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Tactica: Sabretusk Packs (2014)

original thread ↗

Tactica: Sabretusk Packs

Disclaimer:  I’ve been a warhammer player for a good while now however I’ve only just begun to really seriously take up the Ogres in the past few months.  At time of writing this article I’m heavily experienced with Tomb Kings so please take everything I say with a grain of salt.  :)

“Cry Havoc!, and let slip the dogs of war” – William Shakespeares’s Julius Caesar


(Ferocious looking fellow!)

If there is one thing that is a common sight amongst every Ogre Kingdoms army in various point sizes it’s the inclusion of the Sabretusk.  To me they are the single most important units in the game and the ‘master’ Ogre plan.   They’re often the first unit to be added to the roster and general’s often reluctantly will look to other areas to trim points before cutting this unit out.  For such a low amount of points the unit can and often does dictate the terms of battle and if used to maximum efficiency they can nearly guarantee the Ogres to setup charges where and when they like.

Advantages:

-   Speed

With a high movement and swiftstride the Sabretusk is only matched in speed by Mournfang Cavalry so effectively they contend for the fastest unit in our book.  Ideal for getting them where they need to be into position to divert/hold/upset/cover.  Just be mindful of ensuring it doesn’t get march blocked otherwise it will be a ‘slow’ move out to regain marching.  A good point a friend raised to me is this “Just because you have speed doesn’t mean you have to use it”, don’t be reckless and throw them away!

-   Cheap

Sabretusks are an absolute steal for their points value.  I think using Sabretusks purely as ‘cheap drops’ is a mistake.  Certainly for the points they’re worth many may think it is worth while purely using them as a way of narrowing down where key enemy units will be deployed or using them to setup a refused flank type of deployment.  Normally I do deploy my Sabretusks first but it’s never in vain and always with a purpose.  Currently it’s basically tag-teaming them with a block of Ogre/Ironguts/Maneaters and at the right time setting up charges – not rocket science at all.

-   Capable

For the stat line they bring to the table it’s certainly worth mentioning.  Against most war machine crews the Sabretusk is effective at tying up the crew or even taking them out all together.  They strike first before the Ogres and cause fear which is something to keep in the back of your mind.

-   Footprint

The Sabretusk can get to places that are tricky for other units in our army.  Often a small gap is all that’s required between units/terrain for the Sabretusk to get to work.  Also opponents can simply forget about it  if the model is parked next to friendly units or large terrain features.  The eye naturally draws itself to larger targets so it could be something to keep in mind (I guess avoid painting them in bright colours as well!  :)  ).

-   High Initiative

I say high in comparison to the rest of the army.  Sabretusks are our fastest hitters in the army with I4 allowing them to strike before many enemy units and of course warmachine crews.

-   Cause Fear

Worth a mention purely because sometimes just having your opponent pick up dice and throw them means something.  Also makes these guys immune to fear and prevents them from being terror bombed off the table.

Disadvantages:

-   Their Master’s Voice/Leadership

Unfortunately this is a pretty big downfall.  At leadership 4 the Sabretusks will fail these tests and because they can’t make use of ‘Inspiring Presence’ or ‘Hold Your Ground’ they’re running for the hills.  This makes it critical to get their deployment and placement correct in latter turns.  If they’re charging units, ensure you stack the odds in your favour with flank/minimal attacks back and of course assistance.

Also worth mentioning be careful about deploying/moving them in magical terrain.  If they’re stuck in a forest because they can’t pass a stupidity test then you’ve got a key unit out of the game.

-   No armour

Naturally being a cute and fluffy tiger means they’re relying on their toughness 4 and wounds to get them through the day.  This makes them susceptible to small arms fire and of course magic missiles.  You’ll no doubt witness however the sheer frustration that runs through your opponents heads as they weigh up the more effective strategy – take out the tusks or inflict more damage on your main units.

Of course this can be somewhat mitigated by keeping them in cover through terrain or hiding behind your units.  Magic can also be of use here if you need your Sabretusk to run a ‘gauntlet’ and survive to get into a game changing position.  A toughness 5 unit isn’t always easy to get rid of with S3 bow fire although it’s casting a strong spell on a unit not normally associated with augments.  Keep it in mind however.

-   Panic

Worth a separate heading on its own.  Firstly the Sabretusk itself is running for the hills if something friendly within 6” of it breaks/dies so to simply avoid this everything stays 7” away from it unless of course it’s parked behind a fairly solid unit that is in range of General/BSB.

Also of equal importance is that Sabretusks can cause panic tests in other friendly units.  I’ve certainly made the newbie mistake of not paying attention to what I’m doing and parking one just within 6” of another unit.  Sabretusk gets killed and my Ironblaster flees and subsequently runs off the board.  If you’re going to do it at least stack the odds in your favour by having high LD models around and the BSB within range.

Unit Options:

Size:  Typically we see the Sabretusk ‘Pack’ in unit sizes of 1 which is the most economical and tactical way of fielding them.  They can be fielded in larger units with a Hunter which of course does a few things.  Firstly it boosts the Leadership of the unit to 9 which removes some of the disadvantages previously discussed.  However on the flip side this brilliant 21 point unit is now tipping the scales at 200+ points, cuts into your hero allowance and I’m not entirely sure it performs a battlefield role that cannot be better achieved in other areas.

In summary you should always include 3 Sabretusks in your army.  Gold value right there.

I have zero experience with putting a Hunter in this unit however some kind members of the Ogre Stronghold have given their valuable feedback.

Hunter

Adding a hunter to your list with the specific goal of adding him to a single sabretusk pack has a lot of benefits if you are willing to dip into your hero points.

The three main benefits a hunter gives your lone sabretusk is vanguard, leadership, and durability.  If you give the hunter longstrider, you negate some of the speed penalty, which is made up for by the vanguard.  Panic is no longer as big of an issue, and now the sabretusk has some major killing power compared to before.

Since each sabretusk is a lone unit with nothing uniquely special to it, you are not limited in where you place your hunter like you are with your other characters (Slaughtermaster is always going with the ironguts, so once you place the ironguts, everyone knows where the character is going).  You can place your sabretusks like you normally would, then place the hunter where it is going to do the most good.

The primary role of a hunter/sabretusk unit is to act as a hunter and flanker.  It is one of only two units we can field that can have vanguard.  A hunter is surprisingly durable for its points.  While you do not want him to front charge a white lion block, if you put him into the side of the same block, he is going to wreak havoc on them, especially if part of a combo charge.  Depending on what you give him for magic items (if any.  He functions just fine without them), a hunter/tusk unit is a very efficient killing machine.

One of the phenomena I have found really interesting whenever I play a hunter is how often it is ignored.  It is a single fighting character and a single sabretusk.  It isn't a wizard, and it looks far less threatening then everything else you are fielding.  Despite the fact that it costs as much as an ironblaster, it is never seen as the primary target for shooting or warmachines, and gets into combat more often than you would think.

When gearing the hunter, I take longstrider, then just act as though he were a bruiser with 30 points to spend.  Building defense, building offense, or not building anything to make him a cheap as possible are all perfectly effective.  Thanks to the vanguard and the movement speed, the hunter/tusk pack can chose their fights with good positioning.

Hunter/tusk tactics:
Vanguard and split - Put the hunter with a tusk during deployment.  After vanguards, the hunter can leave the unit and the two can split targets.  This works well when two war machines are placed next to each other on a flank.  If they both survive to get into close combat, your single unit has taken two warmachines out of play for several rounds.  Even if the tusk loses combat against a warmachine (embarrassing, but it happens), the hunter is there to act as cleanup.

Flank attack - set up the hunter with a flanking tusk.  Work around the side of their units, taking potshots as are available (if you take a magic shield of any kind, you can take the blood vulture.  It is a long range, armor piercing attack that can help whittle down chaff units while you move into position).  Once you are in position, combo charge with one of your main battle units.  The result is a lot of attacks from a unit that is likely to be ignored.

Warmachine hunter - This can be done by any lone sabretusk, but with a hunter involved, the game changes from "yeah, I might beat this one warmachine, or if nothing else, keep it from shooting for a round or two" to "alright, he has 4 bolt throwers in a line.  Lets see how quickly I can take the whole group out".  I have had lone tusks run screaming away from close combat with a single bolt thrower.  I have also had one hunter/tusk unit wipe out every bolt thrower on the map before the end of the game while taking minimal wounds.  The living bolt throwers focused all of their attacks on the hunter and the sabretusks and never took a single shot against my main combat units.

Vanguard is amazing with a then 14" March move if you give him Longstrider.  There is no reason not to be in position for a charge on turn 2 and potentially a first turn charge if you don't go first.

Do not underestimate their hunting spear as well, though short range it packs a mean and unexpected punch. If you don't get to first turn charge, you generally can still get close enough use the spear and to ensure a follow on charge.

In this sense, the tusks sadly often serve as wound absorbers for the hunter either from shooting or in the assault, but it could be worth it.  Another downside is that you cannot leave the unit and charge with both the character and the tusks in the same round, just the character can charge.  Still a punch in the face of your enemy though.

Types/Builds:

-   Divert/Annoyance

The primary role in which Sabretusks are used for (for me at least) is a mission of diversion.  That is simply put diverting an enemy unit away from your main battle line for gain.  That gain could range from gaining another shooting/magic phase against the unit in particular or just ensuring your units close the distance in order to charge the next turn.

Examples:

Preventing the Flesh Hounds from Supporting the Bloodthirster in the opponents upcoming turn.



Setting up a classical trap for the Dark Elves.  Do they divert the large lances and suffer the Ogre counter charge as it draws their forces closer or destroy them with fire/magic and allow the Sabretusks perhaps an opportunity to target the Bolt thrower and Sorceress?



In my last game against the Tomb Kings the Sabretusk was sacrificed in order to get a charge against the unit of Necropolis Knights.  Leaving the Sabretusk unchecked (just 1!) lead to the downfall of this unit of Undead.




-   Opportunist

A sneaky and under-appreciated role for the Sabretusk which can often catch players off guard.  They don’t see the Sabretusk as a threat on a singular unit basis however when a Sabretusk pins the flank of a unit only to have another unit get into combat and then overrun into the pinned unit for another round of combat player’s never see Sabretusks the same again.  Granted they’ll surely die however you’ve probably rolled 2 units in one glorious charge.  This is not normally something I intentionally setup but there have been a few moments where I’ve used it and it’s certainly paid off.

Examples:

In this game my Sabretusks race around the back of the army and set up a combined charge with the Mournfang allowing them to destroy the first unit and overrun into the second removing it from the game as well.  While the Sabretusk perished his sacrifice was not in vain and his corpse would have been eaten that night around the camp fire I’m sure.



MC1 is going to attack WOK3 whilst the Sabretusk gets into position to pounce on WOK2 from the rear.



MC1 charge and destroy WOK3 and crash into WOK2 whilst the Sabretusk has also charged in allowing a second round of combat for the MC1.

Versus the Daemons of Chaos the Sabretusk takes an opportunity to charge the flank of a large unit of Bloodletters as help arrives in the form of Ironguts.





-   Warmachine/Mage hunting

Due to the speed of the Sabretusk they can scream up a flank very swiftly and potentially be charging turn 2.  There isn’ t much else to say but nobody wants an enemy unit in their back line regardless of what it is.  If it kills said warmachine or even ties it up it’s less heat on the Ogres advancing ‘up the guts’.  Second to this if it’s behind the enemy you can set up all sorts of shenanigans preventing enemy units from reforming etc.

Mages/Characters are worth mentioning but only against some armies.  Empire wizards for example are nearly at the bottom end of the gambit is solo charging the unit to inflict the last wound or two to take it out of the game.  Very risky and certainly one of those risk vs reward scenarios that needs to be weighed up at the time however I think the first two options are the primary roles.

Examples:

Whilst not entirely true to mage hunting/war machine the premise is identical.  Sabretusk gets into the back line unchecked, takes out a unit of shooters and then gets into an ideal position to repeat the performance netting well above it’s points level whilst reducing the effectiveness of the enemy shooting phase.





Magic Support

A very short subject but worth a space on it’s own.  The following spells can help the beasts survive small arms fire:

Toothcracker
Wyssan’s Wildform (+1 to cast is handy as well)
Trollguts (generally only from the powered up version)
Iceshard Blizzard (effects any other shooting target as well)

Keep in mind of course how much resources does one wish to use in order to keep the Sabretusk alive?

Conclusion

Sabretusks for me are the most important tool in the Ogre Kingdoms army and an absolute steal for their points and of course the potential havoc they can cause for the opponent.  If I was facing an Ogre army they become the number 1 target for removal.  Play them right and keep to their strengths and they can practically setup the wins for you and your Ogres.
"Nec sorte nec fato"

Ogre Battles!

Tactica: Sabretusks
Tactica: Gnoblars
*applauds*
This is Wiki, the pet gnoblar. Say hello, Wiki.
I agree with Nando. Great work mate! :D

A good write-out, with numerous aspects taken into account. Not just the usual "this unit is good against unit X", which I've seen way too often. With this kind of tacticas we'll be able to take on the whole world, and triumph! :D

Have a Gnoblar! :)

- Loran

PS. that Shakespeare quote probably one of my favourite quotes ever :P


<+Hyarion> "Loran may cause addiction to mindless online games"

Quote from: just-josh on Feb 19, 2014, 03:32:28 PM
You seem to be challenging me for the title of Smiley Overlord with all your smileys
Great guide!

I figured I would drop in with some Hunter information to help you out.

Adding a hunter to your list with the specific goal of adding him to a single sabretusk pack has a lot of benefits if you are willing to dip into your hero points.

The three main benefits a hunter gives your lone sabretusk is vanguard, leadership, and durability.  If you give the hunter longstrider, you negate some of the speed penalty, which is made up for by the vanguard.  Panic is no longer as big of an issue, and now the sabretusk has some major killing power compared to before.

Since each sabretusk is a lone unit with nothing uniquely special to it, you are not limited in where you place your hunter like you are with your other characters (Slaughtermaster is always going with the ironguts, so once you place the ironguts, everyone knows where the character is going).  You can place your sabretusks like you normally would, then place the hunter where it is going to do the most good.

The primary role of a hunter/sabretusk unit is to act as a hunter and flanker.  It is one of only two units we can field that can have vanguard.  A hunter is surprisingly durable for its points.  While you do not want him to front charge a white lion block, if you put him into the side of the same block, he is going to wreak havoc on them, especially if part of a combo charge.  Depending on what you give him for magic items (if any.  He functions just fine without them), a hunter/tusk unit is a very efficient killing machine.

One of the phenomena I have found really interesting whenever I play a hunter is how often it is ignored.  It is a single fighting character and a single sabretusk.  It isn't a wizard, and it looks far less threatening then everything else you are fielding.  Despite the fact that it costs as much as an ironblaster, it is never seen as the primary target for shooting or warmachines, and gets into combat more often than you would think.

When gearing the hunter, I take longstrider, then just act as though he were a bruiser with 30 points to spend.  Building defense, building offense, or not building anything to make him a cheap as possible are all perfectly effective.  Thanks to the vanguard and the movement speed, the hunter/tusk pack can chose their fights with good positioning.

Hunter/tusk tactics:
Vanguard and split - Put the hunter with a tusk during deployment.  After vanguards, the hunter can leave the unit and the two can split targets.  This works well when two war machines are placed next to each other on a flank.  If they both survive to get into close combat, your single unit has taken two warmachines out of play for several rounds.  Even if the tusk loses combat against a warmachine (embarrassing, but it happens), the hunter is there to act as cleanup.

Flank attack - set up the hunter with a flanking tusk.  Work around the side of their units, taking potshots as are available (if you take a magic shield of any kind, you can take the blood vulture.  It is a long range, armor piercing attack that can help whittle down chaff units while you move into position).  Once you are in position, combo charge with one of your main battle units.  The result is a lot of attacks from a unit that is likely to be ignored.

Warmachine hunter - This can be done by any lone sabretusk, but with a hunter involved, the game changes from "yeah, I might beat this one warmachine, or if nothing else, keep it from shooting for a round or two" to "alright, he has 4 bolt throwers in a line.  Lets see how quickly I can take the whole group out".  I have had lone tusks run screaming away from close combat with a single bolt thrower.  I have also had one hunter/tusk unit wipe out every bolt thrower on the map before the end of the game while taking minimal wounds.  The living bolt throwers focused all of their attacks on the hunter and the sabretusks and never took a single shot against my main combat units.
Excellent write-up. Some little tricks I've used for sabretusks: (I apologize if any are repeats)

1) Deployment delay. They can be dropped as single cheap units. You can have 2-3 drops, see what your opponents place, and then place your army.
2) They NEVER exist within 6" of any other unit. Especially ironblasters and scrappies.
3) If you do play with a hunter, give him vanguard to secure a watchtower or key building. Can be very strategic.
4) They are CR machines. They run to the flank or backlines, and then can combo charge for extra CR.
Fantastic write up guys! Easily one of the best units for its cost that we have at our disposal.
JJ was talking about updating the tactics section of the forum(which I'd assume includes us as well) so when a thread gets opened for the Ogre Tactics this would be a excellent link to post under the Sabretusks and/or Hunter section.

-GL
Jimmy, I feel I must comment on this post if only because you managed to use "Havoc" twice in the post, which although I am sure you did totally unrelated to my call sign, I cannot but help to be moved.

Seriously though, i always appreciate your write ups for their insight and this is very good.

You asked about using hunters with the tusks, something I dream of doing in a large formation if GW will ever ship my order to my local store.  But I have had great luck with just a hunter and 2 Sabertusks.

Vanguard is amazing with a then 14" March move if you give him Longstrider.  There is no reason not to be in position for a charge on turn 2 and potentially a first turn charge if you don't go first.

Do not underestimate their hunting spear as well, though short range it packs a mean and unexpected punch. If you don't get to first turn charge, you generally can still get close enough use the spear and to ensure a follow on charge.

In this sense, the tusks sadly often serve as wound absorbers for the hunter either from shooting or in the assault, but it could be worth it.  Another downside is that you cannot leave the unit and charge with both the character and the tusks in the same round, just the character can charge.  Still a punch in the face of your enemy though.
Nice overview Jimmy!!!

One thing worth mentioning is the high Initiative of the Sabretusks with I4 these little puppies are one of our fastest strikers in close combat, on a par with Yhettees and faster than most other Ogre Troops.

This allows the Tusks to get their 3 attacks in before the enemy and this can be particularly good vs. warmachines.

Obviously not so good vs. Elves, WoC and other high initiative troops.

Also worth mentioning is that they cause Fear which can save them from being Panicked off by Terror causers.
WC's Achievements  29/101 = 29% completed
Ogres  7:0:0 (New Book) vs. Dwarves, Empire, HE's, VC's, WE's, WoC, and Skaven.
2008 Nominated for: Achievements in Tactics & Strategy Ogre Stronghold
Fantastic work. It's worth reminding folks that if you play in a WW tournament or anywhere that uses a similar ruleset you may well encounter the (superior!) Sabretusks from Storm of Magic, so knoweth thine foe!
I don't suffer from mental instability. In fact, I enjoy it immensely.

Gutlord Inquisitor: FORUM FIGHT! Me, I'm betting on the stronghold. Sure, they're outnumbered with thick skulls, stubborn bull-headedness and an inflated sense of self-worth, but hey, they're Ogres.
It's important to remember that they can panic our troops so I agree with you on that one but it is also important to note that it is far worse when you lose a unit next to the sabretusk and cause him to panic.

When I played an ogre army with my daemons I didn't have much spare shooting to aim at sabretusks but I got rid of all three in one turn my gatewaying/cannoning the stone horn. This sent the two sabre tusks at either side of it running in the opposite direction which resulted in the other sabretusk at the other side of the gutstar panicking aswell.

So you might be thinking it's okay to leave a sabretusk within 6 inches of an ironblaster in our leadership bubble but remember if your opponent has a way to kill the ironblaster then he might also get a bonus chaff kill aswell.

Really? Is this  really what we are talking about?
Hey chaps

Thanks for the kind words.  I certainly appreciate them.

@LawGnome – thanks for the wealth of info in regards to the Hunter, I’ll be sure to add this to the write up.

@Havoc – thank you sir, I’ve added those above.

@Bob – added those points above, thank you for contributing.

@Giant-tripper – can you clarify how they’re different for me?

Thanks for chiming in again everyone, I’ve updated the first post.
"Nec sorte nec fato"

Ogre Battles!

Tactica: Sabretusks
Tactica: Gnoblars
Great stuff jim, very helpful.

I Dont utilize them nearly as much as I should, i will try and remember the redirect tricks in my next game

~ConOgre

YOUTUBE: http://www.youtube.com/user/Connman613
sabres are brilliant. 21 points in our army for a fast and dangerous redirector?! yes please! My best result was 5 empire knights charged my sabre. did nothing and 2 failed their armour save. lost by 1 fled and were run down. Classic.
Quote from: rocdocta on Jun 20, 2014, 03:36:24 PM
Quote from: Phazael on Jun 17, 2014, 07:53:15 PM
Roc, your math is correct, but bereft of tactical considerations

yep that sums how i play =)
That's awesome rocdocta!!  :D
"Nec sorte nec fato"

Ogre Battles!

Tactica: Sabretusks
Tactica: Gnoblars
...@Giant-tripper – can you clarify how they’re different for me?...

The only difference is that the SoM version of Sabres get stomps AFAIK, everything else seems to be the same.
They call me MR. Cthulhu! AAAAAHHHHHHH!
They're Monstrous Beasts in Storm. They also have options for some other fun things, I forget what exactly. Ambusher might be one of them...
Ogres - because who honestly likes 2 wound heroes?
I had 2 Sabertusks each charge a Dark Elf Bolt Thrower in a game this weekend. Both were eventually victorious!
The Green Pain!!!
Win    Loss    Tie
12   -   14  -  05
updated 8-16-2014

Ogre Achievements : 44/101
That's awesome rocdocta!!  :D


The funny thing was the sabre was only meant to redirect the knights off the table! They haven't done anything like that since but are a very nice unit. Very capable but very fragile.
Quote from: rocdocta on Jun 20, 2014, 03:36:24 PM
Quote from: Phazael on Jun 17, 2014, 07:53:15 PM
Roc, your math is correct, but bereft of tactical considerations

yep that sums how i play =)
I've killed a chaos chariot with a charge from a sabre, that was pretty nice. Although the most ridiculous thing a chaff unit has done was a recent game against HE. A single elyrian reaver was the sole survivor of his unit, charged an ironblaster, broke that and ran it down and then flank charged 6 ironguts with the overrun and broke and ran them down too. Madness I tell you!

One thing I don't think has been mentioned above by anyone: the merits of units of 2.

"Units of 2?" you say, "Why would you do that? They'll panic if one dies so you're just paying double!"

Well, yes. They also have the disadvantage that a unit of 2 isn't quite as maneuverable as a unit of 1. However, they do have this rather huge advantage: if the enemy shoot and kill one, yes, the other will likely panic but won't cause panic tests on units within 6". You need to watch the flee corridors but it can mean you can put the sabre within 6" of other units and unless the enemy does 4 wounds all at once, it won't cause a panic test on friends.

It also brings 6 attacks instead of 3, making it much more of a threat to light units or characters.

I think units of 1 are still better just about but I'm tempted to take two units of 1 (one for each flank) and a unit of 2 (for the middle of my line where it's hard to place without being within 6" of something). Also if you're playing in a comp system that discourages units of 1 but not larger units (Swedish, SCGT) then units of 2 come into their own.
For me the only problem with units of 2 is that now if its a throw away unit, it has just doubled its cost for no benefit. I am happy to sit 1 sabre in front of a large death star and then a second one 8 inches behind the first.  this way you get to stop the unit from charging what they want to for 2 turns at a cheap cost of 42 points. If the enemy over run they need to roll a 9 to make it to the second sabre. of course no plan survives contact with the enemy...

I do agree though that packs of sabres can be surprisingly effective in applying damage to unprotected small units.
Quote from: rocdocta on Jun 20, 2014, 03:36:24 PM
Quote from: Phazael on Jun 17, 2014, 07:53:15 PM
Roc, your math is correct, but bereft of tactical considerations

yep that sums how i play =)
I've killed a chaos chariot with a charge from a sabre, that was pretty nice. Although the most ridiculous thing a chaff unit has done was a recent game against HE. A single elyrian reaver was the sole survivor of his unit, charged an ironblaster, broke that and ran it down and then flank charged 6 ironguts with the overrun and broke and ran them down too. Madness I tell you!

This just makes me want to share: playing against my father in law who plays High Elves, on turn 1 he goes first.  So the Vanguard Hunter&2 tusk unit get a turn 1 flank charge on my turn (thanks to M7 with Longstrider and swiftstride) on his 40 strong spearman horde with his "unkillable" general in it.  They fail their fear test on an 11 (no BSB nearby) and cannot do much in combat or the ensuing challenge.  The hunter/2 tusk combo wins combat by 1, and then the High Elves roll another 11 on the Ld check, break and are run down by the hunter and 2 sabertusks (who overrun into a repeating bolt thrower).  At this point, my poor unlucky opponent throws in the towel on the rest of the game (I am luckily still part of the family). 

It might be the most extreme luck ever in my favor, but I have never since underestimated how fear can affect a combat.  Even without the hunter, it always pays to match your tusks up against something isolated with low leadership if you cannot target a small unit/warmachine where the Sabertusks have a favorable matchup.
This just makes me want to share: playing against my father in law who plays High Elves

I can see why you married her.   8)

"Nec sorte nec fato"

Ogre Battles!

Tactica: Sabretusks
Tactica: Gnoblars
For me the only problem with units of 2 is that now if its a throw away unit, it has just doubled its cost for no benefit.

Except it isn't for no benefit.

You get:
1) Doesn't cause panic tests when shot unless the enemy does 4 wounds in one volley
2) Double attacks/wounds in close combat (v useful when fighting other chaff like elf fast cav)
3) 1-in-6 chance that it'll pass the test and continue on as a functional single sabre

I started taking units of 2 for comp purposes and I've been surprised how good they are. Certainly not double the cost for no benefit.
Certainly appeals to me in terms of selling Sabretusks in boxes of 2.  :)  Have to pencil this up on the 'to do' list.
"Nec sorte nec fato"

Ogre Battles!

Tactica: Sabretusks
Tactica: Gnoblars
For me the only problem with units of 2 is that now if its a throw away unit, it has just doubled its cost for no benefit.

Except it isn't for no benefit.

You get:
1) Doesn't cause panic tests when shot unless the enemy does 4 wounds in one volley
2) Double attacks/wounds in close combat (v useful when fighting other chaff like elf fast cav)
3) 1-in-6 chance that it'll pass the test and continue on as a functional single sabre

I started taking units of 2 for comp purposes and I've been surprised how good they are. Certainly not double the cost for no benefit.

I was more meaning if its purpose is just as a stalling unit then whether you spend 21 points of 42 then it makes no difference to the outcome. When I write a list I am always scratching every last point I can. the benefit of more is there but if you have 3 units of sabres that's 63 points that could be 2 more bulls that contribute more to the grind or will hang around longer. I wonder if 3x1 cheap mannies may be better (if you didn't include other units of mannies).
Quote from: rocdocta on Jun 20, 2014, 03:36:24 PM
Quote from: Phazael on Jun 17, 2014, 07:53:15 PM
Roc, your math is correct, but bereft of tactical considerations

yep that sums how i play =)
Nice work Jimmy, the map examples are really helpful in explaining the theories.

Fantastic write up guys! Easily one of the best units for its cost that we have at our disposal.
JJ was talking about updating the tactics section of the forum(which I'd assume includes us as well) so when a thread gets opened for the Ogre Tactics this would be a excellent link to post under the Sabretusks and/or Hunter section.

There is the stickied 8th Ed Tatics thread in this forum that this could be referenced in.
My Armies:
Empire
Ogres
Agreed, if all you use them for is purely a redirector, units of 1 are better. But they are able to be more than that.

I agree, 63 points is a bit steep, but if they save you from losing a unit to panic, probably worth more than 2 more bulls.

In general, I still use units of 1 in uncomped play, although as I said before, having two units of 1 and one unit of 2 is a reasonable compromise and allows the unit of 2 to be placed within 6" with much more safety. But the moment there's any comp on units of 1, units of 2 become great.
That they do. I think a great benefit of using 2 sabres is that people see a pure director and not 6 S4 init4 attacks with fear. Underestimate them at your peril!
Quote from: rocdocta on Jun 20, 2014, 03:36:24 PM
Quote from: Phazael on Jun 17, 2014, 07:53:15 PM
Roc, your math is correct, but bereft of tactical considerations

yep that sums how i play =)
Nice work Jimmy, the map examples are really helpful in explaining the theories.

Thank you sir!  I absolutely love battle reports for that reason, you can reference tactics and address what works and of course what does not work so much easier and with 'real' in game experience.

I think this article is nearly wrapped up once I make some additions, is everyone happy if I move this thread to the 'Tome of Tyranny'?
"Nec sorte nec fato"

Ogre Battles!

Tactica: Sabretusks
Tactica: Gnoblars
I think this article is nearly wrapped up once I make some additions, is everyone happy if I move this thread to the 'Tome of Tyranny'?

Honestly, I'm surprised you haven't moved it yet :)
Thanks Jimmy! Given me some more ideas on how to use my sabres :)

I did have one sabretusk in a game take out 2x10 skinks (quite lucky didn't get killed by stand and shoots) and then help a 3 bulls unit beat and run down a unit of 30 saurus (they were in a forest so no rank bonus!). Those 2 units most definitely earned their points back that game! ha
Proud to say my redirecting worked last game! held up a group of 8 bone chariots so my single mournfang got the charge and killed them all.

Unfortunately I didn't angle properly on my second redirect and he overran into my irongut unit, that was executed poorly, but ill get the hang of it eventually.


YOUTUBE: http://www.youtube.com/user/Connman613
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