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Found 33 results

  1. So, I've heard some grumbling that the Beastclaw Raiders aren't exactly in the best of spots right now, is that right? Well, I'm here to 'fix' the issue, and when I say fix, I mean post up some concepts I've had to expand the Beastclaw Raiders faction and make it more playable. This isn't actually complete, mind you. It introduces a wizard for the faction, but it doesn't have a 'Lore of the Everwinter' for even more spells, nor does it have new battalion concepts. So have at, and maybe I'll work on it more (unlike my gargants faction...) New Units Everwinter Witch: Everwinter Witches are those women of the Beastclaw Raiders who have communed with the Everwinter itself, learning the deepest secrets of the accursed storm and also learning about magic. Theirs is a simplistic, shamanistic type of magic, reliant on the fickle and wild winds of the Everwinter and barely controlling it at the best of times, but their powers are undeniable. They can read the future by interpreting how dead leaves dance on the wind, or lend their own shrieking cry to drive the Everwinter harder. An Everwinter Witch is a female ogor on foot equipped with a stone knife and staff, both of which she uses in combat. She is a hero, a leader and a wizard. All attacks, be they shooting or melee, targeting her must contend with the winter winds, and suffer -1 To-Hit. Being a wizard, she can cast and unbind one spell a turn, and knows Mystic Shield and Arcane Bolt, in addition to her own innate spell. Her innate spell targets a friendly unit, and for the rest of the turn, when that unit charges, it rolls 3 dice and drops the lowest. If that charge is rerolled, all 3 dice are still rolled for that reroll. Everwinter Witch on Stonehorn: An Everwinter Witch is a figure of immense respect in a Beastclaw Raider tribe. While the Frostlord commands a tribe to the last Ogor, he would be a fool to ignore an Everwinter Witch, particularly one who has tamed a Stonehorn. An Everwinter Witch is a female ogor riding a Stonehorn equipped with a stone knife and a staff. She is a hero, leader, moster, behemoth, and wizard. The Stonehorn keeps its attacks and abilities, and the Everwinter Witch adds in her staff and knife attacks. In addition, the Everwinter Witch gives a free command point during your hero phase so long as your general is a Frostlord on Stonehorn. Being a wizard, the Everwinter Witch can cast and unbind one spell. She knows Mystic Shield, Arcane Bolt, and her own innate spell. Her innate spell lets a unit immediately retreat and lets that unit charge again later in the turn. Everwinter Witch on Thundertusk: An Everwinter Witch is connected to everything that the Beastclaw Raiders embody, particularly their creatures and animals. Riding atop a mighty Thundertusk, an Everwinter Witch can tap into the power over ice and cold that the Thundertusk has and use it for her own ends. An Everwinter Witch is a female ogor riding a Thundertusk equipped with a stone knife and a staff. She is a hero, leader, monster, behemoth, and wizard. The Thundertusk keeps its attacks and abilities, and the Everwinter Witch adds in her staff and knife attacks. Being a wizard, the Everwinter Witch can cast and unbind one spell. However, she gains +1 to her casting and unbinding for every other Thundertusk close by. She knows Mystic Shield, Arcane Bolt, and her own innate spell. Her innate spell targets an enemy unit and, upon a successful cast, deals d3 Mortal wounds to them, plus an addition d3 for every 10 models in that unit as hail comes down upon them. D3 if 5 models, 2d3 if 11, for example. Ogor Scouts: In the harsh Beastclaw Raider society, it is a right to ride a creature into battle, and that right must be earned. Ogor Scouts, young and untested, hope to prove their worth through battle and providing the rest of the tribe with food. Ogor Scouts are a battleline unit of tribal Ogors equipped with Spears. They can throw those spears for shooting, and use them in melee. Thrown spears gain extra range if the Ogor Scouts ran during movement. They have no other special abilities. Ogor Trackers: When a Beastclaw Ogor proves themselves worthy of a mount, a few choose otherwise. Oftentimes lonesome figures who are called by the wild, Ogor Trackers instead take upon themselves the path of the Hunter. Dedicating themselves to tracking both monsters and armies on the march, Ogor Trackers are part of the vanguard of a Beastclaw army and live the hardest life. Those who survive will become full-fledged Hunters. Ogor Trackers are a unit of tribal ogors equipped with Spears and a Club. They throw the Spears in shooting and attack with the Club in combat. Thrown spears gain extra range if the Ogor Trackers ran during movement. In addition, a unit of Ogor Trackers doesn’t need to be within 1 inch of each other to be in formation, instead being within 3 inches instead. They also have the ability to Track; allied units attacking an enemy unit that an Ogor Tracker is within 6 inches of can rerolled failed to-hit rolls on a charge attack. Great Yhetee: Though the Yhetee are the most loyal of the Beastclaw Raiders’ allies, that isn’t to say they are without mystery. Strange Yhetee driven off by the rest of the pack disappear into the Everwinter, assumed to be lost to the cold chiller than death. Some of them return, but changed into towering, howling behemoths that leap incredible distances. Such terrible monsters are fearsome to have as either enemies or allies, and few Beastclaw Raiders willing work with them. A Great Yhetee is a single model. It is a monster, but not a behemoth and has no Damage Grid. It is a much larger Yhetee covered in frost and ice, and attacks with its claws and teeth. In addition to the Yhetee’s Combat Debuff, 6-inch Pile-in Range and ‘Invigorated By The Blizzard, the Great Yhetee heals d3 wounds in a round that it killed an enemy model and has a universal -1 Bravery radius that affects even its allies. Kits: Everwinter Witch is 1 kit. Contains adaption pieces to let her sit upon a Stonehorn or Thundertusk. Ogor Scouts and Ogor Trackers are 1 kit that lets you build 3 of them. The Great Yhetee is 1 kit, but it’s just 1 model.
  2. Anyone who read my battle summary would have seen that tragically the Exalted Volsungr got a bit beaten up by a Griffon and a Chariot, tragic ofcourse but it does beg the question what happens when an immortal warrior of the Suneater is felled in battle? Can such a creature ever really die? What role does the Gothi accompanying them play in such a situation and how exactly are they "healed" if the can be? Well here's how, part two of the battle summary, Rebuilding a God as the now mountless Gothi seeks to rectify what went wrong: “Stupid Aelves….” His voice shrill with irritation as his thin wrinkled lips curling back to revel a rack of yellowed yet wickedly sharp teeth as he spat into the dirt “Stupid skin and bone Aelfkin, broke him they did…” Irritated, old and wizened yet remarkably fat for his kin the Gothi priest balled his fists and slammed one into his rocky mount, a piercing scream of agony punctuating the idiocy of such a move for a frail and feeble creature to undertake. Worse yet as realisation overtook him the priests began to caress the rock, murmuring softly back to it “But we’ll fix him up, feed him up food, feed him on the Aelves and their pathetic little souls and yes….”. Within a moment all trace of softness vanished from his voice “FASTER! HE’S HUUUUUUNGRY!” he barked forward to the scarred and blistered backs of two Ogors in front of him, swaying with every step of their rippling scaled mounts, the stench of the pair was almost unbearable, a putrid combination of the muds of this rain sodden field combined with Ogor sweat and the unmistakable odours of faeces made the frustrated priest miss the isolation and dry cracked earth of his former refuge. He could not tell if the response came from Ogor or Draken, but it sounded enough like an irritated huff of compliance to assure the old Gothi of compliance, turning his attention back to the boulderous skull of his former master and mount he was sat upon, great chains wrapped around its mighty horns to drag it behind the giant Draken mounts of the Aldin bodyguard. There was little by way of conversation as the two mounted Ogors dragged their precious cargo up the hill toward the sweltering heat and night piercing glow of the great pyre, it afforded the Gothi time to nail down precisely what had gone wrong in the battle. They had been sent ahead of the great migration of the Burnin Klaw, Great Prophet Fyrebite had demanded it of course… why would someone chosen by the gods ask when he could demand after all. They were to forge the path to the Maw Gates whilst the rest of the migration gathered slaves to sustain them on the long haul back to Aqshy and the blistering heats of home. This land was meant to be the quite place, once fortress to the puny fanatics of the pretender god Khorne and their pathetic little rituals, the very thought brought a furrowing of the brow and yet more spitting of distain from the Gothi priest. Those pretenders had taken the land from the fool-man Sigmars pets, and before them it was the wildlands… now it was to be the Scorch, one finger of the mighty fist of the Suneater as he pummelled this realm into submission. But this quiet place wasn’t good quiet… no it was Aelf quiet, the quiet that bites on the wind and runs like a coward, the quiet that isn’t a good fight but like rats in the night. Stupid raingod thought he could quench the great Pyres of the Suneater, but the Suneater pummelled raingod and the Pyres rose high, puny Aelves thought they could stick the Gothi good with their beelike arrows stinging all round but the Gothi were too smart, hiding behind Ogorkin whose big backs could take many arrows and small brains might not feel them. Stick bird thing though… stick bird pecked at the mighty Gor-da, Exalted Prophet of the tribe, mighty Gor-da who had shaken whole realms and walked as mountain of flame and stone, Gor-da who now was just a dull rock starving slowly in the night… stupid Stick-bird broke him good. “Bring it!” the Gothi priests shrill cry pierced the night once more as his two escorts unceremoniously dumped their chains into the dirt by the pyre, only the thick mud of the hill stopping the great stone skull from rolling back down to its starting point once more. The maniacal laughter of his attendants at least brought a shifting evil grin to the older gothis face, each shuffling into view from behind to glow of the pyre with a barbed chain lashed around the face of a bruised and beaten Aelf. Every tug of the chains elicited a pained yelp from their captive, much to the riotous laughter of his jailors, inch by inch forcing their new toy closer to the giant skull. “Make it kneeeeeell!” he cried into the night, an attendant delivering a bone crunching wallop to the feeble boned Aelf to drop it to its knees. Even the laughter of the attendants died out at the Gothi raised his hands to the nights sky, the beasts of Ghur falling silent in anticipation. The older Gothi begun to utter guttural prayers, low… rumbling noises of the volcanic wastelands he had for so long called home, his hands arching and curling through the air as bony pale fingers beckoned to the great pyre before him. Serpentine the flames leapt higher, leaping and twisting as they moved toward their summoner, at times they reeled back as though some wild beast resisting the will of their master but each time he called out shrill into the night and they came back to compliance. Each tendril wrapped around the broken Aelf, at first inching around limbs, the smell of singed Aelf flesh sweet in the night sky, the flames rose through the Aelven form as though through dried wood, wreathing the creatures whole form into flame. The priests prayers reached a climax, now so shrill they’d passed beyond the hearing of most mortal creatures, his fingers outstretched toward the burning Aelfs form he balled up fists and slammed them once more down into the Rocks skull that formed his stage. With this final movement the flames leapt from Aelf, burning into the eyes of the stone-hewn mask, the roar of the Volcano punctuating the rituals completion with great gouts of flame emanating from eyes and mouth of the fallen Idol of the Suneaters. The spark once more lit the Gothi caressed his fallen masters skull, beady eyes staring out into the crowd of gathered Ogors and Grots “More Aelves… He’s hungry… and bring rocks... big rocks.”
  3. Melcavuk

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    © Ricki Smith

  4. Melcavuk

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    © Ricki Smith

  5. Melcavuk

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    © Ricki Smith

  6. Melcavuk

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    © Ricki Smith

  7. Melcavuk

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    © Ricki Smith

  8. Melcavuk

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    © Ricki Smith

  9. Melcavuk

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    © Ricki Smith

  10. So I'm checking out the leaked Generals Handbook thingies trying to determine where I want to take my hobby in the near future. I'm fatally attracted to big beastly models of monsterously prodigious size and power. You could say a Timmy. The Beastclaw Raiders is a sub-faction of Ogors where they piled the Stonehorns, Thundertusks, Yheteens, Frost Sabres and Mournfang Cavalry. But there's a few units I don't understand where I can find the stats for or what they do. They are Leader characters called Frostlords and Huskards on Thundertusks or Stonehorns respectively. They cost ~100 points more than their Battleline counterparts the Stonehorn and Thundertusk Beastriders (which I presume to be the normal models). Are they the same, simply paying a premium for becoming leaders? Are they something I've missed? Is there new models in the pipeline?!
  11. What with Legions of Nagash being more-or-less an allegiance wide battletome, what say you about a similar treatment being possible for Destruction? We already have tomes for a few factions, but goblins are feeling noticeably left out at present, and a book with allegiance abilities for a themed "Gordrakks Great WAAAGH" army would revitalise the left-behind factions and provide some newer and more interesting allegiance abilities tailored to each race. Sneaky for grots, smashy for orruks and chompy/stompy for ogors. Of course this is likely wishful thinking, but an ogor warlord can dream about things other than meat right?
  12. PlasticCraic

    WTB Ogor Butchers

    Hi, Does anybody have any Butchers they are looking to move on? Hit me up! Peter
  13. shadowgra

    2k mixed ogor

    hello, i'm recently interested in ogors, not only because i have an unpainted stonehorn (frostlord), but also because i really like ogres in general and in particular gutbusters. so i am trying to make a competitive list (or that can at least compete with good lists, even if it doesn't win). then i was thinking about: Leaders Frostlord on Stonehorn, general, bellowing tyrant, Battlebrew (460) Butcher, stump blades and cauldron (140) Butcher, stump blades and cauldron (140) Battleline 3 ogors (120) 2*6 ogors (480) Units 6 Mournfangs, big weapons, command group (600) mournfangs are a great target for bellowing tyrant and +1 from the butchers, that also help the list against magic heavy lists. 6 mournfang can do really tons of damage while still being more mobile than ironguts. butchers can still do quite a bit of damage, coupled with stonehorn and mournfangs the mortal damage output is really good. 15 bulls can dish out tons of damage on units with low armor and tank kinda well. i know, low model count, but hey what can u do when u play ogors... thanks for reading!
  14. someone2040

    Band of the Searing Maw

    Hi guys, Thought I'd make a little painting blog about a Hinterlands Skirmish warband I'm putting together. The story behind this little warband, is at one point I was going to do an Ogor force for Age of Sigmar. I bought a bunch of second hand models, and was set to go. But I backed out on it, I'm already collecting Slaves to Darkness and Free Peoples. I decided I didn't need a third army that probably wasn't going to get any model or army book support in the future. However, from the ashes rises the Searing Maw seekers. I did paint up a test model for my army which I was pretty happy with. And in addition, in the bits I got from the Ogor army, there was a full Rhinox in there! Imagine that, a complete Rhinox. Quite odd since both the Ironblasters had complete Rhinoxes with them... But from the left over bits and a few Ogor bodies, I'm going to make this warband come together! So without further adieu, I present the Band of the Searing Maw. First up, we have Vroknor Scorchseeker on his rhinox Grunter. This is the guy that's the inspiration for the warband I guess. He's not quite done. I need to figure out what I want to do with the left side, since it's a bit empty at the moment (The right side has his Crossbow and an armour plate). Still, he's definitely come together in the last few days. Next up, is Xarg Brightblade This guy was the practice model for the army, and I'm quite happy with his look in the end. First time using cork on the bases, which turned out alright although I'm a bit worried there's a lot of flat surface without much going on. The original army had the idea that they'd be blessed by fire, and all their weapons would be burning hot. Not sure if I'll transition this to the other Ogors, or just leave it to Brightblade. Ogor clubs I don't think would look quite right like it, so we'll see how we go. Lastly, we've got the Grots. Beater Basher Stabber Luggage I mainly only have access to the Grots you get in the Ogor boxes and the Grots from the Scrap Launcher. So it's a little bit interesting trying to get poses. Basher and Beater are obviously just straight from the regular Ogor boxes, nothing done there. Stabber is a little interesting, he's actually two Grots from the Scrap Launcher chopped up in the middle, with some kind of spear arm (Which strangely had Kislev written on it, not sure what that was about). Lastly we've got Luggage. Poor miserable Luggage. While the original Grot was holding a huge bag of various things, Luggage isn't much better off carrying a large iron bound chest. And with everyone introduced, a shot of the entire warband And there you have it guys. These guys are about ready for basing and paint. Think to get it done best, I'm going to keep them separate and then glue them to their bases after both are painted.
  15. I love Ironguts. Their 4+ to hit, not so much. After reading in the destruction forum about the much loved Megabrute, I thought, what about some Megaguts? (or whatever they'd be called.) Making them chuck out 3 attacks at a 3+/3+/-1/3 profile, that sounds mighty good to me. I had been considering replacing them with Maneaters who pretty much have a better combat output - and ranged attacks. If I was to do this or not, what's the best size for a unit of ironguts?
  16. Hi Guys, So I went to a little one day event today and took my ogres, I was constrained with time so the painting on them is about table top standard. That being said I'm pretty happy with how they look, especially my butcher who I gave a little more love to then the rest of the army: So the one day tournament was going to have 3 rounds, but the organiser was a no show at the store so one of the guys was a sporting chap and ran it for the store. Unfortunately due to lost time we could only fit in two rounds haha. First round I drew a death army, his army from memory: Vampire with wings - sword of summoning necromancer mortis engine terrorgheist (that he summoned) 10 ghouls 40 skeletons with spears, full command 10 skeletons with shields and sword 2 batswarms 5 hexwraiths My list was Frostlord on stonehorn - battlebrew Tyrant - bellowing Tyrant Butcher Bruiser BSB 4*3 ogors with ironfists and full command 2 gorgers We played the take and hold mission. Since He deployed first he started his first turn by shuffling forward and cast van hels on the big block of 40 skeles. There was a little confusion around summoning the terrorgheist as in the AOS app there are two entries, he swapped his sword to the book that gives him -1 to hit, but then later found that he could summon the terrorgheist. Unfortunately due to the confusion around it and me not knowing much about death he then proceeded to run the vamp lord with both artifacts. Was an honest mistake on his part, but ended up being pretty game changing. In my turn I buff the stone horn and send him into the skeletons, Due to a bad rampaging destroyer roll he's just out of range on my bruiser BSB. In combat I only kill 15 skeletons, which is super low for this model when its buffed the way I had buffed him. I realise at that moment that I just totally forgot to roll with the modifiers, so in retaliation he takes 144 skeleton attacks and after all is said and done has 5 wounds left. We roll off and luckily I get the double turn, I drink the battle brew and sling a unit of ogors into his ghouls that he had been advancing with on my left flank supported by his hexwraiths, I also remember my gorgers and place them on his right flank in the corner with the idea of trying to beat his little 10 man skele unit on his home objective later in the game. I also cast the maw on his big unit of skeletons and manage to kill one, the tyrant also launches himself at the mortis engine that he had garrisoned in a building for a 2+ save... in combat I remember the buffs on the stonehorn and almost wipe the skeletons, he has like 6 left that do 24 attacks or something and manages to get a wound through on me. The tyrant manages to cause a few wounds to the mortis engine, but then takes 3 from being donked on the head by the wizard... in his turn the mortis does the big bubble mortal wound thing and along with bolt kills the stonehorn, the vampire lord charges into my tyrant and his hex wraiths charge into a unit of 3 bulls. In combat the hexwraiths kill my bulls with battleshock (lost the last guy) and we do 2 in return. The tyrant misses the vamp cause I am at -2 to hit (thanks to the book he doesn't have haha) and the little bats. From here its all down hill for me, the gorgers manage to kill his skeletons at his home objective, but I needed 5 models to capture and by the time I realised I could have won he had summoned a terrorgheist into my lines (shouldn't have happened if he had the book) and locked down all my ogors/blocked them from making their way across the field. I did manage to kill the terrorgheist but he then killed me down to just my butcher who wasn't within 6 of my objective and the two gorgers sitting on his, but unable to capture haha. His Vamp had also been doing a number on my bulls and my bruiser BSB since I was hitting on 6s (due to the book he shouldn't have had haha) Major victory vamps! My second game was blood and glory and I was facing a khorne army. His army from memory: Wrath of khorne Bloodthirster - armed with the chaos runeblade Mighty khorne lord - Crown of command Blood secrator blood stoker 30 bloodreavers with full command 20 blood letters khorne cannon 3 bloodcrushers 5 khorne warriors khorgarath he had the starter battalion as well I deployed first so got the first turn. I had setup my 3 ogre characters along with one unit of 3 ogres to my left on one of my objectives with the stonehorn right on the 12 inch line. my right flank was made up of my 3 units of ogres and I planned to bring my gorgers on as close to his objective as possible. His right flank facing off against my stonehorn and friends was composed of the blood crushers, khorne warriors, bloodstoker, mightylord of khorne and the blood thirster. In the middle he had his blood secrator and his bloodreavers and on his left flank he had his khorne cannon and bloodletters. I announced I wanted to reenact that artwork in the beastclaw book where the frost lord is taking on a bloodthirster. My opponent had obligingly stuck him on the 12 inch line across from the stonehorn. My hero phase I bellowed at the stonehorn, he drank his brew, I also tried for mystic shield on him, but failed to cast it. everyone did the destruction shuffle with the stonehorn getting a 5, then in the movement phase he rolled a 6 on the run and moved within 3 inches of the bloodthirster. My gorgers popped up on my right hand blank 9 away from his cannon. My opponent was pretty surprised with the speed of the stonehorn, I did warn him before the game begun that the dude was quick and very killy, but he felt confident his thirster would live... I knew otherwise :D. I promptly charged in and killed the thirster, didn't even need to roll for my hooves or kicks haha. My opponent was thrown off by this, but figured I needed to be sent back into the warp and brought his mighty lord of khorne and khorgarath over to say hello. he stoked his bloodcrushers and sped towards my characters holding the objective on my left. His bloodreavers moved towards my 3 units of ogres holding my right hand objective supported by the bloodsecrator. The blood letters ran over to kill my gorgers. In the charge phase the mightylord of khorne made it in, but the khorgarath failed and his bloodletters made it in to the now lone gorger cause one had died to his cannon. In combat his lord of khorne got one hit through on the stonehorn... I suddenly felt worried haha. I attacked his blood letters killing 4 with some decent rolling from the gorger, he does 2 mortal wounds to me and nothing else. He wasn't able to get too many on me due to a bad charge range roll even with the pile in. The stonehorn smacks the mighty lord of khorne off the table, he then picks up his dice and like a ****** holds it for ages telling me how I die on a 5+ haha. luckily for me he rolls a one! Sucka. He wins the priority roll for a double turn and promptly moves the khorgarath within 3 of the stone horn, the bloodreavers move towards one of the three ogre units on my right hand flank and the bloodcrushers move into position to charge my tyrant on the left flank. Its at this point I realise he can win the game if these combats go well for him. He just needs to kill the Tyrant and get his warriors within range of my objective on the left and kill the unit of three bulls on the right. In the fights he decides to use the khorgarath first. So far the stonehorn has taken 4 wounds, 3 from this dudes little bone shooting attack and 1 from the mighty lord of khorne. He whiffs all his attacks and nothing happens. I then pick my bulls to go who are fighting the blood reavers and kill 12... No save is pretty brutal haha. He then goes with his bloodcrushers and takes 4 wounds from my tyrant. The gorger goes next killing 6! blood letters who in return bring him down to his last wound. The tyrant kills a bloodcrusher and I was able to pile in with the butcher who takes 2 wounds from another. The stonehorn pulverizes the khorgarath. In my turn I plant my bsb banner, drink my battle brew, bellow at myself(the tyrant) and move the stonehorn towards his warriors holding the objective on his right flank. I also move 3 bulls on my right hand flank to support the gorger against the bloodletters. Charges go off and I make it into the warriors of khorne and the bloodletters. In combat I decide to go with the ogres against the blood reavers and kill them off. He then picks the warriors of khorne to go against the stonehorn and does a few wounds to me. I then go with the gorger who smacks down a few blood letters who in turn finish him off and do a few wounds to my ogres. I then select my tyrant to go and he wipes the bloodcrushers. the ogres then go and wipe the bloodletters and the stonehorn does the same with the warriors of khorne (only just) who then go again and take me down to 5 wounds remaining. We roll for priority and I manage to win it and move all my stuff onto his objectives and claim them for the major victory. Major victory: Ogors I had two good games, pity we couldn't get the third one in haha. I ended up coming tie 2nd which was nice and I think I may have even had a chance of winning the tournament if the first game had played out right with me remembering my buffs, but oh well I'll get that guy next time! The army itself is fun to play. It feels pretty flimsy though and really relies on the stonehorn doing well. You also rely on killing the opponent off a lot in number based objective scenarios like blood and glory. I feel that my opponent might have done better if he aimed to wipe my flimsy right hand flank composed of 9 ogors and 2 gorgers, might have been a different game completely. I'll be going to another tournament at the end of January, but will be posting painting updates. Next on the painting table is a direwolf and bat heavy undead army. I bought it ages ago with the idea of a strigoi ghoul king living in a crypt in a forest surrounded by bats and wolves, I hadn't read the small print on direwolves and bats at the time that said they didn't count as core so the army was never played haha. I've since purchased some mantic zombies to fix that. Anyways thanks for reading!
  17. Hi guys, With the bruiser BSB when he plants his standard does that effect any mounts the ogors are riding? I mean they technically have the ogor keyword on their scroll and are treated as one unit. Here is the ability I'm referring to: " Banner of the Great Maw: In your hero phase, a Bruiser can plant the Banner of the Great Maw in the ground with a mighty bellow. If he does so, he may not move until your next hero phase, but until then all Ogor units from your army within 18" of him are imbued with the hunger of the Great Maw. In the combat phase, wound rolls of 6 or more for these units inflict a mortal wound in addition to any other damage, as your warriors bite big chunks out of the foe." Thanks for the feedback in advance. Crispy
  18. Gaz Taylor

    GutbusterButcher.jpg

    Butcher I have converted from Ogor and Mournfang Rider parts as part of an army to take to Clash of Swords 2016
  19. Gaz Taylor

    GutbusterOgors.jpg

    Closeup of one of the units. These are Ogors I have assembled for army to take to Clash of Swords 2016
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