Tag Archives: Ogre Kingdoms

6 Inch Move Review – 8th Edition Warhammer Armies – Ogre Kingdoms


No-one in the Warhammer speaking world can have failed to notice that one of the army books in direst need of being updated has finally crashed through the wilderness of the GW design studio and landed with a thud in stores around the world.

I’ve read, pondered, digested, giggled maniacally, planned, re-planned and procrastinated the writing of this post. I thought it about time that I actually put forth my feelings on the latest book. I believe the best way to start that is to look where we’ve come from.

The previous Ogre book stemmed from a previous age and was starting to show it, even in its native 6th edition it was regarded as an auto-win if you faced them across the table. Seventh edition didn’t do them any favours either but there were those of us who enjoyed the fat, sweaty, subtle as a London rioter being filmed walking down the street with the 52″ TV he’s just looted from the local branch of Currys, big guys! People played the Ogres the only way they could that would let them have any chance of winning. Then, we got 8th edition, a whole new era of gamer dividing awesomeness, suddenly Ogres were actually competitive again. Sure, no-one was singing that they were as broken as Skaven or Daemons but the changes of the new edition brought enough of a see-change that even though people still decried them as bottom of the ladder we could now bring the pain and shock people. Arguments ensued over just how Gut Magic worked, small children wept at night about how many characters were stacked into all-consuming death stars of Bulls or Ironguts but the Ogre players, like the armies that they played, rolled with it and kept on fighting.

So, after almost 300 words of drivel what is the new book like then? As we all know by now GW have decided to put all the new 8th books into hardback, another way of screwing more money out of gullible punters or a genuine improvement in robustness? I’ll let you be the judge of that. However, I must admit that the new books are very nice, still not sure they are worth the money, the Ogre book is 96 pages for £25 afterall but I paid it so I can’t really say all that much now can I?

The background section has been fleshed out (pun intended) so we get much more detail about what happened to the Ogres on their forced migration across the mountains, there are also larger sections expanding the known tribes and the new map is brilliant for showing the tribes, their haunts and the various roads leading through the region. Background and fluff is something the Sherriff has never had a problem with in my book. They might not be able to write clear and concise rules or even balance stuff all that well in some circumstances but they can certainly spin a yarn.

The bestiary is good and provides fluff for all the options in the book, although people have noted that the old Forgeworld Rhinox fluff has been copy/pasta’d into the Mournfang entry. Rather unsurprisingly all of the new units that models have been released for are viable. Ogres certainly have a lot more variety in how they can bring the pain. Gnoblars lost a dedicated Trappers entry and Bicker! but went up in price by 25% when the cost of Ogres across the board dropped in a lot of areas. The Tyrant got more expensive as did the bargain that was the Slaughtermaster who now makes a viable (if low leadership) general.

The special characters are generally overpriced for what they are and the Ogres have far less of them than the other new books, although you could argue how many Ogres you can get with a distinct personality. The new Lore of the Great Maw is pretty decent containing a huge haul of Augment spells and you have to take it on at least one of your Mages, the Lore has no quirks now and works off the standard rules just like how the Lore of Nehekhara has been brought into line with the new edition.

Ogre Bulls are now just called Ogres, are cheaper and now come with armour, they have a number of options and Ironfists now count as a shield so you can get a Parry save! Ogres have lost the Armour Penetration of their Ogre Clubs but also will be more reliable when charging into stuff and scoring impact hits due to the changes in those rules. The Special choices are really where things get interesting for the Ogres now, Sabretusks can be taken in packs of 1-10, that’s right for a mere 21pts you can take a M8 model with the same stats as an Eagle for running around on flanks and hunting warmachines or redirecting the enemy. The Mournfang cavalry are the heavy shock troops for the Ogres, they can get a 2+ armour save, can carry a magic banner and can use Ironfists to get a Parry even when mounted. They cost a lot but are going to be a huge benefit for Ogre generals. Slam in some normal Ogres into the front of a unit and a flank charge from these guys is going to be devastating! If you want another unit that is going to make your opponent cry then the new Maneaters are where it’s at. Substantially cheaper than before you now get to pick two of a myriad special rules when picking the unit, this makes them eminently customisable. They are not cheap either but then Ogre players are used to having to deal with expensive units.

In Rares we now find the Scraplauncher that uses a small template but won’t charge headfirst into the first thing it sees! We get a cannon with S10 grapeshot that is mounted on a chariot, it’s 40pts more than the (cheaper) Scraplauncher but also fills more of a hole. We get the Slave Giant now called a normal Giant and using the same profile from the Orc book, although I think he will now feature in even fewer lists thanks to our new arrivals. The Stonehorn (pictured at the start of this post) is a pure brute, it does an increased number of impact hits when it charges. It certainly isn’t going to take a normal sized unit down on its own but it will make a mess of what it hits. The Thundertusk is a support beast, still big and tough but not as brutal in combat. It can spit out spheres of ice and give Always Strikes Last to enemies within 6″! No more re-rolls for those pesky High Elves.

The Ogre magic items are typically lean as has been the style with the new books, they are often overpriced for what they are. Debates rage online about just whether the Ironfist (which performs exactly like a shield so the rules tell us) means that a Slaughtermaster can take magical armour but overall we have another solid book here. The general consensus among Ogre players is that this is a massive improvement, an assessment I am happy to agree with. It doesn’t make the Ogres hugely overpowered, but offers improvements and viable choices where none existed before.

I’ll be looking to get some of the new units for sure and will give a rundown of how the go when I finally get around to putting them on the tabletop.

 

Advertisements

ZombiePirate’s Ogre Kingdoms Review – 8th Edition


Welcome one and all. Last night I took full advantage of my wife being out and Gribblin and I threw down for another game of Warhammer Fantasy. Now, regular viewers may remember from way back when I chose High Elves as the army I was going to be doing. Unsurprisingly for one as fickle as I am that changed on a whim and rather than hordes of Always Strikes First ridiculousness I went with something way out of left field, the much maligned Ogre Kingdoms.

Ogres have had a bit of a rough ride in Fantasy. When they were first released way back in 6th edition they were decried, not only because they were perceived as a bit rubbish due to their MSU build philosophy but also because Wood Elves were due an update and had to wait even longer to get a new book. At the point in time the Ogres arrived I had been waiting for Wood Elf models that didn’t make my eyes bleed as they were an army I’d always liked the background for, Gribblin put paid to that though as a long time Woodies player and having an army, if I had picked up the hippy elves I believe we’d have had some very boring games over the years.

For me, picking Ogres was about challenging myself, sure they are better than they have ever been, but it’s a bit like saying a turd is better than it has ever been if you give it a wallet full of cash. It’s still a turd after all, even if in monetary terms it is the king of turds. This would also give me an army that would have a low model count, something I can do something with and have a chance of painting someday. Hey, a fella can dream can’t he?

So it was that I built an army and last night it had its second outing against the tweaked Lizardmen fielded by Gribblin. My list was unchanged from the last time we played and we are fighting at the 3000pts level, so we both expect plenty of nastiness on both sides. It was a fun game and the initiative was definitely with the Lizards for the first couple of turns, however, an interesting charge declaration in the bottom of turn two set me up to ROFLstomp my way through his lines in the following turns. I had to sacrifice a unit of Ogres really to do it but in the end it worked out. We were playing the Blood and Glory scenario and I broke the Lizardmen on turn 5 with the death of the Slaan and his unit.

Rather than a play by play (my poor memory is not good for writing battle reports) I thought I’d run through the same format as I did with my War of the Ring choices, a breakdown of the items in my list and their performance to date, OK it’s only two games but I am starting to get a feel for things and how they play. Now might be the time to start looking at tweaks.I think I’m on borrowed time before I get creamed by the Lizardmen or he brings out the Vampires.

Lords

Tyrant – Mawseeker, Fencers Blades, Greyback Pelt, Wyrdstone Necklace, 2 Sword Gnoblars, Luck Gnoblar.

This guy is nuts! Yes, he is expensive, yes he suffers from Stupidity, but a re-rollable Ld9 is not too much to worry about I feel. Unbuffed he is WS10, T6 with 6 attacks at S5 at 2 more attacks at S2. At best you hit him in combat on a 5. He is designed to challenge and get overkill and he easily makes back his points. So far he has a Slann, an Ancient Stegadon, a Skink Chief and some change, not bad from only two games. When fully buffed from a Butcher this guy is even crazier. I may look at what I want him to do and play with some different items but I really enjoy using this guy, he is blunt force trauma in the truest sense of the word, completely unsubtle but then, he’s an Ogre so why not.

Slaughtermaster – Talisman of Preservation, Blood Cleaver

Mandatory level 4 spellcaster. Sure, the Gut Magic Lore isn’t exactly the best in the game but it does have its benefits. Stackable buffs that can take Ogres over the top in terms of their hitting power and overall survivability. In an army with next to no armour getting the right few buffs off and keeping them up is a strategy in and of itself. The Blood Cleaver is a nice little tool that allows him to reclaim wounds he will inevitably suffer at the hands of his own casting. The Miscast table for Gut Magic is pretty brutal but I rolled on it for the first time last night and he just ended up with Frenzy, result!

I wouldn’t leave home without him at this points levels, single dice casting is alive and well and on a decent Winds of Magic roll I’ll typically end up with dice left over to dispel anything that my enemy has and as that enemy is a Slann there is generally something around.

Heroes

Bruiser – BSB, Heavy Armour, Talisman of Protection, Great Skull

Again a mandatory choice in any army is now a Battle Standard. The Re-rolls to leadership test is too valuable to give up especially with a low Ld army like Ogres. This fellow doesn’t do a whole lot other than hide in his unit, he has a basic ward save and so far the Great Skull hasn’t done a thing, probably a good thing considering the Slaan can throw miscasts at me. I’m likely to drop this item and use the points elsewhere. He doesn’t really have a job to do but does lend his attacks to a fight while he cowers in the second rank doing re-rolls. No matter the points level this chap would be one of the first things I put into the list.

Butcher – Dispel Scroll

Backup to the Slaughtermaster, carries a scroll for when I really need to stop a spell that didn’t get IF, provides another avenue for buffing the Ogres and can also single dice cast before letting his more experienced compatriot get on with things. It would be possible to drop this chap but I think that would leave too big a hole in my buffing prowess trying to cover all the Ogre units.

Core

6 Ogre Bulls – Standard and Musician

You have to take a single unit of Bulls, in this edition they got better due to Stomp and Monstrous Infantry. They can’t be Killing Blowed and some of the big spells won’t work on them. Giving them proper ranks also helps no end. They still suffer from low Initiative, low Weapon Skill and lack of armour but the can absorb a lot of punishment with Gut Magic around. These guys can do some damage but are mainly a flank protection unit for the others, they are small enough to be able to manoeuver around things but big enough to provide a threat in combat. I am happy to sacrifice these guys to achieve goals with the other Ogres.

9 Ogre Bulls – Standard and Musician

This is the second main combat unit, two ranks and generally the hiding place of the Butcher. They can get buffed and are likely to make it into combat with a large number of attacks, it takes a concerted effort to shift them although last night an Oldblood with Blade of Realities shows just how easy it can be to get rid of a 300pts+ unit when you take a 300pts character  with a 75pt magic weapon against someone who generally can’t pass a Leadership test to save his life (and being out of range of the BSB didn’t help). I do like this unit as it’s pretty beefy, although I could combine the two units and go for a Bull Horde, I am just wary of the fact I’d have all my eggs in one basket and one IF Purple Sun could potentially then remove me from the game.

7 Ironguts – Standard with Rune Maw and Musician

I LOVE THIS UNIT!!!! This is the core of my offensive line, if you’re a character and not the Butcher you go in this unit. I know, it’s a Death Star but that is the way to play Ogres and have any perceivable chance of winning. I deploy them 4 wide therefore giving two Ironguts a chance to attack alongside my Slaughtermaster and Tyrant. I’m happy to take challenges on either one of those guys really although the Tyrant is built for it. The Great Weapons are really not a hindrance on a unit that has low I anyway but between all the impact hits they do, the stomps and the huge number of high strength attacks they can roll they wreck things. Last night they went into the Slann and Temple Guard unit, two rounds of combat later and the Slann legged it and was run down, he only had a single wound left after the entire unit of Temple Guard got clubbed to death, I lost 1 Irongut…

The unit totals (with characters) over one-third of my total army cost but it is well worth it to see them rampage across the battlefield. I’ve not yet used the Rune Maw due to nothing offensive being cast their way but I’m going to keep it as I think that may change.

40 Gnoblars

Nothing much to say here, 5*8 for steadfast they are a giant roadblock and sit on the flank of the Ironguts, they die in droves to anything half decent but if kept close to the Tyrant’s unit (if they don’t bicker) they provide a valuable disruption unit and ablative wounds for the Rune Maw, at 80pts they are ridiculously cheap for what they bring to the table and if they don’t all die to a man or flee from the table it’s a bonus.

8 Gnoblar Trappers

These guys buy me a second Scraplauncher and the models are ace. However, they have done nothing in either game, they have just died although they have taken a cavalry unit out of the game for a few turns which is not bad for a unit costing less than 50pts. I’m waiting for them to wow me but they’re Gnoblars so I’m not expecting it anytime soon. Scouts is good but when you can’t setup out of line of sight in a wood somewhere or something they lose some of their effectiveness. They are still funny though.

Special

2 Scraplaunchers

Interesting units these guys, they are a chariot with a stone thrower on it. A Large Template Killing Blow stone thrower. They’ve not really killed a lot so far. They have been lobbing templates with impunity and last night they shot every turn but only rolled one Hit. They are horrific models to assemble but if I were to drop them I struggle to see what I could add in their place other than more Ogres, not necessarily a bad thing, maybe I just need to start rolling average for scatters and Leadership tests and my mileage with things may change.

2 Leadbelchers

Small and annoying, hilarious when an opponent doesn’t know too much about them and they choose to Stand and Shoot. They haven’t managed to blow themselves up yet and I can consider adding a second unit like this to sit on a flank and being annoying. I like them.

Rare

2 Gorgers – My Warmachine and Lone Character hunters. I like them, they are a little uncontrollable and I sent them against the wrong unit in last night’s game but they will always feature in my list as appearing in the back field of an opponent is something they need to plan for and worry about.

2 Giants – Both got mullered in the first game, second game one survived to the end. I use them as a tag team on a flank and I think they are doing their job well. They attract a lot of fire and all those poison shots are not going against my Ogres which is a good thing. Using two is definitely a good thing as otherwise it would be too little of a distraction, one turn of shooting generally sees it off. They are a threat which you need to deal with, I like the threat saturation approach.

Overall I’ve been very pleased with how my Ogres perform. I’m remembering all of their rules now which is a good thing and they’ve done me proud against one of the current top-tier armies. Gribblin is tweaking his army still and last night’s game was a lot tougher than the one before as it had a lot more Ogre killing potential than its predecessor, I don’t see that changing and I need someway to destroy that Oldblood with Blade of Realities, avoiding the unit he is in also sounds easier than it will be to pull off.

I might change some items around and still need to make up my mind on the Scrappies, I am sure they will have one game where they don’t miss and I just have to endure until then.

 

 

Warhammer 8th Edition – Army Power Levels Explored Part 3


The problem with a game that has 15 armies is that it takes an age to go through them all. Splitting them up also means I’m not taking up the entire first and second pages of the site with a single article. I think the other authors like a bit of exposure some times. So it is that I present you all with part 3 of our look at the Warhammer armies and how they have changed for 8th edition, there will be one final part following this one and by then we’ll have covered all the armies.

Without further ado, let’s get on with things.

Ogre Kingdoms

One of the weakest of books from the last edition got a pretty significant boost, now, I’m not saying that Ogres are going to be bull-charging their way into the top-tier and taking tournament crowns, but when you see an army of them staring at you across the table you won’t be thinking of the free win.

The changes to monstrous infantry means you only need 3 wide to form a rank and anything in the rank behind contributes up to 3 attacks. Therefore a normal unit of say 6 Ogres is now going to be getting 18 attacks if they don’t have a unit Champion. Their fear is now less scary as there is no autobreaking but then Ogres didn’t normally outnumber their foes in the first place. Add in the impact hits from a bull-charge and the Stomp attack they get then your bog standard Ogres are not pretty beefy in combat. Their diminutive cousins the Gnoblars are also great as tarpits, they are dirt cheap and are likely to benefit from being deployed as a Horde to get lots of attacks while remaining steadfast and tying up your opponent until you can get a charge off with Bulls, Man-Eaters or whatever.

If your army has been gathering dust while something else has been taking up your playtime then now may be the time to reconnect with your inner Ogre and slap some unsuspecting opponents around.

Orcs and Goblins

I don’t know what it is about the letter O but under 7th edition rules both of the books fated to start with it have been the most underpowered of all the army books. This isn’t just my own opinion but one I have seen spread around the online Warhammer community. However, just like the Ogres before them, while Orcs do get better in this edition they still face the problems that they did earlier. One thing that Orcs have always been good at is producing a ton of infantry, they are not the best at it but can do it well enough. Big infantry is the hallmark of 8th edition so Orcs have that one covered. They still have a pretty decent spell list and their own miscast table to boot, this saves them from some of the nastiness in the rulebook. Cheap lords mean you can kit out some really good fighty characters and still take some magic ability without compromising your list.

Where things get really good is when you look a Night Goblins. These guys had a ton of options before, with Netters and such like, give them spears and drop them into a Horde formation and you have 4 ranks of attacks coming your way from a very cheap unit. Add in the bat-poop craziness of Fanatics too and you have some really funky, not to mention cheap, units that can wreak havoc. Bolt Throwers and Stone Throwers can help soften the enemy on the approach too, but big blocks of Goblins are going to be big feature I think. Still not the best army out there but Orc players should no longer consider themselves bottom of the pile.

Skaven

I am sure no one has forgotten how awesome the new Skaven book was when it was released towards the end of 7th, well, they have only gotten better in the new rules. While Orcs can spam infantry well, Skaven do it even better, with a greater focus on large blocks of foot soldiers Skaven have gone straight to the top tier of armies as they can put more feet (well, claws) on the ground than any other army out there. While the ratmen benefited from outnumbering their foes in the past when they do it now they are truly formidable, stubborn on leadership 10 provided they have the ranks for Strength in Numbers and are close to a Warlord is going to make them tough to shift. Disposable units of slaves are even more disposable and are likely to make an even bigger boom when they are broken. Skaven characters are cheap and you can kit out a Warlord and still have a Grey Seer should you want. It may be a tight squeeze if you are one of the Screaming Bell crowd but larger point games play even more into Skaven hands. The new casting rules make a lot of their spells easier to cast and you will normally have the wounds to soak up casualties if your mages are on foot.

Let’s not forget a new common magic items list that fills in a lot of the perceived gaps that the Skaven only items have. Abominations are still evil and get more so with their Thunderstomp even if it is a little easier to stop regeneration in this edition. A grand army can take a lot of them too, not something I’d want to be facing. Rat Ogres got the same kind of boost that all monstrous infantry did and are now a viable choice to add extra hittting power into a Skaven force, also you can no longer stand and shoot the A-bomb nor the Doomwheel due to their use of random movement, you’re either going to have to deal with them up close and personal (not recommended) or beat them to a bloody pulp at range. Although now you can pre-measure Skaven shooting is even better than it was previously. In fact the only thing to get worse is Plague Censer Bearers due to the new Skirmish rules and even then they are still worth taking. I can’t really think of too much the Skaven lost in 8th, only a lot of plus points for them.

Tomb Kings

The oldest book in Warhammer is showing its age. Long overdue an update (much like the Dark Eldar in 40k) the egyptian themed Undead hordes certainly are an interesting army. With an interesting update to the magic system cleared up through their FAQ the risen forces of Khemri are certainly not to be trifled with.

They still suffer the same problems they always have, troops that cost way more than what they are capable of doing, sub-par choices in some areas leading many armies to look like carbon copies etc… Yet they still had a decent tournament showing with people who knew what they were doing. We get some nice stomp attacks for Ushabti and Tomb Scorpions, Thunderstomp on the Bone Giant and still a potentially devastating magic phase if played right. Despite all of this the Tomb Kings really just need a new book, even more than Ogre Kingdoms who appeared before the Wood Elves at the end of 6th. While they can certainly hold their own they aren’t an easy army to use. A little more variety in unit choices wouldn’t go amiss as well as a re-write of the Incantions that they use. I love the theme of this army but they could be so much more. We are probably looking at a middle tier army here but their age shows through.