“ | The only thing more frightening than a charging Ogre is an even bigger charging Ogre. | „ |
Ironguts are an Ogre Kingdoms monstrous infantry unit introduced in Total War: Warhammer III with Ogre Kingdoms.
Recruitment[]
Unlocked with: Weapon Pile, Weapon Pile (Ogre Camp) or Iron Mine
Description[]
Ironguts are the Ogres of any given tribe that have the most status and the best armour and weapons. They go into battle armed with massive two-handed weapons, be they enormous scimitars, rocks bolted to tree boughs with iron bands, or simply gigantic versions of the traditional Ogre club. lronguts wear large, ornamented gut-plates to show off their elite standing, and cover their meaty arms and boulder-like heads in heavy armour plating cobbled together from various conquests over the years.
Attributes[]
Monstrous Infantry
- ▲ Armoured: Armoured units can block damage from any source apart from
Armour-Piercing damage.
- ▲ Armour-Piercing: The damage of
armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
- ▲ Ogre Charge: When attacking braced charge defenders, this unit only loses half of its charge bonus.
Strategy[]
Ogre Bulls, except better. Whether they're twice as better, as their price point stipulates, is dictated by your economy and the type of enemies you're up against. If you're fighting a lot of unarmored swarms like Skaven, you can stand to keep using Bulls for a little while longer and save your money. A range-heavy faction or one with a lot of armor like Cathay or Warriors of Chaos calls for you to sturdy up the core of your army quickly. The anti-armor attacks are Maneaters' real selling point and that should make the decision for you.
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