A brand new breed of Bruiser will be stomping onto the battlefield in the form of the hulking Ogroid Myrmidon. Here’s some thoughts on how to use him in your army.
A champion from the Eightpoints, the Ogroid can also be fielded in a Slaves to Darkness army to decimate your enemies and empower your Cultists.
Unlike his Tzeentchy cousin, the Myrmidon doesn’t mess around with that fancy schmancy magic nonsense, focusing instead on solving his problems with maximum violence (though to be fair the Thamaturge is plenty stompy, but that’s a topic for another post). He has a lot of similar stats to his mage counterpart, with an identical 6” movement, 8 wounds, and 8 Bravery. However, being a gladiator has its advantages, and the Myrmidon boasts a slight bit more survivability with a 4+ armor save. He brings a massive spear to battle (seriously, this thing is the size of a Chaos lance), and he can either skewer his opponents in melee or yeet it across the battlefield like a ballista. In the combat phase the spear gives him 6 attacks with 2” range (meaning he can attack a hero hiding behind a screen if he’s positioned right) that hit and wound on a 3+, have a Rend of -1, and deal 1 damage each. Should he decide to throw his spear, he gets a single shot with 18” range, also hitting and wounding on a 3+ with a Rend of -1 but dealing d3 damage.
But the spear isn’t the only pointy weapon this guy is packing; he can also attempt to gore his enemies with the 6 massive horns on his head. He only gets 1 such attack, but it hits and wounds on a 3+, has a -2 Rend, and deals a hefty 3 damage. Unlike the Thamaturge, he doesn’t get to attack with his hooves, which is a bit strange, but he has plenty of other fun abilities that make him a terror in the combat phase. First, should he suffer any wounds or mortal wounds in the combat phase, then for the rest of that phase he can re-roll hit and wound rolls, which is pretty great considering his already high stats and heavy weight of attacks. Second, should any of his hit rolls in the combat phase score an unmodified 6, it scores 2 hits instead of one. If you manage to get this with his Great Horns, you could be dealing a nasty amount of damage. That being said, it is of special note that the Berserk Rage ability does not specify that you only re-roll FAILED hit rolls, so it’s almost always worth trying to get the natural 6s if you can.
Outside of being an absolute combat unit, this guy is also a pretty great support piece if you’re bringing any of the Warcry warbands along. He has a command ability that allows him to pick a Cultist unit wholly within 12” to ignore battleshock tests for that turn. Considering the relatively low armor and Bravery of the Cultist units, this is a clutch ability, especially if you’re taking the Cultists in giant blobs. In fact, since the Myrmidon doesn’t have a charge ability like his Thamaturge compatriot, he might function better as a backline hero, following your Untamed Beasts or Splintered Fangs to battle and attacking over their heads with his spear, or sitting in a bubble of Iron Golems on an objective and never moving. He doesn’t lend himself to being on his own, but if he gets stuck he can certainly handle himself. In addition, should you be playing Ravagers (which you should with this guy) he is a great candidate for the Unquestioned Resolve command trait, since he will almost always be accompanying some Cultists.
How will you be fielding the Myrmidon?