276°
Posted 20 hours ago

Games Workshop Warhammer 40,000 40K Astra Militarum Auxilla Bullgryns

£21.445£42.89Clearance
ZTS2023's avatar
Shared by
ZTS2023
Joined in 2023
82
63

About this deal

Time and again, as the Bulwark's mighty blows split his adversaries apart and his massive physique ignores all but the most grievous of injuries his comrades take strength from his steadfast example and push on into the bloody conflict. Ogryns are said to be even less intelligent than some Orks. However, the truth is that their intellects did not actually atrophy, but became much more focused on matters such as survival. The genes that enable psychic abilities are unknown among Ogryn as a result. Update: Possible further reading after this Bullgryn Tactics article, should include Buffing Astra Militarum Infantry – The Complete Guide also on this blog. Bullgryn War Gear

This multi-part plastic kit allows you to construct three Bullgryns, each embodying a massive, armored auxiliary. Equipped with heavy shields and formidable combat weapons, these Bullgryns are ready to engage in the heat of battle. Choose to arm each Bullgryn with either an explosive grenadier gauntlet or a formidable maul, and select between a towering slabshield for steadfast defense or a more agile brute shield for increased maneuverability. Immerse yourself in the customizability of this kit, featuring a diverse range of accessories and interchangeable components. Take advantage of four distinctive masked or bearded heads, three unique shield designs for each type, and an assortment of spare ammo, frag bombs, pouches, and flasks. Additionally, you’ll find a special cybernetic head, designed specifically for a Bone ‘ead squad leader. Bullgryns Datasheets What’s in the Bullgryns box Through the use of further modification and forbidden methods, Chaos Renegades have also created two distinct variations of Ogryn Brutes, the Ogryn Berserkers and the Plague Ogryns. They hail from a series of cold and barren planets across the galaxy that possess high gravity, such as Anark Zeta, which is why they appear larger, heavier and bulkier compared to baseline Humans. The Chimera’s 12″ movement gives the Bullgryns some excellent reach across the battlefield. Couple this with an Advance move and your Bullgryns are moving up and away from your firing line 13″ to 18″ on turn one. From here they are well positioned to jump out in turn 2, remain within 3″ of the Chimera (this gives 3″ disembarkation gives them a little more movement), then move 6″ and then charge the enemy as they push forward towards your gun line. Krourk Ogryn Auxilia - The Krourk Ogryn Auxilia are an Ogryn Abhuman Imperial Guard Regiment that hail from the high gravity steppe world of Krourk. These particularly brutal Ogryns have developed a warlike culture which has provided frontline troops for the armies of the Armageddon Sector for centuries. The use of Ogryns from the Krourk Auxilia is always heavily-controlled, for they are a brutal race that can prove to be just as dangerous to their allies as to any enemy of the Imperium. They are sent to Imperial Guard regiments in single squads and between battles the Ogryns are often kept heavily sedated, which does little to improve their already volatile temperament when they are finally unleashed in combat. In battle, the Krourk Ogryns become an almost unstoppable force. Whilst they have little patience or aptitude for the use of the relatively complex Ripper Gun, the damage they can cause with their own primitive close combat weapons is without measure. In numbers, a mob can tear apart lightly armoured vehicles and even bring down small buildings with little effort. Often the greatest problem in their use is rounding them all up after the battle has ended, before their delight in sheer violence causes serious collateral damage.

Navigation menu

According to MathHammer a unit of 3 will spit out 12 shots with 6 hits. Against basic infantry, like Guardsmen, 4 shots will Wound and then 1 should be saved via the enemy’s armour save. This results in 3 dead enemy models. For a unit worth 90 points you will struggle to get a decent return of dead enemy modes at this rate. This is only at 12″ range too, which is short. If we assume they make the charge these 3 dead enemy models go up by 4 or 5 models. Giving us a total of 7 or 8 dead enemy models. Assuming they are Guardsmen that is about 28 points worth of dead enemy. Not a lot. So I went into it only needing to do five wounds. This is three failed saves as the Power Mauls do 2 Damage each. This happened in an Eldar vs Astra Militarum game recently. Unfortunately, even more frustrating than that is that an Artillery park looks very doable due to 10th Edition’s handling of [Indirect Fire] . Essentially, given the new stat line for power swords, it seems that crusaders have taken the cake for damage over Bullgryns (assuming you're going up against space marines which... I mean... is quite common), though might still be paper on the wind without some additional assistance (psychic barrier)

Very few Imperial Guard officers will even try to teach them the relatively complex operation of a ripper gun. Instead, crude but deadly close-combat weapons are hastily manufactured for newly raised regiments. Thus, the Ogryns are encouraged to perform in combat as they have become accustomed - as vicious, close-combat troops. In battle, Ogryns are all but uncontrollable. Thus, they are used sparingly, with just 1 or 2 squads being assigned to any one action alongside other forces. [10] Other Variations Ogryn Psyker Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1). Many are even large enough to fire their weapons on the move, acting like a sort of mobile fire support platform for their fellow soldiers while eagerly charging into the fray.

Trojan

However, the rages of such a savage individual are a thing to behold as their primitive minds aggressively lash out at the source of their ire. This propensity towards violence often serves to make their legendarily short tempers even shorter, while an Ogryn Bulwark at the height of his anger is a rampaging whirlwind of destruction that dashes his foes to pieces with the sheer force of his blows. This is going to be about fun or interesting units I like to field, rather than those that are particularly powerful for the Astra Militarum. Even those armed with Ripper Guns tend to wield them to greater effect than other Ogryn, and often the newest and most reliable models within an Ogryn squad are reserved for their use. On the other hand, Ogryns are known for their inability to understand complex commands and tactics. This simple-mindedness has also contributed to the big Abhumans' reputation as being notoriously easy to corrupt to the service of Chaos, particularly by the temptations of the Blood God Khorne. Many Ogryns, for example, fought in the Vraksian Traitor Militia during the infamous Siege of Vraks.

This fits snuggly into a Vanguard Detachment and costs just under 1,000 points. Yes, yes it’s a lot of points. But how awesome is it… The Banesword just… showed up for me, you know? It’s just been more consistent, and really I’m more comfortable introducing it to my 3 beloved Rogal Dorns, and letting them play together in the same list. The Quake Cannon still comes with that nice, comfortable, reliable, shooting profile I’ve come to love: [Blast, Ignores Cover] AD6+6 BS4+ S16 AP-4 D4. It’s also been going to the gym and working on itself. I really appreciate that about it. It’s shown up to 10th Edition with Armour Obliteration which explodes enemies with Deadly Demise on a role of a 3+ instead of a roll of a 6+. I’ve been told It does that to show you how much it loves you. The Astropath’s melee is less impressive but worth using if you’ve already mitigated Overwatch. Again they do D3 Damage – so if you can get a strike onto the target they could be finishing off a unit with ease. Liberal application of oversized purity seals gives a sense of size to the models and adds some Ordo Hereticus flair to the models. Basing across all models shares the idea of a dark, muddy area with snow patches on the ground and small dark shrubs growing sporadically.Anyway, 4 Bullgryns in a Chimera is amazing. I want to leave my office right now and play this right now! Though the Imperial Cult states that Ogryns are too dim-witted to become Psykers, this has changed in the wake of the Great Rift's creation. A Penal Legion Orgyn named Cassia displayed psychic abilities in battle and soon joined Lord Inquisitor Falx' retinue. The Inquisitor believes the Great Rift caused Cassia to become a Psyker and suspects that many more Ogryns will start to develop psychic abilities as well. [13a] Cassia also had an increased intellect afterwards and learned how to read and write on her own. The Imperial Cult states that Ogryns are also incapable of doing this. It is however not clear if Cassia's new intellectual level is a result of her becoming a Psyker. [13b] Awakened Ogryn

Unlike the more common Ogryn Bulwark or Gun Ripper-squads, the Charonite squads were a far more specialised detachment that could, in some regards, be considered as the predecessors of the present-day Astra Militarum Bullgryns, although they also shared a lot in common with the infamous Chaos Ogryn Berserkers which are thought to be a bastardised version of the original Charonite-template. AM forces are not meant to be used without their commanders. Lord Commisar for infantry and Tank Commander for vehicles. Both are spammable since they are cheap. They significantly buff your armies so you should use them. Lord Commissar has a great passive that increases infantry accuracy around him. More accuracy = more damage. He can also significantly buff their armor penetration, and can execute a single model to restore morale (mostly useful for Guardsmen and Tempestus Scions with many models and low morale, Bullgryns your final meatshield have fewer models but fearless, so no point in it). The Lord Commissar gets great synergy with the Chimera. Until you get him properly equipped it is better to have him inside the Chimera as his passive accuracy buff can still be applied and he is protected there, more mobile, and can mount/enable its extra gun. Once you get him high level and equipped it is best not to use him in there since he can be easier killed inside it. The biggest loser of the variants is the ever-reliable-most-likely-to-be-clear-worst-in-almost-any-edition Leman Russ Vanquisher. Tank-killer allows you to re-roll the wound roll for the Vanquisher Battle Cannon against Monsters and Vehicles . The Vanquisher Battle Cannon itself is R72” A1 BS4+ S18 AP-4 DD6+6. It no longer ignores invulnerable saves. So while it can shoot – this is fairly poor. With no AP and at S4 it’s good against horde armies and their squishy troops but for 45 points a model you want to be doing more than killing Guardsmen and Eldar Guardians.Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons: The only buff that works inside the Chimera is the passive accuracy buff. The active abilities of Lord Commissar still need to be pressed when he is outside. Still it is really fun combining a Chimera with a Lord Commissar with abilities spent on the buff in the early game. The Chimera is a game changer for AM infantry, it can move them organized and faster and it can also travel over water. It costs the same as Scout Sentinels and while it is somewhat less mobile and less tanky than them, it has higher firepower with cargo inside. I often make Chimeras instead of Scout Sentinels.

Asda Great Deal

Free UK shipping. 15 day free returns.
Community Updates
*So you can easily identify outgoing links on our site, we've marked them with an "*" symbol. Links on our site are monetised, but this never affects which deals get posted. Find more info in our FAQs and About Us page.
New Comment