Hello there elector casuals!

It is I, Sir D coming out of my little castle to tell you all the things I have learned about the menace of the Mountains of Mourn. A great man, probably Colonel Sanders, once said that we must know our enemy in order to stab them with a metal-tipped wooden stick at high velocity which will cause their brain to turn off. We call that proactive defense where I come from.

I decided to start with the biggest boys on the block for a very complicated reason. Because I wanted to.

Thankfully, the Ogre Kingdoms is one of the legacy armies that GW decided to release alongside the “supported” armies so it was very easy to find the rules to play the army. I have to give Games Workshop props on releasing the incredibly well-written legacy pdfs even with the stipulation that they are not going to do more with those races in the near future.

The most incredible part is that they are FREE O’ CLOCK.

Before I start rambling we should go over what we are about to do. I will be reviewing the army composition, the units, some of my favorite rules that should be highlighted, and then building my own 1000 point army that would by my own idea of an army core that I would use as a base for all my armies at any point level.

Let’s get started, shall we?

Army Composition

Pretty bog-standard army composition. Nothing to really complain about here.

So, taking a look at the grand army composition I see that it is your standard affair. It seems like most of the army-defining units are hidden behind the consistent 1000 pt locks to keep it from skewing heavily against other people at that low point level. I don’t think the game is designed to be played at anything lower than AT LEAST 1000 points, but that is just me.

I am eternally trapped in the old ways of looking at this game so something I will be sure to bring up consistently in my write ups are what I consider Lord and Hero level units. In the new game system, the Lord-level characters are going to be the ones locked behind a 1000 point army requirement like the Tyrant and Slaughtermaster. Essentially they are just the buffed up version of that character arch-type (fighter, caster) and have access to more points for magic items.

It should be stated that Ogre Kingdoms does not have any units locked behind having a certain kind of hero. I have seen some of this in things like the Skaven Index, so I am sure it will be rearing its ugly head later. This is honestly alright since the Ogre Roster is historically much smaller than so many of the other armies in fantasy. I will say that Ironguts being in core is an interesting thing since it allows you to bring some fairly solid core choices if you are not happy with regular bulls.

Ogre Units

Tyrannical Overlords

Honestly, I think that these boys are pretty solid in regards to choices. In Ogre Kingdoms it is nice to see that the Lord and Hero level characters have the same S and T since so many of the other armies will have these change depending on the character level. When it comes to Ogre leaders you are literally just taking a hype-up Ogre Bull who is going to be doing the exact same things their smaller cousins are trying to do, but being MUCH better at it.

What I am trying to say is that these guys are here to beat things to death and they are not going to really care about the rest of the army while they are doing it. A few exceptions exist in the Big Names and magic items, but we will get there later. Kineater being a good example of this. Due to the nature of multiwound monstrous infantry and the changes to things like cannons I am not sure how important something like a BSB will be. Since the BSB no longer helps you with ALL leadership tests, it is much less of an auto include than it was in the past. It is by no means bad, but I can see people using those points for other things if they are so inclined.

Things to consider are a natural S or T 6 is huge since most “good-quality” basic units are going to be in that S or T 4 range. This means that wounding and being wounded will be so much more in your favor if you can get to that magic 6 number. For this reason, I think it is very much worth considering the Big Names that increase these states even with them being a big investment. I say this thinking that the Mawseeker Big Name is a trap sent to made me sad.

Emissaries of the Great Maw

There is a lord level character that can be a Lvl 3 or 4 wizard and a hero-level character that can be a 1 or 2 level wizard. I think that Ogre casters run into that awesome realm of not just being a wizard, but can also tear apart things in duels. I think you can do a few different kinds of builds for your casters in Ogres and Chaos Warriors that emphasize different styles of play. This means that you can pretty easily take a Slaughtermaster as your general and not have to worry about him being some chump that will get knocked over by a dice-spiked unit champion that got too big for his brinches. If you can get your spells off you might even be able to take the combat focused heroes as well.

Lets talk upgrades. With the way magic works in the new system I would almost always recommend you take the wizard level increase even if it is only Lvl 2. It seems that the target casting numbers are higher than they used to be in 7th and sometimes it is hard to even get the spell off. You can always try and position yourself in such a way that being dispelled is less of an issue, but not getting a spell off at all is a real feel bad.

Something to keep in mind is that you can not have armor on your wizards for them to be able to cast spells unless the armor specifically stipulates that you can. I do believe you can still bring a shield so it might be worth throwing an enchanted shield on someone to just get the save rolls since you will most likely have regen from Trollguts. As always a Talisman of Protection is worth considering as well especially since this caster will be in the thick of it.

I have been infatuated with the Illusion lore, and amazingly enough Ogres have enough brain cells to think about making big crystals to block charges or giving themselves the ol doppledonger spell. If you want to fit the casting character out with a big, smashy weapon I think it would be meme-worthy to try out something like the thundermace at least once before you realize its terrible. The -1 to hit from the glittering robe is especially useful on casters that know how to fight since it helps keep you alive, so is always worth considering as a signature spell. I think that both of the Maw spells are worth considering, but I think the Trollguts regen is going to be very clutch to helping keep your models alive from dice spikes.

Both of these spells are pretty tasty.

Hunters

Hunters fill a roll that I think people can take or leave when it comes to Ogres. Mr. Hunter can act like some kind of light calvary harassment unit since you can give him things like Vanguard, Scout, and Ambush. Any time you can introduce a dice roll to someone’s plans it is always worth considering. This means if you can get Mr. Hunter and maybe some kitty cats within 8 inches of a unit that wants to march, they have to take a leadership check. Now that BSBs do not give you rerolls to ALL leadership checks, this means that you are introducing a potentially devastating reduction in movement when someone needs it if they have not invested in drilled. Also you get to have someone yeeting a big, stupid spear at them every turn. I think it is 100% worth considering the Longstrider Big Name since it increases his movement with or without the sabretusks. I would keep the hunter lean and mean so this little idiot doesn’t interfere too much with the rest of your army plans.

Just make sure that if he is interfering with their ability to march you are in a flank so that you yourself don’t get charged silly.

Firebellies

There comes a time in ever Ogre’s life where he thinks about eating literal lava and seeing if he can shoot it out of his mouth like some kinda wizard. Talk about spitting hot fire. By god some of them even manage to do it.

Honestly, I have always loved the concept of Firebellies, but I just don’t think they have ever managed to make it to being valuable to the army. They can’t get above wizard lvl 2, and that makes them very vulnerable to being dispelled constantly. If someone is VERY effective with their position it may not matter at all, but I don’t think I have reached that point yet with the Battle Magic and Elementalism spell lores. I am always excited to see one on the table though and if the rule of cool says you bring one, then I fully support you in your mad dash to the top.

Yo, this model has always been sick. Credit to Games Workshop for the art and model.

Ogre Bulls

Let’s just say that I am a big fan of the average Ogre Bull enjoyer. These guys fit into a strange little spot that is not quiet elite infantry, not exactly idiot infantry, but are also sort of a chariot!?!?! I personally love them and don’t honestly feel that sad that you are required to bring a single unit of them since you are probably going to want to do that anyway. With the way Ogre Charge works I think that 7 might be the number I test with first since it gives you a little bit of wound redundancy so that you can get the AP from the impact hits. Since impact hit kills work for combat resolution I think it is very important to consider as an extra set of attacks that AUTOHIT to get around that WS 3. With the way falling back in good order works, it is much easier to get more impact hits than it would have been in previous editions.

Concept art for people who enjoy Ogre Bulls.

Impact hits can also help you stay alive. If you slam into a unit with impact hits and kill 1-2 models, that reduces the swing back and also helps keep up the momentum of them falling back in good order to potentially get a chance to do it again as long as they move further than 3 inches. Just make sure you remember that you MUST move further than 3 inches in order to do the chest bump of death. I think the ironfist weapon option is always the way since it gives you a slightly better save and the additional attack for only 1 more point over the additional hand weapon option.

That’s practically free real estate!

Ironguts

Now lets imagine a world where you see the Ogre Bull profile, and you decided it needed a GREAT WEAPON. Hell yea boi, now we are cooking. I love them for all the reasons I like Bulls. If you need a pretty solid option for armor cracking, you could do much worse than a unit of Ironguts. I still think 7 is about where you want your numbers to be for that added AP increase on the chest bump. The new edition also really helps one of the old weaknesses of units locked with great weapons when it comes to initiative bonuses. Now, on a perfect charge, you will be chest bumping at I10 and then smashing at I4. I4 is that strange area where you will be swinging before or at the same time as most chaff units. Most things faster than that are going to be characters or special elf units. These were going to be hard to outspeed anyway so I would just pray your high toughness takes a couple of the dice away to let you spread the creamy butter of pain with your big piece of sharped rebar.

Leadbelchers

Now, let’s imagine a world where you see the Ogre Bull profile, and you decided it needed a MUTHALOVING CANNON! I mean who doesn’t love the idea of blasting your enemies to pieces while they are running at you just in time for your bulls to charge in and chest bump them to death. I really love leadbelchers for the fact that they can be a multifaceted tool that can adapt to your opponent. Scattershot is great against hordes since you get the D3 hits with a surprisingly effective Str 3, and the solid shot is great against armies that love monsters and multiwound models. I have always thought that a guaranteed 2 damage is always better than a D3 roll. A barrage of these going into a behemoth or a chariot is a great way to mitigate their effectiveness against your army that would rather be doing the charging to slap their big meat flaps on people to keep the momentum going.

I love leadbelchers! I would bring them in units of 3-6 to keep them in a line and firing either moving up or standing still as the need demands. I would keep them on the flanks and shooting until I felt the need to do a supporting flank charge or fill up a potential hole in the line.

Gnoblar Trappers

I have played Warhammer Fantasy for a number of years and I have to say that I have barely ever seen people bring gnoblars. I look at the profile and I can see why it just doesn’t seem worth it when you could be out there giving the meat slaps with your tum tum. If I was going to give a gnoblar unit a chance it would be the trappers. This is a harassment unit if I have ever seen one. This would be another unit that could potentially run up and stop people from getting marches or super important charges if they have to go through these dummies. Trappers or sabertusks would also be the unit of choice to go bother war machine crews. Even if they are not totally killing the units, being able to stop them from shooting could be quiet the shatterpoint for the overall battle.

That is me really reaching since I would probably use the hunter for that job. It might be worth trying though.

This is what a gnoblar looks like. This picture really brings back some memories of looking through the 7th edition army book. Credit to Games Workshop for the art.

Gnoblar Fighters

Same terrible profile, same price point. I don’t think I would waste the points of this unit since you have access to core units that some armies would have to use special points to get. They might have a place somewhere, but I admit I am not sure of where that is. I would love to hear if people have some ideas for them! They are cheap, but too big and unwieldy to be used as a charge blocker. I don’t hate them, but I am not going to invite them to my birthday party.

Yhetees

Look at these silly little billys with their weapons they made from magic ice. Little sillies. Credit to Games Workshop for picture.

When I look at yhetees, I see a big stinky albino colored wierdo. I also see an ogre that is Str 5 with vanguard and/or scout. This is an excellent flanking unit if I have ever seen it if you want to pay the points. These hefty boys are coming in at an expensive 46 points base, but they can easily be tailored to work or you. The biggest weakness of having a unit like this in a scout position is that they can not do much on their first turn since they don’t have a ranged attack. They could just be used to apply some mind games and force the opponent to peel some assets off to handle them, but I think you might have better options.

Maneaters

There comes a time in many Ogre’s lives where he feels the need to explore the world and gather to himself a random assortment of rules that makes using them very difficult, but potentially very rewarding. That is when they become what is known as a Maneater.

These options are kinda crazy.

This is a seriously cool unit and gives you an opportunity to make a unit that can fit a very specific type of roll that you are looking for. They are running around with base attacks 4 and S5, and I will be honest if it stopped there I think this unit would be worth looking at, but you can give these guys a variety of weapons since they have motley crew. I believe the armor save of the unit is based on the majority of whatever save is in the unit, which makes me think that at least having a slight majority of something like ironfirsts is a great idea since you can get yourself a 4+ save with an extra attack since ironfists are BALLER. Again, that alone is well worth considering for this unit.

Now, lets add the fact that you get two from the choice of 4 rules for free. These rules include immune to psychology, poisoned attacks, stubborn, and vanguard. I love having access to all of those rules with the exception of vanguard since I feel like it does not offer enough to take up the slot for one of the other 3. A little extra movement is a hard choice over giving the entire unit poisoned attacks. I really think this unit has some game to it and I am excited to see some of the combinations that come out of it.

Sabretusk Pack

The sabretusks are another one of those harassment units. Again, I am a little hesitant to spend the extra points to give them the scout rule since they don’t have a ranged attack and it means they have to weather two turns of whatever the other army can do before they can charge and inflict actual damage. Personally, I like them since they are so fast and have solid enough stats on a cheap enough frame that I think vanguarding them up and then making a charge turn 2 is a cheaper way to get the same effect. Each of them being two wounds is pretty fun as well since it can stop some random shot coming through and taking away the 2 attacks per model. That combined with skirmishers means that your opponent could be throwing something much more expensive or shooting way too many points at something that will be very disruptive to their plans if they get into the right spot.

I would use them to heckle my opponent unless you think you can do it with words alone. I know I can.

Mournfang Cavalry

Now we are going to start talking about some real disgusting stuff. Mournfang cavalry are a unit that deserves the reputation that it has rightfully earned through the mauling of armies that it can easily achieve if you let them do whatever they want.

Lets just say that this unit is nasty, dasty, and will run at your real fasty. (That was play on words joke Taylor.)

Best bite down on a piece of wood, because the pain train ain’t go no brakes.

It should be said that I love this unit. Just three of these guys will be delivering 18 attacks at respectable strength, and we have not even considered the impact hits. This unit is the definition of shock cavalry and should be considered whenever you are building an Ogre Kingdom’s army. In the current edition of the game, I think cavalry with counter-charge are SIGNIFIGANTLY better when it comes to the initial clash of armies since establishing cavalry dominance is key to a stress-free life of bullying your opponent to never wanting to play again. Mournfang Cavalry do not have this rule, so it should be said that unless you KNOW you are getting that charge off it is a good idea to use these guys to plow through things on foot and just shoot enemy cavalry with boom booms.

That weakness aside I would not leave home to play Ogres without at least a barebones unit of these guys since they help with flanks and disruption on that sweet, sweet speed 8 with lots of solid AP -1 impacts and tusking.

Me after being on the receiving end of a mournfang cavalry charge

Ironblaster

Some armies have access to artillery that comes with a big * (That is a asterisk joke, Taylor.) This is where the Ironblaster comes into view. Imagine a world where a bunch of large, angry man-babies put a very large cannon on the back of a rhinoceros, and you are about halfway through the thought of what is going on before it runs across the board and runs your ranged units over. So before my next few thoughts let’s just establish the fact that I am bad at making great choices when it comes to finances and people I should have in my life.

That considered, I know for a fact that anyone who wants to rock out and blast stuff with a cannon made by sky people while playing Rosie by ACDC at max volume are the type of people I NEED IN MY LIFE.

Lets go over why, shall we. This sucker is a cannon that can move every turn and deliver a S10 cannonball into someone’s brainhole. It has the incredible ability to do D3+1 damage when it hits and has a base AP -3 on the shot. This cannon skips past the usual poor BS of the Ogres, and can even JUST be used as a heavy chariot. The only downside of the unit in my opinion is the unique misfire table which is much more brutal in regards to shooting.

Just don’t roll the misfire. It is in fact very easy.

This misfire chart means that if you roll a misfire you are not going to be firing this thing for at least two turns if you are lucky. What makes it ok with me though is the fact that the platform is still a contender. The changes to chariots for this edition also means that this thing can march if the big boom boom is useless or you don’t want to fire it that turn. I can see plenty of opportunities where this thing can be used even if things start to go south. I love them and I would always try and include one in any army over 1000 pts to help with big characters riding on stuff or multi-wound models.

Gnoblar Scraplauncher

I believe that this edition is the time of the stone throwers and this is not an exception. The fact that the bombardment template is the 5″ is going to greatly increase the potential efficacy of the weapon. The part of the weapon that I am not a huge fan of is the minimum range. This weapon also suffers similar issues to the Ironblaster in regards to to its misfire chart. If the weapon does become inoperable for two turns you are much less likely to want to run forward with this thing as a backup chariot like I would be for the Ironblaster. I think this weapon is still very good and it should be used, but sometimes I just love to run screaming forward while firing a very large cannon.

If that makes me wrong I do not want to be right.

Stonehorn Riders

Ok, so I figured I hit two birds with one stone(horn) here (that was a word pun joke, Taylor). When it comes to army construction you can go a few different ways in general. If you are the type of person that likes big, stompy monsters than you are going to adore the Stonehorn and Thundertusk. When you really boil it down, at least to me, this unit is what you get with the mournfang cavalry, but on a single base and with slightly less movement. I admit that these behemoth units are where my knowledge of the gets a little hazy since almost all of the armies I have played do not have massive mounts. I prefer my armies more spread out, but if you like your lists more tall these are for SURE not a bad choice.

Plus they obviously look really cool. If I had to pick between stonehorn and the thundertusk I would go for the stonehorn since I think it looks super sick. I love his cute little face.

Posting this because I very frequently get confused on which one of these large chunguses is the stonehorn rider and who is the Thundertusk. THIS IS THE STONEHORN!

Thundertusk Riders

My thoughts on the thundertusk are pretty similar to the stonehorn in that if you like big, stompy monsters you will for sure not be disappointed with this one. One thing I did not mention above is that if you are going to use these behemoths, you are going to be getting most of your benefit from the fact that the stomps and impact hits are automatic hits. One of the weak points of these units is that they are trapped behind a WS of 3 for the riders, but the big scary monster just doesn’t give a poop.

The differences between the thundertusk and stonehorn is that you are trading the more consistent impact hits with a consistent 3 stomps. I admit I am not entirely sure how the math works on on this, but I think I appreciate the more variably impacts from the stonehorn due to the thunderous charge rule removing a very large chunk of armor save when it hits.

Again, more of a preference thing for the stonehorn, but I think they are both great for the price.

THIS IS THE THUNDERTUSK!

Giants

The giant is a unit that is beloved for the fact that it exists and is goofy, but has not been very relevant to the game for a very hot minute. For 200 points you have a pretty good statline, but the randomness of its attacks is mindboggling frustrating when you need a specific thing to happen. The giant is the pinnacle of who is in the game for the fun technology. You bring a giant because you love the chaos of a good ol’ fashion Games Workshop chart, not because you like an easy win.

The definition of madness!

I have mad respect for anyone that brings one, but I just don’t think I can bring myself to bring one since my medical doctor told me that I need to watch my blood pressure.

Gorgers

It may be the vampire count player in me, but I like the gorger. It reminds me a LOT of one of my favorite monsters in the game, the varghulf. The biggest let down is the fact that you are trapped behind the WS 3. Hitting on 4s can be one of the most irritating things if you are really depending on that damage coming through. This puts it in that interesting position of being a great flanking unit that is great for pounding on things like screening units, gunline units, or warmachine crews. The big issue is that you have plenty of access to things like that in the Ogre Kingdom index. This is one of those personal flavor type situations, and I think I would go with something else in the index in the gorgers.

Big Names

I think most of the Big Names have some play, but I know which ones I will be bringing most of the time. With the changes to how BSBs work, I really think that Mawseeker is a trap since it can ruin a perfect charge just for the benefit of a single T on a single member of a unit. Giantbreaker, Kineater, Longstrider, and Deathcheater are for sure the ones I would be thinking about bringing.

Giantbreaker gives you an extra str, but you have to accept challenges, which honestly I would probably be accepting most of the time anyway. Who doesn’t like a little extra insurance that you will be wounding on 2s as you are smashing linetroopers and gain that sweet, sweet combat resolution.

Kineater acts like a hobo version of a rallying cry or a BSB. I really like this one since I don’t see myself bringing a BSB very often with Ogres. This is one of the few things that I think helps support the army overall, and I think that is almost always worth considering.

Longstrider gives you an extra movement. Pretty simple, but very effective. If you put this on a unit that you can harass flanks or vulnerable parts of the enemy army, then I think it is a pretty cheap way to improve on a winning formula. It might turn out to be unnecessary later after more games are played and people start figuring stuff out, but I will never say no to a good old fashion speed boost.

Deathcheater is great since it is very cheap and could potentially save a valuable character. This gets even more awesome when it comes to messing up someone’s excellent plan of killing your chunkers with killing blow. Roll a 6 huh, that’s pretty cool. Can you do it again before I smash your skull in with your friend’s femur bone. (That was a killing your enemies with their friend’s femur bone joke, Taylor).

Magic Items

I am a simple man who never feels comfortable admitting his feelings to others or paying a very high amount of points for a weapon that you might only be swinging once or twice during the gameI feel like this can harm army creation overall, but I can barely win at waking up in the morning so what do I know. I would rather have the points in some kind of armor or survivability thing to keep my supporting characters alive. In Ogre Kingdoms though I can see some play with this. Therefore if you want to run a 90 pt magic weapon……..you do you man. Just don’t hurt my family. I put money in the drawer just lock the front door on the way out.

The real stand outs to me are the Mastodon Armor, Spangleshard, Dragonhide Banner, Cannibal Totem, Daemon-Slayer Scars, Hellheart, and the Gru’s Sickle

Mastodon Armor since it is pretty decently costed for a 4+ save with a ward save on a model with a bunch of wounds. Magic armors get much more cost-effective if the units wearing them are high wounds. Simple yet effective is the name of the game with this one.

Spangleshard is a Apple-branded Talisman of Protection which may not seem like it is worth it, but you have to consider that now you can bring TWO items that give out a decent ward save. Now that you can take ward saves IN ADDITION to normal armor saves and regen saves I think it greatly increases their value. This item comes with a slightly better save that could potentially go away forever, but you have to consider how many times you will be making the roll. If the ward save stops you from taking 2-3 wounds then it will have paid itself off in my eyes. The worst case scenario is of course if you roll a 1 on the first roll and lose the item and the hope that a higher power doesn’t despise you. That’s showbizz though babeeeeeeee.

Dragonhide Banner let’s an entire unit reroll 1s to hit and gives you the flaming attack rule. Flaming attack is one of those super clutch things that doesn’t matter until it REALLY matters. The more important part of this item is that rerolling 1s is INSANELY good. Rerolls are at a premium in the game now, and putting this on a fairly durable unit that hits hard is going to really start paying dividends. Something like a Maneater unit with this running around rerolling 1s into potential successful poisoned attacks is a pretty solid combionation.

Cannibal Totem is a banner that gives you a 5+ regen save on an entire unit, but only lets you purse on a single D6 instead of 2. The current scenarios of the game are all about those sweet, sweet killpoints. If you can have a big chunk of your army with a 3rd roll to not take a wound on models that are at least 3 wounds then you are going to be running around with a whole lot of chunk. Not catching units in pursuit can be a potentially huge downside, but it might give you opportunities to do charges for more impact hits later. Personally I am a big fan of this one.

Deamon-Slayer Scars will give your character, and by extension your unit, terror. Now a single character in a unit with terror will give them the effects of terror, but it does not make you immune to it unless the unit itself has the rule. Terror is potentially incredible if you declare a charge and send a unit for the hills before even swinging. The other benefit of the rule is that if you beat your opponent in combat and they have to make their leadership check, you are going to give them a further -1 to the characteristic. This rule stats that it is a -1 to the leadership characteristic and is not a mod to the check itself. This means that you have increased your chances of the unit you are attacking going into a full break and flee and not a good order fall back. This means you are increasing your chances of fully murdering a unit. Seems like a pretty solid investment for 20 points.

Hellheart is one of those insanely good magic items depending on who you are fighting. If you are going into an opponent with an army that lives and dies by magic, this artifact will give them high blood pressure. I would put this item on something like a barebones Bruiser and eventually tell that big, fat idiot to eat it, lose the wound, and potentially start causing fireworks on the other side of the table if your opponent is really into rolling doubles.

The Grut’s Sickle is a very decent item if you are trying to go heavy on the magic front. If you give this to a slaughtermaster and have something stupid to kill while you are slinging spells, that extra D3 could potentially save some bad casting rolls or put your spells in a much higher bracket that the opponent can not dispel it.

It’s kind of like being in different tax brackets except it involves a much higher chance of suffering spontaneous explosions on both ends.

The best-use target for this is of course something like a gnoblar, but even slowly eating away at an Ogre or two for some clutch spells won’t put you out of it. The fact that you get to decide after the roll itself is even better since you are either sure or not sure that the roll was good enough to not get dispellled, or you know that you did not manage to cast it successfully. Just remember that whatever you are using as your spell fuel does not get a save.

Army Frame

So I built this list as a framework for all of my lists that I would play with this army. Its a little gimicky on the Slaughtermaster being in the thick of it. It is fully abusing the Doppledangler spell from Illusion and you have to pray that you roll it, but even if you don’t he can fight pretty well. Especially in that 1000 point range.

Go forth and test this list and tell me if its any good.

===
Now This is Doppledonging [995 pts]

Warhammer: The Old World, Ogre Kingdoms

++ Characters [380 pts] ++

Slaughtermaster [380 pts]

  • Hand weapon
  • Level 4 Wizard
  • Talisman of Protection
  • Headsman’s Axe
  • 2x Potion of Speed
  • Giantbreaker
  • Illusion

++ Core Units [492 pts] ++

7 Ogre Bulls [251 pts]

  • Ironfists
  • Standard bearer

6 Ironguts [241 pts]

  • Standard bearer

++ Special Units [123 pts] ++

3 Leadbelchers [123 pts]


Created with “Old World Builder”

[https://old-world-builder.com]

That’s it elector casual.

Of course you can always find me on EVERY episode of Arachne: An Infinity Podcast where we talk about all kinds of stuff that I hope everyone can enjoy. NOT just Infinity players. If you would like to support the network and ME specifically, please sign up to the Patreon at the Digital Nomad tier since it helps me afford the things I want to review or replace broken stuff that always loves to shows its ugly head.

Keep it popping guys and I hope to do some more Old World army reviews in the future. Don’t forget to listen to Beards, Ears, and Skulls to help out the fantasy boys.

You know where to find me.

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