Allegiance: Ogor Mawtribes
- Mawtribe: None
Mortal Realm: Shyish

Frostlord on Stonehorn (400)

- Artefact: Ethereal Amulet
- Mount Trait: Metalcruncher
Huskard on Stonehorn (320)

- Blood Vulture
- Artefact: Skullshards of Dragaar
- Mount Trait: Black Clatterhorn
Icebrow Hunter (120)

- General
- Command Trait: Winter Ranger
Cogsmith (60)

- Allies

2 x Mournfang Pack (140)

- Culling Clubs or Prey Hackers with Iron Fists
2 x Mournfang Pack (140)

- Culling Clubs or Prey Hackers with Iron Fists
2 x Mournfang Pack (140)

- Culling Clubs or Prey Hackers with Iron Fists
4 x Frost Sabres (80)

Stonehorn Beastriders (300)

Cannon (140)

- Allies

Eurlbad (140)

Total: 1980 / 2000
Extra Command Points: 1
Allies: 200 / 400
Wounds: 97

Allegience Ability

The usual Ogor guff. Stonehorns count as 10, mortals on 4’s on the charge, other Ogors count as 2 models a piece.

+2 to movement outside combat and +2 to bravery in combat.

DONT FORGET THE EVERWINTER ABILITY for mortals against enemy units within 3″ of BCR units.

Artefacts, Command Traits & Abilities

Winter Ranger is where its at, our command abilities are absolute trash. So mad CP generation allows us to re roll saves of 1 or hits of 1 and charges. This guarantees optimum efficiency with output and survivability of our big bads.


Ethereal amulet is self explanatory. Goes on the Metalcruncher Stonehorn to ensure longevity of the ability.


Skullshards of Dragarr is that one off auto unbind of something that will ultimately deny your charge and damage output. Be cautious and reserved with this artefact, its only 1 use and needs to be used at the right time for the right spell.


Winter Ranger Hunter…CP generation and may make your opponent deploy sub-optimally.


Ethereal Stonehorn with Metalcruncher……yep…..beat…stick…


Huskard on Stonehorn. Skullshards for the auto unbind and push this one forward. Black Clatterhorn for the enhanced hit on horns. Also if your Mournfang get the alpha the use of the cmd ability isnt too bad to boost their mount damage output…be cautious though the mounts hit on 4’s. Also in the Eurlbad battalion, all 6’s to hit are mortals in addition to normal damage.


Cogsmith. This bad boy stays within 1″ of your cannon to heal it up and reroll failed hits. Self explanatory.

Other Units

3×2 Mournfang all in battalion. 6’s to hit do mortals in addition to normal damage and take the fists to do mortals back on 6’s to save.


Sabres go in reserve with hunter.


The Cannon is used to snipe key heroes. 2 shots, 4’s to hit, reroll fails (cause of Cogsmith), 2’s to wound, -2 rend, d6 damage. Awesome.

If you target a unit with 10 or more models, reroll the d6 damage. Amazing Merc Company. Fantastic value in Mawtribes as our shooting is the equivalent of toddlers throwing regurgitated formula and apple puree at one another. 


Eurlbad. Fantastic. Jorlbad argument is fine but its 20 points less for a start of game movement and that is average.

Every 6 to hit in melee (rider and mount) is a mortal wound in addition to normal damage. Incredible.


Cannon and Cogsmith. 200 points of hero sniping goodness. Give it a go, shoot, kill, profit, *laughs in wealth of opponent dead pile*

Magic, Endless & Realm Spells

Ogors do magic poorly….like real bad. Our best option is Fungoid Cave Shaman for the Gloomspite endless spells (*cough* scuttletide *cough*). Feel free to add, great option.

In-Game Guide

Remember your big boys count as 10 models and REMEMBER the everwinter ability in your hero phase, could be another d3 mortals to each unit within 3″ of your BCR goodness each turn.

Dont forget Metalcruncher goes off EVERY combat phase. 


You’re also at 1980 points which means you may be in contention for a Triumph. Every little edge is important.


The only other thing is the Mawpot. Its pretty much irrelevant but i take it anyway, i only ever use it in this list to block certain ambushing units and also for the (basically once off) blanket d3 heal.

Secondary Objectives

Remember your big boys count as 10 models and single Ogors are worth 2 models.

Honest Goblin