The Ogre Stronghold

The first and largest home of the Ogre Kingdoms — preserved.

Filter by date range

Standalone from the search box above — this queries Pagefind directly and checks each result's date itself, since the packaged search widget can only match a single exact date, not a range.

Ogre Kingdoms Army Book Review (2011)

original thread ↗

Well I must say loving the new Ogre book!!

So what are the changes for Ogres?

Firstly cheaper troops and way more variety in what Ogre players can bring to the table.

Magic
Ogres have now got access to Lore of Fire, Death, Beasts, Heavens and the trusty old Gut-magic (Lore of the Great Maw).

I won't go into detail re: the Lore of the Great Maw (Gut-magic for short).

But 2 new spells and the Lore attribute allows the Butchers/Slaughter Masters to heal themselves which is nice.


Lords & Heroes

Special Characters
Nice new models but not competitive in gaming terms. Skrag is similar to 7th Ed. So you might use them for fluff reasons, I may use the nice models as unit champs or bruisers, etc.

Characters
The biggest change is you can now have a Slaughter Master as your General without having to take a Tyrant. The poor old Tyrants will be gathering dust on shelves for a while unless playing bigger points games or wanting the bonus +1 Leadership in the army.

The most exciting change is the Firebelly who is a hero choice and can be a LVl 1 or 2 caster with Lore of Fire. This guy is screaming to have the Ruby Ring to help get the Lores attribute happening (+d3 to casting after each successful fire spell is cast). Given the fact that regen is quite common now in most armies, this guy will be found in a lot of Ogre lists. Also his breath weapon combined with potion of speed is just awesome as well.


Magic Items
Most of the one's in the Ogre book are overpriced and not worth taking unless you have a specific build in mind.

Hellheart has potential for Magic defense however.

Also the Gnoblar Thiefstone provides MR2 and could be good for a laugh as it steals an item from one of your opponents characters, however you have to roll on a table to see which item is stolen.


Magic Banners
The Dragonhide Banner is an auto include in my lists as it can be fielded on a Maneater, IG, BSB, or Mournful Cavalry unit re-rolling 1's to hit, wound and on AS's add in a breathe weapon which causes ASL whats not to like!

Rune Maw
This Banner may still have a use but has been over costed by 10pts so it will be seen less often (only on BSB's) maybe in Ogre Horde lists.


Ogre Big Names
Pretty much rubbish for the points you spend on them.

Giantbreaker +1 Strength may have a use as it stacks with Magic Weapons from the MRB.

Beastkiller may be useful on a Hunter if using one.

In conclusion Ogre characters are still relying on the items from the MRB, but there is more flexibility as to which characters can be used.


Core
Bulls (now called Ogres) These guys got cheaper and can have Light armor and IF giving them a 5+ AS and a parry for less points than the "naked" Bulls from the old book. Also the Impact hits occur at any distance if you roll a 10+ on your charge dice they get D3 impact hits which is nice.

Downside is they lost their Armor piercing so only -1 on enemy armor saves.

Iron Guts (IG's)
Cheaper than in previous book and can take a magic Banner, bonus to their impact hits so nothing bad here.

Gnoblars
Quite a big change here. Slightly more expensive and Trappers are an upgrade to the unit. Minimum unit size is 10 and no restrictions can also add command if you so desire. No squabble rolls which is a Tactical Bonus.

Downside a bit more expensive and can't double shot.


Special This is where the nice stuff is!!!

Leadbelchers
The good things out-way the bad here. Cheaper than previous book, 24" range, fire every turn and don't misfire. Otherwise similar to before.

Downside can't stand and shoot, only D6 shots per model.

Maneaters
Lots of options here and quite usable for their cost now.

Sabretusk Pack
These are pretty good for their cost.

One popular Tactic being seen is running them as singles for re-directing enemy units, or killing Wizards.

Yhetees
Much better costed than previous edition and at Initiative 4 Str 5 quite usable. Their special ability isn't that useful drops enemy WS by 1 but may come in handy vs. low WS troops which will be hitting Yhetees on 5's, also WS4 troops will hit on 4's instead of 3's.

Mournfang Cavalry Rhinox replacements
Probably the cream of the Special choice close combat units fast moving and hard hitting pretty good for the points spent. The preferred build is probably with HA and IF's for a good armor save, and making use of their I2 if the Dragonhide Banner is used with them.

Gorger
Still good for War-machine hunting and useable in pairs an extra attack due to Frenzy but more expensive than previous book. Still quite useful


Rare Choices
Scraplauncher
Cheaper but smaller template still reasonable for the points you spend. Lost the charging off into enemy which allows them to be used more tactically now.

Ironblaster
A very nice addition to the Ogre arsenal Str 10 Cannon whats not to like!!!! Something to hurt the Stanks and Sphinxes that we are bound to come across.

Giant
These guys are now Stubborn and similar to other Giants and costed accordingly. They still suffer from the weaknesses that all Giants do however their combat table vs. Larger than man sized is worth a look (Thump with Club) wounding Stanks and Sphinxes anyone?

Stonehorn
Hard hitters if they make it to combat and at T6 more survivable than the Giants. But big points spent on a single monster (very nice model however).

Thundertusk
Similar to their Stonehorn counterparts slightly more survivable. The ASL within 6"s of this beast is extremely useful vs. WoC and He's especially so if used correctly could be an awesome support unit to your main Ogre Battle line.


Conclusion
The new Ogre lists will be less predictable for our opponents and will usually contain more Ogre bodies than could be fielded in the previous book. There are plenty of fun builds to keep the Ogre Generals entertained and be more competitive. Opponents with Regen on their units will not be as unkillable as in the previous book.

However the Ogre army is still vulnerable to the uber spells like Pit of Shades, Purple Sun and Cracks call which can devastate low Initiative Armies. This is particularly bad for Ogres as unlike undead we may flee from the Panic Tests caused by these uber spells. Vulnerability to multi wound weapons especially War-machines is also still a problem.

Morale of story get into combat ASAP where we are ItP.

WC's Achievements  29/101 = 29% completed

Ogres  6:0:0 (New Book) vs. Dwarves, Empire, HE's, VC's, WE's and Skaven.

2008 Nominated for: Achievements in Tactics & Strategy Ogre Stronghold
Great summary!  I was looking everywhere for something like this before I bought the book ;)
Glad it has been of use.

If you are an Ogre fan the new book is a must buy!
WC's Achievements  29/101 = 29% completed

Ogres  6:0:0 (New Book) vs. Dwarves, Empire, HE's, VC's, WE's and Skaven.

2008 Nominated for: Achievements in Tactics & Strategy Ogre Stronghold
Continue this conversation on GitHub ↗

Opens a new GitHub Issue pre-filled with a link back here — sign in with GitHub to post. If someone already restarted this thread, please add to that issue instead of opening a second one.