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Showing posts with label basics. Show all posts
Showing posts with label basics. Show all posts

Friday, July 17, 2009

Ogre Kingdoms - Basics for Beginners: Magic Items & Big Names

Here is the (much delayed, sorry) final installment in my Basics for Beginners: Ogre Kingdoms articles. DISCLAIMER: I don't claim to be the end all be all of WHFB knowledge but I do know what works (and what doesn't) for me. There are many different tactics available to a warhammer general, but less so for an Ogre one - your mileage on these items may vary.

Ogre Kingdoms - Basics for Beginners: Magic Items & Big Names



BIG NAMES

Most OK Generals only use a couple of these Big Names, and even then they are used for very specific purposes, often in combination with other Magic Items.

Kineater: A very defensive upgrade. Rerolling panic checks within 6" is nice but if you are rolling a panic check you are probably already in a bad spot. Can be good when playing with a lot of low leadership troops or a deathstar of some sort.
Strengths - Good at keeping your General on the table.
Weaknesses - Only really useful for one, maybe two units as Ogres are quite wide.

Mountaineater: Pretty bad. High cost, limited use saving throw.
Strengths - Good at avoiding cannons and bolt throwers.
Weaknesses - Pretty much all it can do.

Longstrider: Movement 7 is almost always a good thing.
Strengths - Great when used in combination with flank charges. Good for outrunning opponents if you have to break/flee. Can make a Tyrant a mini-monster that runs around with a large weapon.
Weaknesses - Only useful on lone characters which makes them a shooting/magic target.

Giantbreaker: Not all that useful, but +1S can have its advantages if you already have a Slavegiant in your list.
Strengths - Makes you hit stuff harder.
Weaknesses - You can't flee or refuse challenges. There is also the "hidden" cost of requiring a Slavegiant in the army. +1S isn't always that great in a high strength army (but taking this allows you to get to the quite ridiculous S9).

Deathcheater: Terrible.
Strengths - Makes your opponent reroll their rolls to wound.
Weaknesses - That is all it does and it only does that once a game.

Beastkiller: The name says it all really, this big name is for those that like to go Monster hunting.
Strengths - Immune to Psych and the multiplied wounds make this a must for those facing down a lot of Large Targets.
Weaknesses - Doesn't work (or stack) with Magic Weapons.

Wallcrusher: Pretty crappy. Just +1 impact hit.
Strengths - Good for some scenarios I guess.
Weaknesses - It doesn't add this impact hit bonus to a unit with the Character in it.

Mawseeker: A good upgrade when used in conjunction with the Jade Lion. +1T makes Bruisers and Tyrants much harder to kill.
Strengths - You're Character is one tough mutha.
Weaknesses - He is also one Stupid mutha. It can be risky and put you in bad positions if you fail your Stupidity check.

And with the Big Names covered we can move on to the Magic items.

MAGIC WEAPONS

Just the OK ones, not counting any of the Common Magic Items. 3 are useful and 2 are not.

Thundermace: A tricky weapon to use effectively, the Thundermace is often overlooked in favor of the Tenderiser. The potential damage output is good, but it can just as easily be a no hit wonder.
Strengths - Plenty of potential damage with the small blast template at S4 (and some S8 fun too).
Weaknesses - Rolls against the highest WS in a unit which can make actually hitting units with Characters difficult.

The Tenderiser: AKA "The Standardiser" for its prevalent use in many Tyrant builds.
Strengths - Great for killing multiple wound models.
Weaknesses - Against RnF it is just an expensive Great Weapon. Can be xxpensive to use on a Bruiser making it more appealing to Tyrant builds.

Siegebreaker: One way of dealing with high WS but low to average Initiative models and units.
Strengths - Adds +3 to S and it works well on a Butcher, putting him into Chariot smashing territory. Great for smashing things with no Initiative. Allows the ridiculous S9! Wonderful for smashing Steam Tanks.
Weaknesses - Against low WS but high Initiative troops it can be quite worthless.

Skullplucker: 30 points for killing blow. What a deal!?
Strengths - You get killing blow.
Weaknesses - You lose your Ogre Club, and only get killing blow for 30 points.

Bloodcleaver: Only used on Butchers, and then only if you are desperate.
Strengths - It can get you a wound back. Can be okay when equipped on a Slaughtermaster with their higher WS but that means 3,000 point games.
Weaknesses - You have to be in combat with your Butcher to use it and the Butcher already has a spell to get back wounds. If you want your Butcher in CC take the Siegebreaker for 5 points more.

MAGIC ARMOR

A lot of specialty type equipment, some of which is mostly useless. Buyer beware!

Mastadon Armour: A second chance at life with 1 wound but it will cost you.
Strengths - You have a chance of not dying.
Weaknesses - Your chance is on a 2+ and you only get back one wound, and the wound had to be caused by something that wasn't in close combat. Basically you are paying 50 points for Heavy Armor with the possibility of saving the wearer.

Greatskull: Magic mayhem that combines with other armor.
Strengths - Another line of magic defense and good in combination with some items.
Weaknesses - It is costly and it is not guaranteed to work.

Bullgut: Unit Strength buff on the charge, makes Bull Charge hits AP for the bearer.
Strengths - Good with Longstrider if you want a quick flanking model, stacks with other armor.
Weaknesses - Pretty minimal usage given that any good player will avoid being flanked or allowing a Bull Charge.

Gut Maw: Armor that stacks and heals for those going Character hunting.
Strengths - Good to use against characters that can be killed and have to accept a challenge.
Weaknesses - You have to kill your opponent in a challenge to get the benefits.

Greedy Fist: Armor that stacks for those going Wizard hunting.
Strengths - Magic offense/defense in the same package, great for bringing solo wizards down to earth. Great for eating magic weapons, especially high cost big effect ones.
Weaknesses - Only useful against Wizards and Characters with magic weapons. Doesn't work as well without a Ward or Regen save to back it up.

TALISMANS

2 good, 2 not as good.

Cathayan Jet: Some magic defense against very specific types of magic.
Strengths - 3+ Ward Save is nice.
Weaknesses - Only useful against the base lores and it costs a lot.

Spangleshard: Random save that isn't as good as a Ward Save. You feeling lucky?
Strengths - You can nullify incoming wounds.
Weaknesses - You have to roll high.

Wyrdstone Necklace: Standard equipment for the character you want to live.
Strengths - 5+ Ward Save provides some extra insurance, especially when combined with a Luck Gnoblar or other magic armor.
Weaknesses - Crappy roll at the start of the game results in a wound.

Gnoblar Thiefstone: Magic resistance (1) for each stone gives plenty of insurance against incoming magic.
Strengths - Just 1 is often enough and you can stack them up to 3.
Weaknesses - Stacking can be costly, has to be on a character that isn't wearing the Wyrdstone.


ARCANE ITEMS

2 essential, 3 not so much.

Hellheart: One way of getting a lot of magic off your back.
Strengths - Can blow up enemy wizards real good.
Weaknesses - Can also hurt you as they roll on the Gut Magic miscast table, one use only, your opponent can just decide not to cast the turn it is used.

Grut's Sickle: Stab your expensive Ogres to get one extra casting dice per magic phase. Not worth it.
Strengths - You may get off a gut magic spell.
Weaknesses - You have to cause a wound on one of your Ogres that can't be saved in any way. On a normal Bull that is about 12 points per dice, and it could easily kill one, causing a panic check. Your opponent could still dispel it, and you could still miscast. What a deal!

Halfling Cookbook: Minimizes the damage you might take from 3 Gut Magic spells.
Strengths - If you are casting these 3 spells a lot it can save you some wounds. Good in a Skrag list.
Weaknesses - For the point cost you could just buy a Bangstick or Dispel Scroll which are slightly less situational.

Bangstick: Bound spell magic missile.
Strengths - D6 S4 hits can really mess up blocks of troops or fast movers. Bound spell can draw out dispel dice each turn.
Weaknesses - Power level 3 can easily be dispelled on most turns. You have to be out of close combat to use it.

Skullmantle: Look scary and make things run away.
Strengths - Make things run away with your -1 Ld modifier.
Weaknesses - Won't do much against units with high leadership, immune to psych, or those near their general.

ENCHANTED ITEMS

Like most of the OK magic items there are some real stinkers in here.

Brahmir Statue: Good if you want to make Chaos or Skaven run away.
Strengths - Can stack with Skullmantle for a -4 save which is pretty nasty.
Weaknesses - Won't do much against units with high leadership, immune to psych, or those near their general. Will of Chaos negates this negative to an extent.

Daemon-Killer Scars: Tyrant only Terror.
Strengths - You cause Terror.
Weaknesses - You already cause Fear and it doesn't cost you a bunch of points for it.

Greyback Pelt: If you don't have Yhetees you may find a use for this.
Strengths - Move through terrain and -1 hit aren't good enough for you!? You can stack it with Longstrider for some extra fun. Combined on a character with a Cathayan Longsword you can really mess up elite WS troops.
Weaknesses - You can't have Yhetees in your army.

Jade Lion: Re-roll psych tests.
Strengths - Used in conjunction with Mawseeker you have one tough mutha.
Weaknesses - If you fail one test it goes bye-bye.

Rock Eye: Good in really competitive/closed list environments I guess.
Strengths - Gives you a heads up for anything you can't see.
Weaknesses - You learn about hidden stuff and magic items, but not who has what.

Fistful of Laurels: Keep your expensive stuff from running away.
Strengths - Gives you a second chance for one bad roll you make.
Weaknesses - One use only and you still might fail by making another bad roll.


MAGIC BANNERS

WARNING! Some of the worst magic items known to WHFB players are located within. Buy at your own risk!

Dragonhide: No.
Strengths - Just no.
Weaknesses - Everything. The highest point cost magic banner we have gives you ice magic immunity. That should say everything.

Rag Banner: Roll a crappy version of cold-blooded on panic checks.
Strengths - Can help keep your expensive units stay on the table.
Weaknesses - Still pretty expensive for what it does.

Cannibal Totem: Hatred (plus) against 40mm bases that keeps you from overrunning.
Strengths - It can help you kill other Ogres and 40mm sized units.
Weaknesses - How often does that come up?

Bull Standard: Make your Bull Charge impact hits count.
Strengths - Gives you another chance at killing things.
Weaknesses - You have to get a Bull Charge off with a unit that has the banner. May only come up once or twice a game if you're lucky.

Rune Maw: Slightly useful magic "defense".
Strengths - Something else gets blasted by magic (maybe). Makes taking Gnoblars a little bit better.
Weaknesses - Still a chance you will get blasted and it only redirects towards friendly units. Doesn't work for spells which do not directly target the unit carrying the banner.


And there you have it. The end of my first Basics for Beginners: Ogre Kingdoms series of articles. I hope I have helped some new OK player out there in some way. I know what a dauting task it can be to make choices for an army list without solid experience backing it up. If you have thoughts and opinions of your own for any of the magic items available in the OK army books I would love to hear them! Leave a comment and we might all learn a thing or two about Ogres.

Friday, July 3, 2009

Ogre Kingdoms - Basics for Beginners: Characters

In today's update I am going to take a look at the basic Character choices for the Ogre Kingdoms. The Ogre Kingdom army really depends heavily on it's character selections to win. Much like Vampire Counts, Warriors of Chaos, and Tomb Kings don't be surprised if you spend 1/4 to a 1/3 of your total points on them.


Ogre Kingdoms - Basics for Beginners: Characters



LORDS

Tyrant: One of the nastiest close combat models in the game, most people don't want to tangle with this guy and will try their best to take him out from a far, or by throwing bigger/scarier/killier things at him.
Strengths - 5 5 5 is the number of the Tyrant. Keep him alive and plowing through the enemy and you will do just fine. His Leadership of 9 helps with any nearby leadership tests that need to be made so be careful if you run him solo.
Weaknesses - Like all Ogres you have to watch out for missile fire (both shooting and magic). While the Tyrant is a damn fine Close Combat machine don't get too crazy with the charge or challenge. There are plenty of things out there that can do him harm (especially magic weapons that do multiple wounds)!
Upgrades - Heavy Armour is a must, and don't be afraid to max out his magic item allotment - I will go over the magic items in my next update. If you stick with the mundane selections go with the Cathayan Longsword or Great Weapon and Brace of Handguns. A Luck Gnoblar is good if you have a Wyrdstone as well, but don't bother with the Sword Gnoblars unless you have extra points to spend; they rarely cut it.

Slaughtermaster: It is pretty rare to see this guy in play as he is a Lord choice and can only be fielded in armies with a Tyrant. That makes him a good choice for 3000+ point games and that is about it. He is a Butcher in all other regards (except for being lvl 4 instead of lvl 2) and I will cover that below.

HEROES

Bruiser: Your "mini-tyrant" and default general up to 2000 points.
Strengths - Good in close combat, can be your BSB.
Weaknesses - Low leadership for a general but still one of the highest in the OK book.
Upgrades - Same as the Tyrant for the most part. Heavy Armour is a must, and don't be afraid to max out his magic item allotment. If you stick with the mundane selections go with the Cathayan Longsword or Great Weapon and Brace of Handguns.

Hunter: You won't find many OK generals using the Hunter as he is fairly expensive, takes up a Character slot (that could be a Butcher or BSB), and has a lot of quirks.
Strengths - Can be a really good flanker, with the threat of a lot of damage from his harpoon crossbow. Allows you to take an additional unit of Gnoblar Trappers!
Weaknesses - Cats are pricey and can only charge out from the Hunter in pursuit. The Hunter cannot be the army general, and he is vulnerable to missile fire (gee, who isn't in this army!?).
Upgrades - Longstrider can be useful if you want quick flankers, Greyback Pelt is nice if you expect to get into close combat, Beastkiller is nice if you are going Monster hunting. The sabertusks are good for adding unit strength and chasing things down, but don't send them off on their own or they will most likely be shot to pieces.

Butcher: Think of him as a high point cost buff to all of your other Ogre units in addition to some magic defense. In lists under 1500 many people shy away from the Butcher but if you run into a lot of magic you will probably want to take at least 1, if not 2. Sadly he can't be the army general which can make his cost prohibitive in some instances.
Strengths - Gut Magic is great for buffing your units and played right it can really give your opponent a headache if they don't have a lot of magic of their own.
Weaknesses - Very little defense and he will hurt himself a lot. If he dies all of his spells in play go away so try to keep him safe! Gut Magic is just as likely to hurt the Butcher as help your other units so be aware of the risks before you cast!
Upgrades - Bangstick, Skullmantle, and Siegebreaker are the standard magic items for the Butcher (along with Dispel Scrolls of course). Don't take Luck Gnoblars and be sure you understand how Tooth Gnoblars work before you spend the points on them. The +1 is added before the spell is attempted so it can still be dispelled, or even miscast!



Well that is all for the basics for each Character option in the OK book. Like most characters in WHFB the magic items are what really matter and those will be covered in my next update! As always if you have any comment or thoughts of your own regarding the OK Characters I would love to hear them!

Thursday, July 2, 2009

Ogre Kingdoms - Basics for Beginners: Rare

The Rare choices for the Ogre Kingdoms are a tricky lot. Similar to the Special units, many OK generals have a love/hate relationship with the Rare choices. Don't be afraid to give them all a shot before you decide which one works best for you!

Ogre Kingdoms - Basics for Beginners: Rare



Maneaters:
While pricey, Maneaters are the elite troop for the OK. Think of them as slightly cheaper Bruisers that don't take up your Character slots. Heavy Armor is a must, but the other upgrades can be more situational. Typical unit size is 2-3.
Strengths - Stubborn and Immune to Psych make these guys great Character bunkers. Higher WS and BS make these guys better at killing other elite enemy units.
Weaknesses - Costly, making choosing your targets much more important if you want to get the most "bang for your buck". Weak against shooting and magic like all OK units, but tends to attract more of it from smart players. With minimal unit size and a few characters you can usually distribute the wounds enough to keep your Maneaters on the table.
Upgrades - Maneater upgrades are a point of contention among most Ogre generals. It mostly comes down to playstyle and which opponent you are facing (and what they are playing). Try out the different loadouts and go with one that works for you, and remember it is possible to have a mix of weapon loadouts among the unit (although this tends to lower their effectiveness).
- With BoH you can pick off lone enemy models or decimate most fast cav, plus have five S5 attacks in close combat! 24" + D6 inches means you can usually move 6" and shoot something on the first turn. The downside is you can't march and make use of your shooting so this had a tendency to slow down your approach and keep you out of CC longer.
- Great Weapon is a fine choice for Chariot smashing as it get the Maneaters to that dreaded S7 territory. S7 is nice against heavily armored troops as well but Maneaters can suffer in later rounds of comabt due to the GW always hitting last.
- Cathayan Longsowrd is good for taking on high WS and Initiative troops but I prefer the smashing power of the GW or shooting flexibility of the BoH over this option.


Slavegiant: While not as good as the typical Warhammer Giant, the Slavegiant still has its uses in an OK army list. They are wildly unpredictable and great fun in combat, and will often attract and absorb a lot of shooting (leaving your other Ogre units mostly unharmed).
Strengths - High leadership, can kill a lot of stuff if it gets into combat. Good at flank negation and great as an enemy flanker. Terror can be a huge asset against some armies but with the amount of Immune to Pysch or Fear causing enemeis out there it can also be a waste. I like to use my Slavegiant as a "set it and forget it" choice for a flank to either deal with Fast Cav or soak up shooting while my Ogres get into combat.
Weaknesses - Will get shot. A LOT. While decent in close combat it can still break due to combat resolution so be careful running him in alone! Wildly unpredictable with his attacks and the random chart for large targets is pretty bad.
Upgrades - N/A


Gorger: The answer to enemy war machines and gunlines. Many OK generals take 2 Gorgers if they are going to take any. 1 Gorger can sometimes be unreliable as they do come into play on a random turn.
Strengths - Unbreakable and Killing Blow. Add in their high S5 and T5 and you have a combat monster designed for wreaking havoc in the back lines or flanks of your enemy. Great in a Skrag list where you can take multiples in upwards of 10 Gorgers!
Weaknesses - Random, very susceptible to shooting. Be careful to minimize the number of possible shooting attacks that can target your Gorger on the turn he comes into play or you will have a dead pincushion instead of a hungry killing machine.
Upgrades - N/A.



And that covers it for the Rare choices! I have used all of these choices to some degree of success but like most Rare choices I find it is often more effective to "double up" at 2,000+ point games. Two Gorgers, two Slavegiants, or two units of Maneaters can often be more effective than a mix of the different types. Again, this mostly comes down to individual playstyle and tactics for each list. I prefer to run the Slavegiant and Maneaters over the Gorgers but in a Skrag list the Gorger can truly shine. Try out a few lists and let me know what works for you! Next time around I will cover the Character options for the Ogre Kingdoms, both the good and the bad.

Sunday, June 28, 2009

Ogre Kingdoms - Basics for Beginners: Special

A continuation of my Basics for Beginners articles which were written back in December of last year - this one dealing with the Special choices for the Ogre Kingdoms. I would be interested to hear other opinions about these choices but I have to say I am pretty set in my ways when it comes to the OK Special selections.


Ogre Kingdoms - Basics for Beginners: Special



Leadbelchers: Bulls with cannons. Typical unit size is the minimum of 2.
Strengths - These guys have the potential to kill a lot of stuff. They tend to scare off fast movers and are good at protecting/negating flank options. Depending on where/who you play with you may be able to scare less savvy players with the potential high damage but most veteran players will see through that. With their smaller unit size of 2 they are some of the best flankers available in the OK army.
Weaknesses - They are 20 points more then Bulls, can only fire every other turn (at best), have to roll for number of shots (risking a misfire), roll to actually hit (at a crappy range with a mediocre BS), and then actually wound something (at only AP -2). Plenty of chances for something to go wrong (and it often does).
Upgrades - If you want to spend more on your Leadbelcher units get a Bellower. If you flee (after shooting) a charge you get the +1 to your rally and the turn you stand there doing nothing after your rally allows you to reload. Yay? Some will advice taking Champions in these units as they cost less but I have not seen the value of this yet.

Yhetees: Similar to Bulls in their stats, these guys are your surprise attackers. Typical unit size is the minimum of 3.
Strengths - They have a lot of movement, can run through the woods, have magic attacks, higher strength, and are slightly harder to hit in close combat.
Weaknesses - Very expensive with fairly average combat stats. Be careful what you throw these at as they tend to be a "glass cannon".
Upgrades - Don't bother with the Champion, the extra attack is not worth it.

Gnoblar Scraplauncher: A strange Gnoblar contraption that has the threat of a lot of damage, but is fairly unpredictable.
Strengths - Large blast template with Killing Blow is nothing to sneeze at assuming you are good at range guesses and lucky with artillery die. Most people don't expect the killing power of the angry rhinox pulling the thing when it charges into their flanks. Has a decent amount of CC ability for a warmachine crewed by Gnoblars.
Weaknesses - Random chance ahoy! Even the misfire chart has the possibility of letting your opponent target your units and blast away. It is a chariot as well so keep it out of S7 hit-land unless you want to see it explode! Taking multiple Scraplaunchers can also be a weakness as it requires additional units of Gnoblars and Bulls to make it legal.


And that covers it for the Special choices! Lately I have been using the Scraplauncher to great success but I find when it comes to the Special choice it is really a love/hate relationship with these units for most OK generals. Pick one or two units you like and stick with them! In the next update I will go over the Rare choices available to OK players.

Thursday, June 25, 2009

Ogre Kindoms - Basics for Beginners: Core

Well I have been playing my Ogre Kingdoms army for a little over one year now. Back in December of 2008 I wrote this "unit guide" for the Ogre Kingdoms book based on my own experience and opinions. I decided to post them here in a series of updates as a way of keeping track of my own thoughts about the list as well as helping out new WHFB and OK players in some way. I would love to hear comments on this overview if you have them! Today's update will focus on the Core choices in the Ogre Kingdoms army book.


Ogre Kindoms - Basics for Beginners: Core



Unit upgrades and Command are very costly for OK units and do not add much tactically. You will find that most OK generals shy away from Full Command. Banners are almost never taken, and if so they are on a "heavy" main unit of Ironguts (or other "Deathstar") with backup from characters. Unit champions are rarely taken unless it is in a unit of Ironguts to avoid nasty character challenges. The most common unit upgrade for OK core units is the Bellower as it is used to break combat resolution ties and adds +1 to your rally after a flee. With this in mind let's look at the Core choices for the Ogre Kingdoms:

Bulls: You are required to field at least one unit of Bulls in every OK list. Many players stop there but Bulls can have their uses against certain opponents. Here is a basic overview of their strengths and weaknesses. Typical units size is the minimum of 3.
Strengths - Cheap and "disposable" in most lists. Good for baiting an enemy into a charge and fleeing, or setting up flank charges for stronger "anvil" units like Ironguts. Ogre Club is actually pretty good as it provides a -2 Armor Piercing to their basic 3 attacks.
Weaknesses - Low leadership, no armor to speak of, crappy (or situational) high cost unit upgrades.
Upgrades - Don't bother with Light Armor unless you plan on adding Ironfists. Ironfists and Light Armor makes the unit cost almost as much as a unit of Ironguts so it is rarely used. If you want an extra attack (which is good against low toughness horde type armies) use Additional Hand Weapons. The most common upgrade to a unit of Bulls is a Bellower to add +1 to your rally roll after baiting a charge. Normal unit upgrade "rules" apply here (see above).

Ironguts: While it may not be readily apparent on paper, Ironguts are superior to a normal Bull in most situations. Do not be lured into taking a charge with these units because they have armor, Ironguts are meant for smashing things not getting smashed. Never accept a charge if you think you might lost the subsequent combat! It is okay to flee with a unit of Ironguts, especially if you have a Bellower in the unit. Rallying on a roll of 9 is very likely to happen. Typical unit size is the 3-4, rarely more.
Strengths - Hard hitting, most armored Core troop available, good character bunker.
Weaknesses - High cost, not that great in subsequent rounds of combat due to Great Weapons.
Upgrades - Most common upgrade is a Bellower. Banners are rarely seen before higher point total games (2000+), and magic banners are rarely used (because most of them are terrible). Normal unit upgrade "rules" apply here (see above).

Gnoblar Fighters: Gnoblars are great for taking hits, magic, and shots you don't want your Ogre units to absorb. The first rule for Gnoblars is to never depend on them! Use them for what they are; a slightly unpredictable and cheap unit. Good for luring frenzied troops, or Dwarfs, away from your Ogres. Good for initial deployments when trying to lure out your opponent's "scary" units. It's typically not a good idea to take a charge with these little guys! Gnoblars are made to die and fleeing is almost always your best option. Typical unit size is 20.
Strengths - Cheap mass of bodies, good for a laugh, sometimes do extraordinary things with sharp stuff.
Weaknesses - Low leadership, easy to kill, will bicker when you don't want them to.
Upgrades - You can add a Groinbiter but it won't do much for you. If you have 2 points just sitting around do it for laughs.

Gnoblar Trappers: Point for point this is one of the best units in the Ogre Kingdoms book. These guys are great at misdirection, march blocking, line of sight blockers against magic and shooting, frenzy bait, hatred bait, and getting in the way of charges (only to flee of course). Just like Fighters don't depend on them to do what you want when you want it, but use them in a general way to get what you need. Typical (and ideal) unit size is 9.
Strengths - Scouting skirmishers! Great for turn 1 march blocking against fast movers that might flank your Ogres. Good for luring troops into difficult terrain after fleeing. Good for wounding, harassing, and killing many types of troop.
Weaknesses - Low leadership, easy to kill, will bicker when you don't want them to.
Upgrades - You can add a Snarefinger (which is slightly more useful than a Groinbiter with +1 BS) but it won't do much for you. Typically better to add another Trapper instead for more wounds and Sharp Stuff shots.



And that covers it for the Core choices! The next update will go over the Special choices available to OK players.