bonjour,
les ogres ont toujours leur charge buffles !
vive storm of mamaa lefty mene une waaagh! de 3000pts
Magic:
Ogre Magic has been reworked and spellcasting now works the same way as for all wizards. Spells are pretty much similar to what they used to be, except they last until next magic phase and are not RIP. Lore attribute is bloodgruel - on 2+ mage gains 1 wound and +1 to cast for his next spell, on a 1 takes an S6 hit.
Ogre mages can take great maw, death, heavens and beasts magic.
New mage model is the firebelly, who uses lore of fire, costs araound a fifth more than an empire cannon, can be upgraded to lvl 2 for the standard price of a wizard upgrade, can take a great weapon or extra hand weapon and has S4 breath attack, flaming attacks and 4+ ward vs fire.
Magic items and big names:
Big names still there and come out of magic item allowance. Didn't get changed that much from what you currently have. Best one is probably giantbreaker - doesn't require giant in the army - for the cost of dispel scroll model can't refuse challenges or flee but gets +1S.
Magic items are few and generally meh compared with common items. Thundermace basically gives you one thundercrush attack just like the sphinx has for a ton of points. Most interesting item is hellheart, which causes a miscast in all enemy mages within 5xD6" at the beginning of enemy magic phase - one use only, costs 2 scrolls.
Core units now include ironguts at five points less than they used to be, and with all command models costed at +10 points (which is same across the book).
You can get 40 gnoblars for the cost of one dark elf sorceress, and they come with throwing weapons attached and no prerequisites.
Special units got a lot of changes, leadbelchers will now fire D6 shots every turn, no misfires, and are move and fire with no penalty for moving. They cost one point less than Yhetees, which cost one point less than talisman of preservation.
Maneaters are half an empire cannon in points, and basically choose two special rules (you cannot chose the same special rule for two units) from a group of 8 - including poisoned attacks, sniper, stubborn, swiftride, strider, vanguard, itp, scout.
Mournfang cavalry is the new heavy cav, with a lot of options (potentially a 2+ armour save), tons of attacks and a price tag that is in the vicinity of a bloodcrusher, depending on what armour/weapons you take. 3 wounds, D3 impact hits and a total of 7 attacks per model make them somewhat fearsome.
Gorger is now special and gets a bit more expensive, but loses the rule by which it had to end movement closer to an enemy unit. It does have frenzy, unbreakable, killing blow and ambusher special rules.
Rare
Scrapalauncher is rare, slightly cheaper I think and similar to what it does now (S3 KB catapult)
Ironblaster is an empire cannon with horrible fluff and a pretty unpleasant misfire chart. It is nearly as expensive as a hydra, but has move and fire, S10 grapeshot and a special rule that allows you to roll two dice for bounce and chose the highest, even if one is a misfire.
The two mammoth-like critters are:
the stonehorn, which can have a mounted harpoon launcher (S6 D3 wounds 36" bolt thrower that doesn't penetrate ranks and is move and fire if mounted), 4+ armour save, does a lot of S6 impact hits on the charge, has dragon-like stats (but lower WS, Ld and initiative), M7, 4+ armour save and a special rule which halves the damage from all multiple-wound weapons that hit it. and the thundertusk, which is a support version of the above - has a mounted catapult that doesn't get hurt in any way by misfires, a harpoon and a 12" S6 KB weapon (chaintrap) - 3 weapons on its back, and gives all enemy models within 6" ASL. The tradeoff is - no impact hits and one less attack. Both of these big beasties cost as much as around 5 wraiths.
A stonehorn can also be the mount for a hunter, which costs almost as much as a high elf prince.
Last but not least: the sabertusk. Special unit, 1-10 unit size. Each one has 3 S4 attacks, so aside from being the redirector of your dreams, it can sometimes work as a mage assassin. One costs slightly more than 4 halberdiers. T4 and two wounds.
They can't use general's leadership or battle standard re-roll, and their own LD is 4 - and can only be joined by a hunter - so I would say they will only come in two unit sizes - 1 or 10+hunter. This second option is not so bad - the unit will cost you some 350 points, but it has vanguard, swiftstride, and 30 S4 WS4 I4 attacks + whatever the hunter brings.
Hunter still cannot be the general.
The lore attribute 'Bloodgruel' causes the caster to regain a single lost wound on a 2+ when a spell is successfully cast, the signature spell grants stubborn to a unit within 12"/18" (the latter is presumably on a boosted casting), and the rest of the spells include 3 augments, a hex, a magic missile and a template-based direct damage.
Trappers are purchased as an upgrade for Fighters and the Giant is now stubborn!
Clubs seem to be normal hand weapons with no special rules attached.
Bull charge grants normal impact hits, but if you roll 10 or more when calculating the charge distance each Ogre inflicts D3 impact hits!
For the giant he hawe yell and brawl, thumb with club eadbutt for big things, and yell and brawl jump up and down, pick up and..., swing with club for man sized. For big names +1t with stupidity, 1 impact hit more with ignoring obstacles, friendly unit 6" panic test reroll, wounded only on 3+, +1s but he cant refuse challenges and the unit cant flee as charge reaction, +1m, +1 to wound on large targets, impact hits reroll. As for magic items hellhart is interesting: all enemy mages d6x5" from bearer must roll on miscast table, one use.
Magic:
Gut magic, 6 spells, 1 magic missile, 3 augment spells, 1 hex, 1 small template direct dmg spell + signature spell which gives stubborn to target range 12/18"
Apart from this sig spell each times butcher successfully cast a spell he gains 1 wound/ up to his maximum on 2-6, and Maneaters are t4 according to this.
- 2d6 2s no save missile,
- augment giving target +1t or all units within 12" +1t with higher roll,
- panic test spell to all enemy units 18/36",
- regeneration to unit/all units within 12" with higher roll,
- small template spell ini test needed if passed 3s hit if not 7s hit d6 wounds it can be changed to large template with higher roll needed
- another augment
Characters:
You can have a SM without a Tyrant
Hunter is a hero he can ride stonehorn and has a rule which prevent him being general
Specials - Greasus Goldtooth, Skrag the Slaughterer, Golfgag Maneater, Bragg the Gutsman.
Golfgag is a hero with 5A, he can take 2d6x10p magic items, if Golag joins maneaters they have stubborn and vanguard rules.
Bragg is 4A hero with heroic killing blow rule in challenges if he slays challenger enemy unit he was in is disrupted for the rest of the turn.
Misc:
Ogre clubs are hand weapons now
Bull charge when calculating charge range if you roll 10 or more there is d3 impacts rather than 1
Trappers
Force every model in charging unit to take dangerous terrain test as soon charge is completed and are [12.5 gnoblars] upgrade for gnoblar units.
Magic items:
2 magic weapons, 2 talismans, 1 magic armor, 2 arcane items, 2 enchanted items, 2 magic standards
Thundermace (asl, +2s 2h weapon), or thundercrush attack instead, small template model in the centre hit with 9s d3 wound, rest hit with 3s.
Siegebreaker (asl, +2s 2h weapon) roll to hit against ini or siegbreaker attack d6 hiths with str equal to height of the building up to 10.
Rune maw rules same as in last book
Dragonhide banner same stats as in last book + can be used as breath weapon with 3s.
Stonehorn:
If stonehorn makes sucesfull charge he makes 3d3 impacts(instead of his normal attacks) +1 for each dice if charge roll was higher than 10.