Using Yhetees Effectively (2008)
Yhettees are a hard unit to use effectively, but if you find out how to use them effectively you won't be without them.
Cold hard avantages
The main thing that Yhettees have going for them is their speed, +1 movement compaired to a normal Ogre may not seem like a lot but it changes your march/charge movement from 12" to 14" and your pursuit/flee distance from 2D6 to 3D6 which has a postive impact in-game.
This coupled with a rule that allows them to move through most terrain unhindered by penalties, makes them the most fast and flexible unit in the army.
The Magic weapons that they house are very effective dealing with Forest spirits, Demons or anything Ethereal.
The -1 to hit them in combat is a sort of defence meaning that nothing will be hitting them on less than a 4+ (unless modified by magic weapons, but you shouldn't be fighting anything that has these anyway)
Breaking the Ice
The main problem with Yhettees comes with their points cost, this coupled with them having no armour or ward save makes them an expensive, very fragile unit that cannot benefit from Gut Magic.
Riding with the Avalanche
To use Yhettees effectively you should take advantage of their ignore terrain rule, screening them from missile fire as they advance, maybe up a flank if possible.
They cannot take a ranked up unit head on, as most units in the Ogre force cannot, instead, use their movement to get in a favourable position for a combined charge with the Yhettees in the flank if possible.
Yhettees should also have the edge in movement on minotours and the like, making them a good counter for these units as they can get the charge in first.
They excel against gun lines by getting over the table fast to take out war machines and missile units.
If facing facing Wood Elves, they can be invaluble to flushing them out of forests and taking away forest spirit ward saves.
Use them to counter anything Ethereal, as their magic weapons can hit anything Ethereal as normal.
Use them against demons, they are effective by negating their ward save.
Generally the minimum of 3 is the optimum, making them easier to manouvre and not too many points.
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