Sunday 23 February 2020

Warhammer: Ogre Kingdoms 9th Ed 1.1 out now!

This update changes the following:
  • An ironfist can be used as either an additional hand weapon or a buckler in close combat, even when mounted.
  • Tooth-Gnoblars may be used after attempting to cast a spell rather than before.
  • If you field any Wizards in your army, at least one of them must choose his spells from the Lore of the Great Maw.
  • Butchers have Immunity (Poisoned Attacks).
  • Butcher's Cauldron costs 50 pts. Hunger of the Great Maw has a range of 24".
  • Hunters do not have light armour by default, upgrade costs 3 pts.
  • Ogre Bulls have two hand weapons by default, cost 31 pts.
  • Ironguts cost 39 pts.
  • Leadbelcher guns are no longer move or fire.
  • Mournfang Cavalry are Unit Size 2+.
  • Maneaters have Stubborn and Immunity (Psychology) rather than Been There, Done That. Cost 42 pts.
  • Gorger cost 50 pts.
  • Yhetees cost 38 pts.
  • Rimespeakers can channel power and dispel dice in the same manner as Level 1 Wizards.
  • Slavegiant has T6. Updated Slavegiant rules to be on par with other giants. Cost 175 pts.
  • A character with the Longstrider big name gains +1 to its Movement value.
  • Stonehorn and Thundertusk cost 250 pts.
    Ice Mammoth has W10, cost 325 pts.
  • Greasus Goldtooth costs 365 pts. Hoardmaster rule does not affect rally rolls.
  • Bragg the Gutsman cost 155 pts.
  • Braugh Slavelord cost 195 pts.
  • Mawseeker costs 20 pts.
  • Brawlerguts gain the Impact Hits (D3) special rule, cost 10 pts.
  • Removed mentions of Stomp from Thundermace, Sceptre of the Titans and Brawlerguts.
  • Thundermace cost 35 pts.
  • Mastodon Armour and Gut Maw are medium armours.
  • Greedy Fist is a Magic Armour, follows the rules for Ironfists.
  • Grut's Sickle 30 pts.
  • Rune Maw costs 25 pts.
  • Added headings.
  • Added HD cover.
  • Updated fluff blurbs with official fonts.

4 comments:

  1. -I still think that Bruiser's should be Toughness 4 and Maneaters Strength 4. Maneaters are already plenty elites with their WS/BS and both Stubborn and Immunity (Psychology).
    -I like "Been There Done That". I wish you didn't remove it.
    -Why aren't Firebellies WS4 BS3 like the Butchers (or perhaps Butchers and Slaughtermasters should be WS3 BS2?).
    -I think that Hunters should be WS4 BS5. +1 WS and +3 BS over the base Ogre like Waystalkers and Rangers have over the base Wood Elf or human.
    -Are you sure about making Leadbelcher Guns able to be moved and fired? Ogres are really big but those are still cannons they are wielding.
    -Rhinox Riders are even more elite than Mournfang Cavalry but their stats don't match it. I think they should be WS4 BS3.
    -Aura of Frost on Yhetees should be replaced with Ice Attacks and Magical Attacks.
    -The Rimespeaker's Ice Breath should have the Ice Attacks special rule. Not sure whether it should be on top of preventing Regeneration or replace it.
    -The Rimespeaker's Spells hexes should not affect anything with Immunity (Ice Attacks). Ice Spear should be an Ice Attack. Still don't know whether it should ignore regeneration or not.
    -The Thundertusk fluff entry calls it a Stonehorn in the box containing its stats. Numbing Chill should be replaced with Ice Attacks. The Sphere of Frost-Wreathed Ice should be an Ice Attack.
    -Rather than giving the Skewerslinger the Multiple Shots rule, give the weapon profile of the Skewerslinger the Multiple Shots (D3) special rule. A player can already choose whether to fire more than one shot or not.
    -The Jump up and Down rule should mean that Giants inflict an additional dice worth of hits due to Stomp, either D6 or D3 depending on what they are fighting.
    -If the Giant decides to Hurl what happens to the victim? Does he end up teleporting back to his unit or will he have to join the unit he is thrown at (if applicable).
    -If you don't bring back "Been There Done That" then you should know that Golgfag's Maneaters mentions that now gone rule.
    -Perhaps Jhared's Frostshard Javelins should just be a Great Throwing Spear with Ice Attacks.
    -Wait, why would the Thiefstone steal Magic Items from other characters? Doesn't the Ogre have to put it near a Magic Item to take it which might not make sense.
    -The Hellheart says that those affected must roll on the Miscast table but not how many dice or what manner of dice.
    -The Icy Blast released by the Dragonhide Banner should just have Ice Attacks rather than it's additional effect.
    -If Jhared the Red can ride Mournfangs and Rhinoxes then regular Hunters should have the option.
    -Why can't Bruisers ride a Rhinox War Chariot?
    -Perhaps the Great Throwing Spear of the Hunter should be part of the ranged option and the Hunter have his points cost reduced by 5.
    -Why can't Hunters and Jhared the Red ride Ice Mammoths?
    -Why don't Maneaters have the option for Ironfists?
    -Perhaps Yhetees could have the option to replace their two hand weapons with a Great Weapon similar to how the Rimespeakers has the option for a Great Weapon. Maybe reduce the cost a little but have them start with a single hand weapon and be able to upgrade back to two.

    ReplyDelete
    Replies
    1. -Why was the requirement that at least one of the wizards must be a user of the Lore of the Great Maw added? It seems arbitrary? Is it not impossible to imagine that a tribe recently lost their Great Maw user or he is preoccupied elsewhere or whatever other scenario?

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    2. -When a Mammoth decides to Stomp Skirmishers or lone characters their Stomp special rule should inflict 3D3 hits instead.

      Delete
    3. - Heroes and lords typically have the same T, and +1T over normal troops. It's not uncommon for elites to have +1S over the regular troops.
      - I explained in more detail on the Discord why I made that change.
      - Butchers are intended to be WS3, BS2.
      - Will make them WS4, BS5 is too high for an ogre imo.
      - It was needed to make them playable so they can keep up with the rest of the army.
      - The riders themselves are not really described as being more elite. Ironguts are still WS3.
      - Will fix.
      - Will fix.
      - I think the hexes could still affect other Yhetees and the like.
      - Will fix.
      - Will fix.
      - Will fix.
      - Will fix.
      - Will fix.
      - Will fix.
      - Will fix.
      - You just roll 1D6 on the miscast table.
      - Will fix.
      - Jhared is a special character, so he has more options.
      - Will fix.
      - Will fix.
      - They are a bit too powerful to be taken as general mounts.
      - The models don't use Ironfists, and they didn't have ironfists options in 6th ed either.
      - The models don't have great weapons, so I don't think it's needed.
      - The Great Maw requirement was in 8th ed too, just like VC needs to use Necromancy.
      - Will fix.

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