The earth itself is trembling.
A ravenous horde of ever-hungry Ogors armed with oversized weapons is charging in search for their next meal.
Will you help the Ogor Mawtribes to fill their enormous bellies?
What changed in Tome of Champions 2021 for the Ogor Mawtribes Warband?
Note: Tome of Champions 2021 brought some sweeping point changes across all warbands and introduced Bladeborn fighters for most legacy warbands. Those are existing miniatures from the popular game Warhammer Underworlds that find their way in Warcry with new profiles and can be used as allies by everyone in the same Grand Alliance.
You can find all point changes for this warband right here:
- +5: Gorger, Irongut, Maneater, Mournfang Pack with Culling Club and Ironfist, Ogor Glutton with Clubs
- +10: Firebelly, Icebrow Hunter, Leadbelcher, Skalg
- +15: Irongut Gutlord, Mournfang Pack with Gargant Hacker
- +20: Ogor Crusher, Ogor Glutton with Ironfist
Only changes upwards for Ogors, forcing to squeeze more Gnoblars in to fill the gaps. A Bladeborn warband was added to the roster.
Background and Lore of the Ogor Mawtribes Wanderglutt Warband
Ogors worship Gorkamorka as the Gulping God and they ingest anything that passes in front of them, raw or cooked, including the skeletal armies of Nagash that arose from the dead after the Necroquake.
Their insatiable hunger brings them to all corners of the mortal realms and there’s one thing that is as important as the next meal for the Ogor Mawtribes: a good fight! And in the Eightpoints there’s plenty of both. Especially that exotic flavour that characterizes the followers of the Chaos Gods.
A Gutbuster Wanderglutt is usually lead by a Tyrant with a Slaughtermaster or Butcher performing macabre rituals. The Gluttons make the bulk of the army charging into battle to satiate their unending hunger.
The Ironguts are the elite force of the wanderglutt, armed with two-handed weapons that used to hack and slash anyone in their path.
On the other side the Leadbelchers prefer to blast enemies to pieces using their massive cannons carried by hand to the front line.
A wanderglutt may also attract numerous Gnoblars seeking protection. In exchange they prove to be useful engineering different war machines and fulfilling other duties for the Ogors.
The fact that they taste unpleasantly when eaten also helps their survivability in the Ogor camps.
A wanderglutt can also be composed of the members of a Beastclaw Raider culture: cursed Ogors forever followed by the Everwinter, a glacial storm that would consume them should they stand too long in a place.
A Beastclaw wanderglutt can be led by an Icebrow Hunter, a specialized tracker able to find out the enemies and lead the various beasts that characterize this warband: from the ferocious Mournfangs to the predatory Frost Sabres.
But how do they play on the tabletop?
Let’s take a look at their fighters and bone-crunching abilities.
Overview and Points for the fighters in the Ogor Mawtribes Warband
Note: if you haven’t read the basic rules for Warcry before reading this article, it might be helpful to know that the game’s abilities are activated by using 6 dice that you roll at the start of your turn.
If two of the dice show the same value, they can be used to activate a Double ability. If three show the same value, they can be used for a Triple ability, and so on.
So, when this article refers to an ability being a Double, a Triple or a Quad, it refers to this system. It might sound a bit confusing, but takes no time to get used to when you start playing
The Ogor Mawtribes warband is made from several kits with 19 fighters of which 8 are leaders.
Tyrant: 335 points
The Tyrant is the most expensive unit in this already costly warband. For a third of your total Wanderglutt (on a standard 1000 point game) you will get this massive leader armed with a 2″ Strength 6 damage 4/8 melee weapon, Toughness 5 and a respectful 42 Wounds.
If the enemies are too far (he has Movement 4″) he has also an 8″ ranged attack for 1/4 damage at Strength 4.
Other than the standard abilities On the Mawpath, that allows most Ogors up to 3″ in the next Move action for a Double, Bullcharge, that allows damage to an enemy at the end of a Move action, and Might Makes Right, that allows every leader to perform a bonus move or attack after taking down an enemy, he has access also to Bully of the First Degree.
This is an interesting Triple as it allows a close fighter (2″) a bonus move or attack at the cost of up to 3 damage points. One of the rare cases where a lower value is better than a high value for an ability.
The problem with this ability is that with such expensive models and slow movement, you will often not have many of them close together, if at all.
For the rest, as a fighter, this is one of the strongest in the entire game.
Icebrow Hunter: 310 points
As all Ogor leaders, he is extremely expensive because of the amount of damage he can dish out (3 attacks at Strength 5 for 4/8 damage).
The 2″ range would allow him to avoid immediate retaliation in case you are scared. Not sure why with 42 Wounds and Toughness 4.
To that you can add a decent ranged attack 8″ far and you have an all-round combatant.
His special ability is used in combination with Frost Sabres, allowing one of them for a Double a free attack.
If you are not planning a Beastclaw Raiders or a bestial army, there are better options out there.
Firebelly: 300 points
The Firebelly is the wizard of the warband, able to shoot fireballs up to 7″ far for 3/6 damage (Strength 3) or smash with his stave in close combat (4/8 damage on Strength 5).
As all Ogors, he has high Wounds (40 like most leaders), average Toughness (4) and movement (4″).
Apart the generic abilities, he has access also to Fire Breath that for a Quad damages everyone nearby. The range is short (3″) but the damage is high (up to 6).
Butcher: 265 points
The second cheapest leader of this warband, can still throw a punch with 3 attacks with damage 3/6.
He also have a ranged attack equally dangerous (but Strength is reduced from 5 to 3) at a decent 7″ range.
His special ability, Bloodgruel, allows him to add up to 3 to the Strength of his ranged attacks for a Double, increasing damage potential considerably.
40 Wounds and Toughness 4 like most other leaders put him in a really good spot for survivability.
- Skalg: 325 points
- Mournfang Pack with Gargant Hacker: 260 points
- Mournfang Pack with Culling Club and Ironfist: 245 points
Mournfang packs are the “light cavalry” of the Beastclaw Raiders. If you can define rhino-like beasts charging full speed (8″) towards you light…
They have access to all Ogor abilities, including On the Mawpath (up to 3″ Move), Bullcharge (damage after movement) and Might Makes Right for the leader (free move or action after taking down an enemy).
They share the usual Wounds characteristic of Ogors (42 for the Skalg and 35 for the troop) with Toughness 4 and a decent amount of damage.
The Skalg has a forgettable ranged attack (compared to other leaders, “only” damage 1/4 on 8″ range) and a melee attack between the two troops options (3 attacks at Strength 5 for 4/8 damage).
The Culling Club and Ironfist option drops the damage (3/6) and adds the Ironfist ability that for a Double allows a chance of free damage.
The Gargant Hacker deals much more damage (4/8) but only 2 attacks means that statistically you have better chances with the Club.
- Gutlord: 330 points
- Irongut: 240 points
The Gutlord lost recently the title of most expensive Warcry unit excluding monsters and allies to the Tyrant.
But he is still not to be trifled with: with 3 attacks at Strength 6 for 5/10 damage he can hit consistently and wipe out the smaller fighters in seconds.
The Ironguts do slightly less damage (4/8) but with the same brutal force as their leader.
4” movement don’t make them too quick but all Ogors can increase their movement for one action up to 3” using a Double (for the ability On the Mawpath).
Alternatively, in case of a Double with a low score, Rush can provide 1” extra for both activations allowing an Ogor to run 10” across the field in one activation.
30 wounds (40 for the Gutlord) and Toughness 5 make them extremely resistant and durable.
The Gutlord, as a leader, has access to Might Makes Right for a Double, providing him a bonus attack or a bonus move if they can take down a fighter in their activation.
If surrounded a Gutlord can become pretty lethal, potentially doing 15-30 damage to 3 different fighters as long as he can kill at least one.
Otherwise, he can always use his bonus move to get closer to the next victim and since movement is often their handicap, this ability is a valid option in their arsenal.
- Crusher: 305 points
- Ogor Glutton with Clubs: 210 points
- Ogor Glutton with Ironfist: 220 points
- Gnoblar: 45 points
The Gluttons are the bulk of the Ogor side of the Wanderglutts and their leader, the Crusher, is one of the heaviest hitters in the game.
Compared to the Gutlord, the Crusher has less Strength (5 instead of 6) and less damage (4-8) but 1 attack more (4 in total) allowing him to do a potential higher minimum damage (16 instead of 15 assuming all dice hit and no critical) but also a potential maximum damage (32 instead of 30 assuming all 6s).
The Ogors also lose 1 Toughness compared to the Ironguts (4 instead of 5) and keep the same movement (4”) and wounds (30 for the Ogors and 40 for the Crusher).
The Crusher and the Ogor with Club or Blade and Ironfist have a special ability, Ironfist, that for a Double allows to do some extra damage on a 4+ on 2 dice.
Statistically, you have 50% chance to do 1 damage but if you are already engaged and you can’t trample your enemies with Bullcharge or take advantage of a Might Makes Right with your leader then could be an option in your arsenal.
Not the best, but okay for chipping off a wound.
The Ogor with Ironfist compared to the one with paired Clubs loses 1 attack (3 instead of 4 at Strength 5) and costs more (since Tome of Champions 2021).
The Ogor with paired Clubs is slightly cheaper but with 4 attacks and damage output of 3/6 he can really threaten the enemy frontline and the loss of the ability Ironfist is probably worth it.
The last fighter available from the Ogor box is an outsider: the Gnoblar.
By far the cheapest unit in the warband (45) and one of the lowest in the game, the Gnoblar is unimpressive with 8 wounds and Toughness and Strength 3. But hey, you need some bodies!
However, he has access to one single special ability, Sneaky Traps, that for a Triple booby traps a bubble around him of 3”.
While escorting your leader or other key units it could be interesting to discourage heavily wounded fighters from blocking your key pieces forcing them to waste their attacks.
Impact damage is not that resolution, however, on a 4 or 5 does 1 damage, on a 6 does 3 damage.
The Gnoblar has no access to any other warband ability.
- Thunderfist: 250 points
- Leadbelcher: 240 points
The Leadbelchers are your ranged unit and decently good at it.
With a range of 10” they can do 3 attacks at Strength 5 for 3/6 damages that may seem little compared to the brute strength of their cousins, but considering it’s a ranged attack it is quite powerful.
They don’t disdain melee either with 3 attacks (4 for the Thunderfist) at Strength 4..
Again, much less damage than an Irongut or an Ogor but in an army with average movement 4” doing some good damage at 10” distance is essential. And this is some heavy ranged damage!
As all other Ogors they share the same number of wounds (30, 40 for the leader), Toughness (4) and Movement (4”).
They do have their own devastating special ability for a Quad: Thunderous Blast of Hot Metal. With a high score of the Quad they can get 6 attacks at Strength 8 for one single attack sequence as long as they are blasting away someone more than 3” away.
Considering the high strength, they are going to hit on a 3+ for a potential 18/36 damage on a single shot!
The recommendation is to keep them away but in case you need to get into close business they have access to the same abilities as the other Ogors, including blasting up to 3 enemies within range if the Thunderfist manages to kill an opponent.
Maneater: 225 points
The Maneaters can really spruce your creativity with 8 different models to choose from, from ninjas to pirates including female models.
They are not leaders but they have access to all other Ogor abilities.
They have an average ranged attack at 8″ range and a good melee attack (3/6 damage at Strength 5).
They cost more than an Ogor however, just because of the ranged attack. It could be useful to soften up enemies before getting melee, but otherwise Ogors and Leadbelchers are better specialized units.
Icefall Yhetee: 185 points
Another Beastclaw Raider unit, guarantees that mobility (8″ Movement) Ogors lack.
For a Double they can leap towards their closest enemy, guaranteeing all actions can be used for attacking.
They are decent melee fighters with 4 attacks at Strength 4 with damage 2/5 and 25 Wounds would allow them to stay in the battlefield long enough.
They don’t have access to any other Wanderglutt ability however.
Gorger: 180 points
The Gorger is an interesting fighter: slightly higher Movement (5″), lower Toughness (3) and same Wounds (30) as most Ogors, they even share the same abilities.
He is also able to leap towards the closest enemy using Bounding Leaps for a Double.
His melee damage (3/6) on 4 attacks it’s also on average for this warband at a much lower cost.
Pity the model is by far not one of the best in this warband…
Frost Sabre: 170 points
The Frost Sabre is a Beast and as such works well combined with the Icebrow Hunter that allows him a bonus attack for a Double.
Apart this, he is the second cheapest fighter in this warband with decent attacks (4 at Strength 4 for 2/5 damage) and good Wound/Toughness ratio (20 and 4 respectively).
Add to this an 8″ Movement and you have a valid alternative in your warband.
Hrothgorn’s Mantrappers (625 points)
- Hrothgorn Mantrapper: 300 points
- Thrafnir: 175 points
- Luggit & Thwak: 65 points
- Bushwakka: 40 points
- Quiv: 45 points
Hrothgorn’s Mantrappers are an Ogor Mawtribes Bladeborn warband from Warhammer Underworlds Season 3.
- Lay Mantrap (Double, Bushwakka): set up a trap (once per battle) close-by but not enganged to any enemy. The first enemy to pass-by gets damaged.
- Here You Go, Boss! (Triple, Quiv): a bonus ranged attack action for Hrothgorn as long as Quiv is nearby.
Hrothgorn is an Icebrow Hunter but with a greater focus on his ranged attack than his melee. He has the same ability to allow a nearby Beast (like Thrafnir conveniently) to perform a bonus move, but loses the Ogor ability to move extra inches.
His ranged attack has a range of 3-8″ that can’t be used in melee (compared to an Hunter) but is much stronger with Strength 6 and 4/8 damage. In melee he is somehow more “moderate” with Strength 4 and 2/4 damage. Toughness 4 and 40 wounds complete a massive profile.
Interestingly, in this warband are the minions to do the heavy lifting in terms of abilities. Indeed Quiv can allow Hrothgorn to perform a bonus ranged attack for a Triple and Bushwakka can set up a trap, once per battle in a spot nearby forcing the first enemy to get in range to get damaged (2D6).
Apart from these abilities, the Gnoblars here are mostly for numbers and in a warband with some expensive fighters, is always a welcome sight. Luggit & Thwak with 3 attacks at Strength 3 are actually decent fighters. Quiv can attack from behind Hrothgorn thanks to his 2″ weapon with 4 damage on critical hit and Bushwakka has 3 attacks to hope to score a critical hit for 3 damage. 8 wounds (12 for Luggit & Thwak) and Toughness 3 will rarely allow them to end a fight unscathed.
Thrafnir on the other side is a Frost Sabre, with the same profile and 2 wounds more. With damage 2/5 and 8″ Movement, is a valid fighter with plenty of uses.
Did you know we make guides for all Warcry Warbands?
Abilities for the Ogor Mawtribes Warcry Warband
- On the Mawpath (Double, Everyone except Gnoblar, Yhetee and Frost Sabre): Add up to 3″ to the next Move action.
- Bounding Leaps (Double, Icefall Yhetee and Gorger): The fighter makes a bonus move towards the closest enemy.
- Might Makes Right (Double, Leaders): Perform a bonus move or attack after taking down an enemy.
- Ironfist (Double, Crusher, Mournfang Pack with Culling Club and Ironfist, Ogor Glutton with Ironfist): Damage a nearby fighter from 0 to 12 damage (on a double 6).
- Lead the Skal (Double, Icebrow Hunter): allow a Beast nearby to perform a bonus attack.
- Bloodgruel (Double, Butcher): add up to 3 to the Strength to next ranged attack.
- Bullcharge (Triple, Everyone except Gnoblar, Yhetee and Frost Sabre): Damage up to 6 Wounds to an enemy after finishing a move next to him.
- Sneaky Traps (Triple, Gnoblar): Damage any enemy getting close to this fighter.
- Bully of the First Degree (Triple, Tyrant): Damage up to 3 a close friendly fighter but allow them to perform a bonus move or action.
- Thunderous Blast of Hot Metal (Quad, all Leadbelchers): For the next ranged attack add up to 3 to Attack and Strength characteristics.
- Fire Breath (Quad, Firebelly): damage up to 6 to all enemy fighters within range.
Strategy and Tactics for the Ogor Mawtribes Warband
Ogor Mawtribes tactics are pretty straight-forward:
Charge as fast as you can and wipe out the enemies from the board!
Jokes aside you have a list of extremely hard hitters and survivable units but be careful on the low count of models in objective-based games.
Critical hits can also really harm Ogors so avoid being too isolated and surrounded. Toughness 4 is just average so most units will hit you on a 4+, so also take that in consideration.
With the update now you have few layers in between the four standard type of fighters for this warband:
- Massive bulky hitters (Ironguts)
- Ranged explosive fighters (Leadbelchers)
- Heavy infantry (Ogors and Mournfang Pack)
- Fast units (Frost Sabre and Yhetee)
An example of a fighter in between would be the Maneater or the Gorger.
You also have 8 leaders to choose from, but really unlikely you will be able to afford a second as a support Hero.
The choice indeed would be up to personal taste and theme.
Mix wisely and you have a really powerful warband.
The Gnoblars can be used to cover the extra points but also to booby trap objectives or simply help with numbers.
The low movement of main Ogors can be compensated in the early turns with Rush or On the Mawpath.
Once you are closing in, charge forward with Bullcharge and keep a Double handy if your leader is surrounded for Might Makes Right.
Until you are in position blast away your enemies with the Leadebelcher/s especially if you have a Quad available for Thunderous Blast of Hot Metal.
If you choose to use an Icebrow Hunter, ensure he always has one or two Frost Sabres around for some free attacks with Lead the Skal.
Depending on the victory conditions of the game you may struggle to get to the objectives before your opponent or to remove a particularly quick and pesky adversary, but once you get there your brute strength will make the difference.
Do not let the enemy bog you down with chaff units as every attack is precious and don’t forget the Leadbelchers with a range of 10” can help you reduce the gap.
Their attacks are the strongest ranged option between the Destruction warbands compensating for the low model count.
Pros and Cons of the Ogor Mawtribes Warband
+ Massive damage
+ Strongest ranged options in Destruction
– One of the lowest model count warbands
– Average Toughness
Some thematic warbands for Ogor Mawtribes
Just for fun here we present few thematic warbands, meant more for fun or narrative context than for competitive play. Note that in narrative play you need to control at least two territories before mustering your first hero.
Follow the pack: Icebrow Hunter, Gorger, and 3 Frost Sabres for an animalistic warband!
Brutal strength: Tyrant, Leadbelcher and 2 Ogors with Clubs for a brute display of raw strength.
How to buy a Ogor Mawtribes Warcry Warband
all prices used are standard Games Workshop prices. It is possible to get the different things cheaper (check the links for prices).
As most of the oldest kits, it is highly possible you can find these boxes only through direct order with Games Workshop and only with square bases you’ll need to swap.
The Ogor Gluttons is one of the repacked boxes where you can find 6 Ogors and 2 Gnoblars for £25.
Apart from the leader, the Crusher, you can assemble the remaining miniatures in any combination of weapons of your preference.
To be a valid Age of Sigmar unit all models in the unit have to use one single weapon profile however.
At the same cost (£25) you can find also the other 2 boxes, both with 4 models each of Ironguts or Leadbelchers from which you can select one model as the leader option.
Why those two boxes never got repacked with the release of the new army is really weird, but sadly it is a very “GW move”.
The Mournfang Pack allows you to build a Skalg and the 2 different weapon options as there are 4 models in the £40 box. Note that this kit is also available in the Start Collecting with a centre piece essential if you are start a Beastclaw Raiders army (£55).
And here is a list of where the other miniatures are available:
- The Butcher, the Firebelly, Icebrow Hunter are single boxes for £25
- The Tyrant is one of the latest miniatures for this army at £20
- The Gorger is a single model old resin kit for £15.5
- Icefall Yethees come in a 3-models box for £24
- Frost Sabers are sold in couples for £12
- Maneaters come in different shapes: 8 different boxes from £17.5 to £25
Hrothgorn Warhammer Underworlds warband deserves an honourable mention because for £22.5 you have a recently updated Icebrow Hunter and a much better sculpted Frost Sabre.
Tips on painting a Ogor Mawtribes Warband for Warcry
Do you have some awesome ogors painted up?
I would very much like to display them right here on this page.
All you have to do is send my some files. You can read more about how to make that happen here.
Ogors Mawtribes derive from the old Ogre Kingdoms army of Warhammer Fantasy, and most models have few years on their back so you will find plenty of tutorials online.
For the skin you can of course find many videos also using alternative products not from GW.