Author Topic: New Ogre Kingdom rumours  (Read 9762 times)

Silver Wolf

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New Ogre Kingdom rumours
« on: July 31, 2011, 02:38:59 PM »
Originally Posted by Bill-Boe on Whineseer:

Quote
I happen to know some snippets of the forthcoming ogre book. I registered for the soul reason of posting what I was told, but take with a pinch of salt:

Phil Kelly is author.

Plastic kits:
Rhinox Riders (on regular Rhinoxen) (box of 3)
Scraplauncher/Skewer-slinger (Similar to Warp-cannon/plague-claw in design)
Great Mammox with three ogre crew and plastic tyrant option (Same base as Arachnarock. Imagine a cross between a musk ox and a Mammoth)
Yhetees (More gorilla-like, and and no more 80's hairstyle manes. Really dynamic for a plastic kit)

Finecast:
Jahred The Red on Rhinox
Golgfag Maneater

Redone Goldtooth, Skrag, maneaters (box of 3, female, ninja and pirate discontinued), Tyrant/bruiser, gorger.

Rules:

Bull Charge will work always, even though you're less than 3 ogres and charge less than 6".

All ogres except butchers gain a basic 6+ save from their gut plates.

Ogre Clubs negates parry save, and is a general rule for all weapons like Choppas in OnG.

All army restrictions gone, but gnoblars do not count towards minimum core.

Gnoblars T2, but Sharp stuff is March and Fire, Range 10".

Weapon options for units cheaper, and minor point reductions across the board. Bulls will stay same base cost.

Magic will be standardized. Most spells will stay similar (augments) but with greater range, and can be buffed to affect more units. May also be cast on Yhetees and Gorgers.

Rhinox Riders are super-hard. They get regular stomp and D3+1 Bull Charge, and also has Devastating Charge. (Special Choice)

Scraplauncher, same but moves to Rare.

Rhinox and Mammox are mount options for Tyrant and Hunter.

Mammox can thunderstomp everything, like the SoM Bonegrinder Giant. Insane stats, but expensive (like 290 points base.). Crew can have leadbelcher swivel guns.

Hunter greatly improved. Move and fire with harpoon and monster-killing special rules.

Yhetees as in SoM, but with options for 2HW or GW, and musician now. No standard-bearer.

Leadbelchers auto-hit, and can fire every turn, but only S4, no AP. Don't come with Light Armour.

Magic Items:

Big Names Gone.

Half of items are Magic Weapons.

Tenderizer and Siegebreaker will stay.

Halfling Cookbook grants Loremaster.

There's a banner granting the same frenzy Minotaurs have.

Plastics will be out in October. Finecast in November.
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Phoenixguard09

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Re: New Ogre Kingdom rumours
« Reply #1 on: August 01, 2011, 12:49:10 AM »
Can't say I'd be completely happy with those. And I have to say, redone Yhetees is a little disappointing. It seems I was one of few who liked those models.

Still the nice new kits should be interesting, and the Mammoth will give em something nice that Ogres lacked before. (Being a big monster critter type thing. Considering they're an army of small monster critters, I'd expect a big one for Rare.)
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Silver Wolf

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Re: New Ogre Kingdom rumours
« Reply #2 on: August 01, 2011, 06:29:14 PM »










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Phoenixguard09

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Re: New Ogre Kingdom rumours
« Reply #3 on: August 02, 2011, 12:00:21 PM »
Opinions on the models guys?

Personally I like both the Scraplauncher (God that needed a new model, the old one required 4 hands and the patience of Ghandi to put together properly) and the Ironblaster (Good way to put a cannon in the list) but the Rhinox that draws them is a bit of a let down. Mainly the face on it.

Don't like the new Sabretusk riders. They look so precariously perched on that a small bump would send those Ogres flying. And the legs of the Sabres look funny.

I like the Stonehorn, particularly the head, although the rear haunches look a bit scrawny.

As far as the big white thing, I think its supposed to be a Mammoth. I really don't like that. Just, no. No...

Thanks for the pics Silver. ;)
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Silver Wolf

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Re: New Ogre Kingdom rumours
« Reply #4 on: August 02, 2011, 04:21:39 PM »
I dislike everything about them.

Especially the ironblaster. It looks like it's going to fall apart in a second.
And Sabretusk too... There's no way that they could carry an ogre. They look nice but they're just too small.
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Phoenixguard09

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Re: New Ogre Kingdom rumours
« Reply #5 on: August 03, 2011, 12:01:57 AM »
Admittedly the ramshackle look is a bit of the appeal for the Ogres. You're right but I'm personally not sure if that's a big deal. I am of course referring to what you said about the Ironblaster falling apart. And yeah, the Sabres are way too small.

Anyway, I thought it was Rhinox riders that they were going to get, not Sabres. That's not only a let down because a Rhinox is a pretty cool creature (or at least the old one was) but the Sabretusks had a place in the list already. And for that matter had decent models too. Anyway, yes, not happy with these but I'm trying to look on the bright side.

Anyone else think the Mammoth thing looks cartoonish? More proof that GW is angling towards a younger demographic?
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Silver Wolf

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Re: New Ogre Kingdom rumours
« Reply #6 on: August 03, 2011, 10:34:08 AM »
Actually they look like a miscast result.
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Phoenixguard09

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Re: New Ogre Kingdom rumours
« Reply #7 on: August 03, 2011, 10:58:39 AM »
Anyone know what's up with the scrawny hindquarters?
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Silver Wolf

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Re: New Ogre Kingdom rumours
« Reply #8 on: August 22, 2011, 09:29:17 PM »
A few extras:

Mournfang Cavalry



Bragg the Gutsman



The Firebelly



Golgfag, Ogre mercenary captain
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Re: New Ogre Kingdom rumours
« Reply #9 on: August 22, 2011, 11:21:33 PM »
Verdicts anyone?

Still don't like the cavalry.
Bragg looks interesting and the gore dripping from the sickle looks nice.
I like the Firebelly but does anyone know how he fits into the fluff? And I don't like the paintjob, he looks far too... shamanic...
I like Golgfag. I for one am glad he's back. But I suppose this means its unlikely Dogs will get a redo.
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Silver Wolf

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Re: New Ogre Kingdom rumours
« Reply #10 on: August 23, 2011, 10:23:33 AM »
I've never been an ogre fan.
And I especially don't like this new style.

In my opinion, the only interesting ogres are Dragon ogres, Rat ogres and Chaos ogres (which remind me of Olog-hai from LotR).
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Re: New Ogre Kingdom rumours
« Reply #11 on: August 23, 2011, 12:27:28 PM »
I don't like these guys, I have to say.

The old Golgfag's ogres were great mostly BECAUSE they didn't fit the OK style, they looked "Imperialised". This new Golgfag just looks a bit OTT.
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Silver Wolf

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Re: New Ogre Kingdom rumours
« Reply #12 on: August 27, 2011, 10:13:25 AM »
New rules and unit prices:

Quote
General Ogre rules

- Ogre charge does impact hits when they charge. if the charge dice roll is 10'' or more you gain d3 impact hits per ogre. Strength is increased by 1 per rank. (Horde of ogres that rolls a 10 or more would do 6d3 STR 6 impact hits :shock: )
- Ironfist is a shield that works while you are mounted
- look out gnoblars allow a look out sir roll if 3 rank and file models are in the unit


Lords

Tyrant - 105 skaven slaves
- pretty similar to old book

Slaughtermaster - 125 skaven slaves
- normal cost to make him a level 4 wizard.
- can use the ogre lore, heavens, beasts or death. One wizard must use the ogre lore

Heroes

Bruiser - 52.5 Skaven slaves
- pretty similar to old book

Hunter - 65 Skaven slaves
- can ride a stonehorn for 125 skaven slaves
- can have a harpoon launcher or blood vulture and a few other things
- can only join sabertusks and can not be the general

Butcher - 50 skaven slaves
- pretty similar to old book except lore choices

Firebelly - 60 slaves
- uses lore of fire
- str 4 flaming breath weapon
- flaming attacks
- 4+ ward agaisnt fire attacks
- can be a level 2 and wield a great weapon

Lore of the Great Maw

Attribute - roll a d6 after casting a spell, on a 1 you take a str 6 hit, on a 2+ you gain a wound (up to starting value) and +1 to cast

Signature - 12'' range, grants stubborn on a 6+. 24'' range and is on a 9+

1 - 18'' range 2d6 str 2 no armor save. 36'' range on an 11+
2 - 12'' range target unit gets +1 str 7+. All friendly units within 12'' on a 14+
3 - 12'' range target units gets +1 toughness on an 8+. All friendly units within 12'' on a 16+
4 - panic test on enemy unit within 18'' (non immune to psych units) on an 9+. 36'' range on a 12+.
5 - 12'' range, target unit gets regen. all friendly units within 12'' on a 20+... Can you say regenerating gnoblars?!
6 - great maw. small blast. str 3 hit if you pass initiative test, str 7 d6 wounds if you fail. scatters like a stone thrower but if a misfire is rolled the enemy places it anywhere and scatters it.... big template on a 21+



Core

Ogres - 15 skaven slaves
- can get ironfists and extra weapons

Ironguts - 21.5 skaven slaves
- one unit can get a magic banner

Gnbolars - 1.25 skaven slaves
- can be upgraded to be trappers which causes an enemy unit that charges them to take dangerous terrain checks
- no one panics if they die

Special

Leadbelchers - same cost as ironguts
- 24'' range, no penalty for moving or multiple shots. d6 shots.

Maneaters - 25 slaves
- can pick 2 special rules - immune to psych, poison attacks, scouts, sniper, strider, swiftstride, stubborn, vanguard

Sabertusks - 10.5 skaven slaves
- can be taken in units of 1-10
- cannot use generals or bsbs leadership

Yhetees - look at storm of magic ones

Mournfang cavalry - 30 skaven slaves
- for 5 extra skaven slaves can get heavy armor and ironfist for a 2+ save.
- entire model has 3 str 4 attacks, 4 str 5 attacks and d3 impact hits...
- movement 8
- can get great weapons and a magic banner

gorger - 45 skaven slaves
- ambusher, frenzy, killing blow, unbreakable


Rare

Scraplauncher - 65 slaves
- pretty much the same as before

Ironblaster - 85 skaven slaves
- chariot, can move and fire
- str 10 grape shot
- rolls two artillery for bounce, picks highest.

giant - 100 skaven slaves
- normal giant, is actually stubborn!

stonehorn - 125 skaven slaves
- when it charges does 3d3 impact hits but cannot attacks (can thunderstomp). IF you roll a 10 or more on charge dice does 3d3 + 3 impact hits
- frenzy
- states that if a hunter is on one shooting attacks are randomized.. 5+ hits hunter rest on the beast....
- takes half wounds from multi wound weapons, rounding up

Thundertusk - 125 skaven slaves
- all enemy units withing 6'' have always strike last..... epic
- can shoot snowballs out of its mouth like a stonethrower... also has a harpoon launcher and chaintrap on its back.




Big Names

1. +1 tougness, stupid - 20 skaven slaves
2. +1 strength and must accept challenges - 12.5 slaves

and a few others that aren't to great

Magic items


Thundermace - 42.5 slaves
- see warsphinx thundercrush attack

Seigebreaker - same as thundermace
- great weapon that rolls to hit against initiative value. has a special ability against units in buildings.

Gnbolar theifstone - 22.5 slaves
- MR 2 and possibly an extra item depending on a roll on a chart

Greedy fist - 20 slaves
- +1 str and 6+ ward. also makes wizards lose levels if they are hit

Gut maw - 22.5 slaves
- terror, regain wounds if causes one in a challenge

GRUTS SICKLE - 25 slaves
- cause a wound on your unit and get +2 to cast
- at the end of the phase you roll 2d6. if you roll snake eyes the unit gets pissed off at you for using it on them and kills you. you are removed from play
- epic win

HELLHEART - 25 slaves
- at the start of the enemy magic phase, AFTER dice are rolled you can use this
- all enemy wizards within d6 x 5'' roll on the miscast chart. For each one that does you gain an extra dispell dice although they probably wont have many powerdice after miscasting a few times :D

rock eye - 2.5 slaves
- see magic items and hidden models

Rune maw - 30 slaves
- pretty much the same as before

Draonhide banner - 25 slaves
- when the unit charges, they get to reroll rolls of 1 on to hit, to wound and saves. and the banner bearer gets a str 3 breath weapon that causes ASL till the end of the next turn.
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