Ogryns (require Doctrine Point)
Rating: Marginal
A very painful rating, because I'm a huge fan of Ogryn -- both the models, and the background, and more. They're moderately cheap (cheaper than in the previous Codex), and are a decent combination of close combat power (with two attacks and WS4, S6) and shootiness (with the Rippergun). On the other hand, they're not really a 'pure' assault unit (they used to effectively have THREE attacks), and can't take advantage of the Company Standard. They can't take a Vox-Caster either, although that at least is mitigated by the fact that you can take a Bone'ead for Ld9.
In all, this is a 'fluff' choice, though. Ogryn are only T4 with a 5+ save, so they will take a lot of damage if hit hard by anything that causes damage -- like virtually any enemy assault unit in the 40K universe. They also go down very quickly if faced by anything that can overkill them -- like powerfists. And they will almost definitely be your most expensive unit -- yet another reason why they might end up as targets in a game. Still, they are a good backup unit in an assault, so long as they're supported by other units.
The MasterofMelee writes: In my opinion Ogryn were never a formidable match for most assault units in the 40K universe. They were simply great speed bumps or if they managed to hit a non-assault unit like devastators, it was always funny to see the marines lose a 250 points squad to 120 points pf Ogryn.
Keep in mind if you use Ogryn that a couple notes apply:
(a) You'll be spending a doctrine point
(b) You can't give them Carapace armor or make them Die-Hards (and the Official GW Q&A 'clarifies' that Chem-inhalers are reserved for use by Guard Infantry units only).
(c) You can't give them Frag grenades
(d) You can't give them power-weapons or powerfists, and you can't give them Advisors (with powerweapons/powerfists), so your only option is an Independent Character -- which then becomes a target, sort of defeating the purpose of taking one.
And most importantly -- they're a short-range unit, and best off in a Chimera. If your Ogryn are on foot, your opponents can avoid them fairly easily because their movement rate is fairly modest. (If you're creating a 'human wave' army of Conscripts backed by Ogryn, that's certainly feasible -- but the Imperial Guard army list is NOT the best way to design such a list. Think about taking a Lost and the Damned army instead!) Because they take two slots in a transport each, that means you can fit just 6 Ogryn in a Chimera, as opposed to a full squad of 10, although that's still not too bad.