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Total War: Warhammer 3has arrived, bringing the final chapter to Creative Assembly’s dive into the sprawlingWarhammeruniverse. The third game in the trilogy features an entirely new map, with eight factions for players to lead to victory. One of the most interesting is the Ogre Kingdoms, nomadic tribes of gigantic Mongol-inspired warriors that are a free DLC for players who pre-orderedTotal War: Warhammer 3.
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There are two Legendary Lords that players can choose between when playing as the Ogre Kingdoms, the shockingly obese Greasus Goldtooth, or the Prophet of the Great Maw Skrag the Slaughterer. The Great Maw is the primary deity of the Ogre Kingdoms, and sating its endless hunger is Skrag’s mission. to feed it, players will need to expand quickly,raiding and pillaging human landsas they go.
Ogre Kingdom Camps
As a nomadic people, the Disciples of the Maw’s Settlements work a little differently from factions likeKislev’s Great Orthodoxy. Any Major Settlement captured by the Disciples will bereduced to a Minor Settlement, no matter how big it was in the previous owner’s hands. Unable to capture Major Settlements, the Disciples of the Maw insteadbuild their own through the Camp system. Players canspend gold to set up a Camp almost anywhereonTotal War: Warhammer 3’s map, provided it isn’t too close to another Settlement.
Camps give the Disciples of the Maw access tohigh-tier units and buildingsand willgrant buffs to nearby armies. In addition, any Camp built in hostile territory willautomatically raid every turn, providing bonus income.

Camps are best used in two ways: either as advancedstaging posts for the Disciples' armies, built deep into enemy territory and protected by strong garrisonsor aseconomic powerhouses in safer lands, where they will also providerecruitment of Ogre Mercenariesfor neutral factions. A Camp that loses its garrison will bedestroyed completely, so players will have to be careful to keep their numbers topped up through recruitment while enemy armies are close.
Contracts And Big Names
The Ogre Kingdoms arefamous mercenaries, and Disciples of the Maw players will be offeredBounty Contracts by other factions every 10 turns. These missions range from attacking a city to assassinating a character and offering big payouts in both gold and Diplomatic Relations for completion. These Contracts are agreat way to make allies in the early game, as well as earn some extra cash to get the Ogre economy up and running.
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Completing Contracts is also one of the ways that Ogre Kingdom Lords canearn Big Names, powerfultraits unique to their faction. All Disciples' Lords will be given four random Big Names to unlock over the course of their career, though Skrag the Slaughterer gets his own bespoke Names. Unlocking Names is as simple ascompleting their unlock conditions, after which players will be able to assign one as a primary title to gain its benefits. An Ogre can swap their primary title every few turns, so it’s a good idea tochange them often depending on the situation.
Feeding The Disciples Of The Maw
The Ogre Kingdoms are famous throughouttheWarhammeruniversefor their prodigious appetites, and there’s nothing they like more than Meat. All Disciples of the Maw armies requirean upkeep of Meat as well as gold, one for each unit in the army. Running out of Meat will not only cause penalties for the army but also cause the units to take attrition as they wander off in search of food. This upkeep iswaived while the army is near a friendly Camp, so players should ensure not to spend too long away from their remote bases.
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Feeding an Ogre army requires a mixture ofCamp buildings and battle spoils, as enemy captives and city populations can easily be converted into Meat. However, rather than just being an upkeep mechanic on theturn-based map, Meat can also be spent on pre-battle feasting for buffs toSpeed, Charge Bonus, and Mass.
It can also beoffered to the Great Maw as a sacrifice, allowing the offering army togain one of four massive buffs for an extended period. Players should make sure to manage their Meat carefully when on a campaign, never consuming more than they’ll be able to replace, and try to guarantee that a friendly Camp is within reach in an emergency.
The Disciples Of The Maw In battle
The Ogre Kingdoms are a terrifying force on the battlefield, not only due to their massive size and strength, but also their deadly weaponry. The Disciples of the Maw are themore magic-focusedof the two Ogre Kingdoms factions, a little likeTzarina Katarin’s Ice Court. The entire faction gets aboost to capacity and recruitment rank for Butchers, the Ogre’s primary caster Hero. Their magic can be a real force multiplier for a horde of chargingBulls and Maneaters, two units that should make up the bulk of any Ogre Kingdom’s army.
Skrag the Slaughterer’s tactics aren’t limited to just charging, however, and players should also make good use of the Ogre Kingdoms’strong ranged and cavalry units. Leadbelchers can punch a hole in the toughestGrand Cathayan frontlinewith just a few volleys from their cannons, while Ironblasters can duel with enemy artillery.
Mournfang Cavalry and Crushersare some of the best cavalries in the game, and few enemy armies will bring enough anti-large units to counter both them and the Ogres on foot. Finally,Skrag gets a major bonus to Gorgers in his own army. These outcast Ogres may not have the bulk of their cousins, but their speed and ability to hide in any terrain make them a perfect choice for battlefield ambushes.
Total War: Warhammer 3is out now for PC.
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