Hello Everyone, Team Radious here!
Today we have for you the second entry to our WHIII development blog, encompassing our plans for your friendly neighbourhood lumbering mountains of fat, muscle, and hunger – the Ogres! As usual, everything we talk about here is provisional, and can change at any point before or after the release of the game!
Incase you missed our first blog, its right here.
Ogre Kingdoms
Ogre Kingdoms are a faction built upon a central paradox that informs every aspect of their society and culture. Whereas they are considered bestial, uncivilized, brutal, and uncouth by many (not entirely without a reason, mind you), they are also very intelligent and capable creatures, and interact often with the other peoples of the Warhammer world. We want their roster to reflect that dual-nature, and to let the player stride that line between these two worlds.
Ogres are a completely new race (barring a couple of mercenary units from Warhammer II) with their own animations and visual assets, which means we will need to test WH3 itself to know for certain how many units and which ones can be made.
With the information we have, these are the units we have planned as of now:
Ogre Lord
Slaughtermaster (Heavens, Death) (Additional Variants of the Vanilla Lord)
Some Slaughtermasters show an inclination towards magics other than the Great Maw. Whereas those that draw power from the very creatures they slaughter are not uncommon, those dreaming of an oncoming fiery comet often find themselves with a penchant for reading the future and controlling the weather in destructive ways, whilst always looking to the heaven for some sky-borne disaster. Few of them, revelling in the final act of their killing work, focus their efforts on the death aspect of their work.
Ogre Roster Expansion
Sons of the Mountain (Anti-Large)
The Sons of the Mountain take great pride in residing near the top of the Tusk - a particularly high peak on the borders of the Ancient Giant Lands. There, the tribe has grown famous for hunting the many beasts that live in the mountains, and their trade in ivory has made them rich indeed.
Anti-large, ranged unit. Being famous hunters, skills such as “Strider” or “vanguard” would be fitting.
Gnoblar Lucky Gits
A prospective Git will only join their ranks after some exceptional feat of fortune; the sole survivor of an avalanche or making it through the digestive tract of a great mammoth alive. Lucky Gits garb themselves in all manner of blue things as they believe it attracts more good luck. Indeed, many Lucky Gits daub themselves in bright blue warpaint, from small tattoos to covering their entire bodies in woad.
Gnoblar warriors with different weapons and a ward save to reflect their unnatural luck
Manbiters:
Manbiters tend to aspire and become better than other Gnoblars and this has led many Manbiters to embark upon wild, irrational expeditions across the continent. Sometimes a large mob of Manbiters will band together and travel together or with groups of Maneaters as mercenaries and sell-swords on short-lived quests to gain fame and steal good war stories as Dogs of War.
Veteran gnoblars wiith better gear.
Blood Gnoblars
Blood Gnoblars look like ordinary Gnoblars except their warty hides range from different hues of browns to dark reds. They also have a heightened sense of hearing, perhaps due to the high altitude of their mountain top lairs, making them exceptional Trappers. Many Blood Gnoblars spend all their time fortifying their lairs and setting traps for any curious interlopers. In Gnoblar society it is the Blood Gnoblars who were first responsible for teaching other Gnoblars the best techniques of trapping and scouting.
Gnoblar trappers with poison attacks and better throwing weapons.
Ironskin Ogres
This tribe valued iron more than gold long before they even began to trade with the Chaos Dwarfs, and typically wear black iron gut plates, have metal teeth, and mix iron filings into their warpaint. It is a mark of status for an Ironskin Ogre to cover himself with iron rather than mere trinkets such as gold. The tribe believes that where an Ogre can gain much in trade from gold, a stout iron club can cut out all that confusing haggling and get straight to the good stuff.
The Ironskin ogres will be better armoured variants of ogre units.
Angry Fists Ogres
After recruiting an Imperial trader as an advisor – and eating the second one- the once-barbaric Angry Fist tribe is now one of the most culturally and technologically advanced of the Ogre Kingdoms, with everything from working kilns to modern toilet rooms (and the appropriate Gnoblars) at their disposal. This has also proven to be a boon on the battlefield as their gunpowder weapons are usually much better maintained and handled than those of any other tribe
Much more accurate gunpowder units and variants of other units dressed on human clothes to reflect their “more civilized” state.
Leadbelchers (Scattershot)
To fire their weighty guns, Leadbelchers fill the barrel with shovel-loads of crude black powder, metal shot, rusty nails, an assortment of wickedly bladed weaponry and occasionally an actual cannonball or similar sized boulder. They go to battle with smouldering tapers pushed through the flesh of their scalps or held between their teeth. When a prospective target comes into range, they touch the taper to the spark-holes and let loose thunderous blasts of hot metal and pure concussive force. If all goes well, these shots will blast apart the target or shred through it with a salvo of rusted blades.
The Leadbelchers found in the official roster for WHIII are said to shoot cannonballs, but that´s not how they worked in the tabletop game. Thus, in case that is true, a variant of anti-infantry Leadbelchers shooting salvos of bullets will be added if possible.
Mammoths
Creatures of titanic size and bloodlust to match, each equipped with lengthy tusks of ivory and gargantuan hooves. It would take an entire pack of starving mad Mournfangs, or something massive like a Frost Dragon, to dare a head-on confrontation with a fully grown bull mammoth. Those of the Ogres that are strong enough to dominate one of these monsters are often also intelligent enough to employ them in battle.