Hey all, I haven't seen many people do any indepth reviews yet, and this army seems wildly popular at least in my area, so I figured I'd fill the gaping void on the blogosphere and shoot out a multi-part review of the new book. Without further adieu...
Army Wide Special Rules
Ogre Charge - Each Ogre in the front rank gets an impact hit. Add a strength for the unit's current rank bonus. If you roll 10+ on your charge distance dice, it becomes a d3 impact hit each.
This is a definitely improvement over the previous edition, and encourages you to bring big units of Ogres rather than MSU. We'll see if the rest of the book supports big units before we can say how good this is.
Iron Fists - Ogres with Iron Fists count as having a shield, and get the parry save even when mounted.
Not bad, but nothing to write home about. The extra +1 armor save is more noteworthy than the parry to be honest.
Look Out Gnoblars - Your unit upgrade characters and normal characters get Look Out Sir! saves so long as you have 3+ rank and file left.
This is a good idea, since normally you need 5+ to get a LoS save, and this ought to be adjusted for Ogre's size and cost. I feel bad having to pay points for it though...
Chain Trap - 12" range str 6 missile weapon with Killing Blow.
Harpoon Launcher - Short range bolt thrower. Can be carried on a mount, which removes the move or fire restriction.
Meh, unless it can be spammed. We shall see bwahahahaha.
Pistols and Brace of Pistols - Str 4 Armor piercing quick to fire.
Sounds really strong, let's see how much they cost...
Next up in Part Two: Ogre Magic!