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ogryns

 Post subject: ogryns
PostPosted: Sat Dec 31, 2011 9:17 pm 
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I can see that a stand of ogryns is a solid place to stick a commissar, boosting his save and CC prowess, meaing he's more likely to stay alive, however is there much other point in taking them? adding a CC unit to a shooting/firefight formation seems a little unusual

I'm wondering if I've missed something however so, if they get used in a typical manner, I'd like to know what accepted wisdom is

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 Post subject: Re: ogryns
PostPosted: Sat Dec 31, 2011 9:34 pm 
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Ogryns aren't in my typical list, though I use them on occasion. At 2+ initiative and strategy 2, the IG isn't known for being able to dictate the course of the battle and you probably will find your shooty formations in cc... Put up front, they can also absorb the first hits if the FM comes under fire. As the infantry companies are most useful as in-cover garrisons (IMO), which results in them being closer to the enemy, having a couple of ultra-hard units up front doesn't hurt.

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 Post subject: Re: ogryns
PostPosted: Sat Dec 31, 2011 9:46 pm 
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I've seen them successfully used as an uograde for SHT companies

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 Post subject: Re: ogryns
PostPosted: Sat Dec 31, 2011 9:53 pm 
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I think they're good to add to a SHT company as they give air assaulters pause, but move the same speed as the SHT's so won't slow them down.

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 Post subject: Re: ogryns
PostPosted: Mon Jan 02, 2012 1:23 am 
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And I suppose, Super Heavy tanks being war engines, the orgyns can actually hide behind them from AP firepower if needed.


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 Post subject: Re: ogryns
PostPosted: Mon Jan 02, 2012 4:33 pm 
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Good points Mike and E&C, I'll give that a go! :-)

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 Post subject: Re: ogryns
PostPosted: Tue Jan 03, 2012 5:48 pm 
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I've read that some people use them that as a hard counter assault unit in engagements. You can keep them in an chimera and if your big company get's assaulted to one flank then you get a 10cm counter charge + 5 cm disembark. which might be good to put their better save up front and possibly even getting them into CC. I haven't actually seen this tactic played but it appears good to me.


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 Post subject: Re: ogryns
PostPosted: Wed Jan 04, 2012 4:24 pm 
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kyussinchains wrote:
r is there much other point in taking them? adding a CC unit to a shooting/firefight formation seems a little unusual

What Borka said. Obviously, a CC attack on an infantry company will allow the Ogryn into base contact. There's a good chance of reaching CC against a FF opponent. Even in a clipping FF attack that you can't reach, that countercharge will at least put the Ogryns' excellent armor saves in front of the weaker IG. And, of course, all that applies just as well if the infantry company has an opportunity to initiate assault.

The same would apply to Leman Russ companies, but in my experience adding more Russ is more common if someone is going to jack up a 650 point formation.

If anyone ever took arty companies, I'd suspect a similar strategy would work for the Ogryn to defend them.


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 Post subject: Re: ogryns
PostPosted: Fri Jan 06, 2012 12:23 pm 
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tried this out in a game last night, my two ogryn stands lurking behind my baneblade company meant that my opponent avoided them with his terminators and t-hawks, which meant my BTS spent most of the game blasting marines into tiny bits.... I still lost of course..... but now I have a use for my ogryns.... I'm tempted to add them to more companies, a couple of stands might have nobbled the assault on my reg HQ..... interesting.....

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 Post subject: Re: ogryns
PostPosted: Fri Jan 06, 2012 4:02 pm 
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Being infantry, it hadn't occurred to me to attach Ogryns to anything but infantry companies. I think adding them to SHTs is a great idea, when I get my IG painted I'll give it a go.

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 Post subject: Re: ogryns
PostPosted: Sat Jan 07, 2012 2:21 pm 
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sorry for posting it here, I thought the sub forums were for rules/list development.....

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 Post subject: Re: ogryns
PostPosted: Sat Jan 07, 2012 2:27 pm 
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They are mostly, but Rug wants them as stickies. You had it in the right spot, don't worry.

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