Maw Better: A Celebration of Ogor Mawtribes

You know why I don’t want the assorted moaners and filth chasers to get Ogors nerfed? Because I’ve currently got four Ironblasters on the painting table there are so many cool people who’ve supported this army through thicc and thin that deserve a bit of joy from them. I’ve invited a few staunch Ogor stans to share the first lists they’ll be playing with the army – these legends have got a fuck ton of event wins and podiums between them, but more importantly have all been playing Mawtribes for years, and across the editions – and I hope this book brings me all of them great success and joy.

Hang on, is this just going to be “Ironblasters are good”?

Nah, these guys are generally nicer than me. This is a celebration of the whole book, and Underguts is going to be part of that since it’s an exciting part of the book. Of course we’re going to run Underguts and celebrate it; and we’re also going to celebrate other aspects of the army and some different directions you can go too. So you’ll see lists with a whole bunch of Ironblasters, lists with none at all and lists in-between with a couple used in a supporting role.

As a bit of fun: there are 12 lists here today from 9 authors, so how many Ironblasters do you think we’ll see across the lot? No prizes, just have a guess and see how close you get.

Everyone here has been happy to back themselves by running fat lads on the tabletop, they’ve been playing games with these armies and I respect all of them for running interesting lists they’ve written themselves. These write-ups are all in their own words, which you can probably tell by there being much less swearing than usual, so huge thanks for the effort everyone has put in here. Give them all a follow on the socials if you don’t already.

Now let’s crack open that bone and gorge on the marrow.


Mick Wendel, Meatfist

Mick (@MikeyWendel) famously won a GT with Gutbusters – friggin GUTBUSTERS – back in the dark days when they didn’t even have one page of army rules. He’s also got the integrity to call BS on his own armies where he sees it, so let’s see what Mick thinks about where this book lands currently

We are back fellow GUTS!!! We got a new book and oh boy it has some amazing upgrades from the previous one. Before I jump into my list, I want to call out some new bits and units that you absolutely must not skip on. I am going to leave out Ironblasters because there is no sense in talking that to death, we get it…BANG!

Gorgers, normal reserve rules now and stop those 4+ rally fuckers as long as you’re eating within 9”

– Invisible Frost Sabres, stick a unit in or behind terrain and your opponent needs to dedicate a unit to that part of the board to clear you off the objective!

– Neg 1 to wound our Gluttons and Mournfang with shooting. A nice way to help our lads ensure they get into combat and stomp those ranged weapon assholes!

– Trampling Charge changing to +1 for units of 3+! A further buff for Gluttons but also to Mournfang. Ironguts didn’t need that buff since they now can fight twice!

– Characters count as 5 on objectives!!! HUGE!!!

So onto my list after reading the new book. I purposely avoided the Ironblaster hype because to be honest it didn’t do much for me and I didn’t want to put my local opponents through an exercise of “check out how much I can fuck you with these cannons”. I am happy there’s a strong build in Underguts and Ironblasters, and when it comes to big events I’ll be strongly considering it as the list I use. For now, here’s my current list and let me tell you, it SLAPS!

The List

Army Faction: Ogor Mawtribes

– Army Sub faction: Meatfist

– Grand Strategy: Ready for Plunder

LEADER

1 x Frostlord on Stonehorn (445)***

– Artefacts: Elixir of Frostwyrm

– Mount Traits: Rockmane Elder

1 x Tyrant (150)***

– Big Name: Brawlerguts

1 x Icebrow Hunter (120)***

– General

– Command Traits: Touched by the Everwinter

– Artefacts: Arcane Tome

– Spells: Ghost-mist

– Prayers: Heal

BATTLELINE

6 x Ogor Gluttons (265)*

– Crusher

– Bellower

– Tribal Banner Bearer with Lookout Gnoblar

– Paired Ogor Clubs or Bluntblades

4 x Mournfang Pack (350)*

– Skalg

– Hornblower

– Tribal Banner Bearer

– Gargant Hackers

2 x Frost Sabres (80)**

2 x Frost Sabres (80)**

2 x Frost Sabres (80)**

TERRAIN

1 x Great Mawpot (0)

OTHER

4 x Ironguts (270)*

1 x Gorgers (80)***

1 x Gorgers (80)***

CORE BATTALIONS:

*Bounty Hunters

**Expert Conquerors

***Warlord

TOTAL POINTS: (2000/2000)

How It Works

Some of you may be confused by the list but let me refer to my above points on things not to skip on in this book.

Firstly, the subfaction is interchangeable, I went with Meatfist just to really make the 3 Gutbuster units hit like trains when they go in. But there is an argument for Winterbite and even Thunderbellies.

Stonehorn is our obvious anvil and a decent hammer. He will generally deter an opponent from coming near him while at close to full health. Your opponents will tend to put all they can into him and ignore the rest or ignore him and go for the rest. With -1 to wound, a 5++ ward and access to a lot of +1 to saves he’s not going anywhere fast. Combined with the Mawpot, heal prayer and Heroic Recovery, it will be very difficult to deal with him! If you can get Mystic Shield off on this lad, then you will comfortably be able to leave him anywhere on the board to soak up damage and then murder in return. The new Unstoppable Charge reaction makes it difficult for opponents to play around him with screens. He can kill a lot with impact hits and then reach into whatever unit he wants nearby. The cow goes moo!

Hunter is there for a couple of reasons. First, he makes my Frost Sabres battleline and subsequently Gally Vets to allow them into Expert Conquerors. Counting as 6 on an objective trumps monsters and units of 5. Second, he can be used to threaten the board if I want to set him up in reserve with or without a unit of dogs with him. Currently I prefer him starting on the board to make use of the Arcane Tome and prayers. Ghost Mist further pushes the tactic of hindering our opponent’s LOS. Mystic Shield on the Mournfang, Ironguts or Stonehorn is serious value.

The Frost Sabres’ new rule of being invisible in cover is great. Look up the “Behind Terrain” rules as well as this maximises their utility (I also never new this existed until about 2 weeks ago!). In a game with teleports, reserves and fast units, these lads fill so many roles that can deal with difficult situations. Screening, zoning and objective cappers, these guys are solid!

Onto the Tyrant and his accompanying Gut Guard (Ironguts). This guy and the Ironguts will run around together charging and utterly murdering units. The Tyrant is a great piece for softening up targets and the Ironguts are a straight up stomp unit! He gets mortals on a 3+ thanks to the bonus from Meatfist. I keep these guys side by side for the most part.

With the easy access to Inspiring Presence, it gets increasingly difficult to clear units. What I have noticed a lot is I will charge into combat, murder 90% of a unit, and the last 10% is causing issues by screening or being used as objective grabbers. The worst case is units that heal quite easily (Nighthaunt) or rallying units on 5+ or 4+. This is where Gorgers come in. No Inspiring Presence or Rally within 9” of an eating Gorger! Not much more needing to be said but this is a nice utility piece.

The army works by using the Sabres and Gorgers as my first 5 drops to see where their army goes if they are around the 7 drop or less mark and this allows me to counter deploy. I then take control of the board by moving the Sabres around trying to keep them in cover and bring the Gorgers in when its time for a charge or if it is necessary to block off another piece of the board. This allows the other units to get in position to charge rather than being picked off one by one by more mobile armies. I plan to let the Ironguts and Tyrant live at home base to deter enemies teleporting or coming in from reserves to steal objectives. With relatively fast move they can really push units away from where they want to go if I position them correctly!

All in all, yes the army hits like a train but you have to hit first. Therefore positioning is very important for this army as you really can’t afford to be caught out on your opponent’s terms. You need to be able to get the charges off, and without teleports or the ability to position your big units any way other than basic movement you must look to the fast-moving/utility units in the book. This is why I value Gorgers and Sabres (and Gnoblars but just not in this list) so much. You can then leverage the Stonehorn in gaps. Most won’t be able to or want to try and deal with him early in the game, but if you make him the only target or force them to deal with him you can use that as a way to set up the rest of your army to take advantage of what the opponent does.


Bartek Ewertowski, Boulderhead

Bartek (@Eat_Bray_Love) is a dedicated Beastlord with a soft spot for Ogres. Bartek is a member of the Auckland Model Citizens club, and ended the 2020-2021 season as the top-ranked AoS player in New Zealand, claiming both the Beasts of Chaos and Mawtribes badges along the way. 

The List

Allegiance: Ogor Mawtribes
– Mawtribe: Boulderhead
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty
Frostlord on Stonehorn (445)
 Artefact: Arcane Tome (Universal Artefact)
 Mount Trait: Rockmane Elder
 Universal Spell Lore: Flaming Weapon
Huskard on Thundertusk (330)*
 General
 Blood Vulture
 Command Trait: High Priest
 Mount Trait: Rimefrost Hide
 Prayer: Keening Gale
Slaughtermaster (135)*
 Lore of Gutmagic: Molten Entrails
Chadnos, The End of Empires (720)
3 x Icefall Yhetees (120)*
3 x Icefall Yhetees (120)*
3 x Icefall Yhetees (120)*
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 90
Drops: 3

How It Works

Underguts Ironblaster spam is the new hotness, but here’s a fun one-trick centaur list that’s all about making long bomb 3d6 charges and playing with both the new Stonehorn and Thundertusk monstrous actions. You either Ogre-whelm your opponent and get a quick win, or else it’s all Ogre by turn 2 if your opponent can hit you with high-rend shooting or mortal wounds. But either way you’ll have plenty of time to grab a beer before your next game. Going 3-2 is your goal here. 

Though Chadnos looks like an aborted attempt at a Ghorros Warhoof resculpt, he has excellent synergy with Ogres. He projects a 12″ aura that allows all DESTRUCTION units to roll 3d6 to charge (and attempt to charge from up to 18″ away). This gives us a juicy average charge roll of 10.5″. There’s obvious synergy with our Trampling Charge allegiance ability, allowing us to squeeze out a few more mortal wounds when our Stonehorn and Thundertusk charge in, but in my experience the improved mobility is really what makes this so good (and fun). 

The Huskard on Thundertusk (HoTT)is going to escort Chadnos into combat, using the new Chill of the Everwinter monstrous action (after he charges) to hand out Strikes Last to each enemy unit within 1″ of him on a 3+. This can allow you to activate both the FLoSH and Chadnos before your opponent can strike back.  Unfortunately the HoTT hits like a wet noodle in melee, but at least he’s reasonably tanky, with 16 wounds (thanks to Boulderhead) on a 4+ save, a 5++ ward (from Rimefrost Hide), and -1 to hit in melee.

The HoTT is my general only because I want to unlock cheap Yhetees as battleline. With the High Priest command trait the Huskard can reroll prayers, so you can expect him to successfully pray 8 out of 9 attempts. You could alternatively give him the Seat of Alvagr trait for a 1/game additional monstrous action, which allows you to score the new Let Them Loose battle tactic (note that the wording “carry out” in the tactic means that you only need to attempt the monstrous action, not necessarily succeed). 

I’ve chosen the Keening Gale prayer for my HoTT, which gives +3″ to move on any friendly MONSTER (or Mournfang). Note that it works on Chadnos too! Chadnos only has a 10″ move characteristic, so this can help him get into combat turn 1. The Huskard also has a D3 healing prayer and a +1 to Wound prayer on his scroll, but these are keyword-locked to BEASTCLAW.

The Frostlord on Stonehorn (FLoSH) is more fun than ever in this book. The new Unstoppable Charge monstrous action (note: must have charged) lets him effectively fly 3d6″ over enemy models as long as he ends within 3″ of an enemy unit, and for each unit he passes across, you deal D3 MW on a 2+. As long as your FLoSH can hit that initial charge, then on average he can get into a juicy target 36″ away (14″ move, Chadnos 3d6 charge aura, his own +1 to charge aura for BEASTCLAW, and 3d6 Unstoppable Charge), or 39″ away when buffed by Keening Gale. And with 17 wounds on a 3+/5++ and -1 to Wound (Rockmane Elder), he’s going to be very difficult to deal with once he gets stuck in.

I’ve taken a Slaughtermaster over a Butcher because I want to gamble on the 1/3 chance of getting a +1 to Wound buff on my FLoSH. The Molten Entrails spell to gives +1 damage on our FLoSH’s mount. When stacked with Flaming Weapon, on the charge this adds up to 6 damage on the horns, and d3+2 damages on the hooves. These are the sort of big fun damage numbers you want in a swingy list like this.

Yhetees are just cheap battleline. They’re going to act as screens and provide a bit of chip damage here and there. Lack of OGOR keyword means that they lose out on Trampling Charge and Might Makes Right, but they do have the good version of 6″ pile-in. This opens up a lot of tactical options, such as dodging Unleash Hell, or retreating and then piling in again.


Pat Nevan, Underguts

You know how everyone is suddenly talking about how much they’ve always liked Ironblasters? Well unlike all of them, Pat (https://twitter.com/Patrick_Nevan) walked the walk with a full squadron of 4 Ironblasters at Cancon 2020. I did run a couple myself at an event back in 2018, so I guess that makes me half as cool as Pat? I’ll take it. Pat is taking this list to a GT in Geelong this weekend, so everyone get behind him and wish him luck.

The List

Army Faction: Ogor Mawtribes

  – Subfaction: Underguts

  – Grand Strategy: No Place for the Weak

LEADERS

Tyrant (150)*

  – General

  – Command Traits: Killer Reputation

  – Artefacts of Power: Gruesome Trophy Rack

  – Big Name: Fateseeker, Brawlerguts 

Slaughtermaster (135)*

  – Spells: Blubbergrub Stench

Firebelly (130)**

  – Spells: Billowing Ash

BATTLELINE

Ogor Gluttons (265)*

  – Bellower

  – Tribal Banner Bearer with Lookout Gnoblar

  – Paired Ogor Clubs or Bluntblades

Ironguts (270)*

  – Bellower

  – Gutlord

  – Rune Maw Bearer

Leadbelchers (170)*

  – Thunderfist

ARTILLERY

Ironblaster (170)

Ironblaster (170)

Ironblaster (170)*

Ironblaster (170)**

OTHER

Gnoblars (100)**

  – Groinbiter

Gnoblars (100)**

  – Groinbiter

TERRAIN

1 x Great Mawpot (0)

CORE BATTALIONS

*Battle Regiment

**Battle Regiment

TOTAL POINTS: 2000/2000

How It Works

Being one of the few comp players in the world who ever actually ran four Ironblasters before they were famous I’m pretty happy with the Ironblaster glow up even if the book itself is basically a CPI adjustment for power creep (credit to Doom & Darkness for that one). My initial thoughts for an Ironblaster list was a Hunter and Frost Sabres Battleline to avoid putting my tender Ogors at the mercy of Bounty Hunters in this accursed GHB. In the end I yielded to my Gutbuster simping heart at went with a sort of sampler list.

Ogors don’t do complicated plans and the tactics of this list are more or less dictated by the rules for maximizing Ironblaster efficiency. The four Ironblasters absolutely need the Gruesome Trophy Rack buff to have any effectiveness at long range so they have to be grouped together. The GRT needs to go on a survivable hero so hello Tyrant with bodyguard. I’m not particularly keen on having my Ironblasters shot off the table so the Firebelly with his Billowing Ash spell landing on a six now is a good shout. No Ironblaster list should take the field without someone to cast Blubbergrub Stench which has only improved in the Tome. With the whole army standing in a blob two Gnoblar screens make sense. A unit of Guts and Leadbelchers for objective snatching/flank guarding and you are pretty much set.

Unlike its weakass Order counterparts the Ogor shooting castle should be rolling forward about six inches a turn if people won’t engage your Gnoblar screens. By about turn 3ish you can break out and start racking up the charge mortals with your Ogor Blob. Magically adept opponents may take your Blubbergrub Stench but they can never take your freedom to take advantage of the Ironblaster’s always-astonishing 9 inch move and charge.

It might not be the safest tactic but I’m writing this stuff for the folks who put the OG in Ogor. Players who love charging shit, not early-Battletome-access-having bandwagoning flogs who have been buying up Ironblasters. To that end I have given the Tyrant the charge like a monster Big Name which I think will be a hit. I’m also expecting great things from the new Gnoblar special ability.


Tom Lees, Boulderhead

Tom (@FuneralDinosaur) is a stalwart of Just Play crew and a Destro Bro through and through. Tom blasted out the traps with Boulderhead in the previous Battletome, smashing some of the UK’s top players early and often with his trademark Eurlbad build.

The List

Frostlord on Stonehorn – General – 445* 

Command Trait – Touched by the Everwinter – Prayer: Keening Gale 

Artefact – Arcane Tome – Spell: Levitate 

Mount Trait – Rockmane Eldar 

Frostlord on Stonehorn – 445 

Mount Trait – Belligerent Charger 

2 x Mournfang Pack * – 175 

Clubs 

2 x Mournfang Pack * – 175 

Clubs 

2 x Mournfang Pack ** – 175 

Clubs 

2 x Mournfang Pack ** – 175 

Clubs 

4 x Mournfang Pack ** – 350 

Clubs 

Total Points: 1940 

*Battle Regiment 

**Bounty Hunters 

How It Works

The Ogor Mawtribes have been my favourite army for years now; they are fast, they love to charge and they chop through most armies with ease (if they get there). I’ve always leaned into Beastclaw as full cavalry and monster armies are very much my kinda party! I’ve been running them since the last book dropped and have loved them every since (RIP Eurlbad mortals…) 

This new book has brought back the Mournfang from the cold (lol) and straight into our hearts, but it’s the big bad wrecking ball himself that has got my juices flowing. The Frostlord on Stonehorn has always been a thorn in the side for everyone at JustPlay, wreaking havoc and feeding my ego for years now, but with 2 extra wounds, +1 to charge on the warscroll and no major changes to the combat profile – the Frostlords warscroll has now got a little bit better! 

Having mentioned Mournfang a second ago, they have had a glow up – rend on the clubs and the hackers helps in a save stacking world, 2 damage on the tusks is fantastic and the Skalg getting +1 attack as well as a shooting attack is all good stuff. However, the star of the show is Linebreakers. No more sacrificing a Stonehorn Beastriders to an Unleash Hell and eating wounds because it has a 5+ ward, no more fear of having a unit wiped on the way in – Linebreakers has got your back! -1 to wound from shooting attacks targeting each Mournfang Pack unit AND Unleash Hell attacks only wound on 6s!!! Sending a unit of 2 into almost all shooting units now is almost risk free and offsets one of the major weaknesses of the Mawtribes – getting shot off before you have chance to chomp and hack and pulverize your puny enemies! 

So, the list itself. Speed and movement win games. Overwhelming damage and wiping units out before they can attack helps secure those wins. This list has both of those: 

  • The General is a Priest and a Wizard, allowing him to dish out +3 movement with the Keening Gale prayer, which answers on a 3+, so relatively reliable, and Fly from Levitate, which is less reliable with an 8+ to cast, but you only need it once or twice per game. His mount trait makes him -1 to wound innately and Boulderhead tribe gives him 2 extra wounds, taking him to a mighty 17. He is the buffing centrepiece of the army that is now active is almost all phases – which is unusual for BCR in general. 
  • A second Frostlord on Stonehorn is in the list to give the opponent another big boy to worry about, still with 17 wounds and all the horns and hooves you could want. He also has the Belligerent Charger Mount Trait given by the Boulderhead tribe which means if he rolls less than 7 for his unmodified charge roll, he still gets that many charge mortal dice to roll, meaning he is consistently doing 3.5 mortals minimum on the charge, helping to clear screens or softening his next victim. 
  • Both of these have access to the Unstoppable Charge Monstrous Rampage ability. And what an ability this is. Once you have completed a charge and done your mortals, at the end of the phase you can choose one of the Frostlords and roll 3D6 and then move your Stonehorn upto that many inches, as if you can fly. Everything you pass over can take D3 mortal wounds on a 2+ and it needs to land within 3” of an enemy unit! So – In a turn where you get your spell and prayer off you can make a Stonehorn move: 
  • 12” (normal move) + 2” (Hungry) + 3” (Keening gale) + Fly (Levitate) + 2D6+1” (average of 8” – Charging) + 3D6” (average of 11” – Unstoppable Charge) + 3” (pile in) + 2” range on the horns, hooves and spear) = 41” threat range! Maximum threat range is 53”! 

Now obviously, you actually have to play against an opponent and screens, ranges and terrain are always going to get in the way, but the threat alone will make opponents castle up and that’s how this list wins. You want people to castle up, and reduce the spread of units and create a kill zone for you to multi-charge. Wipe as much as you can at the bottom of a turn and pin them in place at worst, and win a roll off and finish them off in the best case. 

  • How you pin units in place is using the Mournfang. Trigger Unleash Hell on these bad boys, suffer no damage (usually) and then it’s plain sailing for the other 1800 points of your army to charge and activate with impunity. The damage from a unit of 2 Mournfang I saw was calculated around 8 damage against a 4+ save unit, no buffs either way. But put them in Bounty Hunters and pick the right target and that goes up drastically. Ironfists on the Mournfang give a nice counter poke whilst in combat and is always a risk of attacking them to units who are weak or cant afford to make a sneaky mortal wound to stop them dropping brackets. 

Overall, this list fits my playstyle absolutely – fast, punchy and overwhelming early – and I cant wait to get it on the table next month at a JustPlay one dayer! It has some potential changes, with Bounty Hunters being swapped for a full Battle Regiment it can be a 2 drop, meaning that early double can be more easily achieved or adding Lifeswarm to give up the triumph bid but making my already very survivable General even more so. This new book has continued my love affair with the large beardy lads (I wonder why…) and I know the DestroBros are champing at the bit to get hold of this Battletome! 


Donal Taylor, Meatfist

Legendary Loonboss Donal (https://twitter.com/WargamerDonal) made his Big Name running Beastclaw Bloodgullets in the last book, smashing through your screens with charge mortals then piling in 6″ to the victims cowering behind. He’s already cooked up another linebreaker-style list ready to batter and bludgeon its way across the battlefield.

The List

Name: Kragnant Mawpath

Allgiance: Ogor Mawtribes

– Mawtribe: Meatfist

– Grand Strategy: Take What’s Theirs

– Triumphs : Bloodthirsty

Leaders

Tyrant (150)*

 General

 Command Trait: Double Big Name

 Big Names: Brawlerguts, Deathcheater

Tyrant (150)*

 Big Name: Brawlerguts

Tyrant (150)**

 Big Name: Brawlerguts

Tyrant (150)**

 Big Name: Brawlerguts

Tyrant (150)**

 Big Name: Brawlerguts

Kragnos, The End of Empires (720)*

Battleline

4 x Leadbelchers (170)*

4 x Leadbelchers  (170)*

4 x Leadbelchers  (170)*

Core Battalions

*Battle Regiment

**Command Entourage – Strategists

Additional Enhancements

Artefact

Total: 1980/ 2000

Reinforced Units: 0 / 4

Allies: 0 / 400

Wounds: 106

Drops: 4

How It Works

This is a simple list leveraging the new Tyrant Big Names & Meatfist rules. All the Tyrants have “counts as a monster for charging rules” meaning they do MW on a charge on a 4+, while Meatfist brings that 4+ down to a 3+. Kragnos is in there for the sole purpose of giving every unit a 3D6 Charge. That gives the army a potential of: 5 x 3D6 MW on a 3+, and 3 x 3D6 MW on a 4+…

That’s 40 MW if everything charges….Plus then whatever Kraggy does himself.

Is this a 5-0 list? No, it’s definitely a meme list, but I think it will win you more friends than the 4 Ironblaster lists & Gnoblar lists that look like it’ll be the new hotness.

In terms of things that you can change in the list, there’s also the option of dropping Kragnos and picking up 3 Ironblasters and a Slaughtermaster (with the Blubberguts spell to make the Ironblasters monsters). That’d give you 8 x 2D6 MW on a 3+ and 4 x 2D6 MW on a 4+.

I do suspect that would be a better list (since the Ironblasters give your opponent a reason to come forward). But you lose the reach of Kragnos and I think it loses a lot of meme value. 


James Field, Underguts

BOOM BANG Dakka Dakka BANG BANG

Jim (https://twitter.com/JamesFi82729316) is a long time Ogors stallion, a long time Gargants stallion, a stalwart of the Ogors WhatsApp and an absolute stud of a hobbyist. Feast your eyes on his beautiful army as it bangs you off the board – Funderguts for life! And you can see more of his world class hobby over on his Insta.

The List

Underguts 

Triumph +1 to wound 

Drops 9 

No place for the weak .  

*Tyrant 150 – gruesome trophy rack/ big name – 5+ ward / +1 save 

*Huskskard on stonehorn – 400

Priest – Pulverising hailstorm 

Arcane tome – flaming weapon

*Butcher 135 – ( blubbergrub ) 

**1 x 8 leadbelchers 

**1 x 4 leadbelchers 

**1 x ironguts 270

3 x ironblaster 510 

Command entourage**

Bounty hunters**

1975

How It Works

So! I ran this list a few times before the new book and was always happy with it, just needed some small tweaks to iron out the kinks! Well the new book delivered big time! Cannons are stonks now! And Leadbelchers at 170 for 4 are fantastic value. List pretty much stayed the same! Dropped the Purple Sun to account for the points increases. 

It’s high drops by design, this allows you to position your shooting exactly where you want it. You have decent number of bodies which helps with board control and lessens the immediate need for screens imho! But will experiment with the list more. 

Slow advance, shoot key targets and remember your belchers are superb in combat! Better arguably than with their shooting… which makes no sense until you accept it’s the way of Destruction armies. 

The tech and cannons in the list will keep you going! Cannons (still hit on 4s) used properly will be brutal if you can keep them in range of the Trophy Rack then pick your targets carefully. The Stonehorn just gives you the strong monster to slow them down, but with the casting and priest’s prayer it has utility. Ironguts for a dedicated slap, best left for a counter hit. 

A versatile, hard hitting list, just remember you’re relatively weak so don’t allow your opponent too much ground . Very fun to play in my opinion.


Heywoah, Boulderhead

Well this is Ogor Royalty right here. We’ve got FOUR FULL LISTS BABY – what else would you expect from the Voice of the Avalanche himself? Heywoah (https://twitter.com/HeyWoah_twitch) doesn’t mess about, which is perfect for massaging my clicks upwards if you need a couple of goes to read the whole article delivering a comprehensive suite of insights into the stompy side of life.

The List(s)…and How They Work

For the beastclaw side, it’s feeling like ‘same as it ever was’:

Before, FLoSH was the only good thing.

Now, FLoSH is the only good thing.

FloSH took a hit on damage. Back to hitting on 4s with the horns (lost Black Clatterhorn / Brand of the Svard / if you get Roared), and Metalcruncher working on 3+ armor means you take it on your 2nd FLoSH as a target priority monster; valid targets shrunk considerably.

Still D6 attacks D3 damage on the hooves, which proves to me no one on the design team plays this army. It’s “fine” for the Frostlord version, but means Huskard / Beastriders are as randomly disappointing in damage as ever.

Also that Frost Spear rule is so bad lol.

Doesn’t matter, Unstoppable Charge is so insane that he’s net buffed imo if you factor in Rockhide.

When building a BCR-side army, you start your list with 2x Gorgers full stop. BTs are hard to earn in this army.

Used to use Hrothgorn for this as the requisite “Get 2 VP, then maybe 2 more for capturing a terrain” guy with an otherwise useless warscroll. But gorgers are 160 and Hrothgorn inexplicably went up in points so there it is.

Haven’t found a good use for Thundertusks, especially now that Huskard on SH is a Priest

The Thundertusk base monster is just a crap monster. We don’t want anti-horde shooting, especially when it’s not good at it. Does no melee damage. Slow.

Some people may play a Huskard on TT with the ward but it’s more because there’s only 2 good SH mount traits and as an excuse to play a model they own and think looks cool.

I made this for Warhammer Weekly last week, and after a dozen test games it actually looks like it’s still arguably the best. I know it’s boring copypaste the same model, but GW gave up once they finished the first half of the book so what are you gonna do.

Beastriders sadly still didn’t get ELITE or TOTEM, despite every other unit in the game being able to issue themselves commands, and despite there being a Totem literally on the back of the model. This sucks, but probably isn’t worth giving up Priest on your general for Voice.

Curse isn’t a bad option on the General over heal – it’s personal preference. Same with Flaming Weapon on the other guy. You’re using Mystic Shield 90% of the time and it’s up to taste if you want a slim chance of making a big play over terrain (Levitate) or net 2 extra damage total after all your attacks with Flaming.

Trivia: a pack of feral dogs can issue themselves commands, but two elite Ogors riding a monster can’t (despite coming from squads of Ogors who can)

This is a fun list if you like monster trucks (and literally nothing else). If you want variety, first of all apparently fuck you, but second of all I tried these other lists out too:

All in push your chips to the center high risk, high reward alpha.

Kragnos can rocket FLoSH into a turn 1 pretty consistent alpha, even on long deployment. Then roll average on your 3D6 unstoppable charge to jump over enemy lines, land on the other side, combo Roar once per game after that, and kill some of their heroes. Possibly live through the next turn, keeping them in deployment and buying yourself a lot of tempo. Then it’s Krag and some okayish BCR stuff vs the rest of their army.

Your move prayer has that fateful “friendly monster” language so +3 move works on Krag as of pre-FAQ.

I won a convincing game vs STD with this list, and then faced an Archaon list which hard counters this thing so hard my ancestors felt it. You just about lose in deployment vs Archaon, but hey, you go all in, sometimes you’re dead on the flop.

Oh I should mention Blood Vultures, especially in multiples is very nice pinpoint consistent chip. Picking off wounded multi-wound models/heroes is very satisfying on a 2+ with unlimited range (but still LoS).

Unstoppable Charge will get a bit worse as time goes on (it’s the kind of rule your opponents lose to in their first game against new Ogors, then start to play around).

It’s also a nice anti-unleash trick; charge something out of range, 3D6 into the archers, kill them.

This one’s okay as far as third best list I tired so far:

4 Mournfang take buffs well and do Glutton damage, which is good, though very expensive for what you get.

Mournfang in 2s are screens. Impact hits on 5s start with squads of 3 so they once again dodge that allegiance ability, are not good with Might Makes Right, and you can’t take the banner or hornblower in units of 2, so really the unit falls apart under 4 man.

The Unleash Hell trick is Neat. Usually means your opponent doesn’t bother spending the 1 CP, unless they proc 1 MW on 6s or something, then you’ll just die anyway.

I look forward to seeing Mournfang at 2 for 150 or some such, as really the main problem with them is crazy point cost – the scroll is fine (except in 2s).

Gargant Hackers vs Clubs and Ironfists:

Basically the same damage vs all armor types, mise well take the Ironfists. Unless you don’t believe in math and play on feelings and outcome bias, then take the Gargant ones because rend -2 feels better when watching save rolls even though they hit on 4s and have only 2 attacks.

I play Gargant Hackers in units of 4 anyway because the first step is admitting you have a problem.

I haven’t tried the old Yeti spam scuffed strugglebus I was limping along with in early 3rd ed yet, but it might have some game since it used to have some game kind-of and not much else has changed in our half:

TLDR for the first list and in general

Vultures very good in multiples

Beastriders okay, if flawed and super inconsistent dam

Capture 10 is good, but much less good this season

Remember Unstoppable Charge only works if you, well, have charged

If you are charging this army is Good

If you are getting charged your warscrolls become actually bad

Gorgers save this half of the book from the bin

*Possibly tangental note: Thundertusk Monstrous Rampage is bad. They do no melee damage so you aren’t getting value from just one, and have to also be charging a bunch of other stuff in. This starts becoming worth it with the 3rd 3-400 point investment into that combat, which is long since throwing good money after bad.

The best/cheapest way to get value out of it is Tusk+Ironguts (so their slow strike twice will hit both before ASL enemy gets to go), but you’d still for sure just take a FLoSH in any list thinking about doing this, and you run out of points very fast in Ogors.

And if you’re mixing with Guts, you’re taking all Guts except 1 FLoSH because the Guts half is actually good.


Pete Brizio, Underguts

He likes Ogors, he likes sneakers and he’s called Pete (https://twitter.com/AOS_Pete). Sounds like a fucking legend, right? Couldn’t agree more. So let’s see what a Beastclaw army looks like with shooting support, while exploring how Ogors can work in a teams environment.

The List

Army Faction: Ogor Mawtribes

– Army Subfaction: Underguts

– Grand Strategy: Ready for Plunder

– Triumphs: Inspired

LEADER

1 x Frostlord on Stonehorn (445)

– General

– Command Traits: Voice of the Avalanche

– Artefacts: Vial of Manticore Venom

– Mount Traits: Rockmane Elder

1 x Huskard on Stonehorn (400)

– Blood Vulture

– Prayers: Heal

1 x Butcher (135)**

– Cleaver

– Spells: Blubbergrub Stench

BATTLELINE

2 x Mournfang Pack (175)*

– Skalg

– Culling Clubs and Hackers and Ironfist

2 x Mournfang Pack (175)*

– Skalg

– Culling Clubs and Hackers and Ironfist

1 x Stonehorn Beastriders (310)*

– Chaintrap

ARTILLERY

1 x Ironblaster (170)**

1 x Ironblaster (170)**

CORE BATTALIONS:

*Bounty Hunters

**Grand Battery

TOTAL POINTS: (1980/2000)

8 Drops

How It Works

So when Plastic Craic asked me to do a write up for my likely Ogor tournament list I nearly went straight for a “copy pasta” of the list that took me to 2nd highest ranked Ogor player last season; namely 3 Stonehorns, 3 x 2 Mournfang and Hrothgorn and his mates. I mean yes you’ve lost 2 Frost Sabers from the list and one of the Stonehorns is a Huskard now, but I think the list is actually better than it was previously. But I know Pete wanted more than just a “copy pasta” job – so I decided to do a write up of the Ogor list I’m taking to the Mancunian Carnage Teams event. 

The requirements for my list were that it needed to be a bit of a bully list, not lean all the way into the shooting meta as we have factions already doing that in our team and I couldn’t really have the crutch of Battle regiment, Warlord, Expert Conquerors or Arcane Tome and Master of Magic – my team mates felt their armies would benefit from them more and you can’t duplicate anything across armies. So I went for something that works as a team list, but wouldn’t necessarily be my first choice for a singles event. 

I went for the Subfaction of Underguts to give the extra rend to my 2 Ironblasters to help them provide a bit more of a threat if people gave me turn one expecting I can’t do any damage. Yes with three Stonehorns “Boulderhead” might have been first choice but I felt with the number of wounds I have on the Stonehorns and that only one of the mount traits is a “must take” now that I could avoid unfavourable match ups where 2 extra wounds would be needed. I’ve also taken Heal as a prayer on the Huskard which alongside the Mawpot gives me some healing if I need it. 

Grand Strat is the same as “Take What’s Theirs” but as it’s teams I couldn’t take that, as it’s already been claimed. I felt this leans into the fact that I want to be in my opponent’s half of the table to smash them up anyway. +1 to wound with the triumph will come in handy when I need to shift something from the table. It’s this same logic that meant I took Vial of Manticore Venom. That will go on the Frost Spear, meaning when I hit AOA I can hit and wound on 2’s reliably. I expect I’ll also be rolling sixes to wound anyway to reduce my opponent’s attacks, but just in case having a 2+ wound roll helps. When I was running Bastian in SCE I really enjoyed being able to spend a command point anywhere on the table and so I went with Voice of the Avalanche. It means I can give the Unleash Hell or AOA to the Ironblaster still if the Butcher gets killed while babysitting them. 

Speaking of the Butcher I’ve taken him to cast Blubbergrub Stench turning the Ironblasters into monsters while wholly within 18” – improving their Trampling Charge and counting as 10 models each as well (plus a cheeky Roar or Stomp if needed). Most people will say take the Slaughtermaster as he has a bigger base size for the buff aura – but after being smashed by Wurgoggs one too many times I wanted a piece of that with his war croll spell “Voracious Maw” – on 4+’s you can continue to inflict D3 mortals. Imagine taking off a Mawkrusha with your 135 point babysitter – hilarity will ensue! 

I’ve taken 3 units of Mournfang in Bounty Hunters. They have great movement, decent numbers of wounds and cause mortals back on a 6+ save. They’re now -1 to wound against missile attacks and only get wounded on natural 6’s to wound with unleash hell. This is so fucking great! This is going to save you from taking wounds on your Stonehorns when they charge in and makes up for Hrothgorn losing the +3 to charge on his Frostsaber. Plus the Mournfang are likely to stick around and clear screens better than a Frostsaber. I’ll go Culling Clubs over Hackers all day long as I don’t want to waste an AOA on these lads. 

I’m taking the Grand Battery meaning I get a free AOA or Unleash Hell. Overall you’re still pushing forward and taking the fight to your opponent but now you have some ranged shooting to help as well. As I said it’s a teams list so isn’t maximised for the army but I know plenty of people will be posting those lists up. We’ll see in a weeks time if I can “Just Do It” and smash face or if Ogors are not the promised Destruction army. 

You can follow my progress on twitter @aos_pete – and thanks to Pete for asking me to do a write up!


Stuart “Irongutsman” McCowan, Boulderhead

Stuart (https://twitter.com/SMcCowan3) is famous for his heterodox army builds and eagle eye for bullshit. His YouTube channel is essential viewing and he semi-regularly blows my mind with wild tech on Twitter.

The List

Allegiance: Boulderhead

Grand Strategy: Take What’s Theirs

Triumphs: Inspired

Leaders

Frostlord on Stonehorn (445)*

  • General
  • Command Trait: Touched by the Everwinter
  • Prayer Lore: Pulverising Hailstorm
  • Mount Trait: Rockmane Elder
  • Artefact: The Seat of Alvagyr

Huskard on Thundertusk (330)**

  • Mount Trait: Rimefrost Hide
  • Prayer Lore: Curse
  • Blood Vulture
  • Artefact: Arcane Tome
  • Spell Lore: Flaming Weapon

Firebelly (130)*

  • Spell Lore: Billowing Ash

Slaughtermaster (135)*

  • Spell Lore: Blood Feast

Battleline

6x Gluttons (265)***

  • Double Weapons

2x Mournfang (175)***

  • Clubs

4x Mournfang (350)***

  • Clubs

Units

1x Gorger (80)**

1x Gorger (80)**

Core Battalions

*Command Entourage Magnificent

**Battle Regiment

***Bounty Hunters

1990 Points

How It Works

Now you would be looking at this list and would be thinking, did this guy just look at what was in his cupboard and make a list out of it? You would be right in thinking that this sort of singleton style list has not exactly been in fashion over the last few years in Warhammer due to poor internal book balance and a player base enamored with plug and play netlists. Ironic then it is that I am distributing this over the internet, but a little bit of hypocrisy is just a small price to pay to talk about how I would go about playing Ogors in this current metagame.

Let’s talk a little bit about what this current meta looks like. Bounty Hunters and Expert Conquerors have seen an evolution in terms of how they are actually used in army lists. Initially many thought that Galletian Veterans were a trap and that Bounty Hunters was overpowered. Over time I think it has become more clear that Expert Conquerors was the more broken of the two options and so really as Ogor players we are left in the lurch by this battalion. We could put all of our Gluttons in Expert Conquerors so that they score one more on objectives, but it doesn’t really feel as good as making 20 Clanrats that cost 100 points count as 60 for objectives. Nor does it feel as good as making 15 nigh-unkillable Hearthguard Berzerkers count as 3 each either. Our Galletian Veteran options are neither durable nor cheap, so how can we play in the current meta?

The answer to this question I thought about for a while, and I decided the answer was that we just have to kill stuff. Good old fashioned brawl in the middle with steel knuckles, gentleman’s agreement mosh pit Warhammer. We have to be able to break through our opponent’s screens with the charge damage and kill their Veterans and other key units before we lose the game on objectives. In order to be able to kill key enemy units though, we need to have a decent amount of board control and we need to have a range of different weapon profiles. We need can openers and we need blenders. 

The list today has a mixture of threats with buffs to support them both defensively and offensively. Three spells are usually deployed to cast Billowing Ash, Mystic Shield and Bloodfeast, while the two prayers are used for the +1 wound prayer and Bless onto the 4 Mournfang. Pulverising Hailstorm and Curse are more of an in-the-back-pocket type of option to be used when more valuable than the other buff.

As much as we would like to take more Mournfang to make our list nice and spammy, we do need to take at least one unit of GVs unfortunately. This is to be able to play missions where our opponent turns a key turn 1 objective into a Proving Ground. The Gluttons are otherwise all around solid for their points and can be a strong late game threat if ignored.

Finally, we have the heroes of the show, two sneaky Gorgers for the battle tactic investment. It will allow us to get Barge Through Enemy Lines, or just stick it in the corner next to some barrel in our opponent’s territory for Desecrate Their Land. While we would love to have some Gnoblars as one of the best screening warscrolls in the game, they don’t quite fit in this list and could impede our Mournfang. They remain one to consider for future lists.


And that’s your lot! Well for anyone counting, we’ve got three of the six subfactions represented today:

And we had a total of nine Ironblasters from twelve lists, albeit skewed somewhat by Heywoah delivering a Rhapsody in Boulderhead (it’s nine from eight authors if you prefer to count it that way). I’ll be doing my best to lift that ratio when I play the army because I’ve got three in my current list, but I’ll save that for another time.

The other popular picks were understandably Frostlords (a total of nine appearing in 7 of the 12 lists), and Tyrants (Donal alone being responsible for five of the eight that cropped up).

There might be a hipster factor at play there, but also people being true to themselves in terms of preferring Boulderhead because they’re a Boulderhead guy, or something that smashes you with charge mortals or plays super technically because that’s how they use Ogors to express themselves. These are all accomplished and experienced competitive players so you can expect to see a lot of this tech out in the wild.

It’s been so cool to see Ogor players sprinting to get them on the table, and I was rapt to hear that Mick fucking smoked a Sylvaneth army with his highly technical build. Word is that those kitty cats were MVPs, hiding in cover and pulling disproportionate resources this way and that.

I need everyone to get behind our boy Pat Nevan with his Funderguts at Lost Legion GT in Geelong this weekend, give everyone here a follow and keep writing those lists and smashing out those games. I’m more excited about this book than I have been in years, so fucking get into it!

One thought on “Maw Better: A Celebration of Ogor Mawtribes

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