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Total War Warhammer/Tactics/Ogre Kingdoms
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==Universal Traits== *'''Ogre Charge''': If an ogre unit charges a braced unit with charge defence, they will only lose half of their charge bonus. This is very important for a faction that is so reliant on getting the charge for their damage it's nice that they have a way to not get completely cockblocked because the enemy is just standing still. That said most opponents, even the AI usually don't just sit there and let you charge them and even if they do you're probably better of circumnavigating their frontline and going for their skirmishers in the rear. So while not the most practical trait in the game it's still nice for the Ogres to have. *'''Captives''': During a battle the Ogres slowly fill a meter for each unit they kill that is broken or shattered. As the meter fills special army abilities are unlocked, including Dismember (an AoE slow and charge debuff), Massacre (AoE buff for AP damage and gives affected units Terror), and Butcher (basically Regrowth from the Lore of Life). This will be a very useful army mechanic against chaff-filled armies like Skaven or Beastmen, but will be hard to use against armies with a lot of unbreakable units (like daemons or undead) or a lot of low-model counts (like other ogres). *'''Mercenaries''': Ogre Camps allow other factions to purchase Ogre Mercenaries if they are nearby. They're limited to regular Ogre Bulls and also have limits on how many they can have in their army at a time.
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