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Trav’s Hot Takes: 3 Very Different Ogor Mawtribes Army Lists

By Travis Perkins | December 3rd, 2019 | Categories: Age of Sigmar, Tactics, Warhammer 40k Army Lists

ogor mawtribes army lists aosHere are 3 interesting (and very different) army lists that you could run for Ogor Mawtribes battletome. The Fatties are back in Trav’s latest hot takes.

There are three very attractive armies you could deploy on the Ogor Mawtribes battletome. If you want to see my take on the rules and units in the battle tome in general, but sure to check out my previous article.

For this feature, I decided to change up the way I write these list building articles in that I used to list the units’ abilities and stats, but all that information is available to you for free through the GW app. So instead, I am trying something new and writing out three completely different army lists that I think could catch your opponent’s off guard.

Ogor

All armies should include the Great Maw Pot because it is free and it does give you a decent benefit in terms of helping you cast and a heal. You can also use it to block lanes and potentially create some choke points that can help you down the road.

Also, choose your Mawtribes carefully (if you choose to take one) for these lists the only one I thought might be a good Mawtribe is the Winterbite MawTribe on list 2.

The Average Ogor List:

  • Ogor Tyrant: Leader 1 of 6, General: 180 Points
  • Ogor Tyrant: Leader 2 of 6: 180 Points
  • Ogor Butcher: Leader 3 of 6: 140 Points
  • Ogor Butcher: Leader 4 of 6: 140 Points
  • Ogor Slaughtermaster: Leader 5 of 6: 140 Points
  • 12 Ogor Gluttons: Battleline 1 of 3: 400 Points
  • 12 Ironguts: Battleline 2 of 3: 660 Points
  • 4 Leadbelchers: Battleline 3 of 3: 160 Points

Total 1960

ogor wal 2 Trav's Hot Takes: 3 Ogor Mawtribes Army Lists

For this army, your Tyrant is going to be your general so you can take the Ironguts and Leadbelchers as battleline troops. His command ability can be used every turn and with a little luck, you can heal them back up with the Slaughtermaster. Though letting an Ogor run isn’t necessarily a bad thing as it opens your Ironguts special ability. You damage dealers though are really your Tyrants and your Ironguts. With your last 40 points you can add an endless spell, or if you want (since you have more than a few casters) drop 2 Leadbelchers and add a couple more endless spells.

This army is all about using magic and your Ironguts to decimate your opponent if your Ironguts are not in combat your doing something wrong. The magic can be used to bolster their defense/attack etc. but generally your Ironguts are going to kill anything in their path.

Now the Gluttons are not exactly cannon fodder, but they are more around to claim an objective and hold up a side of the battlefield. With no rend, they are a little pillow fisted compared to the Ironguts but they still have 4 wounds a model. Don’t be afraid to get your tyrants and butchers into the thick of things either, they can lay down some hurt just as well as the next hero.

An interesting (untested Ogor list) that could be fun.

  • Icebrow Hunter: Leader 1 of 6, General: 120 Points
  • Icebrow Hunter: Leader 2 of 6: 120 Points
  • Huskard on Thundertusk: Huskard on Thundertusk: Leader 3 of 6: 340 Points
  • Butcher: Leader 4 of 6: 140 Points
  • Tyrant: Leader 5 of 6: 160 Points
  • Slaughtermaster: Leader 6 of 6: 140 Points
  • 12 Frost Sabers: Battleline 1 of 3: 240 Points
  • 12 Frost Sabers: Battleline 2 of 3: 240 Points
  • 12 Ogor Gluttons: Battleline 3 of 3: 400 Points
  • Skal Battalion: Battalion: 100 Points

Total 2000 Points

ogors

This is my “sneaky” Ogor list which would need a lot of messing around with to get to work but in the right scenario, it could do alright. It is based around the Icebrow Hunters using their reserve abilities to set up a unit of frost sabers with them. The rest of your army will set up to play defensively or with the idea of taking middle ground objectives.

The frost sabers are your big damage dealers in this list (hence the sneaky) and you’re going to set up both Icebrow hunters in reserve with a unit of frost sabers. That way it will make it easier to keep the hunters wholly within 16” of each unit. By doing so along with the battalion your adding 4 to their charge roll, which if they set up right outside of 9” all you need is a 5 to get it. Even better if you keep them wholly within 12” and you can use a command ability to add 1 to their attacks. If you do so you’re getting 4 attacks per (12 models) that hit on a 4+, wound on a 3+, with -1 rend for 1 damage.

Which if you go by averages you hitting with 16 -1 rend 1 damage hits. So, it’s enough to take out most backline units. This is on top of your hunter’s missile weapons and if he manages to make a charge. They are a little squishy so be ready to lose some in the following attacks, but you could easily decimate your opponent’s gun line, Warmachines, or other key pieces and threaten their backline objectives. (You can also take a command ability to let the hunter set up with two frost saber units in reserve and drop the other hunter if you want).

Finally, Ogors get big monsters and with the new rules saying monster models count as 10 it could be a viable strategy to take a whole army of them! So, here is a small model count (but large model) army.

  • Frostlord on Thundertusk: Leader 1 of 6, General: 390 Points
  • Huskard on Thundertusk: Leader 2 of 6: 340 Points
  • Stonehorn Beastriders: Battleline 1 of 3: 300 Points
  • Stonehorn Beastriders: Battleline 2 of 3: 300 Points
  • Stonehorn Beastriders: Battleline 3 of 3: 300 Points
  • Ironblaster: Artillery 1 of 4: 120 Points
  • Ironblaster: Artillery 2 of 4: 120 Points
  • Ironblaster: Artillery 3 of 4: 120 Points

Total 1990 Points.

ogor

This is an interesting army in that you are basically forgoing magic altogether which this army isn’t practically strong in magic so is not a huge deal. It does put you at the mercy of endless spells and the like however so be ready for that. You could easily switch out the Ironblasters for a Butcher and Slaughtermaster should you so choose, that is up to you.

I would play this style of army where your Stonehorn Beastriders are going to push forward as fast as possible and claim center objectives. Counting as 10 models is a pretty solid ability and once they are sitting somewhere, they are hard to move. The Ironblaster Artillery pieces are great for holding down your objectives and sniping your opponent’s hero characters and monsters. With D6 damage at -2 rend all you need is for one or two of their shots to hit and wound a standard hero or monster and you can defiantly take them off the board or knock them down in their damage table. Your Thundertusk riders are supporting your Stonehorns or targeting your opponent’s horde units.

That’s where the Frost Wreath Ice excels now letting you roll 12 dice and doing a mortal wound on a 4+ against units of 20 or more. Don’t sell these guys short though because even losing one model greatly affects your chances to win so you’re going to have to play smart.

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About the Author: Travis Perkins

An avid homebrewer and Detroit sports fan (yes even the Lions). I am new to the world of wargamming and very much enjoying the journey. If you have any suggestions or comments feel free to comment on the article or email me at [email protected]