Monday, April 2, 2012

Theory machine: Black Ogrun Boarding Party

I've been thinking a lot about the Black Ogrun the last couple of days. It's really bloody annoying that the models are so horrible, not to mention exceptionally expensive (80 dollars for ten of them is ridiculous), because they have some potential with pDeneghra (in theory).

Warspears conversion looks great but is stupidly expensive!
I've been looking for a way to reduce the number of models in my lists since I'm such a slow player, but I still need ranged models because pDeneghra likes them so much. I also need multi-wound models that can survive damage dealing buffer effects, and some board control, and something that packs a punch.
The Black Ogrun are amongst the fastest heavy infantry in the game though the lack of reach does hurt. If we compare them to Man'o'Wars they have comparable charge ranges but the Black Ogrun pull ahead because of the ability to run twelve instead of eight, and that their survival isn't tied up on an ability that prevents them from running (Shield Wall). They're a lot slower than Tharn Ravagers but still amongst the fastest heavy infantry in the game.
Offense (Melee)
Accurate little bastards with MAT seven. They have PS thirteen on their basic melee attack which is acceptable in a faction of debuffs, but a bit low when compared to our other melee options. They need a lot of help bringing down large targets and medium sized bases is not making it easier.
Offense (Ranged)
Fourteen inch threat makes life hard on enemy heavy infantry. With The Withering and Parasite on something these guys are effectively  POW 17 and even without a drag effect that will hurt. Against medium or smaller bases that ranged attack will be followed by a PS 18 melee attack if the drag works. Combined Ranged attack also seems worth mentioning but I don't think I'll be using it much.
Defense (Survivability)
Two full units bring a massive eighty damage boxes to the table and are highly resistant to the massed POW 10 attacks that completely destroys my normal infantry lists (a single POW 10 hit cannot kill a Black Ogrun and it takes four of them on average to end a single Black Ogruns life). The many damage boxes also enables them to power through damaging effects if needed, and they'll survive a charge every now and then (which can really mess up an opponents plans).

It takes about four Gun Mages to bring down a single Black Ogrun on average and a Chain Lightning that jumps to every single one of them will take just 25% of their total boxes. They don't care about blast damage as rolling slightly above average will just annoy them (unlike single wound infantry that die if you beat their armor with even a single point).
Defense (Morale)
Never underestimate morale checks. It makes no difference in 9/10 games, but when it works you often win. I fondly remember a game against Menoth where both his units of Daughters turned tail and ran, and just recently a failed Abomination check by a full unit of Kayazy Assassins made my opponent fight an uphill battle he eventually lost.
Utility (caster defense)
The boys are big and they screen casters well. They block tramples and are difficult to shift. With pDeneghra they're very hard to kill if you happen to be under effect of The Withering (and pSkarre makes them stupidly tough to kill on her feat round).

What to do with them

My idea is to play them as a primarily ranged unit with pDeneghra. The drag effect will be nice in case of tough rolls (try again then will ya!) and engaging them isn't exactly healthy for most things in the game. A caster coming within fourteen inches is playing with fire unless he/she is immune to KD (Scourge is bad news) and has very high defense (The Withering + Crippling Grasp makes them RAT 9), and few things can walk in and one-shot them during my feat round.

I think it'll be funny and I hope someone will let me proxy them. It will take something special for me to consider buying and converting two full units.
Warwitch Deneghra
- Deathripper
- Deathripper
Black Ogrun Boarding Party (Leader and 4 Grunts)
Black Ogrun Boarding Party (Leader and 4 Grunts)
The Withershadow Combine
Gorman di Wulfe, Rogue Alchemist
Machine Wraith
Machine Wraith
Machine Wraith
Pistol Wraith
Pistol Wraith
- Brine
Saxon Orrik
Skarlock Thrall
Warwitch Siren
Warwitch Siren
Theoretically that list can push the Black Ogrun to PS 22 (13 base, +2 Withering, +3 Parasite, +2 Rust Bomb, +2 Dark Shroud) but with the Doom Piglet in there I shouldn't have to worry about very high armor targets as Brine will destroy one without blinking on feat turn, and a second, third and probably fourth heavy can be shut down hard with Crippling Grasp, Death Chill, Shadow Bind, and Black Oil.



  1. I love the Black Ogrun and think that are silly good for their point costs. I think they're often just out-classed by a lot of other Cryx infantry since they have a lower offensive output, but as a unit they can take the hits better than most. I think you'll also find that drag on their ranged attacks will be huge to maintaining their survivability, as they can sit further away from the enemy to lure them in closer while still beating the tar out of most infantry. The only thing they really have to worry about is weapon-master infantry, but even then they're still only 6 points for a full unit!

  2. One thing i think you missed is their combined ranged attack. This would help in the situation you mentioned of a high def caster that cant be knocked down. Just make them RAT 13!

  3. I did mention it but I just doubt I'll be using it much, but who knows this might be the unit where I remember they have such a thing.

  4. in your ps 22 theory you mention dark shroud yet i see no banes. also thanks for the write up, even if they are so very caster specific.

    1. Ragman provides the Dark Shroud. Usually he's a waste of points but with so many great targets to pawn shots to he might not fail so hard :)