Primer for Ogre Kingdoms, Gathering of Might v0.95
I. INTRODUCTION
Ogre Kingdoms, Gathering of Might by Sombre is the most horrifyingly disgusting Dominions3 nation, mod or otherwise, bar none. It is Texas Chainsaw Massacre II with a glandular condition. I never get nightmares, really, never. But, the night after I read through Sombre's descriptions for its units and spells I had some mighty freaky dreams. I absolutely love this mod.
Sombre's active thread listing Ogre Kingdoms as well as his other mods can be found here:
http://z7.invisionfree.com/Dom3mods/...p?showtopic=21
The mod itself can be downloaded from this thread in the same forum:
http://z7.invisionfree.com/Dom3mods/...owtopic=2&st=0
The following is an overview of the features of the Ogre Kingdoms nation with some bits of advice on ways to play it. As I am still climbing the steep grade of the Dominions3 learning curve myself, consider this a draft submission for peer review. Critiques are welcome and when and where possible will inform rewrites to the original post. As much as possible, I tried to make it useful to even the most novice user.
II. UNITS
A. Recruitable Regulars
Gnoblar Fighter, 3g 1r
Morale 6 size 1 chaff with mountain survival and darkvision 50. Their dirt-cheapness makes them enticing for use as patrollers, but there are better versions. Read on.
Gnoblar Fighters, 12g 4r
The same as above but bundled into a four-pack, it starts out life as a size 3 unit with three dagger attacks per turn and a patrol bonus of 1.
Because it is size 3 it forms a less dense grouping than squads of the single Gnoblar units making area effect attacks against groups of them much less effective. But, best of all, it gets four lives.
Combine this feature with high morale, berserker, or standard bearing units to keep them in line and they will tie up an opponent for quite a while as a meat curtain. Or, put them out front but set to Guard Commander of a commander set near the maximum limit of an opposing missile unit's range to draw enemy fire off your main troops.
Gnoblar Trapper, 5g 1r
For just 2 more gold than the Fighter version you can get stealth, forest survival, and supply bonus 1 added to the standard gnoblar abilities. But, again, they are far more useful in the handy four-pack, for the reasons cited above and more. Keep reading.
Gnoblar Trappers, 20g 5r
This is the multi-pack version of the Gnoblar Trapper. Instead of throwing scrap like the single this size 3 unit with 4 lives throws a net in combat, provides a supply bonus of 5, and has a patrol bonus of 3. Note: the net is lost after the first member of the pack is killed.
Attach 10 of these to one of the N1 Ogre Hunters and sneak them along with a large army to provide supplies on the road. Or, use them as patrollers during peace time in your fortified provinces that get pulled inside when a siege is imminent to keep your gluttonous Ogres fed until you can mobilize some troops to break them out.
Ogre Bull, 25g 13r or 25g 22r
This is your basic, brawling ogre. He comes in two varieties. One is armed with an Ogre Club and the trademark Ogre Smash, a belly bump with a charge bonus. The second is armed with a crude broadsword like weapon called an Ogre Choppa and an Iron Fist. The second version also gets an extra point of Protection and 3 more points of Defense. Recruiting version 2 costs 9 more points of Production.
Without Trollguts and Toothcracker (see the section on battle spells below) he doesn't generally last long enough to justify his cost. But, stack either of those national buffs with Bullgorger and they can go toe to toe with any non-sacred and otherwise unbuffed heavy infantry unit in the game.
But, like all Ogres, he also has a Gluttony score, though just 2 in his case. Also like all Ogre units he gets cold resistance 40, darkvision 30, wasteland and mountain survival, and a pillage bonus.
Deathbelcher, 35g 26r
This is not a unit I have had much success with. While the rapid fire shrapnel from a battery of deathbelchers can clear a line of shield-less infantry rather well they lack the range, accuracy, and total damage delivering potential of a smaller investment of gold in independent archers.
Ogre Irongut, 30g 31r
If Ogres raised the occasional poet, there would be many odes to the mighty Ogre Irongut. His armor, before receiving the national buffs, gives a respectable Protection of 17. Besides the nearly ubiquitous Ogre Smash, he wields a length 5 Big Ogre Choppa that, again just factoring in his pre-buffed strength, delivers 24 points of damage per hit. He can not only repel heavy cavalry, he can take one down in a single round of combat.
After recruiting commanders, unless you are starved for resources or need a lot of troops in a hurry, buy as many of these as your resources allow every turn until your blood summons eclipse your need for them.
Gnoblar Scraplauncher, 150g 43r
The same investment in gold will get you as many as 15 independent archers which are much harder to kill, dish out far more damage per turn, and actually have a reasonable chance of hitting their targets. The Scraplauncher is thematic, but not useful in my opinion.
Ogre Pitfighter, 85g 38r
A sacred, berserker +4, protection 20, dual wielding, meat shredder extraordinaire; a pack of these with the right bless working through a line of heavy anything is an awesome sight. Their high cost in both gold and resources, low magic resistance, and the fact that they are capital only make them tough to build a bless strategy upon except in small map blitz games. Fortunately, they aren't the only peg on that hatrack. See the Anoint Mawtribe ritual spell below. In most cases though, you'll just use them when a small force of extremely heavy hitters is more advantageous than a larger number of merely heavy hitters such as Ironguts.
Ogre Maneater, 80g 15r or 80g 16r
Ogre Maneaters trade high resources for high cost to provide a size three unit with good gear. Use them when their morale boosting standard is needed or in desperate circumstances when you have a lot more money than resources. But, don't rely on them too much, their upkeep is tremendous.
B. Recruitable Commanders
Gnoblar Scout, 1g 1r
He's a dirt cheap scout.
Ogre Bruiser, 30 26
This is the basic leadership 40 Ogre commander.
Ogre Tyrant, 70g 45r
He is size 4, with 18 strength, 42 hit points, and ambidextrous 5. Properly outfitted, he can be a capable thug.
Ogre Hunter, 90g 4r
There many uses for this N1 (20% N2) mage. He gets an extra supply bonus of 10 over the normal nature magic bonus, making him a good source of grub on the road. His five harpoons each do an astounding 24 points of damage against size 3 and smaller targets and giant disembowling 38 points of damage to size 4 and larger ones. With Eagle Eyes and his natural precision of 12, this is a devastating weapon. And, the fact that one in five can cast Contact Yhetee Shaman and Haruspex make recruiting a few of these early a high priority. Also of note, he is stealthy.
Ogre Butcher, 110g 5r
This sacred B2H1 mage is the workhorse of just about any Ogre Kingdoms empire. In the early stages they will represent the bulk of your researching points despite their meager research of 2. You will want one in nearly every battle, to cast Bullgorger and/or Bloodgruel. And, when you are ready to begin blood searching in earnest, even without a Sanguine Rod they will average a little better than 4 blood slaves per turn in any province with a population of 5000 or more. That's not bad for less than 4 gold per turn of upkeep.
These guys also have fear +0, 100% poison resistance, and ambidextrous 3 making them a suitable thug chassis.
Ogre Slaughtermaster, 240g 5r
The Slaughtermaster gets 2 more points of research than the Butcher. But, even with a Magic +1 scale that is still 48g per point of research. It is better to use his B3H2 (+1 level of either Earth or Fire) on the march for those national and other blood spells that need it.
They also share the fear, PR, and ambidextrous traits of the Butchers.
Slavegiant, 350g 25r
With 25 strength and three area effect attacks per turn, two of them striking two squares per hit, the amount of damage this monster can dish out to a horde of size 2 units is absolutely ridiculous. Think of him as a mage with 82 hit points that can cast a range 1, low fatigue Magma Eruption without any investment in research.
The downside is that they have mediocre protection, poor defense, no shield, and only a misc slot for magical gear. This makes keeping them alive tricky to say the least. Perhaps someone else has a workable strategy for overcoming this weakness. But, in my experience your gold is better spent on a Butcher and a few Ironguts or Bulls.
For those who do see a use for him, be aware that he is capital only.
C. Summonable Regulars
Sabretusk
Hit Points: 24
Protection: 5
Morale: 13
Defense: 11
A stealthy, size 3 animal with 2 attacks and a supply bonus of 4.
Gorger
Hit Points: 40
Protection: 9
Morale: 20
Defense: 8
This beast has strength 17 with three attacks, gluttony and mapmove 3, berserker +3, and darkvision 75. They are an excellent compliment to the Ogre's national buffs.
Yhetee
Hit Points: 28
Protection: 9
Morale: 11
Defense: 11
With coldpower 2 and chill aura 5 these are most useful in cold dominions. Magical weapons make this the Ogre's standard counter to ethereal opponents.
D. Summonable Commanders
Henchfiend
Hit Points: 9
Protection: 8
Morale: 9
Defense: 13
Magic:
100% F or D +1
100% F or D +1
These little demons can fly and are stealthy, 100% fire and poison resistant, and have leadership 0. In the early months of the game divert some of your blood slaves to summon some Henchfiends to boost your research. Later, you'll find other uses for them.
Yhetee Shaman
Hit Points: 32
Protection: 9
Morale: 13
Defense: 11
Magic:
N1E1W1
20% E, N, W, or D +1
20% E, N, W, or D +1
20% E, N, W, or D +1
20% E, N, W, or D +1
Yhetee Shaman are a primary source of magical diversity. While in cold dominions in particular they can serve as proper thugs with a few self buffs from the alteration path, I find their primary roles tend to be site searching and forging. Regardless of how you use them, for 11 nature gems, they are a solid bargain.
Mawgut
Hit Points: 80
Protection: 14
Morale: 50
Defense: 8
They get 25% regeneration, wasteland survival, mountain survival, 50% cold resistance, 100% poison resistance, leadership 0, are blind, and sacred.
He is basically a big, walking mouth. Not surprisingly, he has a massive appetite, gluttony 50. He also causes unrest. Creating one costs a Slaughtermaster. I prefer keeping the Slaughtermaster.
Mawfiend
Hit Points: 40
Protection: 13
Morale: 18
Defense: 13
Magic:
F1D1B1
100% F or D +1
100% F or D +1
With fear, 100% poison resistance, and 100% fire resistance this is another decent thug chassis for Ogre Kingdoms. It is not sacred, however. So, with a good bless the other options may prove better. But, it is worth noting that 25% of those summoned have D3, useful for casting Soul Vortex. This is an excellent spell for wading through seas of weak recruits or heavy province defense.
Special thanks to Shikazu for help deciphering the magic paths on the Ogre summons from the dm file.
Facet of the Maw
Magic:
H3
This minor manifestation of the Great Maw starts out life as a Mapmove 3 creature with swamp, forest, and mountain survival. So, It is easy to propagate these around a single lab. But, starting the second turn they plant themselves in the earth (become Mapmove 0). Their purpose is to serve their god as blood sacrificing machines. They even have hand slots for holding Jade Knives. But, their attack and defense skills are both 0 and they auto-beserk in battle. So, don't look to them for help in a fight.
E. Heroes
Skrag the Slaughterer, E1B4H3
He's Size 6 with recuperation, regeneration, fear +3, and a few other niceties such as autosummoning Gorgers in combat. But, he also auto-beserks the first round which can make him risky in tough battles. Likely, you'll want to keep him in a lab anyway for his B4 magic ability.
Groth Onefinger, F3B3H3
Not only is he a good magic asset, he auto-summons a sacred Ogre Bull every turn.
Slavelord Braugh, D3
He has a weapon that casts Enslave Mind when it hits, and each turn he autosummons 5 mindless slaves which become soulless slaves if they are killed. Either form provides a low-upkeep patroller for your bloodslave hunting grounds.
III. MAGIC
A. Battle Spells
Blood0
Braingobbler, B3H2
A 7+ area of effect Panic with a fatigue cost of 40.
Bloodgruel, B2H1
An area of effect 15 Elemental Fortitude with a fatigue cost of 35.
Bullgorger, B2H1
An area of effect 20 Strength of Giants with a fatigue cost of 60.
Trollguts, B3H2
An area of effect 8 Regeneration with a fatigue cost of 90.
Toothcracker, B3H2
An area of effect 5 Marble Warriors with a fatigue cost of 90.
B. Ritual Spells
Conj0
Call Sabretusks, N1
Five nature gems net 6 Sabretusks.
Conj2
Contact Yhetee Shaman, N2
Eleven nature gems are used to summon 1 Yhetee Shaman.
Call Yhetee Pair, N1
Four nature gems net, you guessed it, 2 Yhetee.
Blood0
Bind Henchfiend, B3F1
Sixteen bloodslaves are sacrificed to summon a Henchfiend.
Blood2
Open the Maw, B3E1
Ten bloodslaves are sacrificed to summon a Facet of the Maw.
Bind Gorgers, B3F1
Seven bloodslaves are sacrificed to summon 2 Gorgers.
Blood3
Become as Mawflesh, B3H2
The caster sacrifices 12 bloodslaves to self transform into a Mawgut.
Annoint Mawtribe, B3H2
Forty bloodslaves are sacrificed to summon a Mawtribe, 20 sacred Ogre bulls.
Blood4
Gorger Pitfeast, B3H2
Forty six bloodslaves are sacrificed to summon 12 Gorgers.
Blood5
Contact Mawfiend, B5F1
Thirty six bloodslaves are sacrificed to summon a Mawfiend.