Here we go. This is THE unit. The Mac daddy ogors. The dogs dangly bits. The big cheese of the army. Among the gutbuster force the have the best in wargear and are disgusted by the weak and cowardly.
The biggest draw of this unit is its massive damage output. Usually opponents give this unit a wiiiiiiide berth to avoid getting pummeled by them. Equally though you have to be careful as the unit can be a complete flop with a slightly below average hit roll. When setting up and moving with this unit you have to be smart. This is also an expensive unit so you are probably going to only have 6 of these in a unit or at the very most, 9 which is 540 points!! I think 6 is the sweet spot because it makes the very maneuverable, they can fight as a block in a 3×2 formation and can best utilize cover for the +1 save if needed. You’ll be depending on zoning your opponent with other units and funneling them towards the ironguts or using the destruction ability to catch an enemy off guard. Either way this unit will make a mess of whatever it hits.
Their warscroll is solid and boasts a few upgrades on the standard ogors.
Here is the warscroll anyway:
First off you’ll notice the higher bravery and 4+ armour save. The bravery of 7 is very good because an enemy will have to cause 8 unsaved wounds in order to make a battleshock test do any damage. On top of this their banner lets them reroll 6s for battleshock so only a 1/36 chance of a model fleeing if the opponent does kill 2 models. the 4+ save makes them quite tanky and helps them weather some light incoming missile fire as well as the hit back in melee. Combine this with cover for a tasty 3+
Their weapons pack the real punch. The two distinct characteristics being the -1 rend and 3 damage. A few of these attacks getting through the enemies armour saves will tear a unit to shreds. the biggest downfall of the weapons is the fact that they hit on 4+. On average the unit does well but you have to be prepared for a unit charging in and doing below average hits as well. So it is worth keeping in mind that 4+ doesn’t mean you are guaranteed half hits.
The command group in this unit can also be very impactful on the game. The bellower giving a -1 bravery debuff and the champ getting an extra attack are two abilities that instantly add value and are straight forward. Then you have the banner and the banner does so much. First you have the reroll of a 6 on battleshock which I mentioned before makes them very difficult to fail battleshock test when combined with the fact that you have to do a lot of damage to cause a battleshock test in the first place! Next you have the 6″ bubble where if an enemy model flees you roll a d6 and on a 6 another enemy model immediately flees. The fact that this can stack with the ogors banner and the mournfang banner makes it quite interesting. Lastly, this unit has a 6+ ignore the effects of a spell. This is big even though it is only on a 6+. It doesn’t require any external help it is just there and can really throw your opponent if it works. Not something you can plan for but a nice bonus when you get that 6+ against a D6 mortal wound spell or -1 to hit spell.
The last piece on their warscroll is an ability that they can use once per game. I’m not overly fond of this ability due to the conditions to be met. In order to use this once per game ability you must have had an ogor model from your army flee and you have to declare you are using this in the hero phase. In my experience it is very rare. If you do get a chance to use this ability make sure you do it when you need a consistent roll. Don’t waste it on the first unit you run into.
Units That Synergise With It
I think this is going to be a common theme in these unit rundowns but grots make this unit incredible. Probably the unit that best synergises with them. due to their 2″ range oyu can hide them behind a grot screen and attack over them at most enemies without any fear of being hit back. a wall of 60 gnoblars not taking battleshock tests is a nice screen to have.
Another common synergy in the army will be the butcher. the +1 to hit makes these guys devastating as their hit roll is their biggest weakness.
If you are taking 9 or 12 of these then you are going to be very worried about battleshock as an opponent will be focused on that unit from T1 with their entire army. The tyrants bully ability will be essential on a unit this size.
Units it Synergises With
Ironguts are great backup for every single gutbuster unit. Thanks to their 2″ range on their devastating weapons they can just sit behind any unit and fight over them.
Always try your best to keep them in range of the allegiance ability as you want the option to be able to fire them 12 or maybe even 18 inches up the board if you get lucky on the rolls. Although uncertain, the uncertainty also makes your opponent be extra careful with his unit placement and movements.
Whenever you are not casting voracious maw or an endless spell you should always cast mystic shield on this unit. Make them as survivable as possible when you can and need to. If you are ever fighting in realms then you might want to look at any spells that buff these lads in combat or their armour save.
The gravetide and the gnashers are good spells to add to the bravery debuffs and battleshock shenanigans.
Staying beside inspiring terrain makes them even harder to shift with battleshock so something small to keep in mind.
You might take D3 mortals from damned terrain if it wont risk a dead irongut. The reroll 1s isnt much but its something to help them hit better.
Try goad units into being near sinister terrain and then smash them up with an additional -1 bravery debuff.
Pros & Cons
Rarely flee from battleshock
Solid command group that play a strong role in the game
2″ range weapons
Battleline in a gutbusters army
Hit on 4+
No easy access to rerolls