Saturday 14 September 2024

Warhammer - Ogre Kingdoms 1.6 (beta) out now!

This ended up being a fairly large update, with changes to most units. Ogre Charge now increases the change of breaking the enemy on the charge to make up for the Ogres lack of ranks, and all Ogres have been given Natural Armour (6+) to account for their thick skin and strong abdominal muscles that protect them. This was a concession to make the army more balanced, and you can expect Natural Armour to become more prevalent for many beasts and monsters that currently lack any sort of armour. Gut-plates are finally a thing, replacing the light armour of most units. This only gives a save against attacks to the models front, but combined with the natural armour, they are going to be more armoured overall.

The Lore of the Great Maw has seen a lot of buffs, with longer range on all augment spells as well as lowered casting values. 6 new spells have been added as usual, mostly focused on augmenting the ogres in combat. With their fairly low casting values, this makes the Lore of the Great Maw fairly similar to the 6th edition version.

As for new things, Ogres now have a lot of new Magic Items, probably doubling their previous amount. Several items have also been moved from special characters to the Magic Item pool for the army. You also have a new Hero in the form of the Gnoblar Honcho to give your Gnoblars a small boost in combat.

Hope you enjoy the update, and as always - a huge thanks to my Patreon supporters!

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Patch notes:

  • Ogre Charge: In addition, they count as having one more rank than their actual number for the purpose of determining Steadfast in any turn that they charge.
  • All Ogres have Natural Armour (6+). Increased cost on all models accordingly.
  • New equipment: Gut-plate: Models with gutplates gain a 6+ armour save against attacks to the model's front.
  • Gut-plates replace light armour for all Ogres. Models with medium armour now have light armour. This means Ogre characters can take magical gut plates plus light armour, giving them an overall higher armour save than before.
  • Increased the cost of great weapons.
  • Added 6 new spells to the Lore of the Great Maw. Increased range and lowered casting value of most existing spells.
  • Added dozens of new Magic Items.
  • Vessel of the Gulping God: A Slaughtermaster with a Great Mawpot gains a 4+ Ward save as well as the Inspiring Presence (6) and Stubborn special rules. In addition, he gains a +1 casting bonus and add +6" to the range of his spells. Finally, his troop type changes to War Machine and he counts as being part of the crew. The Slaughtermaster can never choose to leave the Great Mawpot during the game. If the Slaughtermaster is killed, the Great Mawpot is also removed as a casualty.
  • Battlebroth: Whenever the Slaughtermaster (with a Great Mawpot) casts an augment spell, the target unit regains 1 Wound's worth of models, just like a Summoning spell.
  • Great Mawpot does not have the Hunger of the Great Maw spell.
  • Harpoon Launcher for Hunters cost 10 pts.
  • Hunters may not be mounted on Thundertusks.
  • Tyrants cost 215 pts.
  • Slaughtermasters cost 255 pts.
  • Bruisers cost 135 pts.
  • Butchers cost 110 pts.
  • Hunters cost 130 pts.
  • Firebellies cost 130 pts.
  • A Hunter mounted on a Stonehorn has Unit Strength 14 and a Line of Sight value of 6.
  • Yhetee Rimespeaker has Ld8.
  • Yhetee Rimespeaker has Everwinter Prayers: A model with this special rule knows the three Prayers listed below. They may attempt to use one at the start of each of your turns by taking a Leadership test on their own unmodified Leadership. If passed, the Prayers is answered and take immediate effect.
  • Call of the Blizzard: All missile fire targeting the Rimespeaker and their unit suffer -1 to Hit until the start of your next turn.
  • Keening Gale: The Rimespeaker and their unit gains +3 Movement until the start of your next turn.
  • Pulverising Hailstorm: All enemy units in base contact with the Rimespeaker suffer D6 Strength 4 Hits.
  • New Hero: Gnoblar Honcho
  • A model mounted on a Mournfang has a Unit Strength and Line of Sight value of 4.
  • Rhinox renamed to Grimhorn Rhinox. Are a Monstrous Creature, A4. A model mounted on a Grimhorn Rhinox has a Unit Strength and Line of Sight value of 5.
  • Chariots are pulled by Young Rhinox.
  • Ogre Bulls cost 29 pts.
  • Ironguts cost 43 pts.
  • Down to the Ironguts: If a friendly unit of Ogres within 6" of an Irongut unit breaks from combat, the Ironguts may re-roll 1's when rolling To Hit and To Wound in close combat this turn.
  • Gnoblar Fighters may take shields.
  • Leadbelchers cost 42 pts.
  • Mournfang Cavalry costs 68 pts.
  • Gorgers have W3, cost 43 pts. Have Unit Size 1-5. May take a Leader. Are skirmishers. Can take additional hand weapons or great weapons.
  • Maneaters cost 43 pts. They now pay for each special rule individually instead of just picking one.
  • Sabretusks have Natural Armour (6+), costs 19 pts. May only choose one upgrade. Killing Blow costs 1 pt.
  • Rhinox War Chariot costs 140 pts.
  • Grimhorn Rhinox Riders are Monstrous Creatures. Unit Size 2+. Cost 110 pts. Grimhorn Rhinoxs have a Unit Strength and Line of Sight value of 5. May take additional hand weapons.
  • Ironblaster costs 190 pts.
  • Cannon of the Sky-titans has range 48".
  • Stonehorn Rider has a light lance, not a chaintrap. Can replace light lance with a Blood Vulture.
  • Stonehorn costs 260 pts.
  • Thundertusk costs 260 pts.
  • Removed Smooth Ride special rule.
  • Slave Giant has Natural Armour (6+), costs 155 pts.
  • Throttle with Chain: Both the Slave Giant and the target roll a D6 and add their respective Strength values. If the Slave Giant's roll is higher than the target's, the target suffers D6 Wounds which Ignore Armour Saves. If the Slave Giant's roll is 1 during the roll-off, they cannot attack at all in the following round of the same combat.
  • Greasus Goldtooth costs 370 pts.
  • Ghark Ironskin may take 75 pts of magic items. Costs 385 pts.
  • Skrag the Slaughterer costs 460 pts.
  • Groth Onefinger does not have magic items by default. Costs 360 pts.
  • Morg Magmaborn costs 340 pts.
  • Golgfag Maneater does not have Easy Come, Easy Go. Has light armour and gut-plate. May take 50 pts of magic items. Has Immunity (Psychology). Costs 155 pts.
  • Golgfag's Maneaters: Golgfag Maneater must be accompanied by a unit of Maneaters chosen from the army list as normal. This unit must be given a full command. Skaff is the unit's Standard Bearer. Golgfag is the unit's Leader and may never choose to leave this unit.
  • Bragg the Gutsman may take 25 pts of magic items. Costs 150 pts.
  • Braugh Slavelord has a 6+ save from his gut-plate.
  • Jhared the Red does not have magic items by default. Costs 160 pts.

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