Warhammer Army Project/Ogre Kingdom

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Ogre Kingdoms: Warhammer Army Project, 9th Edition Tactica[edit]

(had copied pased the 8th ed page to save time on framework)

Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.

It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it later on, go ahead.

Notable Changes from 8th Edition[edit]


  • With +1 to Cast being at more of a premium than 8e, your lore attribute is even stronger.
  • Regen used with ward saves and a single flaming wound doesn't disable regen for the whole unit for the whole phase. Trollguts is an even stronger spell.
  • Special characters are MUCH cheaper.
  • With unit strength returning, it is much easier for you to be Steadfast. A unit of 6 bulls can often kill enough models in a 25 man unit of infantry to get the unit strength advantage.
    • Also, to offset the high price and low model count, Your Mournfangs, Rhinoxes, and other big monsters have almost double the unit Strength than units of their troop type would normally have. (more likely to get that Steadfast and that additional +1 in combat resolution).
  • With changes to charge rules, you should get the charge against infantry units every time.
    • Army-wide Swiftstride, all ogres have it. Most of your army moves faster than most Elves or Beastmen, with the foot ogres having a likely charge range of 11-14".
  • Parries on AHW.
  • Removal of Hordes gives you the attack advantage most of the time.
  • Heavy cavalry are more prevalent, so your high-strength attacks are not overkilling as often.
  • Cannons are much less precise, and most only do D3 wounds on the bounce.
  • Have many sources of Ice attacks, so who cares that your initiative 2.
  • Gnoblars in front now grant Ogres Hard Cover.


  • Other books challenge characters have gotten much stronger while your Tyrants and Bruisers are the same or worse than 8th. Don't misunderstand. You're not gonna be getting dogged by a Wargor or Orc Warlord, but don't be surprised when you fail to kill a Bretonnian Lord in one turn.
  • Ironfists no longer provide armour against missile attacks.
  • A unit cannot be longer than it is wide, so you can't have a 3 wide 4 or 5 deep units of bulls anymore.
  • Characters AND Command Group must be in the front rank, no unchallengeable shenanigans. Command Group will get displaced to back ranks if there is no room.
  • Monstrous infantry and cavalry lost stomp b̶u̶t̶ ̶y̶o̶u̶r̶ ̶u̶n̶i̶t̶s̶ ̶a̶r̶e̶ ̶n̶o̶ ̶c̶h̶e̶a̶p̶e̶r̶ Iron Guts and Leadbealchers are cheaper.
  • Game-wide increase in BS-based missile potency means your bulls/guts are at greater risk from mass S3/S4 shooting.
  • All cavalry gained impact hits, which does nothing for you since Mournfang already had it.
  • Spears strike with +1 S & I when charged by monstrous infantry. Not even gnoblars benefit from this.
  • Your Slaughter Master no longer has full access to magic armour and can only take magic shields.
  • Hellheart nerfed to only be 12".
  • Leadbelchers demoted to move-or-fire. Corrected
  • Gnoblar Trappers is no longer an upgrade but moved to a special choice that costs SIX POINTS PER MODEL.
  • More expensive Thundertusk and Stonehorn.

Why Play Ogre Kingdoms[edit]


..."awkward cough," Ahem. If you want to invest in a reasonably straightforward army, has unique rules sets as well as fun to construct and paint models, then these lads are definitely going to give you a good time. They recently got an update that moved their crunch from 'fairly shitty' all the way up to a fun and competitive army. Okay, they're not the most tactically diverse army out there, but they work really well and are a ball to play. They also like to eat everything and are very durable in combat; thus, they won't go down easily without a fight.

So, if you want a simple army that hits like a brick, consist of hugely built, flabby gorging mounds of muscle, fat and saggy moobs, which can ultimately win combat via high Strength Impact Hits before a single punch is thrown, as well as take a brutal punching before they go down, then Ogre Kingdoms is for you!


Nearly every unit in your army has Impact Hits, do NOT forget Impact Hits. It can be the deciding factor that lets you win combat, ESPECIALLY against ASF and High WS/I enemies. In addition, almost all of them have the Ogre Charge rule, which increases the strength of the impact hit by the unit's Rank Bonus. Also, all unmounted Ogre models are Monstrous Infantry, meaning their supporting ranks get 3 attacks extra.

The ogres also cause fear(this grants you immunity to fear and makes you only fear any unit with terror). And while it's a good idea to be cautious in any combat scenario, remember, Ogre's are humanoid tanks. They can take damage as well as they can deal it, so don't be too concerned if you lose a few unless you got, say....4 Bulls left on the field. They are extremely durable, so no need to shy away from serious combat unless you've got no chance to win the fight.

And remember, their major weak points are mainly getting swarmed with smaller units, as well as ranged siege battles (a dwarf gunline will give you a rough time, for example), and wizards can hamper your units quite a bit. Ogres play in the same way as Beastmen, better in close combat than ranged combat. Leadbelchers are your primary exception, as well as your Ironblaster cannon, Thus use them wisely and carefully.

Specal Rules[edit]

  • Ogre Charge: Universal to your Ogres. They all have Impact Hits (1) on the charge and add their Rank Bonus to the Strength of this hit. Never forget this rule because this is how you become a steamroller.
  • Bellowers: Musicians by another name.

Lore of the Great Maw[edit]

Lore Attribute: Bloodgruel: After casting a spell, roll a d6 for the caster. On a 1, they take an S6 hit. Otherwise, they regain a wound and add +1 to their next dispel or casting roll. With how combat-oriented your butchers are (as well as actual rules for the butchers), you'll be needing at least one Great Maw Wizard around the frontlines.

  • Signature: Spinemarrow: (6/9) Since it's much easier for a monstrous infantry to be steadfast than in 8e, this spell is slightly less mandatory to spam and has been slightly nerfed. You now need an 8+ (from 6+ in 8e) to cast this while the augment (which doubles the range) is not a big deal to cast on a 9+.
  1. Bullgorger: (7/14) +1 Strength for one unit or all units within 12" if you augment. While S5 Bulls are indeed scary, there's also...
  2. Bonecrusher: (8/11) 2d6 S2 hits that ignore armour as a magic missile. Use this for all your horde management, especially when facing Gobbos or Elves.
  3. Toothcracker: (8/16) +1 Toughness, which lets you laugh at all but the worst your enemy offers. Halberds? Guns? Get that pussy shit outta here!
  4. Braingobbler: (9/12) One enemy unit must test for panic. The usefulness of this varies upon how the Leadership scores run across the enemy forces and how they deal with Psychology.
  5. Trollguts: (12/20) Back to augments, gives one friendly unit within 12" Regeneration 4+ on a 12+. Can be boosted to all friendly within 12" on a 20+. Unlike the others, this one will be hard for a level 2 to cast with less than 3 dice (and even 3 dice can be risky), so if you roll it on them, you might as well drop it. Level 4's will get good mileage out of it though, and it's a good spell (since Ward Saves are very rare in Ogre Kingdoms armies).
  6. THE MAW: (15/21) A big direct damage spell (NOT a vortex) that's quite fun. Drop the small blast somewhere within 18" and Scatter it. If a misfire is rolled, it gets placed on the caster. Once it lands, everyone under it takes an Initiative test. Pass, and you only take a S3 hit. Fail, and you take an S7 hit with the Multiple Wounds (D6) rule. This casts on a 15+ and can be pushed up to a large blast on a 21+, which is quite risky since you need 4 dice for a Level 4 to reliably get off (and 6 for it to get the big version off reliably) and a misfire can cost you dearly with your Ogres' poor Initiative. This spell's not usually worth it; to start with, it relies on hoping you get it but don't get a miscast that fucks you, hoping that your enemy didn't bring a scroll for this moment (or dispel it in another way), hoping that you don't misfire or scatter off the unit you wanted to hit and hoping at the end that the enemy fails the test (and gets hurt enough to make a difference). On top of all the changes that it might fail (or do nothing), it's probably not going to justify its massive cost even if it succeeds. This one spell will likely drain most to nearly all of your magic dice and waste most of your phase when there are so many buffs you could've been using instead.


  • Ironfists: A hunk of metal used as a buckler (getting the parry save even when mounted) and making a counter automatic hit on a parry roll of 6 at the attacker. Adding some Extra Melee endurance versus killing power (often moving too fast to care about multiple turns of shooting attacks).
  • Chaintrap: A short-ranged shooting attack, but it's plenty strong with S6 and Killing Blow.
    • Comes on Hunters and monster riders, likely to bite the head off a bloke or wound a monster on the charge.
  • Harpoon Launcher: Your longest-ranged weapons. Each is 36" S5 with Multiple Wounds (d3) but is Move or Fire.
    • Another hunter's and monster crew weapon, often alternative to Chaintrap, to knocking off lots of wounds off another monster from a distance.
  • Great Throwing Spear: Hunter only. The cheapest hunter range option is a "javelin."
  • Blood Vulture:Hunter only. Big S4 bird that ignores cover. Damage for a foot hunter on the move at all ranges.
  • Ogre Pistols: Your pistols are 24", meaning you get to one-hand handguns. With the change to Quick to fire, they also provide extra damage on charges.

Gnoblar Upgrades[edit]

  • Luck-Gnoblar: Gives your Ogre a single reroll for a failed save.
  • Sword-Gnoblar: You add an additional S2 attack to your melee routine. It's hardly going to change a thing.
  • Tooth-Gnoblar: Butchers only. Your Butcher can sacrifice one of these gnoblars to get a +1 casting bonus on a Great Maw spell.
  • Look-out Gnoblar:Let your champion/HQ benefit from Look Out Sir while there are at least three rank & file models in the unit.
  • Name-Gnoblar: Gain another Big Name worth up to 15 points.
  • Scalp-Gnoblar: Butchers only. Your Butcher can reroll a single die when casting a Great Maw spell, which is generally a better move than a mere +1.

Big Names[edit]

As before, your Tyrants, Bruisers, and Hunters can all purchase names that grant additional rules for them as signs of their greatness.

  • Deathcheater: 20pts. It gives a 3++ Ward when down to the last wound. It's pretty shit since it doesn't stop the attacks dealing multiple wounds (things you take against Ogres (Asmmuning they don't have to choose between also taking a high strength weapon)) and the rare Heroic Killing Blow.
  • Mountaineater: 20pts. Your big guy can't be wounded on anything better than a 3+, which would be nice except that it means nothing to anything automatically wounding him.
  • Kineater: 20pts. Tyrants only. Any friendly unit within 12" of a Kineater roll 3D6 for their Panic tests, discard the highest, which can bolster a charge or gunline.
  • Giantbreaker: 15pts. Adds +1 to Strength and makes the model unable to refuse challenges or flee from a charge. Stack it with an Ogre Blade or Great Weapon to see all sorts of fun spring up.
  • Mawseeker: 15pts. Add +1 to Toughness (pushing to a T6 or hero level wizards to T5), but suffer Stupidity. Useful? Well, you used to be able to take Armour of Silvered Steel for 10 more points in 8th, but now you must have the option for that level to take it(you only go up to medium or light). It can work best on a TYRANT or the relatively armorless hunter as they have the best chance of 83.33% to pass without additional roll modifiers. A current alternative is Glittering Scales or Gambler's amour.
  • Beastkiller: 15pts. Hunters only. He gains a +1 to wound all war beasts, monsters, and monstrous cavalry. What sucks is that this doesn't stack with any magic weapon, meaning your only means of hitting harder lies with a great weapon. Remember that this also affects ranged weapons, with Harpoon Launchers wounding Dragons on 4+.
  • Daemonkiller: 15pts. Tyrants only. Gives Terror if you need it. On damage-dealing character, a -2 ld can mean deference of attacking another unit next turn or not getting your charge bonuses next combat round.
  • Brawlerguts: 10pts. Ogre on foot gains D3 Impact hits. It bumps up the extra damage heroes inflict (though still a 1/3 chance of no extra impacts).
  • Wallcrusher: 10pts. Adds a bonus impact hit upon using Ogre Charge and goes through any fortification. While it's now only 10 points, it's still pretty situational, and now it can't be combined with Brawlerguts as different sources of impact hit don't stack.
  • Longstrider: 5pts. +1 Movement gives a lone unit some additional means of getting business done. Cheaper than The Boots of Flight or Arabyan Carpet. Let them keep up with an entourage of Yhetees. Better on a Hunter, so he doesn't slow down the beast he is with.

Tools of Destruction[edit]

  • Thundermace: 35pts. A mace that can turn all the user's normal attacks into a stone-thrower template. Rather expensive and too limited to be anything resembling worthwhile, even with the drastic price cut and loss of ASL for being a Greatweapon.
  • Siegebreaker: Trash. 30 points for a great weapon (the thing used to give +3 S) that strikes against Initiative. You're going to be hitting on 3+ and 4+ already and if you wanted a Strength boost, then get Giantbreaker and the Sword of Striking. It'll do the same thing, won't fuck you over if you're suddenly up against a high Initiative enemy, and it is the same price. It also has a special ability that allows it to hit units in buildings harder, but that's a particular use that can still be accomplished through other methods. Fucking skip.
  • Mastodon Armour: 35pts. The other, more desirable version of Deathcheater in the form of Medium Armour. If you ever die outside of combat, this'll let the guy have a high chance to regain a wound and keep on trucking.
  • Gut Maw: Medium Armour. He gains Terror and heals a wound for each unsaved wound he inflicted in a challenge. Got that point cut to 35pts, meaning it can be combined with a decent enough magic weapon so you can successfully grab those wounds more reliably when Challenging.
  • Greedy Fist: 40pts. Ironfist. Grants +1 strength, a stackable 6++ ward save, de-magics weapons if you roll a 6 on a ward save, and stupify wizards if you punch them. Expect a better Ironfist that occasionally destroys magic items. And while the secondary ability is fun, 90% of Wizards who are getting punched by an Ogre hero/lord are going to die so quickly that it doesn't matter that they're losing Wizard levels. The only wizards it can be decent against are the big guys (Archaon, GUO, etc.), and even then, you have an excellent chance of the wielder being murderized.
  • Gnoblar TrollThiefstone: 40pts. MR(1), could get one of the following random magic items(Luckstone, Talisman of Protection, The Other Trickster's Shard, The Ruby Ring of Ruin, Talisman of Preservation) and can steal a magic item (no Standards sadly) each time character is killed while in contact with him. There are theoretically better items, but this one is good enough for its points and can be worth it for that time you stole a runefange. Really funny under the right circumstances.
  • Grut's Sickle: For 30 points, it works surprisingly well on a Maw Slaughterpriest. You can have a +5 to cast on your second spell with minimal effort. Besides, the wizard only dies on a roll of double 1's.
  • Hellheart: 50pts. FUCK. YES. Do not leave home without it. This is the best goddamn item in the entire Ogre Kingdoms list and one of the best ways to defend against enemy wizards. Sure, you could occasionally roll that 1, but the rest of the time...holy shit. Nerfed to only be within 12" rather than 6 d6".
  • Dragonhide Banner: 50pts. This one can be enjoyable. An Ice breath weapon attack can turn combat all on its own. The rerolling 1's for hits, wounds, and saves is just the icing on the cake. It should be taken on a High Initiative (for the army) guy to maximize its effectiveness, such as a Bruiser. It works wonders with Mournfangs, too, it lets them reroll missed armour saves, missed stomps, and impact hits, and the Mournfang attacks themselves, all of which (if you pointed them at the correct target) should be 2's or 3's anyways.
  • Rune Maw: 25pts. Just shy of being worth it for general use. Maybe you could auto-force it onto Gnoblars or something, or if it worked against regular shooting. It can still be worth it if you want to run a deathstar. Sure, it can't help you with Purple Sun, but it can really save you against spells like Dwellers or Final Transmutation, which can easily kill 1/3 of your unit or by ensuring that you avoid debuffs in crucial combat.

Expansion Magic Items[edit]


  • The Tenderiser: 30pts. This is a great weapon with Multiple Wounds (D3), which might as well see use considering how slow your army is.
  • Skullplucker: 10pts. Confers Killing Blow, which is okay.


  • Bullgut: 15pts. Light armour. Grants Impact Hits (D3) with Ap(1), making you just as strong if not stronger.


  • Cathayan Jet: 25pts. A looted item grants Magic Resist (3)...except when dealing with spells from the Lore of Ying and Yan.
  • Spangleshard: 30pts. For each wound the bearer suffers, roll a d6. You can ignore the wound if your roll is higher than the to wound roll.

Arcane Items

  • Halfling Cookbook: 25pts. Cue the "To Serve Man" jokes. This lets your Butcher reroll one dice when casting a Lore of the Great Maw spell except for 1s.
  • Bangstick: 35pts. A PL5 bound spell that deals 2D6 S4 Flaming magic missile hits.
  • The Hungry Maw: 30pts. once use. After dispelling an enemy spell, you use it to Devour the memory of it for the rest of the game.

Enchanted Items

  • Brahmir Statue: 15pts. An anti-WoC and Beastie item, this forces WoC and Beastmen units which take a Psychology check because of the bearer take a -3 Ld penalty, an excellent way to run them down.
  • Jade Lion: 15pts. This lets the bearer reroll psychology checks, but this goes away whenever the bearer flees.
  • Fistful of Laurels: 5pts. A single-use item that lets the bearer roll a 3D6 and discard the highest result for their first failed Break test in the game. an easy to include to keep that Irongut or Mournfangs staying in combat.
  • Rock Eye: 5pts. each your turns, pick an enemy bear sees and reveal all their hidden Items and assassins.

Magic Standards

  • Cannibal Totem: 25pts. When in Base contact with an enemy type of same or higher unit strength, your unit can reroll hits and wounds in the first combat round.
  • Bull Standard: 15pts. Your unit can reroll wound rolls from impact hits, which your army will certainly rely on.
  • RageBanner: 15pts. Roll 3d6 drop highest when taking Panic tests.

Unit Analysis[edit]

Lords & Heroes[edit]

Named Characters[edit]

Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.

  • Greasus Goldtooth: Ehhhh, 365 points (little under twice the cost of a naked Tyrant) for same stats with 1 extra toughness and wound. Oh, and he only has 3 Attacks, I1 and M4, which makes him utterly useless against anything other than multi-wound models, he slows down whatever he joins and is likely to get hurt or even killed before he can strike back (S10 or no S10). He has a couple of nifty abilities, but they're not game-changing (even though armies like Vampire Counts and Daemons are now affected Everybody Has Their Price, which is lulzy from a fluff perspective) since they either don't do enough to warrant the point sink, or aren't suited for his role (for example the rest of your army will just outrun his combat res bubble, and you need to bring Ironguts, whom now get magic banners). Bring a Tyrant, or replace him with a Stonehorn and Thundertusk.
    • Do note that if you still intend to use him anyway, cast Toothcracker on him the second it looks like he's going to enter combat and he'll surprise you, so long as you don't pit him against models that auto-wound or have the multiple wounds rule (unless they wound him on 5's/6's already and/or lack a Ward save). With Toothcracker, he can take on Archaon in a duel and come out on top (even if Archaon rides his horsey, which makes him cost a lot more than Goldtooth). Even without Toothcracker his sheer Toughness and Wound counts allow him to take on some heavy beatsticks, for example (on average), he 'can and will kill all Vampire Lords, all generic Chaos Lords (and nearly all of the named ones), and even Grimgor. Of course, he still costs a shitload more than all of those, but that's just the price you pay for seeing the look on your opponent's face when this fat bastard flattens some of the most infamous close combat monsters in the game, presumably after making them stupid.
    • If you're lucky enough to get it, use Savage Beast of Horros on him along with Toothcracker. If you can manage this, then he's easily one of the best close combat Lords in the game, able to take on and beat even Archaon. It's not something you should be counting on, but if you got it, why not use it.
  • Skrag the Slaughterer: 455pts. Not...terrible, but specific and limited. He costs 115 points more than a level 4 Slaughtermaster has an extra hand weapon, frenzy, and killing blow for those points, in addition to extra WS, S, and T. In order to really get mileage out of his abilities, however, you need to take Gorgers (and why would you want to do that?) or immediately get him in combat. His statline is brutal, but so are his points, and you're going to want him to kill a lot to make up the difference when you could've just gone with the cheaper Lvl 4 Slaughtermaster.
  • Ghark Ironskin: 375pts. Tyrant of the Ironskins Tribe and fully-armored mofo on top of an mechanical Rhinox. On top of all this armor, he's got a 6++ Ward. His Rhinox has an S2 AP(2) breath weapon for horde-killing. All that cool stuff plus, if general, he makes Leadbelchers core and Rhinox Riders special choices. Take for an all-in Guns/and or superheavy cavalry army.
  • Groth Onefinger: 460pts. First of the Butchers and discoverer of the Great Maw. He's a costly level 4 loremaster of the Great Maw with quite a lot going. He rerolls a die each magic phase, he heals for each unsaved wound he inflicts, and he lets one pack of Bulls or Ironguts cause terror. With his own terror, he causes -3 to the leadership test to enemies in context, and give reroll to hit and wound when his unit fight other Monstrous Infantry. He's a deadlier Slaughtermaster who needs to be at the front in order to be best used.
  • Morg Magmaborn: 335pts. First of the Firebellies. He acts as a Firebelly Lord and thus has, on top of all the fire powers and wizardry, the power to burn anyone who hits him and a bound item that lends him Armour Piercing. Also has a bound Fireball, seemly redundant, but it's actually cheaper and lets him cast two Fireballs per turn.
  • Golgfag Maneater: 235pts. Again, a tiny bit expensive, but can be fun. Has better stats than a Bruiser (BS, I, and A) for a higher point cost. Easy Come, Easy Go can grab you some nice (2D6 * 10) points of items, but this can also go really wrong. His 6+ armor without magic armor is rather pathetic, and he is Stubborn. Take him for fun, and preplan for loadouts to save everyone time.
  • Bragg the Gutsman: No, just no. 155points, 25 over a vanilla Bruiser but only have Light Armor and flail (S7 first battle round), this means he's pretty easy to kill before he gets to strike. Oh, by the way, that Heroic Killing Blow ONLY works in a challenge, so forget using him to hunt monsters. Bring a bruiser, and you'll get more mileage from customizing him.
  • Baraugh Slavelord: 195pts. Returned from prior editions, accompanied by a pack of 12 slaves, though by default, he's obscenely expensive at 195 pts. These slaves are pretty much meant to die, protected only by a Regen(5+) save. His gear, meanwhile, carries him through challenges as his twin weapons rob d3 attacks from a model in b2b, and his armor lets his mob benefit from Swiftstride.
  • Jhared the Red: 210pts. the Legendary first Hunter that's 105 points over the stock's cost and stated like a Bruiser. He's a swiftstriding beast who lets a pack of Sabertusks go vanguard (if you ever bother attaching him to them). He also has a few intriguing tools and Ice attacks, which might make him worthwhile as a monster killer and support hero.

Generic Characters[edit]

Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.

  • Tyrant: Your combat lord. A little overpriced, but it can be good if kitted outright. When given the right equipment, he can be a hard-to-crack combat lord, and his 5 S5 attacks can be just the boost you need to win combat. Unfortunately, he's competing for Lord Points with Slaughtermaster, which has MUCH more bang for your buck. It can be useful in larger points games, but a fully kitted out lord costs over 310 points, so be careful not to waste him by throwing him into fights he can't win (no matter what the fluff tells you, a Tyrant cannot deal with a Bloodthirster alone).
  • Slaughtermaster: Oh big daddy YES. Your lord-level wizard, and he's quite capable of defending himself if the enemy reaches him. He's not as tough as a tyrant, but he's got a better stat line than a number of dedicated fighting lords. The Lore of the Great Maw is fantastic lore, especially for a tightly packed line and the Lore Attribute means that these guys can sit there and heal themselves over and over (while getting a +3 total boost) - and considering that you need at least one wizard knowing the Great Maw lore, it'd damn better be. A single one of these can be all you need to turn the game, especially in a 2K game. Also never put the Hellheart on this guy, its a defensive magic item so put it on a Butcher. Keep in mind you lack any armor. Kitted up right this guy can take the same beating that would destroy a small unit and walk away barely scathed, even before we consider he can cast Regeneration on himself, turning him into an absolute rape train with no brakes. The only thing to watch out for is anyone that strikes first with a shitload of Strength 5+ attacks.
    • Great Mawpot: Any Slaughtermaster taking Great Maw can grab a pot as an add-on. This gives Stubborn, +1 to cast Great Maw spells, a 4++ Ward, and +6" to the range of any spell. The bound spell is a bit risky, as it lets a unit re-roll to hit in cc, but if that unit loses in combat, they all test T or take a save-ignoring wound.
  • Bruiser: 130pts. The workaday combat hero of the Ogre Kingdoms army. It has a statline more in line with most Lord Choices and only costs 130 points base. Useful as a beat stick in big units, a BSB certainly helps in a pinch. Cheap and effective, what more can you ask for?
  • Hunter: 120pts, 10 points less than a Bruiser, for 1 less attack but 1 more Ld (but he can't be the general) and has some nifty choices, but he can never join non-Sabertusk or Cragbeast units. You can also take a Stonehorn or Thundertusk as a mount which, along with a Harpoon Launcher, is probably the best choice for him as it lets you deal with enemies on the move. Not the greatest choice, but can be fun and useful under the right circumstances. Also, remember that even though he can only use scout when on foot or joins a unit of Sabretusks.
  • Butcher: 105pts. Not quite as useful as a Slaughtermaster, but it costs less than half the points, so there you are. It can be useful to make sure you get all the Spells in the Lore of the Great Maw, or alternatively can be used as a pretty brutal damage-based caster with Lore of Death or a specialty augmenter with Lore of Beasts. He can also take Lore of Heavens for its awesome signature spell or you can try for the comet. You can take the Hellheart or Dispel Scroll if you want to save your Slaughtermaster's Arcane Item for something else. You will always want to do this.
  • Firebelly: 125pts. An interesting hero, to say the least. These guys are hero-level wizards (their base statline is the same as a butcher's) specializing in the Lore of Fire and killing stuff with fire in other ways. Pretty much a must-have for any Ogre Kingdom armies! The ubiquity of Regeneration means that a lad with Flaming Attacks is always welcome, and the Lore of Fire is pretty decent. The fact that he has a S4 Breath Weapon (Breath Weapons, for context, can turn entire combat on their own) means that he makes a good mainline unit supporter, and he's invaluable if you find yourself facing Hordes or Ethereal units.
  • Yhetee Rimespeaker: 160pts. A Yhetee Greyback with a bonus wound and your equivalent of a warrior priest. On top of their spells (A Regen-negating Magic Ice Missile, a small zone of difficult terrain, or a zone of shooting penalties), they also have a magical S3 ice attack breath weapon.


  • Mournfang: Tyrant/Bruiser Only. 45pts. Most armies have their base steed be some sort of horse. Yours is a scary-ass monster. While it's the fastest of your mounts, it's also the most fragile of the lot, but still the attack equivalent of riding on top of Hunter's Shoulders.
  • Rhinox: Tyrant/Bruiser Only. 65pts. You lose out 2" of movement from the Mournfang for 1 point Toughness, Natural Armour(5+), and Frenzy.
  • Rhinox War Chariot: Tyrant/Bruiser only. 135pts. A non-frenzy Rhinox with more impact hits and even more armour to stack with your own. Stacking with medium armour gives you a 2+ save before Ironfist and magic items. The only weakness is that you don't have a chariot squad to hide him, unlike other factions like Tomb Kings. People will single him out with shooting, so he must be super durable.
  • Stonehorn: Hunter Only. 225pts. The first of two heavy beasts, this one's the dedicated ride for any melee-centric Hunters, as this thing has the extra oomph to get there and the extra durability against multi-wound attacks.
  • Thundertusk: Hunter Only. 225pts. Less tanky than the Stonehorn, but you get all the debuffs as well as a better platform for blasting.

Core Units[edit]

  • Ogre Bulls: The core of any Ogre Kingdoms army, and well worth the 27+ppm spent on them. In smaller points games, take a unit of 5 and stick a hero/lord (usually a Butcher/Slaughtermaster) in them to make the most out of them (and make sure you get an extra rank). A great choice no matter what. Can Now take a Magic Standard. If someone says "Bull," they're talking about these fuckers.
  • Ironguts: 8 points more than an Ogre, setting you 39ppm for +1 higher LD, +1 higher Armor, Great Weapons. Units of 6 are great at charging small to mid-sized infantry units (especially if they're Medium armored) and make most large monsters piss themselves. It's not unheard of for units of 6 to 1-round Terrorgheists. Not as good as Bulls, but still a solid choice, and Magic Standards can do amazing things (Try the Dragonhide Banner with a BSB). They can also work as a backup unit, as any unit of Ogres that flees within 6" of them lets the Ironguts re-roll 1s to hit and wound for the next round of close combat.
  • Gnoblar Fighters: The odd man out in an Ogre Kingdoms army, as you can take a min size unit of 20 for less than the cost of two Ogre Bulls. The cheapest models in the book with super expendable. As it stands, they're a good enough mob/counter-charge unit, and if you can hit the enemy on the flank with them, they do an excellent job of disrupting. Also, all come with Throwing weapons to boost their damage despite their Strength of 2. Regrettably, these boys took a hit with their own brand of animosity - roll a d6 if they aren't stuck in or fleeing. If you roll a 1, they don't do anything.
    • Do note that most players will be taking steps to counter your ogre placement since you'll usually have few units compared to them. If you concede the +1 bonus to the roll for the first turn, you can take small units of Gnoblars to force your opponent to deploy their units first. From here, you can put down your Ogres to make sure they aren't getting screwed before the game even starts.

Special Units[edit]

  • Leadbelchers: Same stats as a Bull (except with BS3), 9pts more as an Ogre Bull for carrying a shrapnel cannon. The gun is a Volly-Handgun, 24" D6 shots per model, S4, armor-piercing(1) ranged weapon, with no penalties for Multiple Shots. Ho. Ly. Shit. These guys are several different forms of brutality, and a unit of 6 can easily hold down a flank all on its own. Alternatively, throw them into the center of the lines and have them soften up a unit and/or monster you need dead. No Ogre Kingdoms army is complete without a unit of these lads.
  • Mournfang Cavalry: These are what Chaos Knights have nightmares about. With 3 S4 and 3 S5 attacks each, plus d3 S5 impact hits, these guys can devastate entire units on their own. Give them Ironfists, watch everything your opponent has, and just bounce off them. Give them great weapons and see them DESTROY pretty much everything. Their minimum unit size is 2; definitely worth an investment. Just keep them away from Cannons and everything else that ignores armour (and make sure to guard your flanks!).
  • Maneaters: Man, was this a raw dogging. Elite of ogres, WS/BS4 S5. Now every maneater has Stubborn and Immunity to Psych, which keeps them in a fight. They still the fascinating rules for having each model has its own separate equipment, now with an expanded arsenal, and picking be given an additional special rule (Armour Piercing (1), Devastating Charge, Hatred, Killing Blow, Multiple Wounds (D3), Parry (6+), Poisoned Attacks, Strength Bonus (1)). With everything being even more per model basses, You can do some really Strang thing when you have a unit practically made of only characters.
    • AHWs or Ironfist for more attacks and defense; Oriental Longsword gives protection while also cheaply boosting AP for effectively -3; Polearm and Great weapon give more strength probably when fighting Dwarfs and Chaos Warriors, or huge things; adding some pistols give the unit extra poking and charging power.
    • combos: Making a front line of AHW or Oriental longsword with Parry (6+) for tanking, while in the second row, you have Polearms or GWs.
  • Sabertusk Pack: These little kitties are absolutely fantastic. They have Fear, M8, plus 2 wounds and attacks for 18 points a pop with upgrades for Scout, Ambush, and/or Killing blow. Their pathetic LD4 means that if they even have to take the tiniest LD test, they're running for the hills, and the only way to boost it consistently is to send a Hunter with them (which you should never do). On the other hand, Sabertusks can be taken in units of 2 (which should always be taken to prevent normal panic checks). Three units of 2 can perform a myriad of tasks such as: wizard/character assassination (as long as they are lower toughness and lightly armored) war machine hunting, charging fleeing units, redirecting/flee baiting, hatred/frenzied unit baiting (having to overrun can be a bitch), general annoyance(causing march tests), etc., etc. Use them ruthlessly.
  • Cragbeast: What if Irongut were Bears. 46pts, 2.6 times more expensive than Sabertusk. They're a point slower than Sabretusks, but they're S and T5 and 5+ armour with WS & A4. Each of these things packs a punch as hard as a nacked Bruiser (and for cheaper). You can run them as a solo Distraction Carnifex, They also make better companions for hunters, but he will lose out on scouting.
  • Yhetees: The FUCKING LEAF ogre-kin. They cost 1 point less than an Irongut but are still brutal and agile. Imagine if a Ogre returned to Monkey. They are your flanking force, making 4 S5 attacks, each with a speedy 7M while ignoring Most terrain but only having T4 to protect against missiles in addition to flammable means that these guys go down faster than almost any other unit in the Ogre Kingdoms army for their price. When they get to melee, their best defense is offense. In addition to the THWs, They have a higher Initiative paired with Magical Ice attacks. Freezing the enemy from the flank can help the ogre's initiative problem and provide Yhetees with melee durability. Yhetees should use them to threaten flanks and hunt low Ld units. Don't attack units face-on or be in a protracted fight with something with Strength 4+ attacks.
  • Gorgers: 50pts. What happens when an ogre fasts. 50 points for a single model that doesn't even show up until turn 2 (at the earliest) and can't charge until everyone's had a turn to react to it being there (and the surprise is their point). If it came with the rest of the army, it could hold up a unit for a couple of turns (unbreakable is nice). They make an ok DISTRACTION CARNIFEX unit otherwise.
  • Rhinox War Chariot: 130pts. Finally, Ogres have a chariot, and these fuckers are scary. Each one deals D6 S5 Impact Hits on top of the Rhinox and Ogre's attacks, and with a 3+ save, they're able to take a pretty beating. This thing also has no difference in terms of weaknesses compared to a basic Ogre. Besides Durability, it will lag behind your infantry because of Chariot moment penalties. You take this over Mournfangs to deliver impact hits while being harder to shoot off the board.
  • Gnoblar Trappers: Now set up as their own scouting unit at over double the cost of the basic Gnoblar - kinda defeating the budget-unit premise of a gnoblar. (Their gimmick is that anyone charging their front is going through difficult terrain, which makes them hell for beasts or hordes.) No, anyone charging their front takes D3 DANGEROUS terrain tests, PER TRAPPER. This is either a miswrite or the gnoblar trappers can actually murder literally anything that charges their front. Start game with them body blocking enemy knights and your golden.
  • Gnoblar Scraplauncher: 135pts. A solid choice when taken on its own merits. If you are going to use it, you might as well fire it into infantry blocks while maneuvering it for a flank charge against something that can hurt it but isn't likely to kill it (i.e., cavalry, small units of S3, or other such units). Can also do in a pinch to run over skirmishers that have gotten too close since D6 S5 Attacks followed by 3 S5 Attacks are likely to end them.
  • Gnoblar Skewerslinger: 95pts. Swap the Cataplte on the Rhinox chariot with The Gnoblar's attempt at an Elven Bolt Thrower. Yeah, they managed to make a bolt thrower that can fire d3 bolts, so you don't have to pick between either Multiple Shots (d3) or Multiple Wounds (d3). It's quite mobile, but it is prone to misfiring.

Rare Units[edit]

  • Grimhorn Rhinox Riders: You're already dead if these things charge you, and they're hard to stop. Upgraded Mournfangs where the Ogres now ride fucking woolly rhinos. Trading increased pice of 75ppm (12 more than Mournfangs) and only ogre speed(M6"), so moving side-by-side with your troops. But the Tradeoff is greater, with more attacks and defense from the beast they ride. The mount gets a Bumped to Toughness 5 with 5+ Natural Armour in addition to Frenzy. Whether or not you find these things be valuable killing machines or just excessively powerful overpriced models. Anything these things charge (short of something with Ethereal) will die (plus the models are fucking amazing).
  • Ironblaster: 180pts. It's a MOVING CANNON. A. Moving. Cannon. It's not even that expensive for the book, and it usually gets a fairly large bounce (due to rolling two artillery die for the bounce and choosing the largest). Sure, some of the misfires hurt, but not as much as, say, the Hellcannon, and it does absurd damage to whatever it looks at. It can even get into combat if pressed, which is highly recommended.
  • Slavegiant: 150pts. It's a Giant. What can we say? You know it and love it. LD10 monsters are always nice, especially with Immunity (Psychology). It's also worth pointing out that ALL of its 'Pick Up And...' results end in death for the picked-up model. Giants are THE monster-killer with relative ease, and they can fell a star dragon. That being said, they're sadly not worth it in general lists as with no armor, and with an abundance of S5+ around in 9th, they can drop dead fast. However, feel free to take them if you know what you're up against and are sure you can get them in combat with a similarly-priced monster/single model unit.
  • Stonehorn: 250pts. The first of the 2 big scary monsters. Effectively a guided missile, This one hurts a lot on the charge, but it's I2, and only one rider kind of hurts it after that. It's still big and scary, so send it into the right spot, and it could wreck someone's day. It is excellent as a mount for a Hunter, even if everyone wishes they could sit a tyrant there. One other thing to note is its Stone Skeleton special rule, which renders multiple wound weapons, namely cannons, half as effective (don't think it makes you immune to them though, those Dwarfs will have plenty to kill this).
  • Thundertusk: 250pts. The second giant scary monster focuses on a Shooting and support platform. This one only has 4 attacks, but it does get a second rider (for an extra 3 S4 attacks or a shot because you have no penalties for moving and shooting) and has an S3(6) Ice stone thrower attached that won't harm you on a misfire. Oh, and it has a 6" Ice attacks aura, so the enemies within 6" Always Strikes Last, did we forget to mention that? Yeah, suddenly, initiative 2 doesn't matter so much. Hold back for the first round or so to soften up a unit you want dead, and then send it in with the rest of your army and watch as it and everything around smashes through the entire enemy line because they get their skulls stomped in before they're even allowed to attack—one of the best units in the current list.
  • Ice Mammoth: 325pts. Yet another gigantic monster. This behemoth fits whatever you need from a giant and then some. On top of its d6+1 S7 Impact Hits, it also has a hefty 4+ natural armour save and has ogres who can shoot their chaintrap or harpoon with no penalty for moving to cooperate with the random list of deadly attacks, like Giants, Murderous against infantry, and other monsters but harder against calvery. It has 10 wounds, so it can take more punishment than most monsters (it could survive like two super lucky cannonballs, and those are ready not so accurate in 9th). Like any monster, be warned that Your not the most durable thing in-game, with only 10 lucky rolls from a dice bucket can take it down.

Regiments of Renown[edit]

You get a majority of the roster. GOLGFAG'S MERCENARY OGRES sound thematic but they're just normal bulls.

if you need normal costed humans to make a holding ling, they are there.


Building Your Army[edit]

Buying Your Army[edit]

If you buy only GW models, point to dollar Ogre Kingdoms are, thanks to their small unit size, the cheapest army to build. The Battalion box(discontinued) is extremely well-rounded, and you'll use everything in it. A good thing to do is buy two of those boxes and two boxes of Mournfang Cavalry (you can also pay 25$ more to get a discounted Stonehorn or thunderTusk from the "Start Collecting Beastclaw Raiders. " box). This gives you 12 Bulls, 12 Ironguts (to be used as bulls), 8 Leadbelchers, and 8 Mournfang Cavalry and mabey one or two monsters. With the extra bits from the Mournfang boxes, you actually have enough bits to kitbash yourself a BSB as well replacing one Bull or Irongut, giving you a well-rounded, legal, fieldable army for less than $300. The only other thing you really need to get at that point is a Wizard.

Army Composition[edit]

Bulls, Butchers/Slaughtermasters, Leadbelchers, and Ironblasters are the must-haves. Build your army around them. Scraplauncher, Thundertusks, Stonehorns, Giants, Bruisers, Firebellies, Mournfang Cavalry, and Ironguts aren't quite as all-around good, but all of them are really good choices. Hunters, Sabertusks, and Tyrants are if you have the points and are feeling saucy. Yhetees and Gorgers are, if you don't mind spending lots of points on shit that won't matter much (unless you're playing Vampire Counts, and they take those Ethereal cavalries). Gnoblars are for causing Dangerous Terrain tests and MSU spam to get your enemy to fully deploy, so you don't get put in a disadvantageous position before the game starts.


'Ogre magic consists primarily of Butchers and Slaughtermasters. They have access to the Lore of the Great Maw, Death, Beasts, and Heavens, but one of them must take Great Maw. As with all lores, do not forget your lore attribute, as a few casts of low-level spells can really help you get the bigger one off later in the phase. Also, remember the lore attribute for Great Maw is not optional. Even if you have no dice left and full wounds, you still need to roll to see if you take the hit.

For BRB Lores: Death is used less often now that Deathfisting has been nerfed if you want it put it on a Slaughtermaster since a Butcher can't reliably use the signature. Beasts work well on both either as a general-purpose augmenting Butcher or a Slaughtermaster who can more reliably exploit the other great spells in the Lore. Savage Beast of Horos takes Slaughtermasters from good fighters to near greater daemon levels. Heavens is like Beasts, a fantastic signature spell that is easy for Hero wizards to cast and has a nice variety of spells afterward that a Slaughtermaster can also use (though he'd normally be better with the Lore of the Great Maw). Harmonic Convergence works fantastically with Ironguts and any other unit hitting and wounding on 2's and 3's.

Another option is the Firebelly, which has access to Lore of Fire (duh). Lore of Fire offers decent offensive spells and the Firebelly himself is a useful hero with some solid combat abilities. If you already have a Slaughtermaster for the Lore of the Great Maw (take it on him if you can, he can make more use out of it than a Butcher) and just want a straight blaster caster, Firebelly is the way to go, especially if you have some pesky Ethereal models to deal with.

Heads up Slaughtermasters or Butchers who use the Lore of the Great Maw can happily use the Forbidden Rod to gain D6 additional Power dice while suffering 1 wound. It is usually not a safe item since many Wizards are 2 wound or 3 wound models and some people only give their Wizards basic protection (if any), so it will leave him on the verge of death... however, not for Ogres! They have 4/5 wounds, so 1 wound isn't that bad PLUS, with Great Maw, they can restore wounds. It's an item worth considering.

Overall, Lore of the Great Maw is all-around fantastic and should be used on a Slaughtermaster! Great Maw allows you to buff your guys to the high heavens, replenish lost wounds on your Slaughtermaster (opening him up to making him a vicious challenger), and just overall beat your opponents into submission. The other Lores are quite good (Beasts, I'm looking at you), but Lore of the Great Maw is a very underrated Lore. It is not as powerful as other unique Lores, but it does the job for Ogres...REALLY well.

While Ogres have some awesome offensive stuff available to them, it's just as important to remember the opponent's magic phase. Since you don't have cheap, cheerful casters or any backline to bunker them in, you won't typically have scrolls (or other minor items) to give you a leg up. Combined with this, a general lack of good armor, wards, or magic resistance can be bad news for your fantastic dudes. It's really important that you understand which spells are a major threat to you and focus on dispelling them even if it means eating some damage along the way. Of particular note is Purple Sun of Xereus, which is horrendously damaging to Ogres and needs to be respected (it'll kill an entire Gutstar in one cast if you don't take care of it). You can certainly play around with it, but this is not just any damage spell. Things like this (hyper killy but situationally tricky to use spells) are the perfect reason to take chaff units to ensure your opponent has to deploy his magebunker before you throw down your main combat units. Simply deploying well can make Purple Sun substantially less bothersome because of its random movement and limited range. Fortunately, your Ogres are fucking amazing, so even if you do have to let a few other spells go, you are generally less vulnerable than other armies due to high toughness (and strength for Dwellers), and your guys are badass enough to win even against buffed infantry.


Mostly big charges to make use of all those impact hits and brawling with infantry, very little can go toe to toe with Ogres but be aware of the ones that can. The biggest flaw in the Ogre Kingdoms army is a small number of models on the field (most of the time), this makes them more vulnerable to cannons, bolt throwers, and anything else that causes D3/D6 wounds per hit. Keep your models reasonably spread out to reduce the chance of flank charges and give you space to maneuver. You will need to dictate combat, or your smaller units will be swarmed to death by most other armies.

For lower point games (1000, 1250, or even 1500), you need to spend most of your points on your main unit (bulls or Ironguts) and your characters. Then have some smaller units of (sabertusks, for example) to hold your flanks because if your flanks are good, you can charge whatever is in front, and you will most likely win (bring the dragonhide banner to ensure that).

  • Gutstar: unit of 9 Ironguts with 3 of them in the front and with big Slaughtermaster with Lore of The Great Maw and Crown of Command, Bruiser BSB (with Rune Maw banner) and Firebelly. Ultra-hard to kill while putting out great damage in return.
  • Gnoblars. They tend to be overlooked in favor of the more brute force of the ogre bulls, but it is said that half the battle is won through deployment. Now, look at those 2.5 point gnoblars, you can field a massive load of them in tiny units, thus forcing the enemy to deploy his important units first so that you counter to deploy. Don't try using them as a screen/chaff, however, one of the strengths of your army is your mobility, and if you have to wait on these little guys to catch up (or worse yet, having them in front of your Ogres), you'll be losing that bonus.
  • Ogre Buffet Line: Slaughtermaster with Level 3 Great Maw & Fencer's Blades (getting hit on 4+ at worst), Butcher with Level 1 Beasts & Hellheart, Bruiser with Ironfist & Dragonhide Banner. These are in a unit with 15 Bulls in a 6x3 unit. You'll run down anything, and there is no hero in the game tankier than your buffed-up WS10/S6/T10 Slaughtermaster.
    • use to include Glittering Scales, but 9th made it, so you need armor options to use magic armour


VS Dwarves: You have to get into combat now. Every turn out of CC is dead ogres from all those war machines. The other option is to get anything that moves fast enough to hunt said war machines down.

VS Chaos Dwarfs: Similar to their western kin, but with a few twists. Their artillery is even scarier due to the fact that just about all of it uses templates AND has multiple wounds, making it particularly good at taking down ogres, and blunderbusses can make for a very scary stand-and-shoot reaction to a charge. If up against a shooting-heavy army, follow the same strategy as for fighting Dwarves - tuck your head down, move directly forward, and get into combat as fast as possible. If your opponent instead has an army geared mostly for close combat, beware that Chaos Dwarfs excel at holding an enemy in place and grinding them down; you will be better than them on the charge, but will probably see the tables turn against you on subsequent rounds if you don't break the enemy. Try to be selective about your combats and only charge where you stand a decent chance of crippling or wiping out the enemy in a single round of combat. Ash Storm is the spell to watch out for from their spellcasters - even after Armies Project toned it down somewhat, it is still by far the best spell in the Chaos Dwarfs' repertoire and its ability to prevent a unit from charging and forcing dangerous terrain tests can be exceedingly nasty for a mobile army like ogres.

VS Vampire Counts/Tomb Kings: You need to take down those wizards, the sooner, the better as they will most likely be more potent than your own and will make the bones too numerous to deal with. Secondly, you need to win combat fast. The longer the fight, the better for the undead, as even zombies can kill ogres given enough time.

VS Skaven: Kill the general and watch them fall apart (this can be tricky if the general continues to bounce around the field, so remember always to dispel skitterleap. Also, Cracks, Call and Globe can wreak havoc in your lines), take care around the weapons teams and war machines, they are inaccurate to the point of crazy but if they do roll well they can ruin your day in a hurry. Also, beware of the Doomwheel. Their Warp Lightning Cannon is your death, as it cannot be stopped like other cannonballs.

VS Bretonnia: One of the more difficult matchups for the ogres - they, like you, will want to get the charge, but they have two more points of movement plus swiftstride to make it happen, which puts you at a significant disadvantage. This robs you of one of your more potent tools - your impact hits - and you probably won't have the numbers to easily tarpit them or set traps to get flank charges in. You do, however, have a few tricks up your sleeve that you can lean on to try and get an edge. You can potentially vastly outstrip Bretonnians in the shooting game, especially if you load up on Leadbelchers, Scraplaunchers, pistol-armed Maneaters, and Ironblasters, all of which have the potential to really wreck a knight's day. Anything with Ice Attacks that can slow a knight bus down is also a big asset, assuming you have a way to hit them before they hit you (the Thundertusk is invaluable here) - it doesn't take too many dead knights to blunt a lance charge. Beware of Spiteful Glance - with your low initiative across the board, this spell can very quickly rob you of an expensive model if you let a damsel get in range. Ultimately, this matchup will probably be won or lost in the movement phase and you will need to carefully mind your distances and manoeuvring if you don't want to wind up skewered on the end of a lance. Try and bait some long-bomb charges out of the knights - the sweet spot is 17/18" away, where they have a roughly 52%/36% chance of a successful charge. They'll have to decide if they want to gamble on Lady Luck and potentially fail, allowing you to launch a charge of your own, or move close enough that you can attempt a long-charge of your own. If you can apply a bit of pressure via shooting, you can force your opponent into bad decisions and take advantage on your subsequent turn.

See Also[edit]

External Links[edit]

The Project's website

Warhammer Army Project Tactics Articles
General Tactics
Forces of Order
Forces of Destruction