective they charge into. On top of that, he also adds +1 to his Trampling Charge roll for some extra power on his rushdown.
  • Butcher: Shockingly more expensive despite having less gimmicks. Maybe it's because he can put up more of a fight with high-damage weapons or because his regiment allows Gorgers. On top of being a wizard, he can also act as a buffer for your gluttons by allowing Gutbusters within 12" to charge after running, which is critical. Stick him on the Mawpit and now you're dealing with a massive tide of starving fatties charging forward.
  • Slaughtermaster: 10 points cheaper than the Butcher but gets an extra wound for it. His melee prowess is...well, not great. His hand weapons give him a lot of attacks, but it's at a randomized 2d6 while the gnoblars are just token help. His main gimmick is collecting Grisly Points for every enemy that dies within 18" of him up to a max of 3. You can then expend those points during the hero phase, giving one unit per point the option between a 5++ Ward or +1 to Attacks for all melee weapons, both formerly spells. As such, this guy should definitely be hiding behind the frontlines so that others can fill the pot for him.
  • Bloodpelt Hunter: A sneaky ogor? whodda thunk it! This guy may not be able to hide, but he's got a neat trick to move at the end of your enemy's movement phase if he's 9" away from any enemy units. He solidifies his role as a Monster Hunter by making his ranged weapons deal max damage against Monsters , on top of the rend boost his melee weapons get when striking them. While he can't nail them on his own, he absolutely will prove himself a handy hunter by taking down a monster quickly.

Beastclaw Raiders[edit]

  • Hrothgorn MantrapperLegends: An Icebrow Hunter who drags his pet and his gnoblars along for help. However, he's kind of a step down since he can't really take down monsters and his trap-launcher instead gets Anti-Infantry (+1 Rend) despite being a mix of the best of the stock hunter's ranged weapons. On top of that, he can throw his frost sabre Thrafnir to tail one enemy for a turn, adding extra damage to his trap-launcher while the gnoblars Bushwacka, Quiv, or Luggit & Thwack let you re-roll the trap-launcher's damage in exchange for having one die on every save roll of 1.
    • Also included in the lot is his trap, which is set on one piece of terrain. Whenever someone walks next to that terrain, it will go off, dealing d3 MW to whoever stepped on it and then vanishing. This is...little more than a trinket, honestly, but it can help if you set Hrothgorn near whoever steps on it to capitalize.

Behemoth Mounts: to avoid repeating info, here is the difference between the Frostlord, Huskard, and Beastriders. Remember they're monsters ridden by ogors so they move 2 more inches, their Trampling Charge hits on 4+, and they count as 10 models for securing objectives. Enemies around them get buffeted with MW when near any Beastclaw Raiders .

  • Thundertusk: Your big mammoths, the ranged option with -1 to hit in melee, and firing a Dirty Snowball that throws lots of dice at a unit that turn into mortal wounds against hordes.
  • Stonehorn: The embodiment of Ogor kind: Big, Bulky, Fast, and hits like a truck. They deal a lot of damage on a charge and ignore wounds and mortal wounds on 5+. If you have to choose between ‘Tusk or ‘Horn, typically Stonehorn is the better choice.
  • Frostlord on Stonehorn: (450pts, Behemoth) Melee + Melee is a great combo. They are the first thing you think of to fight the enemy's heavy hitter since they are an absurdly solid package with their 5+ ward, extra damage on the charge, giving other BCR units +1 to charge and subtracting attacks from enemy heroes or monsters when rolling a 6 with their Frost Spear. You take this to go toe to toe with the enemies Heroes and Monsters.
  • Frostlord on Thundertusk: (400pts, Behemoth) If you're taking a Frostlord to wipe the floor with your opponets less ilustrious units, then this is your guy, doesn't have the raw damage of his Stonehorn counterpart but he still has the +1 to charge and has better support abilities with his -1 to hit and horde deletion ability.
  • Huskard on Stonehorn: The Priest on a Stonehorn, giving a very meaty 14 HP (ignoring a point of damage each turn thanks to the big beast) and 10 Control. The Huskard can be equipped with either a Harpoon Laucher (Decent range with d3 Damage), Chaintrap (short range with 3 damage and Anti-Monster (+1 Rend) to help handle enemy monsters) or send a Vulture to slowly peck someone to death from afar. His rampage is pretty helpful for cavalry since he can trigger it on a 4+ he lets friendly units in melee range gain Crit (2 Hits) on their Companion attacks while enemies suffer a less impressive -1 on their Companion attacks.
  • Huskard on Thundertusk: (330pts, Behemoth) Put a Priest on a gun. Same as the Stonehorn but y'know, on a Thundertusk, cheaper and more support-ier prolly the choice for your Huskard.
  • Icebrow Hunter: A foot ogor that now Dual wields a crossbow and throwing spear, both largely identical with Anti-Monster (+1 Rend) with extra rend on the crossbow while his club gives him something to swing in melee. His value hinges upon bringing two packs of Frost Sabres, as he can deep strike alongside them, letting them arrive within 12" of the hunter and at least 9" of the enemy.

Infantry[edit]

  • Gnoblars: (120pts, min 20, max 60) Your chaff wall; they die fast and put out a lot of weak attack dice. Best used as a roadblock, though, as even without a save they can be 60 wounds that your opponent has to chew through. Most lists will want at least a minimum sized unit of 20 just to soak up alpha strikes, even if the models themselves look like ass. Don't forget that you might be able to cobble together a unit from spare gnoblars found on all of the other Ogor sprues, as long as you don’t mind hordes of mono-posing guys.
    • A good place to get better looking Gnoblars would be the Blood Bowl Ogres set. It comes with 12 of them so you’ll either need to buy multiples or just supplement them for other models. And as a plus the Bloodbowl Gnoblars are far superior sculpts and are very tiny making your ogors look that much bigger!
  • Gorger Mawpack: Bigger and uglier ogors whose value hinges on being ambush attackers since they have only 5 HP and a 6+ save to stop them from dying. Their MO seems to be to hide up in reserves and then pop out to rip open some unsuspectign mob. Fortunately, those claws are pretty decent at 4+/2+/1/2 with Anti-Infantry (+1 Rend).
  • Maneaters: (170pts, min 3, max 9) Sort of an upgraded Glutton, with semi-decent shooting. Exists outside the subfactions with lack of Gutbuster and/or Beastclaw Raiders keyword. Before the first battle round they can pick an ability to better fit how you want to use them. Often you will just pick the +1 to wound in melee or let them run and charge, Battleshock immunity will rarely come up. Finally, they can receive a special command from your general that makes them count as 3 models for objectives, which is uhh.. usefule I guess? they are better at removing models from objectives to hold them rather than bringing numbers to do accomplish that.

Gutbusters[edit]

  • Ogor Gluttons: (Battleline, 260pts, min 6, max 18) The common Ogor. A mean bag of 4 wounds, move 6" movement, 2 Control, and four 4+/2+/-1/2 attacks. This is all they get as all weapon options have gotten stripped away from them in some attempt to 'balance' the game, a full command group that are yet to be seen. If you use the Feast on Flesh, they get +1 to that Control for the rest of the game, so you might want to pull that off to compensate losing a couple models and retain an objective.
  • Ironguts: Elite Gluttons who trade an attack for better Rend and Damage, making them worth taking to knock down monsters. This is especially true if you use their 1/battle to fight twice, letting you knock down a monster in the same turn you charged it. They also act as bodyguards for your Tyrants, as sitting near such bosses gives both sides a 5++ Ward for some extra assurance.
  • Leadbelchers: Gluttons with poor melee power, but with ranged weapons. They hold ship cannons as makeshift ranged weapons with D3 shots that get +1 to hit if they don't move in the movement phase. New to this edition are the two Powder Gnoblars, which let you re-roll one leadbelcher's d3 attacks if you need it, but if you roll a 1, one of them explodes and you're stuck. This edition has made it clearer that they need to be in range because their melee prowess is flat-out inferior to the gluttons, but it might still help them hold their own against anything less than a Chaos Warrior.

Beastclaw Raiders[edit]

  • Icefall Yhetees: (Conditional Battleline: General on Thundertusk , 120pts, min 3, max 9) Fast not-ogors Hitting harder then Gluttons.(not anymore, but they have rend) They pair well with a Thundertusk, a 6+ ward, and being around one lets them run and charge. They also can do keep away shenanigans by being able to participate in fights with their 6" piles-in, letting them safely swing after your opponent.

Cavalry[edit]

  • Mournfang Pack: (Beastclaw Raiders ) The Super Cavalry hitting harder than the famed Khorne Bloodcrushers. These are the big cavalry unit. Can choose between a dealing more attacks and get an Iron fist to inflict some Mortal wounds, or go two-handed for that rend (the superior choice). The unit leader also gets an Ironlock Pistol. Mournfangs move 11" when hungry and on charges, subtract 1 from wound rolls made by missile weapons and force Unleash Hell CA attacks to wound only on unmodified 6's against them, and they deal a lot of damage. Remember, no one wants to be charged by a Mournfang.

Beasts[edit]

  • Frost Sabres: (Conditional Battleline: General is an Icebrow Hunter , 80pts, min 2, max 6) the cheap ogor hounds cats. Despite being 80pts for 2, they will deal a lot of attacks, move fast, and function a cheap way to spread Grasp of the Everwinter. They synergize great with an Icebrow Hunter, gaining immunity to battleshock, a unit can Deepstrike with him. They are also not visible to enemy units while in cover, so they can run up the board hopping from cover to cover and ignore the enemy's ranged threats.

Monsters[edit]

Each has the Beastclaw Raiders keyword.

  • Stonehorn Beastriders: (Conditional Battleline: General is a Beastclaw Raiders , 320pts, Behemoth) Big monster that rushes and is mounted by ogors with guns. Not anything else new to say. The cheapest way to field a Stonehorn.
  • Thundertusk Beastriders: (Conditional Battleline: General is a Beastclaw Raiders , 285pts, Behemoth) Monster + Guns. If you're not taking multiple Rhinoxes, a Thundertusk is a single entity alternative. The cheapest way to field a Thundertusk.

War Machines[edit]

  • Ironblaster: (Gutbusters ) Put a cannon on a pretty nasty ox-thing and call it artillery. Buffed since last edition, this thing has the potential to be a beast, both in ranged and in melee. Has two firing modes: a couple cannonball shots at 24" hitting on 4+ with -2 rend and D3+3 damage, and a scattershot with 10 shots hitting on 3+ with -1 rend and 2 damage. Also surprisingly fast, benefiting from the hungry trait all Ogors have, and very decent in melee. They're more like an Ogre chariot than something that wants to sit back and shoot since they get extra damage on the charge. Can also be buffed by Blubbergrub Stench to cause even more damage on the charge.
  • Gnoblar Scraplauncher: (140pts, Artillery) Sort of like the Ironblaster, but with a much different role. Has the same melee profile and base stats as the Ironblaster, trading out the Ogor's attacks for a bunch of angry gnoblar slaps. Its ranged attack is also much different. It has a minimum range of 6", so it's something you actually want to keep in the back unlike the Ironblaster. It's also only really useful versus weak hordes, since the actual attacks characteristic is equal to the number of models in the target unit capping at 20. Pretty decent at its job, but falls rather short at anything close range, if you bring one do also bring a unit of gnoblars since they can give it +1 to hit with the ranged profile.

Faction Terrain[edit]

  • Great Mawpot: A giant cauldron of delicious grub to feed your hungry, fat men. It grants +1 to casting for nearby friendly wizards. But that’s not the main feature: During your Hero phase, you can choose to ring the dinner bell for your army allowing EVERY FRIENDLY UNIT WITHIN 18" OF THE POT TO HEAL d3 HP. With how wound allocation works, you can do a lot more with this and now this can apply on Scraplaunchers.
    • The healing ability can be used when the Mawpot is "Full" and using it empties it. Once the pot's "Empty", you can refill it by killing an enemy MODEL (yes, only a model) within 6". Best to park this near an objective to try and...well, see if someone tries to approach it.
  • Mawpit: A giant pit with a very hungry mouth at the bottom of it. This thing is an oversized hazard, dealing MD if you roll a 2+ on a d3 with a +1 if the enemy's at least 3" from any other foes. However, you can put a nearby Butcher or Slaughtermaster on top of it, expanding the pit's threat range to 18" and acting as a giant 10 HP shield with a 5+ save.

Army Building[edit]

Ogors, in general, are a simple and comparatively cheap army to build thanks to their low model count. Though, as it stands, the BCR are the easiest of the two sides to collect, with the Start Collecting box having practically every unit (except the Hunter, Sabres, and Yhetees), and with some magnetizing, you can have every behemoth unit with just one box. As for the Gutbusters, your best bet is to get the Feast of Bones box set, which will give you 6 Gluttons, 2 Leadbelchers, an Ironblaster/Scraplauncher, and a Tyrant. The Butcher, Slaughtermaster, and Maneaters are all still in Finecast currently, though the basic Ogors box set is perfect for conversions. So just dig through your bits box or whatever until you got whatever you need. The Warcry cultists all have Realm specific parts so those can be perfect for creating Maneater units. If you want a straight out of the box alternative for Maneaters, you can use the Blood Bowl Ogres, add some propa’ weapons, and boom!

Also very important to remember that the leadbelchers come with a full set of 4 cannons if your are considering going heavy into them

Tactics[edit]

Distraction Kitties[edit]

With how fast ogors are now, using Gnoblars as a screen to take charges will hamper your advance significantly unless you spend CPs to maximize their runs. Instead you can take a page from old WHFB tactics and have small units of Sabretusks as your charge screens while leaving the backline for Gnoblars (bonus points for taking their battalion and making a horde of the little shits immune to battleshock with your Tyrant). If the enemy doesn't go for the obvious Kitty bait, you can circle them around enemy formations to wreak havoc in their backlines and go for juicy targets like war machines or support heroes. They probably won't do too much damage, but they will divert attention from the units that really matter, like the massive blob of Ironguts charging in to wreck anything in their way.

Murder Kitties[edit]

Note that the hunter ability is stackable. Take a Skal with 1 max unit of Frost Sabre. Use the extra artifact to take the Kattanak Browplate. Hideout turn 1 and pop out t2 anywhere on the board, charge with +4 inches (and a reroll if needed), and let each 8 attack kitten go do the Lord's dirty work (go farther by making the master a Winterbite Mawtribe general). Consistent? Very! Competitive? Unclear given its 620 points and all your CP's. Hillarious and annoying? Definitely.

Keep Your Bellies Full[edit]

Ogors have a lot of Wounds to burn through, but they can be burned. Have Butchers and the Pot near to always top off the Surviving Ogors.

Build a Wall and have the Gnoblars Pay for It[edit]

A good 40-60 sized swarm of Gnoblars that’s been “buffed” by the Tyrant’s command ability is a surprisingly durable line of defense against most melee-centric enemies. Plop then in from of your cannons or other important models and watch as foes try to hack their way through a fearless horde of muppet faced little shits. Get a Scraplauncher and turn it into a Junkmob battalion if you wanna go all the way.

No Underguts, No Glory[edit]

Also know as "Fuck you Keepers of Secrets". You take a Tyrant's Gutguard (1 Tyrant, 4 Ironguts, 2 Ironblasters) which lets the Tyrant take the Gruesome Trophy Rack (dump the Underguts Artefact on someone else). You now take 3/4 Ironblasters and use Thunderous Salvo (Underguts Command ability) to give all Ironblasters wholly within 12" of a hero you picked an extra attack. Now if you also gave that hero the Trophy Rack, those Ironblasters also get to get +1 to hit vs Monsters and Heros. Best part about the Trophy Rack and Thunderous Salvo is that they are auras, so all your Ironblasters get them if you positioned them right. Of course, when you shoot down one Keeper there will be another one summoned right after to tentacle rape you. But save a cp for your next turn and you can do it all over again.

Underguts also lends itself nicely to Leadbelcher spam. And you'll probably need those Leadbelchers to finish off units when you keep rolling 1's for the Ironblaster D6 damage. 10 Leadbelchers is good enough, 20 might be great. But they might be hard to come by in larger numbers.

Gutstar[edit]

Back in the glory days of WHFB 8th ed there was a really mean deathstar style build called the Gutstar. This was a max unit of Ironguts with character support that was pretty much unstoppable and had a relatively small footprint for its killing power. And now, it's back! You'll need 8+ Ironguts, a Butcher and/or Slaughtermaster and a Tyrant won't hurt either. Cast Blood Feast with one of your wizards on the Ironguts for that sweet +1 attack. CV7 is tough, but the Mawpot helps if it's nearby. Now, use Ribcracker on the enemy unit you absolutely want to annihilate. If you also brought a Tyrant, use his Bully of the First Degree command ability to make your unit immune to battleshock for the price of some Mortal Wounds. Now it's time to pray to Gorkamorka and RNGesus! Roll for the Great Cauldron on your Slaughtermaster and hope it's either a 3 or 4. The other results aren't bad (well, except a 1) but what you really want is Spinemarrow: +1 To Hit on your 'Guts. If you get a 2, you might heal the Tyrant's damage back at least. Your unit is now (hopefully) buffed all the way to high heaven. Use your Hungry movement of 8" to set up for a charge. I recommend that you have at least 2-3 CP set aside for peak efficiency. Use one of those CP to re-roll the charge if you need to. If you make combat, your unit of 8+ dudes will now deal damage with their Trampling Charge on 4's! Before you get to swingin', pop All-out Attack for re-rolling 1's To Hit. If you're not sure whether you'll kill what you charged, don't be afraid to use All-out Defense too. Now, if you have the Gulping God's favour your 'Guts are now hitting 98% of the time thanks to Spinemarrow! 8 'Guts with Blood Feast, Spinemarrow and All-out Attack will have 21.344 successful To Wound rolls. That's 64 dead Grots. Or 42 damage against Stormcasts who have 4+ save. Or 32 damage against anything that starts with a 3+ save. Hell, even against a Petrifex Nagash you're dealing 21.13 damage before he rolls his shrugs. Of course, this is all in a vacuum - penalties To Hit will really mess with your effectiveness and the above numbers require all of the models in the unit to attack. Also, you need the perfect storm of getting ALL your buffs to become this devastating. Keep in mind that you can expand the 'Guts to 12 models however, which means you can take some casualties before reaching combat and still be super effective. Additional models can also be helpful to be within range of heroes for command abilities and such. If terrain allows for it, you can also just get more attacks with your extra dudes. A well-supported Gutstar will crush pretty much anything in the game.

Allied Armies[edit]

  • Aleguzzler Gargants: Relive the time the old world ogres royally fucked up and enslaved the giant race. Can give a cheap behemoth choice that is only 20 points more than a hunter.
  • Troggoths: Provide regenerating alternatives to yhetees, the Hag can also do magic. Her spell gives an enemy unit within 12" -1 to hit and -1 to save. Since we have these effects in our spell lores as well there is a chance to double down hard on debuffs. Dankhold Trogbosses and Troggoths and units of Rockgut Troggoths bring some useful Rend -2 attacks too.
  • Sons of Behemat: Thanks to their mercenary mechanic, you can recruit one of four named Mega-Gargants with unique abilities.
    • Bundo Whalebiter: A Kraken-eater mercenary. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.
    • One-Eyed Grunnok: A Warstomper mercenary. Reroll jump attacks of 1, plus enemies within 6" get -1 to hit if the giant used his jump attacks earlier in the combat phase.
    • Big Drogg Fort-Kicka: A Gatebreaker mercenary. He has a breath attack that attacks one unit within 3" at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.
    • Odo Godswallow: A Beast-smasher mercenary. When he is attacking an enemy Monster he adds 1 to all hit rolls.
    • Brawlsmasha: A Bonegrinder mercenary from Forgeworld. Gives friendly Orruk wholly within 12" +1 Bravery. Outclassed by the other three in points and abilities. Basically useless here.