10 Apr 2014
Tactica: Sabretusk Packs
Disclaimer: Ive been a warhammer player for a good while now however Ive only just begun to really seriously take up the Ogres in the past few months. At time of writing this article Im 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 Shakespearess Julius Caesar

(Ferocious looking fellow!)
If there is one thing that is a common sight amongst every Ogre Kingdoms army in various point sizes its the inclusion of the Sabretusk. To me they are the single most important units in the game and the master Ogre plan. Theyre often the first unit to be added to the roster and generals 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 doesnt 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 doesnt mean you have to use it, dont 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 theyre 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 its never in vain and always with a purpose. Currently its 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 its 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 thats 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 Masters Voice/Leadership
Unfortunately this is a pretty big downfall. At leadership 4 the Sabretusks will fail these tests and because they cant make use of Inspiring Presence or Hold Your Ground theyre running for the hills. This makes it critical to get their deployment and placement correct in latter turns. If theyre 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 theyre stuck in a forest because they cant pass a stupidity test then youve got a key unit out of the game.
- No armour
Naturally being a cute and fluffy tiger means theyre 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. Youll 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 isnt always easy to get rid of with S3 bow fire although its 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 its 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. Ive certainly made the newbie mistake of not paying attention to what Im doing and parking one just within 6 of another unit. Sabretusk gets killed and my Ironblaster flees and subsequently runs off the board. If youre 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 Im 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
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 dont 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 players never see Sabretusks the same again. Granted theyll surely die however youve probably rolled 2 units in one glorious charge. This is not normally something I intentionally setup but there have been a few moments where Ive used it and its 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 Im 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 its less heat on the Ogres advancing up the guts. Second to this if its 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 its points level whilst reducing the effectiveness of the enemy shooting phase.

Magic Support
A very short subject but worth a space on its own. The following spells can help the beasts survive small arms fire:
Toothcracker
Wyssans 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.
Disclaimer: Ive been a warhammer player for a good while now however Ive only just begun to really seriously take up the Ogres in the past few months. At time of writing this article Im 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 Shakespearess Julius Caesar

(Ferocious looking fellow!)
If there is one thing that is a common sight amongst every Ogre Kingdoms army in various point sizes its the inclusion of the Sabretusk. To me they are the single most important units in the game and the master Ogre plan. Theyre often the first unit to be added to the roster and generals 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 doesnt 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 doesnt mean you have to use it, dont 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 theyre 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 its never in vain and always with a purpose. Currently its 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 its 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 thats 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 Masters Voice/Leadership
Unfortunately this is a pretty big downfall. At leadership 4 the Sabretusks will fail these tests and because they cant make use of Inspiring Presence or Hold Your Ground theyre running for the hills. This makes it critical to get their deployment and placement correct in latter turns. If theyre 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 theyre stuck in a forest because they cant pass a stupidity test then youve got a key unit out of the game.
- No armour
Naturally being a cute and fluffy tiger means theyre 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. Youll 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 isnt always easy to get rid of with S3 bow fire although its 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 its 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. Ive certainly made the newbie mistake of not paying attention to what Im doing and parking one just within 6 of another unit. Sabretusk gets killed and my Ironblaster flees and subsequently runs off the board. If youre 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 Im 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 dont 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 players never see Sabretusks the same again. Granted theyll surely die however youve probably rolled 2 units in one glorious charge. This is not normally something I intentionally setup but there have been a few moments where Ive used it and its 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 Im 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 its less heat on the Ogres advancing up the guts. Second to this if its 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 its points level whilst reducing the effectiveness of the enemy shooting phase.

Magic Support
A very short subject but worth a space on its own. The following spells can help the beasts survive small arms fire:
Toothcracker
Wyssans 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
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars


