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===Core Units=== * '''Ogres:''' The core of any Ogre Kingdoms army, and well worth the points spent on them. In smaller points games, take a unit of 5 and stick a hero/lord (usually a Butcher/Slaughtermaster) in them to make the most out of them (and to make sure you get an extra rank). In a bigger game, take a unit of 17 and throw a BSB/Slaughtermaster in there to take them in Horde Formation. A unit of 17 with Full Command and Ironfists costs 574 points and can run roughshod over the enemy's line all on its own. Watch your opponent quiver when you tell him that your horde gets a total of 52 attacks, not including Stomp, Impact hits (which could be up to 6xD3 S6 hits), and whatever your hero has. A great choice no matter what. if someone says "Bull" they're talking about these fuckers. * '''Ironguts:''' 13 points more than an Ogre for 1 higher LD, 1 higher Armor (which the Ogres can achieve with Ironfists, and get a parry save in the deal too), Great Weapons and the option to take a Magic Standard. Unfortunately since Heavy Cavalry fell out of favor in 8th Edition, their primary job as Heavy Cavalry hunters is somewhat neutered. Still, units of 6 are great at charging small to mid-sized infantry units (especially if they're heavily armored) and make most large monsters piss themselves, it's not unheard of for units of 6 to 1-round Terrorgheists if they pass their fear tests. Not as good as Bulls, but still a solid choice and the Magic Standard can do amazing things (Try the Dragonhide Banner). * '''Gnoblars:''' The odd man out in an Ogre Kingdoms army, as you can take a full 10 man unit for less than the cost of a single Ogre. As it stands, they're a good enough mob/counter charge unit and if you can hit the enemy on the flank with them, they do a good job of disrupting. Also, for 25 points more (the cost of 10 Gnoblars) you can take Gnoblar Trappers as an Upgrade. This pretty much prevents ANY enemy unit from wanting to charge them, as it makes the enemy take a dangerous terrain test for each model in the unit and turns them into a brilliant anti-horde unit (chances are they are bound to fail at least ten in a unit of fifty). ** Do note that most players will be taking steps to counter your ogre placement since you'll usually have few units compared to them. If you concede the +1 bonus to the roll for first turn you can take small units of Gnoblars to force your opponent to deploy their units first, from here you can put down your Ogres to make sure they aren't getting screwed before the game even started. ** Fun Fact - In 2400 points, you can fit 220 Gnoblars. This unit (with Full Command & Trappers) costs exactly 600pts.
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