Ogors IMHO are the centre of an ogor army. They are probably the most points efficient unit in the army. They have a variety of abilities within the unit which really impact their performance. They can adapt and change their role depending on matchup and scenario. I think every army needs a unit of these and that unit should be 12 strong!!!
This unit has serious potential. A unit of 12 have a large footprint so good for denying reserves incoming and the damage output is incredible.
As I fully believe this unit is a fantastic aggressive unit I think 2 ogor clubs is the best choice since youll be getting a lot of rerolls when you charge in.
You have access to a bellower, two different banners and the champ. It is important to pay attention to the positioning of the command group in the unit throughout the game to get the most out of them.
Units That Synergise With It
The butchers cauldron ability giving this unit +1 to hit makes them even more devastating. There is an argument to take two cauldrons to increase the probability of getting the +1 to hit buff and then the rare occasion you get +2 to hit then you will be smashing face with hitting on 2+ rerolling 1s!
If you are worried about battleshock, the tyrants command ability can make these guys immune to battleshock for the entire game.
Ironguts and mournfang both synergise well with Ogors. The banners on all three of these units are different banners but all have the ability that when a model flees roll a dice to potentially make another model flee. so if set up right you could be rolling 3 dice for each model that flees.
The destruction allegiance ability helps the ogors massively. The added potential of numerous 6″ moves increases their threat range quite a lot which your opponent has to take into account. You can use this threat to keep your opponent back.
How to Use the Unit in Game
This unit needs to be doing a lot of your damage or at the very least keeping an opponent from coming near you while you score objectives. If this unit gets charged by a very offensive unit with a lot of damage then you’re in trouble so it is very important to use a grot screen with these or at least keep them out of threat range of dangerous units. When using the screen make sure you keep a full 1″ gap between ogors so when you decide to charge forward you can have the grots run back through the ogors to get out of their way. Alternatively you can set up a counter attack by letting an opponent charge the grots and have the ogors within 3″ of the front of the unit so they can pile in and attack over the grots.
Positioning this unit against an enemy is also very important. It isn’t enough to just get this unit in combat. It is just as important to send it in the right way. What I mean by that is you want to have the command group position for maximum effectiveness, ensure wherever they end up they’re not exposed to charges from other units because as I mentioned before, their armour isnt great so will die quite easily. You can use the grots or units like gorgers or allied frost sabres to block off enemies from getting into them. As the unit is on 40mm bases and only have 1″ ranged weapons it is also very important to move the unit in such a way to maximise how many models can get within 1″.
The targets this unit excels against are ones with little armour. If you charge a unit with a 5+ or 6+ save youll be doing about 26-28 (5+) or 32-34 (6+) wounds on the charge without any external buffs or help. Watch out for units and characters bunched up as it might be worth it to multi charge a few units and/or characters and take out multiple threats at once.
Pros & Cons
Lots of internal buffs
2 Damage attacks
Very impactful command group
Good synergies with army despite no book