Re: Ogre Kingdoms - Warhammer Nation
What to do?
Outside of combat; summon Gorgers, Yhetees and Sabretusks, desperately try to find some indy mages, use your pretender's magic to forge things, try to get your research going.
In combat; use your gut magic, gnoblar screeners, flanking, thug scripting, mixing in standards, maximising deathbelchers etc - usual combat stuff.
In the early game you'll do a lot of fairly straightforward province stomping. The trick being to use gut magic to make sure your ogres stay alive and hopefully affliction free, to rack up the exp. I don't think it's any more boring than other nations in this respect. You really shouldn't be starving your troops though. Sounds like you need to send hunters with them. In the next version the sabretusks and trappers will give a better supply boost to make them more important.
They're still in beta so they'll get a bit more complex, with scrap launchers, a bit more gut magic maybe and some more summons. But basically they are a straightforward race where the complications come from keeping supply up, combat strat and the very real danger of being obliterated in the middle / late game. You really have to have a very strong early / mid game with them, or you are toast, which leads to a bit of tension and a need to win every battle, imo.
So yeah, I fully admit that Ogres are about smashing face and that's about it. They have various ways to do it, but they will never change this basic plan - it just isn't in their nature.
Earth magic isn't totally out of the question, but it would be very minor - 25% chance of 1E on the slaughtermasters perhaps, representing their connection with the mountains / maw. This would allow for the forging of the earth/blood stones. Higher earth magic just wouldn't fit with the Ogres.
They'll get a sacred in future versions, but it isn't going to be one that makes you want to go dual bless or anything.
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