So, after playing Ogres for solid 60 turns, I came to the conclusion that they need a lot of work. Long post warning, TLDR at the end.
First, their biggest (and most fixable) problem - camps.
I've said it before and I will say it again, they were designed around RoC and turtling in 20 - ish settlements. That works for RoC where you don't really need to expand, but it scales horribly in IE.
You can get 7 camps in total (8 if you play Greasus) for the entire map. That's about 1 camp for 70 settlements. Even Chaos gets more Dark Fortresses than this... They are your only way to get good units and they generate a lot of money.
Solution:
Uncap the camps and make it so you can only put one camp in a province. Every 2 or 3 provinces you get a new camp capacity.
Or
Make the camps movable. Simply put a gold cost to it and make it so you can move camps around. Gold cost could scale with camp development, so you are disincentified to move them willy-nilly.
Second, and this one is less of an issue, but still is.
They are broke, like absolutely. Their settlements don't earn much, their camps do, but we have already established that 7 camps for 500 settlements isn't enough. Their camps are extremely expensive, upgrading advanced recruitment building is costly as hell and you have to manually recruit camp garrison... Why? Herdstones get super strong garrison for free. Yea, you get 60% upkeep reduction, but you still have to recruit those units...
And yes, they are supposed to make money by sacking, but so do the greenskins and they get a money building that makes 500 gold at tier 3, contrary to Ogre one that makes 150 gold at tier 3 LMAO.
Solution:
Make camps building cheaper. Buff the money making building to at least 300 gold at tier 3...
Third
Pathfinding. So many minor settlements and Ogres suffer the most. The pathfinding for large units is horrendous and Ogres's entire roster is filled with large units...
Solution:
There isn't an easy one, so I guess fighting less settlement battles would help?
The race is pretty cool design-wise, but man, currently they are much worse Greenskins.
TLDR: Camps are very limited and super expensive. Ogres are broke and have huge issues with pathfinding in minor settlements.
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0 · 2Disagree Agree- Report
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9 · 14Disagree 9Agree- Report
4 · 12Disagree 4AgreeBlack Arks aren't considered too powerful to float in one place and they can attack things, Ogre Camps can't even attack by themselves.
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7 · Disagree 7Agree- Report
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4 · 1Disagree 4AgreeThey don't work well in IE.
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5 · 6Disagree 5Agree- Report
0 · 1Disagree AgreeThat being said, being able to move camps is an absolute must. Pack one up and set it down somewhere else to make any of the radius specific effects actually relevant. Too quickly you'll grow beyond the point where your armies are wandering a dozen settlements beyond the closest camp.
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0 · Disagree Agreei found it odd for greasus that his mechanics didnt include vassals..he is the overtyrant = all ogres pay him tribute right in the Lore? .. isnt that basically vassals?
also they reduced the aversion too enable more trade right?
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4 · Disagree 4AgreeOgres are an example of a faction I never truly set out to paint the map with. Too many factors working against it. They can't be everywhere at once, and doing so discourages them from using one of their key advantages. They're neutral with basically everyone. Pick a faction next door to you and dedicate your time and effort towards being their friend. Raze everyone around them to give them room to expand, set up camps in their territory, and just generally ingratiate yourself into their empire. Then you've an ally who acts as a wall, pays you to be there, and has territory all around your camps for easy pickings when you finally decide to eat them too. Ogres having free reign diplomatically and no meaningful connection to most territories gives you a lot of control over which factions succeed on the map, and which you bully for profit.
All this being said still agree camps should be able to be packed up and replaced at cost.
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2 · Disagree 2AgreeRegardless, the camp system is an issue because you can't relocate them once you have built them up at all. Instead of camps costing money to move around, I think they should be able to move around just like an army, but make their movement short with no bonuses to movement (except with maybe tech).
This will make the camps like roving bands of Ogres that slowly move around, nomadic like.
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0 · Disagree AgreeInstead, I think they should just have normal movement, like an army, but make their movement very short and they don't get movement bonuses for techs to armies. But, there should be a few techs that does increase the camp's movement.
This will make them slow roving bands of Ogres, moving around nomadic like.
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0 · Disagree AgreeAlong with moving camps the Ogres should have a way to add camp capacity- I think the current limit is 7 or 8? That was plenty for RoC but IE has 500 regions and a longer Ogre campaign will probably get to 10-14 armies, not every army needs an accompanying camp, but if half are tier 5 and would lose tiers to be moved, that would only leave 3-4 camps with the current limit when Ogres would play better with the ability to get up to 6-9 tier 3 camps + the immobile ones.
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4 · 1Disagree 4AgreeI never paint the map except with Khorne.
You guys….
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0 · 1Disagree AgreeHowever, I agree for a long time that OK could get better mechanics.
Camps should be able to move, indeed. Ogres camps are supposed to be nomadic. Make them slow, but movable. And improve their radius with each level.
Contracts are really bad. You should get contracts from more than 3 factions. It should be an entire menu where you can pick multiple contracts, and ask for bigger loot if your reputation is high. You should really act like a mercenary, and get a lot of gold and food for that. Right now I've not make a single 1 in 80 turns. They are not worth it at all.
Greasus is bad. He's a good tank, but he can't hit and his very slow. Tbh I prefer a standard Tyran than him lol
Finally, I would like to have the possibility to get more 'Big Names'. I like them, but only 4 for each Lord or hero ... meh ... and also give some to the ogre "wizards".
Dawis shall purge all their fallen Karaks, with the blood of the Greeskins and the skavens !
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1 · Disagree 1AgreeFrom simple mods that just eliminate the cap, to mods like the one i have that allows you to increase your camp capability in +1 for every camp at level 5 you have,
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2 · 1Disagree 2AgreeMakes no sense that you destroy the camp and start from zero every time.
Factions that relied on sack/raze in ROC campaign absolutely suck in IE because:
- distances between cities are huge, meaning your usually negative upkeep shreks you.
- no teleport stance is a huge downside from these aggressive factions on IE
- large number of cities are from major factions which have powerful armies and usually good capital garrisons
- scales horribly with time, gold/turn is king of lategame and most TWW3 sack/raze factions lack it (ogres, skarbrand etc).
- utter nerf of replenishment which leads to your map progress being further slowed down, meaning more upkeep spending.
In order to function in IE the raze/sack factions need proper constant income, similar to how all factions in TWW2 that focus on raze/sack still have proper income via some method (undercities, slaves, gskin income buildings etc).
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2 · Disagree 2Agree