Driven by their Gulping God, the Ogor Mawtribes crash across the Mortal Realms, taking what they feel is theirs and savouring the flesh of the other races they encounter – First they gonna beat ’em, then they gonna eat ’em. The Ogor Mawtribes Army Set, up for pre order today gives Ogor players the first access to the initial wave of new miniatures along with their brand new Battletome.
In this full review we’re going to be checking out the contents of the Army Set, putting together and painting the new miniatures before having a full deep dive into the brand new Battletome – looking at what’s changed, what’s new and what’s been removed from the range.
Massive thanks to Games Workshop for sending us the set over to review. If you would like to support the site then why not order your Ogor Mawtribes goodies through our affiliate Element Games and save yourself some money too?
We’ve also filmed a full unboxing and review of the new set which you can see just below or over on YouTube
So without further ado let’s take a big bite of the new Army Set!
Ogor Mawtribes Army Set Review
Can you believe it’s been two years since the 4th Edition of Warhammer Age of Sigmar dropped? In that time we’ve had a whole host of rapid fire Battletomes, leaving us with only a handful left to be done! This time the Ogor Mawtribes get their time in the sun, and to kick things off Games Workshop have put out an awesome Army Set.
If you’re new to the hobby then an Army Set is essentially a way of getting a collection of the new kits along with the Battletome and cards a little ahead of the main release. So what’s in this one?
Clocking in at £160 this box is packed full of some gorgeous new Ogor kits – Inside we get the new Tyrant, 2 sets of new Gluttons (Now with 5 in a unit) a brand new set of 3 Ironguts plus a brand new unit to the range, the Maulbeast Cavalry. It’s hard to talk value because we don’t know how much the new kits are going to retail at – but even if we go conservative basing them on the prices of the old kits then there’s approximately £164 stuff in miniatures alone (And I fully expect the prices of these kits to be more than the old ones they replaced). On top of this you also get the brand new Battletome and a full set of Warscroll cards covering every unit in the book.
These boxes are always good value, and for this one there’s good scope for picking up a second set to round out your army too! As an aside, for Old World players there is around 700 points worth of stuff in the box too (they should fit on square bases, I think they would be a little more difficult to rank up – but I deffo think its worth a look at doing if you wanted to run them on squares!)…
So what are the new kits like? We’ve built and painted them all up, so let’s have a quick look through the new Ogor Mawtribes kits before we jump into the Battletome itself.
First up we have the new Tyrant, who replaced the pretty recent one we got a couple of years ago. This one has quite a different aesthetic to match the new range and he’s absolutly gorgeous! There’s actually a couple of different builds here depending on if you want a more Gutbusters or Beastclaw themed one. I opted for the Beastclaw build for mine as I liked the pelt and feel he will worth well enough fighting alongside all the Ogor factions.
Next up we have a mainstay of your Ogor forces, the Glutton. You get two sets of these in the box and they now come in units of 5 with a champion and horn blower (and yes, that means no more banners for your Ogor Mawtribes!)
This is a really nice kit with each model having at least two different builts – this means that if you build 10 you can have every single model looking different, and there’s enough weapons and heads to make a varied force even if you took double that. A lot of people are not a fan of the helmets, and I’m happy to say that you can build them all without helmets if you want to! Off the top of my head I had quite a few unused heads too, so again there’s a lot of variety when building these guys up!
The old ones had quite a regimented pose to help them rank up for Warhammer Fantasy, but with these being designed for Warhammer Age of Sigmar the new Ogors have a lot more dynamism to them and they look bloody gorgeous once done!
Another refreshed kit in the box for the Ogor Mawtribes are the Ironguts. Just like with the Gluttons they have taken the core concept of them but made them their own kit. Previously all of the Ogor infantry was built around core bodies with a number of different upgrade frames – now with these being all on their own sprue they are able to give them a much different look, covered in heavy armour and carrying some rediculously huge weaponry.
I’ve always been a fan of Ironguts, but these new ones just blow the old ones out of the water! Like with the Gluttons you have options here with the heads – though I feel keeping the helmets on these ones makes it easier to eyeball them as Ironguts rather than Gluttons.
Finally, the Ogor Mawtribes Army Set contains a unit of Maulbeast Cavalry (which can also be built as Maulbeast Raiders) These are basically a replacement for Mournfang. Thy are a similar footprint, but have much more interesting posing due to the fact that they don’t need to rank up. They feel a lot bulkier than the old kit and seem more in line with the old Forge World Rhinox Cav!
There’s a few different options on these, and I’m looking forward to picking up anther box to put together as the alternate build!
While working on this review the points values went live on Warhammer Community and in total you get just over 1000 points of units in the box – which is an amazing deal and a great start to an Ogor army!
So what about the new Ogor Mawtribes Battletome? Let’s take a look at what’s changed!
Ogor Mawtribes Battletome (2026) Review
As with previous Army Sets, we get a limited edition version of the Ogor Mawtribes Battletome in the box, and this is a gorgeous one! Really nice cover showing an Ogor in all his glory with metallic red spot colours and edging makes this one of the nicer Army Box exclusive editions this time round, and it’s going to be another nice one to add to the collection!
As ever, the first part of the book is dedicated to lore and gorgeous artwork and we get a good look at the background of the new characters and units along with a deeper dive into their religion and antics across the realms. Games Workshop have done a great job with the 4th edition battletomes from a design and layout point of view and we get all the usual inclusions here such as a fold out map and a bestiary section covering all the units in the book.
But what about the rules? Well the Ogor Mawtribes, like a few armies this edition, have had quite a large revision in how they work!
Their main Battle Trait is Eat ‘Em Alive and this is something that triggers at the end of any turn in which an Ogor unit has fought (meaning that it will also trigger in the opponents turn too)
Bascially, each Ogor unit that has fought gets to pick a unit they are in combat with and deal them D3 Mortal Damage. You then get to pick one of 6 buffs to apply to the unit – you can only have one of these on a unit at a time (you can choose to swap it to a different one though if you trigger the ability again) but they last for the entire game. Because this isn’t a “Once per Turn” ability you can trigger this on EVERY unit that has fought and use it to do splash mortals across the enemy army and enhance your own units! The available buffs are really good too!
Raw and Bloody Flesh reduces the rend of incoming attacks by 1
Exotic Giblets reduces enemy ward saves by 1
Steaming Brains increases the Control Characteristic of each model by 2 (giving Gluttons a control of 4 each!)
Crunchy Brains gives you Crit 2 hits, and if you already have this from other sources in the book it instead gives you Crit Mortals
Slick Innards allows you to Run and Charge
And finally Mystery Meat reduces the power level of units you are in combat with by 1 (And it specifies you can reduce a unit to a power level of 0, shutting down magic completely!)
The Ogor Mawtribes also get a new form of Bull Charge – previously this did D3 mortals when a unit charged – now it’s a once per turn ability, but does potentially do a point of mortal damage for each model in the unit! In addition to this, the unit that is charged has to make a 3″ move too (they can opt to stand still, but they still count as moving for rules purposes – which interacts with a spell we’ll look at later). This is going to be great for taking out lone heroes or thinning out units before you fight.
If you take a Beastclaw Hero in your army you can also use Jaw of the Beast to deploy them and a non Hero Beastclaw unit off the board, able to then set up within 9 of a board edge – This is really cool as you can easily take the non-hero Thundertusks and Stonehorns using this to pop a massive threat in the enemy backlines!
Battle Formations
The Ogor Mawtribes get access to 4 Battle Formations – Feast of Bloodshed allows you to pick a unit (for every enemy unit destroyed) to move 3 inches at the end of the turn – this allows you to sneak them into combat to hold up units too!
Vanguard of the Mawpath gives your units that have charged 8 or more inches to make a 3 inch move after charging, potentially allowing them to tag objectives or other targets
Prowling Predators is a fun one that makes you -1 to hit if you are within 9 of a board edge, this could be really nice for a more sneaky ranged Ogor army.
Finally Maw-Cult Fanatics allows your units to heal D3 after doing Eat Em’ Alive! I really like this one as it keeps your units topped up at the end of each turn.
Heroic Traits, Artefacts and Spells
Traits here are pretty good in the new Ogor Mawtribes book – The first one stops any enemy unit within 6″ from healing or having models returned to the unit! I really like this one and feel it’s pretty powerful. Alternatively you can make your hero ignore any modifiers to their stats – this even inclues things such as having their charge dice reduced etc! Finally, they get a classic “Roll over the health characteristic to slay a model” – while these can be situational, you’re pretty much guaranteed to get a free kill on low wounds units but even to get super lucky and take out a valuable 4 or 5 wound model too!
From an artefacts point of view there’s some really good ones here too – Trophy Rack let’s you pick Anti-Monster, Anti-War Machine or Anti-Cav (+1 Rend) and give it to every Ogor unit wholly within 6″! Cavalox Hide is a 6+ ward that ups to 4+ against magic, and finally Mantle of entrails can be used to shut down enemy Commands
On to the Spells, and one of the problems that Ogors traditionally had was the fact that they only hit on 4s. Their new Unlimited spell Blood Feast gives you an easy to cast +1 to hit, and as it’s Unlimited multiple units can cast it! Shincruncher makes a unit take D3 mortals if they move (which the Bull Charge forces them to do!) and finally Tallowflagecan make a unit invisible until the enemy gets within 12″
We also get some updated Prayers – Freezing Tailwinds is Unlimited and gives a unit +1 to run and charges on an easy cast of 3+, and if you get it off on a 6+ they are +2! Pulverising Hailstorm is a nice straight forward direct damage attack that deals 3 mortal damage, and finally Fortifying Hoarfrost makes you -1 to wound (and -1 rend to incoming attacks if you get it off on an 8+)
Ogor Mawtribes Warscrolls
So let’s take a look at the big changes with the Warscrolls! First off we have lost a lot of units in this Battletome with Mournfangs, Frost Sabers, Icebrow Hunters, Leadbelchers, Gnoblars, Slaughtermasters, Firebellies, Maneaters, Yhetees and the Mawpot all removed from the book. Now, some of these have new units with the same themes to replace them, and I expect some of these might come back in some form in the future – but once again the majority of the old Warhammer Fantasy kits have been discontinued (I do wonder if these will come back for The Old World)
Morga the Mighty is our named Tyrant on a Glutthorn – she’s big and powerful with decent combat attacks and the ability to stack multiple buffs from Eat Em’ Alive. She can also buff friendly units by causing them to deal mortals when the enemy rolls 1s to hit, or increasing their attacks.
Kragnos is still here, and he’s still an absolute Beast!
Grell Firefist is a new named Leadbelcher character – she has an ok ranged attack that can put out a punch, but she can actually shoot enemy units to allow anything they are fighting to retreat and charge – which is pretty cool! She can also do damage to friendly units to shut down commands of enemy units in combat with them too!
Tyrants are back with a consolidated profile and the ability to take a big name which gives them a buff – they get to pick this at deployment so you can tailor to what you are fighting. They get to pick a unit to fight after them, and the unit that does gets +1 to hit!
You can also take a Tyrant on a Glutthorn, giving them a truck load of attacks and the ability to make units they are fighting Strike Last!
Maulbeast Cavalry are an interesting replacement for Mournfangs. They have a similar profile but a little tougher, and enemy units never count as charging (shutting down any buffs that trigger then they do). Finally if they charge then they can make an enemy unit -1 to wound rolls.
Gluttons return with a similar profile to their old one, but they now get +1 to their saves if they don’t charge. While they havn’t been updated too much, I do feel they get much better combined with all the other new rules in the book.
Ironguts are a great unit – while they can no longer fight twice any more, instead they always get to use Bull Charge even if another unit has already done it this turn, and on top of that if they are near a hero then both the Ironguts and the Hero get a 5+ ward!
Ironblasters are still in the book and have a more reliable profile now with the cannon doing a flat 5 damage. Their grapeshot is gone, but instead of firing they can draw an 18″ line with the chance of doing Mortal Damage to every other unit under that line!
Scraplaunchers are one of the few signs of Gnoblars in the new book, but I feel it is much better now! It has 12 shots and wounds on 2s, and for every point of damage it deals to a unit it reduces their movement by 1 with a 3+ chance of making a unit unable to run or retreat too! Will deffo be building one up!
Frostlords can still be taken on Thundertusks or Stonehorns. Profiles are consolidated like with a lot of other units in the book – Stonehorns are very similar to their old profile, but they can give nearby units +1 attack, while Thundertusks allow a friendly unit to shoot or charge after running or retreating.
Huskards are still our only Priest and again can be taken on Thundertusks or Stonehorns. The Thundertusk version can be used to reduce the damage and attacks of enemy units, while the Stonehorn build can give friendly units Crit 2 hits and enemy ones -1 to hit.
The Bloodpelt Hunter has had a bit of a role change in the new Ogor Mawtribes book. He does a little less damage, but instead if he damages a unit with his bow he gives all other Beastclaw units +1 to hit when shooting them.
Mantrapper is a new unit that uses the old Warhammer Underworlds Ogor kit. This is essentially a shooty Hunter who if he damages a unit he can give them one of his tokens to reduce the number of dice a unit can use for charging and turn off fly! Really useful!
Hunters with Sabrefangs are a new unit of 3 hunters and two ‘fangs – They are another ranged unit who are basically better Leadbelchers. They can be set up on any board edge and their Saberfangs are used to deal Mortals to anyone who charges them.
Maulbeast Raiders are the second Maulbeast unit who are yet another ranged Beatclaw unit! They are quick, being able to move D6 in the enemy movement phase and have pretty good ranged attacks soon – it’s very viable in this book to do an entire ranged Ogor Mawtribes army!
Stonehorn Beastriders is the first of 2 non-hero monsters, these guys more suited to getting into a fight and dealing Mortal Damage – perfect to have pop up alongside a Huskard or Frostlord on a board edge!
Thundertusk Beastriders on the other hand are essentially an Ogor Transport! When they move they get to pick up a friendly unit and drop them off within 6 after making the move! Really nice way of getting units across the battlefield to objectives – but the unit that is carried cannot charge!
Redd The Maw is the new named caster in the book, and he’s no slouch in a fight either! He gives friendly units within 12 a ward save and for a command point he can make a friendly unit get advantage of Eat Em Alive in the hero phase! Finally he has a unique spell that can move units that are not in combat or heal units that are in combat while also causing mortals to whoever they are fighting. Expensive in points, but he is pretty cool!
The Butcher returns in the new Ogor mawtribes book, and he is much improved. He can now give a unit a ward save, and if he destroys an enemy unit he increases his power level by 1! He’s pretty good in combat too, so will be interesting to see an aggressive wizard!
Cleavers are a new unit of wizard hunters who have a chance of gaining Crit 2 Hits if they are within 6 of a wizard or priest! They have a pretty good combat profile and come with a wardsave too!
The other build of the same kit are the Gutseers – these guys are basically conduits for your casters, giving them +1 to cast and acting as a point for wizards to cast from – I think I like the Cleavers more, but handy if you go magic heavy.
Gorgers return in the new book with pretty much the same profile – still pop up on a board edge and have a truck load of attacks!
Finally the Mawpit returns as our faction terrain piece. This basically let’s you pick a terrain feature each turn with a chance of doing damage to every enemy unit within range of it – you can pop a Butcher on it to increase the range, and the range you can pick from increases each turn.
Spearhead
There’s actually two Spearheads in the new Ogor Mawtribes book. The first, Warglutt Marauders uses most of the contents of this army set, while the second looks to be the contents of the not yet seen Ogor Mawtribes Spearhead box – it contains a Butcher, a unit of Cleavers, a unit of Gutseers and a unit of Gorgers making this a really good companion to this Army Set – You get 3 brand new units here (with two of them being built from the same kit) and a nice way of getting access to a lot of new kits in one go!
As ever we get some painting guides in this section, and I actually found this pretty handy to give me an idea of the colours to paint up this Army Set – especially because I only had a couple of days to get them done for the article!
Path to Glory
Like we have seen in all the 4th Edition Battletomes, we get a decent Path to Glory section allowing you to create your own custom characters!
As usual you can lean them in a number of different directions, picking to make them wizards or priests for example and there’s options to pop them on mounts too – making this a great way of creating a profile for one of the plastic Forge World Rhinox riders!
As always we also get two new paths for upgrades, one for your Heroes and another for your other units.
Armies and Regiments of Renown
We get three Armies of Renown, one for each of the main Ogor factions with each only being able to take units from their own “tribe”
Meatfist Mawtribe is very reminiscent of the classic Ogre Kingdoms rules – They roll a number of dice equal to the distance of their charge and do mortal wounds on a 5+ (with +1 to the roll if they outnumber the target). In addition Saves of 1 bounce back Mortal Damage in combat, Control is increased in combat and up to 3 Ogor units can heal at the end of the turn if they are in combat! This feels pretty fun, especially if you are happy with the unit restrictions.
Beastclaw Alfrostun on the other hand is dedicated to your Beastclaw units – They get a handy army wide ability that makes you invisible to enemy units if you are more than 12 away from them, every enemy unit takes Mortal Damage in the Hero phase if they are in combat, and enemy units find it harder to charge the closer they get to your monsters.
The final of the 3 is the Mawseeker Gollop, and this is dedicated to your Mawseekers. This is a fun looking army that revolves around your units collecting ingredients by destroying units. These ingredients can then be used in order to activate a number of different abilities such as healing friendly units, giving units crit mortals or making charges at the end of a turn. I feel I need to get some tokens made to try this one out!
There’s also two Regiments of Renown in the book too – Okar’s Torrbad is a Destruction one that consists of a Huskard on Stonehorn and a Thundertusk Beastrider – the Huskard gets a unique prayer that buffs the Thundertusk, while the Thundertusk can carry any friendly infantry unit with it’s transport ability!
The other one Urrgar’s Maulerguts is a Tyrant on Glutthorn and a pair of Maulbeasts that can be taken by Cities, FEC, Fyreslayers, Gitz, Helsmiths, Ironjaws, Kharadons, Kruleboyz, Bonereapers, Skaven, StD, Gravelords and Stormcast – the units get to be set off the board to pop up on a board edge in the movement phase. I quite like this one to add some muscle to some of those armies!
Summary
So what do I think of the new Ogor Mawtribes Army Set and Battletome? Well this has been one of the oldest looking armies in the range and they were well due a full refresh – and that refresh does not disappoint! The models are brilliant and keep the identity of Ogors while giving them a nice new look! While we have lost quite a few kits from the range, the ones that did go were very old now, and for a lot of them we’ve actually gotten a new unit that captures the concept of what they did. I’m also very impressed at just how many points worth of stuff that you get in the box – there’s not much you’d need to pick up when the main wave is released in order to have a fully usable army!
The book itself is great, and I feel that the Ogor Mawtribes have had a great glow up in this one – lots of great synergies to make your units stronger and some really fun and flavourful rules, pun fully intended! I feel we’re going to see a lot of Ogor armies too, they are cheap to get into (especially through this box), easy to paint and pretty forgiving on the tabletop too making them a great entry point into someone looking to get into Age of Sigmar too!
I’m looking forward to the other kits coming out and getting these guys down on the tabletop for some battles!
The Ogor Mawtribes Army set is up for pre order now and is released Saturday 1st August
Games Workshop provided Sprues & Brews with a free copy for review purposes.






































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