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Post by imperatordeus on Feb 26, 2015 1:10:54 GMT -5
I've never used Ogryns all that much, because I've always thought that the points were wasted on an mediocre assault unit in an army that leans heavily towards shooting. I do have enough ogryn models to make two units of five though. I bought both generations of the metal ogryn models, because I like the sculpts. I used a squad of five ogryns a few times back in 4th edition and I wasn't too impressed with them, but I haven't used them since. The rules changes in subsequent editions seem to help justify putting them on the table. I'm starting to wonder if I shouldn't dust them off and give them another chance now, especially since I've been working on an all Infantry/Sentinels Catachan army. They seem like they would be a good fit for that force, on paper at least. My main army is a mix of mechanized and foot Cadians with a healthy amount of tank support, so in other words a pretty generic Guard army.
My question is have any of you used Ogryns on a regular basis? If so, how would you rate them? How would you recommend using them in general? Any ideas specifically for the all infantry Catachans? How about for the generic Cadian army?
Back in the day I kept them behind my lines as a counter-charging unit, but that felt like a lot of points spent on a unit that could barely hold out for a turn against other armies' assault specialists. Would I be better off pushing them forward to take midfield objectives? Their 5+ armour save makes me think of them as little more than a glass hammer that would drop to enemy firepower as soon as they broke cover. Any advice is much appreciated.
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Post by cdrwattz on Mar 11, 2015 5:43:24 GMT -5
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Post by Gen. Slade on Apr 3, 2015 14:31:36 GMT -5
That was a really interesting read. It pretty much confirms what I have been thinking for a long time.
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Post by Rolling Thunder on Apr 4, 2015 17:08:20 GMT -5
Ogryns have been useless since time immemorial, and something you brought for fluff or hilarity. It does not surprise me that this had not changed.
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Post by imperatordeus on Apr 25, 2015 1:43:35 GMT -5
Thanks for the link, it was a good read! Like for Gen. Slade, it basically confirmed my suspicions. They might have been better last edition since you could put 6 of them in a Chimera, but now that they're "Very Bulky." it hardly seems worth the investment of putting only 4 of them in a Chimera. I guess I'll most likely be saving them for Apocalypse games when points aren't an issue.
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Post by yvain on May 11, 2015 13:51:03 GMT -5
Thanks for the link, it was a good read! Like for Gen. Slade, it basically confirmed my suspicions. They might have been better last edition since you could put 6 of them in a Chimera, but now that they're "Very Bulky." it hardly seems worth the investment of putting only 4 of them in a Chimera. I guess I'll most likely be saving them for Apocalypse games when points aren't an issue. I just saw this and thought I would comment even though the thread is a little older. There is almost no time you would ever take ogryns over a regular bullgryns unit. For 5 points you are getting a lot with the carapace armor and slab shield which is awesome. The one situation where you would not go this route is the Ogrynstar. Ogrynstar is something like this: Azreal or Dark Angels Libby with PFG - Grants 4++ invul to unit. 2 x Priests Techpriest with melta bombs 5-10 Ogryns Optional: Inquisitor with rad grenades Commissar Yarrick Coteaz You are looking at like 400 points for this build base. What you get is a unit that is basically unkillable in close combat. The double War Hymns ensures that reroll save goes off and with a T5 3W and 4++ save it is very hard to take down even one Ogryn. It really helps to have a special multi wound character with a decent natural save like Coteaz or Azreal in the front so you can tank light wounds on his 2+ and LOS to Ogryns the anything dangerous. One they get into CC, you have the power weapon on the TP and melta bombs as well as the force weapon on the Libby to do damage. In addition 15+ Str 5 attacks is nothing to sneeze at. The melta bombs are there to make sure if you get in a fight with a walker or something you can't really hurt that you are not stuck all game. If you were to go IG pure there is two other ways to do this. The thing you have to be careful with here is overloading too many T3 guys and losing the majority T5: Ogrynstar in Stormlord: 2xPriest 5-10 Ogryns Stormlord The ogryns are not super durable here, but they basically sure to get into CC because of the Stormlord having Assault Vehicle. Ogrynstar with Psykers: 3 Primaris with level 2 5-10 Ogryns 2 Priest Techpriest with Melta Bombs Optional: Yarrick With this build you take a lot of Primaris with level 2. What you are looking for is the Endurance or Forewarning Power, preferably both. Only one of your psykers needs to actually get a power the others are just there to ensure you get it. Forewarning is the better power to have as the Divination tree is much more useful. After the rolling for powers you put the power ideal psyker with the ogryns and distribute the rest to where they are needed. Play the Ogryns defensively until you get your powers off and then use that opportunity to create havoc.
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