How to Play Ogor Mawtribes in Warhammer Age of Sigmar (4th Edition)
A hard-hitting Destruction army of huge, hungry brutes that crosses the board fast, crashes into combat, and eats the enemy alive.
SprueSentry strategy commentary for Age of Sigmar 4th edition, not official rules. Games Workshop updates points and rules regularly β always confirm against the current official rules and your latest dataslate before a game.
Ogor Mawtribes are the gluttonous giants of the Mortal Realms: big, tough, hungry models that sprint across the table and hit like a runaway truck. In Age of Sigmar 4th edition they blend the on-foot 'Gutbusters' ogors with the monster-riding 'Beastclaw Raiders', and the army rewards mixing both. This guide is written for AoS 4th edition and reflects the current rules as of 2026.
This is an unofficial fan guide, not a Games Workshop product. Rules are summarised in plain language and no profiles are reproduced verbatim. Ogor Mawtribes has seen recent changes (a 2024 faction pack and a later battletome refresh), so treat everything here as a starting point and confirm the specifics against your current book, warscroll cards and the latest General's Handbook or Battlescroll before you play.
What do the Ogor Mawtribes battle traits do?
The army's identity is built around momentum, hunger and resilience. Three battle traits define it in AoS 4th edition:
- Trampling Charge rewards you for charging. When an Ogor or Rhinox unit completes a charge, you roll to inflict mortal damage on a nearby enemy unit, and monsters hit noticeably harder than infantry. This means your charge does damage before a single attack is even rolled.
- Ravenous Brutes gives your Ogor units a bonus to run rolls for the early part of the game, so you close the gap far faster than most armies expect. Crucially, you keep this speed only until you 'feast'.
- Feast on Flesh is a once-per-battle army ability: pick Ogor units already in combat to heal wounds and deal mortal damage to nearby enemies. The catch is that once you feast, you lose the run bonus from Ravenous Brutes.
The key tension is timing your feast. Eating early buys you healing and extra damage in a crucial fight but slows the rest of the army; holding it keeps your speed but leaves the healing unused. Confirm the exact dice, ranges and triggers on your own warscrolls and army rules, as the numbers can be adjusted by updates.
How do you choose an Ogor Mawtribes battle formation?
A battle formation is a free sub-army choice made during list building that grants one army-wide ability. The current AoS 4th edition rules index lists six for Ogor Mawtribes, split across the magic, monster, shooting and infantry themes:
- Prophets of the Gulping God - boosts your wizards' casting, leaning into Maw-magic.
- Heralds of the Everwinter - makes your infantry harder to shoot when supported by Beastclaw Raiders heroes.
- Beast Handlers - makes your Beastclaw Raiders monsters' Trampling Charge hit even harder.
- Blackpowder Fanatics - lets your gunline units (Leadbelchers, Ironblasters) shoot even while in combat when near a hero.
- Mawpath Menaces - lets your Ogor infantry make charges in the opponent's turn, punishing over-extension.
- Greedy Eaters - returns slain models to your infantry after you destroy enemy units, keeping your bricks fat.
Pick the formation that matches your list's core plan: a magic-forward butcher list wants Prophets; a monster-heavy Stonehorn list wants Beast Handlers; a gunline-flavoured Gutbusters list wants Blackpowder Fanatics. Because formation names and effects have shifted between the faction pack and the battletome refresh, verify the exact rule text in your current book before committing.
What are the key Ogor Mawtribes units and their roles?
The roster divides cleanly into on-foot Gutbusters and monster-mounted Beastclaw Raiders. Staple picks and their jobs:
- Ogor Gluttons - the backbone battleline; a big brick of tough, high-damage infantry that also holds objectives well thanks to strong Control.
- Ironguts - elite heavy infantry with better armour and bigger weapons; your hammer unit when you want more punch per model than Gluttons.
- Leadbelchers - ranged Gutbusters carrying gut-cannons; short-ranged, hard-hitting fire support that still fights fine in melee.
- Maneaters - versatile veteran ogors, often used as a flexible mid-board threat.
- Mournfang Pack - fast, durable Beastclaw cavalry; superb charge threat and objective-grabbers that pair beautifully with Trampling Charge.
- Stonehorn Beastriders (Frostlord/Huskard on Stonehorn) - your durability king: an enormous monster that shrugs damage and tramples through units.
- Thundertusk Beastriders (Frostlord/Huskard on Thundertusk) - a monster geared toward ranged and mortal-wound output rather than raw survivability.
- Tyrant - the classic Gutbusters general; a combat-focused hero and buff piece.
- Slaughtermaster / Butcher - your Maw-magic wizards, central to a Prophets of the Gulping God list.
- Firebelly - a fire-themed wizard/support option.
- Icebrow Hunter (and hunter variants) - a mobile Beastclaw hero with hunting/ranged utility.
- Gnoblars - cheap, chaffy grots used for screening and board control.
The army's faction terrain (a Great Mawpot / Mawpit) supports the feeding theme; check its current rules on your terrain warscroll. Note also that the recent battletome refresh added new kits and a new unit theme, so your book may include options not listed here.
What is the Ogor Mawtribes playstyle and general gameplan?
Ogor Mawtribes is an aggressive, board-controlling melee army that wins by getting into combat on its own terms and out-damaging whatever it hits. The gameplan usually looks like this:
1. Turn one, run at them. Use the Ravenous Brutes run bonus to threaten charges far up the board and seize the midfield objectives. Ogors are surprisingly fast for how tough and hard-hitting they are. 2. Charge to open fights. Trampling Charge means simply completing a charge chips mortal damage off the target, so prioritise getting your monsters and cavalry in first. 3. Trade up in melee. Your units are expensive but individually brutal; pick fights you win and use screens (Gnoblars) to protect key pieces and dictate where combats happen. 4. Feast at the right moment. Save Feast on Flesh for a pivotal combat where the heal and mortal damage swing a fight, accepting that you trade away your run speed afterwards. 5. Hold objectives with Control. Ogors have high Control per model, so a couple of bricks parked on objectives can out-hold much larger units.
Magic (via Slaughtermasters/Butchers) and a little shooting (Leadbelchers, Ironblaster) round out an otherwise melee-centric force. Confirm any specific ability values with your current rules before relying on them.
What are common mistakes, and when do Ogor Mawtribes struggle?
Common mistakes:
- Feasting too early. Burning Feast on Flesh for a small gain surrenders your Ravenous Brutes speed for the rest of the game. Hold it for a fight that actually matters.
- Charging piecemeal. Ogors are strong on the charge but fragile if they trickle in one unit at a time. Commit supported, multi-unit charges so the enemy can't focus you down.
- Ignoring screens. Without Gnoblars or chaff to control spacing, your expensive brutes get chip-damaged, mis-charged, or tar-pitted by cheap units.
- Over-investing points in one monster. A single Stonehorn is durable but can be avoided and out-scored; you still need bodies on objectives.
Where the army struggles:
- Low model count. Ogors are elite and expensive, so you are usually outnumbered and can lose objective-heavy games if you don't trade efficiently.
- Mass mortal wounds and high-volume shooting. Tough saves don't help against mortals, and being shot before you arrive hurts an army that wants to be in combat.
- Being kept at arm's length. Faster or evasive armies that refuse fights and score around you can be frustrating; you need to threaten the whole board, not just charge straight ahead.
As always, tune your expectations to the current General's Handbook and Battlescroll, which regularly adjust points and abilities.
Common questions
Are Ogor Mawtribes good for beginners in AoS 4th edition?
Yes. They have a low model count (less to paint and move), a straightforward gameplan of running forward and charging, and rules that are forgiving to learn. The main skill to develop is timing your once-per-game Feast on Flesh and using screens well. Confirm current rules with your book, as details change with updates.
Do I have to choose between Gutbusters and Beastclaw Raiders?
No. In AoS 4th edition Ogor Mawtribes is a single army that freely mixes on-foot Gutbusters (Gluttons, Ironguts, Leadbelchers) and monster-mounted Beastclaw Raiders (Mournfang, Stonehorns, Thundertusks). Several battle formations actively reward taking both, such as infantry that get harder to shoot when near Beastclaw heroes.
How many battle formations do Ogor Mawtribes have?
The current AoS 4th edition rules index lists six: Prophets of the Gulping God, Heralds of the Everwinter, Beast Handlers, Blackpowder Fanatics, Mawpath Menaces and Greedy Eaters. Some early coverage referenced four with different names, likely from the initial faction pack before the battletome refresh, so check your current book for the exact set and wording.
What are the best starting units to buy?
A block of Ogor Gluttons (battleline and objective-holders), a Tyrant or a wizard hero (Slaughtermaster/Butcher), and a big centrepiece monster like a Stonehorn are a solid, flexible core. Add Mournfang Pack for speed and Gnoblars for screening. Always check current points in the latest General's Handbook before finalising a list.
- Wahapedia - Ogor Mawtribes (AoS 4th edition rules index) Β· 2026
- Goonhammer - Faction Pack Overview: Ogor Mawtribes (Age of Sigmar 4th Edition) Β· 2024
- Warhammer Community - Ogor Mawtribes Faction Pack (official PDF, Dec 2024) Β· 2024-12
- Spikey Bits - Age of Sigmar 4e Ogor Mawtribes Review: Army Guide & Rules Β· 2024
- Warhammer Community - The Big Summer Preview: New Ogors revealed (battletome refresh) Β· 2026-06
Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β original commentary, not Games Workshop rules text.