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Ogre Kingdom pics

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Ogre Kingdom pics

Postby Baragash » Mon Aug 01, 2011 1:42 pm

Double theft ;)

Gaz Taylor wrote:Stole these from Worlds End Radio's Planet Killer Forums, so all credit to them (or who they pinched them off... :lol: )

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Those look like some fantastic kits!!!
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Re: Ogre Kingdom pics

Postby Taumaul » Mon Aug 01, 2011 3:10 pm

OMG!

Ogres on Bantha's. :lol:

They look awesome.
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Re: Ogre Kingdom pics

Postby Stunty » Mon Aug 01, 2011 4:12 pm

great looking kits would be tempted to go ogres after seeing these but I know the price tag will change my mind lol
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Re: Ogre Kingdom pics

Postby Ogregut » Tue Aug 02, 2011 12:16 am

Awesome stuff, my next Warhammer army me thinks!
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Re: Ogre Kingdom pics

Postby mattjgilbert » Tue Aug 02, 2011 12:27 pm

Some amazing models there.
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Re: Ogre Kingdom pics

Postby Baragash » Fri Aug 26, 2011 10:46 am

http://warhammer.org.uk/phpBB/viewtopic.php?f=3&t=91603&sid=19141c79e5a1ce0ff7209b15c7895e0b


isanti13 wrote:Let the fatty loving commence!

So I got a hold of the new book so I figured I'd share with the internets :)

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.




Phew. That covers the main parts of the new book. So far it seems like GW is keeping with the general balance in the new books so props to them.

If you have any questions post them up and I will try to answer them if I can since I may, or may not still have the book!


Facepalm 1: if you're going to start out giving armies only 8 magic items (which I have no problem with), stick to it :banghead

Facepalm 2: Stonehorn halving damage from multi-wound weapons. Clearly JJ's article on associated and disassociated rules mechanics has not been read by the studio and their failure to get War Machines correct this edition now requires a ridiculous kludge. If it dies too easily then give it more wounds not yet-another-special-rule FFS.

Other than my frustration at the quality of games design, sounds cool :D
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