Banner: Red
Morale - Normal
Movement: up to 1 hex and battle.
Retreat: 1 hex / flag
Weapon: Spiked Club - Melee only
Battle Dice: 4d
Bonus Strike: Yes - any Bonus Strike and Frenzy (Bonus strikes are rerolled for additional hits and flags until the unit is eliminated of no more Bonus Strikes are rolled).
Special: Immune to Bonus Strike hits
Special: Rampage - all adjacent units must roll 2d before an Ogre retreats. Only banner color hits.

These Ogres are not as large as Giant Ogres, but are larger and stronger than most Hobgoblins. They have learned that there is strength in numbers and, thus, always fight as a group. Because of their numbers, when encountered, they are very dangerous.
Unlike Creature units, Ogres may not ignore a flag unless supported. When they are forced to retreat, Ogres break into a fit of rage and rampage before retreating. All units (friends or foes) in hexes adjacent to the Ogres must check to see if they take any hits from the rampage.
Roll two dice for each adjacent hex with a unit. During a rampage, each player rolls for hits on his opponent’s units. A hit is scored when a banner color is rolled that matches the unit. All other symbols rolled are ignored. After all rampage rolls, the Ogres make their retreat movement.
If their retreat path is blocked, they take one hit for each retreat hex of movement the unit cannot complete.
Like normal foot units, the first result from an Ogre’s attack is ignored.

Note the Ogre’s unit symbol on Battle Maps and Call to Arms Deployment cards is a single paw on a red banner.

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