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==Why Play Ogre Kingdoms== 'CUS YOU LIKE TO CRUSH SKULLS 'AN BASH HEADS! ..."awkward cough" Ahem. If you want to invest in an army that is fairly straightforward, has unique rules sets as well as fun to construct and paint models, then these lads are definitely going to give you a good time. They recently got an update that moved their crunch from 'fairly shitty' all the way up to a fun and competitive army. Okay, so they're not the most tactically diverse army out there, but they work really well and are a ball to play. They also like to eat everything and are very durable in combat, thus they won't go down easily without a fight. So, if you want a simple army that hits like a brick, consist of hugely built, flabby gorging mounds of muscle, fat and saggy moobs, which can ultimately win a combat via high Strength Impact Hits before a single punch is thrown, as well as take a brutal punching before they go down, then Ogre Kingdoms is for you! '''IMPORTANT NOTE''' Nearly every unit in your army has Impact Hits and Stomp, do NOT forget Impact Hits. It can be the deciding factor that lets you win combat, ESPECIALLY against ASF and High WS/I enemies. In addition almost all of them have the Ogre Charge rule, which gives you D3 impact hits if you roll 10 or over for your charge, therefore even if you're 1 inch away from the enemy, never, ever, EVER just forgo rolling. D3 impact hits can often mean 5 or more wounds. Also all unmounted Ogre models are Monstrous Infantry, meaning their supporting ranks get 3 attacks extra. The ogres also cause fear(this grants you immunity to fear, and makes you only fear any unit with terror), remember to make your opponent roll his fear test, as it can mean a huge difference on your to-hit with your frankly mediocre weapon skills. And while it's a good idea to be cautious in any combat scenario, remember, Ogre's are humanoid tanks. They can take damage as well as they can deal it, so don't be too concerned if you lose a few unless you got say....4 Bulls left on the field. They are extremely durable, so no need to shy away from serious combat unless you've got no chance to win the fight. And remember, their major weak points are mainly getting swarmed with smaller units, as well as ranged siege battles (a dwarf gunline will give you a rough time for example), and wizards can hamper your units quite a bit. Ogres play in the same way like Beastmen, better in close combat than ranged combat. Leadbelchers are your primary exception, as well as your Ironblaster cannon, Thus use them wisely and carefully.
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