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Old 11-01-2007   #5 (permalink)
That_Guy
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This one deals with the next unit in the codex. Ogryns.

They're big, cute, cuddly, fluffy, and make great fire magnets.

To make this simpler, we'll look at the pros and cons first. If you think one outwieghs the other, don't read on.

Pros
Are relatively cheap for what they are. S6 W3 monsters.

Are decent in an assault.

Provide one of the few reliable close combat units guard has.

Can be very fluffy in army backround.

Can provide more than one battlefield role.

Cons

You need a doctrine point to use them.

The 3 wounds doesn't look so hot with that 5+ armor save.

They get outclassed by dedicated assault units from other armies.

Usually strike last in close combat.

Great fire magnets.

Specialized.

You also have to spend another doctrine point on independant commissars which are highly recommened for this unit.

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Ogryn Low-Down

When you look at them, they're 25 points a model with 3 wounds each. 3 Guardsmen= 24 points. While you'll get less attack in close combat, orgryns are much, much, more likely to kill something. You basically trade in 1 point for 1 less attack S6, WS4, and T4. Not a bad deal.

Once you see them, they'll seem like a prayer. After all, the bane of the Imperial Guard is assault. But don't splurge on a 10 strong unit.
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Squad Upgrades and Size

Unlike most other unit choices in the army, Ogryns get very little in the way of choices. You can get a Bone 'Ead and a transport. I suggest you take both.

The Bone 'Ead isn't really there is be a close combat monster. Instead, he is merely a LD boost and another attack. You might be tempted to give him all sorts of upgrades. I suggest you really limit yourself. Maybe melta bombs or carapace armor if you think you'll need it.

Now as I said before, a 10 strong squad of ogryns isn't a very viable choice. Why? Because every other player thinks its their duty to shoot them. Anything thats big and scary standing in Guard lines tends to get shot down very quickly.

Those 3 wounds don't look so hot with the 5+ armor save now do they?

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The Solution.

Its the handy dandy chimera. Not only will this add another valuable line tank, but it will transport your little buddies to where they're needed. Or they can capture table quarters. More on that later.

When taking a chimera, you'll want to ensure the cargo is safe and sound. I'll leave what to give it to your personal choice.

I suggest taking 5 ogryns to fill the chimera with your little surprise in tow.
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Little Surprise?

A Commissar! He adds some more close combat punch and has a chance of striking first. Also he can boost the LD of the squad if the Bone 'Ead fails in his duty. Commissar kit is outlined in Issue one.
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Ogryn Tactics

There are 3 main uses for ogryns. Turn Buyers, Counter Assault, and capturers.

Turn Buyers.
A unit of ogryns can take alot of punishment in close combat. Moving a unit in the way of something nasty can buy you a turn to reposition your line, or get more assault units into the area. Hopefully all those wounds come in handy and they'll hopefully survive a turn or two. Not the smartest use of the unit, but a nonetheless effective one.

Counter Assault
Plonk them in a chimera. Keep them hiding either in the center or behind your lines. When you see an enemy assault unit getting too close, or even assaulting your lines, drive up and drop off the ogryns. Hopefully they can fend off whatever is attacking you.

Capturers
Keep them in a chimera and make them drive hell bent for leather towards a piece of terrain that needs capturing, or a table quarter that needs contesting. Ogryns fit the bill quite nicely. The ogryns can shoot up and assault any unit inside with a reasonable chance of success. Then the cover provided will be invaluable as they hunker down and hide so they can contest the quarter. I find them to be better than armored fist squads at times. Don't forget their tank. Even though its cargo is dropped off, it can still provide covering fire and maybe be hull down in the process. To me, this is the best use of ogryns.
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The Verdict?

In conclusion,this squad has its uses, but its functions can be performed by other units which saves you on points. While I'm not saying they're junk, I suggest you take them only in special cases as you need to do alot to just be able to field the buggers. As a specialized unit, don't expect them to see alot of action, unless you play actual missions (not just kill everything ones) frequently.
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