Post by Jack Shrapnel on Aug 17, 2011 20:27:06 GMT -5
From the ogre stronghold: ;D
Release date: August's White Dwarf has confirmed Warhammer Armies: Ogre Kingdoms for release in September.
Author: August's White Dwarf has confirmed Warhammer Armies: Ogre Kingdoms is a joint work by Jeremy Vetock and Jervis Johnson.
Since the release of pictures of the new plastic monsters which will be making up the majority of the plastics we're getting, I've removed quite a few rumours mentioning them, as, well, they're not really rumours any more. Said monsters can be seen here: www.ogrestronghold.com/forum/index.php?topic=20098.0
You get ogre magic, beasts, heavens and death mates.
With the caveat that if you have slaughtermasters/butchers in the army, at least one of'em (no restrictions as to which) must take ogre magic.
You also get a separate type of mage - fire mage. It is surprisingly cheap for what it does - aside from being a mage (upgradable to lvl 2 at standard cost) with ogre-character stats, he gets partial ward vs flaming attacks, flaming attacks, weapon selection and... wait for it... S4 breath attack.
Meaning infantry hordes will suffer much if they come within 12" of this fat hottie.
Honestly I'd go double fire mage. You can get up close and personal with these guys, they will decimate any T3 infantry, and will carry two arcane items: scroll and hellheart - all you need.
Hellheart BTW is a random but bonkers arcane item AFAIK: use at the beginning of any enemy magic phase. All enemy mages within a VERY random distance suffer a miscast. Resolve, proceed with magic phase. If any mages are left standing, that is.
Base cost of an ogre bull divides by 10 well. Equipment options are very cheap, like a point or two. Gut plate doesn't exist, so you're looking at a 5+ save/6+ward at best.
The big beasties you're curious about are so-so resilient. Tough as a dragon, but the best asv gives you a 50% chance of not getting poisoned by a skink shot, and it is only available on the monster that looks like it has a thick skull.
Delicious little tidbits?
There is a very reliable way to make opponents Always Strike Last.
All ogres seem cheaper. Slightly cheaper or nearly a third cheaper - the elites have a much lower cost per model.
Maneaters got weird rules that I wouldn't believe if I read them on a rumour forum.
Leadbelchers are good now. I think you can build a really, really shooty ogre army.
Tyrant is a little bit more expensive. Slaughtermaster I think is a lot more expensive. Conversly, all the hero options are much cheaper. With the ogre mages really taking the cake.
Overall I think you're going to be happy with this one. The list has enough potentially devastating "weapons" to completely annihilate an opponent if you play it right. The ogres got a bit cheaper, but more importantly - they got very good support units: unlimited gnoblars, some of the cheapest redirectors in existence, move and fire war machines of all kinds plus heavy cavalry with a truly monstrous statline.
Magic:
Ogre Magic has been reworked and spellcasting now works the same way as for all wizards. Spells are pretty much similar to what they used to be, except they last until next magic phase and are not RIP. Lore attribute is bloodgruel - on 2+ mage gains 1 wound and +1 to cast for his next spell, on a 1 takes an S6 hit.
Ogre mages can take great maw, death, heavens and beasts magic.
New mage model is the firebelly, who uses lore of fire, costs araound a fifth more than an empire cannon, can be upgraded to lvl 2 for the standard price of a wizard upgrade, can take a great weapon or extra hand weapon and has S4 breath attack, flaming attacks and 4+ ward vs fire.
Magic items and big names:
Big names still there and come out of magic item allowance. Didn't get changed that much from what you currently have. Best one is probably giantbreaker - doesn't require giant in the army - for the cost of dispel scroll model can't refuse challenges or flee but gets +1S.
Magic items are few and generally meh compared with common items. Thundermace basically gives you one thundercrush attack just like the sphinx has for a ton of points. Most interesting item is hellheart, which causes a miscast in all enemy mages within 5xD6" at the beginning of enemy magic phase - one use only, costs 2 scrolls.
Core units now include ironguts at five points less than they used to be, and with all command models costed at +10 points (which is same across the book).
You can get 40 gnoblars for the cost of one dark elf sorceress, and they come with throwing weapons attached and no prerequisites.
Special units got a lot of changes, leadbelchers will now fire D6 shots every turn, no misfires, and are move and fire with no penalty for moving. They cost one point less than Yhetees, which cost one point less than talisman of preservation.
Maneaters are half an empire cannon in points, and basically choose two special rules (you cannot chose the same special rule for two units) from a group of 8 - including poisoned attacks, sniper, stubborn, swiftride, strider, vanguard, itp, scout.
Mournfang cavalry is the new heavy cav, with a lot of options (potentially a 2+ armour save), tons of attacks and a price tag that is in the vicinity of a bloodcrusher, depending on what armour/weapons you take. 3 wounds, D3 impact hits and a total of 7 attacks per model make them somewhat fearsome.
Gorger is now special and gets a bit more expensive, but loses the rule by which it had to end movement closer to an enemy unit. It does have frenzy, unbreakable, killing blow and ambusher special rules.
Rare
Scrapalauncher is rare, slightly cheaper I think and similar to what it does now (S3 KB catapult)
Ironblaster is an empire cannon with horrible fluff and a pretty unpleasant misfire chart. It is nearly as expensive as a hydra, but has move and fire, S10 grapeshot and a special rule that allows you to roll two dice for bounce and chose the highest, even if one is a misfire.
The two mammoth-like critters are:
the stonehorn, which can have a mounted harpoon launcher (S6 D3 wounds 36" bolt thrower that doesn't penetrate ranks and is move and fire if mounted), 4+ armour save, does a lot of S6 impact hits on the charge, has dragon-like stats (but lower WS, Ld and initiative), M7, 4+ armour save and a special rule which halves the damage from all multiple-wound weapons that hit it.
and
the thundertusk, which is a support version of the above - has a mounted catapult that doesn't get hurt in any way by misfires, a harpoon and a 12" S6 KB weapon (chaintrap) - 3 weapons on its back, and gives all enemy models within 6" ASL. The tradeoff is - no impact hits and one less attack.
Both of these big beasties cost as much as around 5 wraiths.
A stonehorn can also be the mount for a hunter, which costs almost as much as a high elf prince.
Last but not least: the sabertusk. Special unit, 1-10 unit size. Each one has 3 S4 attacks, so aside from being the redirector of your dreams, it can sometimes work as a mage assassin. One costs slightly more than 4 halberdiers. T4 and two wounds.
They can't use general's leadership or battle standard re-roll, and their own LD is 4 - and can only be joined by a hunter - so I would say they will only come in two unit sizes - 1 or 10+hunter. This second option is not so bad - the unit will cost you some 350 points, but it has vanguard, swiftstride, and 30 S4 WS4 I4 attacks + whatever the hunter brings.
Hunter still cannot be the general.
The lore attribute 'Bloodgruel' causes the caster to regain a single lost wound on a 2+ when a spell is successfully cast, the signature spell grants stubborn to a unit within 12"/18" (the latter is presumably on a boosted casting), and the rest of the spells include 3 augments, a hex, a magic missile and a template-based direct damage.
Trappers are purchased as an upgrade for Fighters and the Giant is now stubborn!
Clubs seem to be normal hand weapons with no special rules attached.
Bull charge grants normal impact hits, but if you roll 10 or more when calculating the charge distance each Ogre inflicts D3 impact hits!
------------------------
As always, please take all rumours with salt
Release date: August's White Dwarf has confirmed Warhammer Armies: Ogre Kingdoms for release in September.
Author: August's White Dwarf has confirmed Warhammer Armies: Ogre Kingdoms is a joint work by Jeremy Vetock and Jervis Johnson.
Since the release of pictures of the new plastic monsters which will be making up the majority of the plastics we're getting, I've removed quite a few rumours mentioning them, as, well, they're not really rumours any more. Said monsters can be seen here: www.ogrestronghold.com/forum/index.php?topic=20098.0
You get ogre magic, beasts, heavens and death mates.
With the caveat that if you have slaughtermasters/butchers in the army, at least one of'em (no restrictions as to which) must take ogre magic.
You also get a separate type of mage - fire mage. It is surprisingly cheap for what it does - aside from being a mage (upgradable to lvl 2 at standard cost) with ogre-character stats, he gets partial ward vs flaming attacks, flaming attacks, weapon selection and... wait for it... S4 breath attack.
Meaning infantry hordes will suffer much if they come within 12" of this fat hottie.
Honestly I'd go double fire mage. You can get up close and personal with these guys, they will decimate any T3 infantry, and will carry two arcane items: scroll and hellheart - all you need.
Hellheart BTW is a random but bonkers arcane item AFAIK: use at the beginning of any enemy magic phase. All enemy mages within a VERY random distance suffer a miscast. Resolve, proceed with magic phase. If any mages are left standing, that is.
Base cost of an ogre bull divides by 10 well. Equipment options are very cheap, like a point or two. Gut plate doesn't exist, so you're looking at a 5+ save/6+ward at best.
The big beasties you're curious about are so-so resilient. Tough as a dragon, but the best asv gives you a 50% chance of not getting poisoned by a skink shot, and it is only available on the monster that looks like it has a thick skull.
Delicious little tidbits?
There is a very reliable way to make opponents Always Strike Last.
All ogres seem cheaper. Slightly cheaper or nearly a third cheaper - the elites have a much lower cost per model.
Maneaters got weird rules that I wouldn't believe if I read them on a rumour forum.
Leadbelchers are good now. I think you can build a really, really shooty ogre army.
Tyrant is a little bit more expensive. Slaughtermaster I think is a lot more expensive. Conversly, all the hero options are much cheaper. With the ogre mages really taking the cake.
Overall I think you're going to be happy with this one. The list has enough potentially devastating "weapons" to completely annihilate an opponent if you play it right. The ogres got a bit cheaper, but more importantly - they got very good support units: unlimited gnoblars, some of the cheapest redirectors in existence, move and fire war machines of all kinds plus heavy cavalry with a truly monstrous statline.
Magic:
Ogre Magic has been reworked and spellcasting now works the same way as for all wizards. Spells are pretty much similar to what they used to be, except they last until next magic phase and are not RIP. Lore attribute is bloodgruel - on 2+ mage gains 1 wound and +1 to cast for his next spell, on a 1 takes an S6 hit.
Ogre mages can take great maw, death, heavens and beasts magic.
New mage model is the firebelly, who uses lore of fire, costs araound a fifth more than an empire cannon, can be upgraded to lvl 2 for the standard price of a wizard upgrade, can take a great weapon or extra hand weapon and has S4 breath attack, flaming attacks and 4+ ward vs fire.
Magic items and big names:
Big names still there and come out of magic item allowance. Didn't get changed that much from what you currently have. Best one is probably giantbreaker - doesn't require giant in the army - for the cost of dispel scroll model can't refuse challenges or flee but gets +1S.
Magic items are few and generally meh compared with common items. Thundermace basically gives you one thundercrush attack just like the sphinx has for a ton of points. Most interesting item is hellheart, which causes a miscast in all enemy mages within 5xD6" at the beginning of enemy magic phase - one use only, costs 2 scrolls.
Core units now include ironguts at five points less than they used to be, and with all command models costed at +10 points (which is same across the book).
You can get 40 gnoblars for the cost of one dark elf sorceress, and they come with throwing weapons attached and no prerequisites.
Special units got a lot of changes, leadbelchers will now fire D6 shots every turn, no misfires, and are move and fire with no penalty for moving. They cost one point less than Yhetees, which cost one point less than talisman of preservation.
Maneaters are half an empire cannon in points, and basically choose two special rules (you cannot chose the same special rule for two units) from a group of 8 - including poisoned attacks, sniper, stubborn, swiftride, strider, vanguard, itp, scout.
Mournfang cavalry is the new heavy cav, with a lot of options (potentially a 2+ armour save), tons of attacks and a price tag that is in the vicinity of a bloodcrusher, depending on what armour/weapons you take. 3 wounds, D3 impact hits and a total of 7 attacks per model make them somewhat fearsome.
Gorger is now special and gets a bit more expensive, but loses the rule by which it had to end movement closer to an enemy unit. It does have frenzy, unbreakable, killing blow and ambusher special rules.
Rare
Scrapalauncher is rare, slightly cheaper I think and similar to what it does now (S3 KB catapult)
Ironblaster is an empire cannon with horrible fluff and a pretty unpleasant misfire chart. It is nearly as expensive as a hydra, but has move and fire, S10 grapeshot and a special rule that allows you to roll two dice for bounce and chose the highest, even if one is a misfire.
The two mammoth-like critters are:
the stonehorn, which can have a mounted harpoon launcher (S6 D3 wounds 36" bolt thrower that doesn't penetrate ranks and is move and fire if mounted), 4+ armour save, does a lot of S6 impact hits on the charge, has dragon-like stats (but lower WS, Ld and initiative), M7, 4+ armour save and a special rule which halves the damage from all multiple-wound weapons that hit it.
and
the thundertusk, which is a support version of the above - has a mounted catapult that doesn't get hurt in any way by misfires, a harpoon and a 12" S6 KB weapon (chaintrap) - 3 weapons on its back, and gives all enemy models within 6" ASL. The tradeoff is - no impact hits and one less attack.
Both of these big beasties cost as much as around 5 wraiths.
A stonehorn can also be the mount for a hunter, which costs almost as much as a high elf prince.
Last but not least: the sabertusk. Special unit, 1-10 unit size. Each one has 3 S4 attacks, so aside from being the redirector of your dreams, it can sometimes work as a mage assassin. One costs slightly more than 4 halberdiers. T4 and two wounds.
They can't use general's leadership or battle standard re-roll, and their own LD is 4 - and can only be joined by a hunter - so I would say they will only come in two unit sizes - 1 or 10+hunter. This second option is not so bad - the unit will cost you some 350 points, but it has vanguard, swiftstride, and 30 S4 WS4 I4 attacks + whatever the hunter brings.
Hunter still cannot be the general.
The lore attribute 'Bloodgruel' causes the caster to regain a single lost wound on a 2+ when a spell is successfully cast, the signature spell grants stubborn to a unit within 12"/18" (the latter is presumably on a boosted casting), and the rest of the spells include 3 augments, a hex, a magic missile and a template-based direct damage.
Trappers are purchased as an upgrade for Fighters and the Giant is now stubborn!
Clubs seem to be normal hand weapons with no special rules attached.
Bull charge grants normal impact hits, but if you roll 10 or more when calculating the charge distance each Ogre inflicts D3 impact hits!
------------------------
As always, please take all rumours with salt