New Ogor Mawtribes rules let the hungriest army in Age of Sigmar eat a beaten unit and keep the bonus for the rest of the game.
The new Ogor Mawtribes rules hit pre-order next weekend, and playing against them just got scarier, as they will literally eat your units to get stronger. GW just revealed the new army rules for the refreshed battletome, and the main mechanic makes squaring up with Ogors a risky move. The Army Set, which includes the book, goes up for pre-order this Saturday, so this is our first proper look at how the army plays.
For anyone already playing Ogor Mawtribes in Age of Sigmar 4th Edition, this looks like the update the faction needed. Compared to the full Ogor Mawtribes army guide, these rules make GW’s plan for Ogor Mawtribes pretty obvious: kill units, eat them, and keep getting stronger. The new Ogor Mawtribes Army Set is bringing that game plan into focus too, starting with these new army-wide rules.
- Eat ‘Em Alive: eat a unit you just beat and keep the benefit for the rest of the battle.
- Maw-cult Fanatics: this battle formation heals your ogors every turn and adds another bonus whenever they feast, giving the refreshed battletome a serious boost.
- Beastclaw Raiders: keep a Stonehorn in reserve and bring it in from any battlefield edge.
- Morga the Mighty: gets several Eat ‘Em Alive boons at once instead of choosing only one, letting her become tougher, faster, or whatever the turn calls for while she wrecks elite units.
- Redd the Maw: gets around the end-of-turn restriction built into the army battle traits, throwing nearby ogors into a blood frenzy when he needs it.
- Tyrants: Choose their Big Name after seeing the enemy army.
- Hunters: Ambush targets and hit Monsters with extra Rend.
- Butchers and Gutseers: Use magic and Manifestations to boost casting.
- Cleavers: Frenzy near enemy wizards and priests.
- Gluttons and Ironguts: Soak damage and push enemies off objectives.
- Points and Legends: New units are priced, with ten entries leaving Matched Play.
Tyrants Get To Read Your Whole Army Before Choosing Their Big Name
Updated on July 17, 2026, by Rob Baer with the new Ogor Mawtribes rules, points, and full Warhammer Legends list.
Those ostentatious Big Names ogors collect aren’t just boasts; each one hands the Tyrant a specialized ability earned the hard way.
The Big Name gets chosen in the deployment phase, once your opponent has already committed everything to the table, so the Ogor player has all the advantages here. And it really captures the theme of everything else the new model reveal has been showing off across the Ogor Mawtribes range.
The Hunters Drag Their Quarry Into Crossbow Range
The new Hunters with Sabrefangs keep playing the ambush game too. We’d already seen them hunt Through the Frosts to sneak in close, and that little bit of razzle-dazzle plants their chosen target square in crossbow range.
Field a pack of three, and they’ll hurt just about anything, and it only gets worse for enemy Monsters, since the extra Rend goes right through the thick hides and armored scales those big models lean on. Stack that next to what Grell Firefist brings, and the shooting side of this army suddenly has real teeth too.
Butchers And Gutseers Run On Other People’s Magic
Now the Ogors get greedy with the arcane side of things. Butchers brew in their cauldrons and feed on fresh body parts to pump their own spellcasting, and every time a Manifestation you conjured rips into the enemy, the Butcher charges right back up to keep all those endless spells in the air.
Gutseers work the same messy trade, reading the future out of entrails, and Redd the Maw likes to sit beside them so they can channel his magic through their eyes while he minds the pot. Between them and Morga the Mighty, the caster support in the new book is deeper than Ogors have had in a long while.
Cleavers Punish Wizards Without Even Aiming At Them
The Cleavers push the anti-magic abilities even further. They want magical flesh so badly that a nearby wizard or priest sends them into a frenzy on sight, and here’s the kicker: you don’t have to target the caster at all.
Just having an arcane source close enough is enough to grind the Ogor’s opponents into paste, so any meta built around wizards suddenly has a real reason to keep its distance.
Gluttons Eat The Hits While Ironguts Bully The Objective
The rank and file can still do the heavy lifting. Gluttons carry enough bulk to shrug off attacks, so Overtyrants can toss them at the front line and let them soak all the damage.
Ironguts bring the veteran edge, and their Displays of Might let them fire off Bull Charge a second time in the turn. The mortal damage is a bonus, but shoving matters more, knocking enemy units off objectives or straight into your next charge. Those pits and ravines won’t flood themselves, and the Overtyrant is happy to let them do it.
The Points And The Legends List Are What You Build From

- Morga the Mighty, Overtyrant: 430
- Redd the Maw, High Slaughtermaster: 400
- Tyrant on Glutthorn: 400
- Grell Firefist: 150
- Gluttons (5): 200
- Ironguts (3): 200
- Gutseers (3): 200
- Cleavers (3): 220
- Hunters with Sabrefangs (5): 160
- Maulbeast Cavalry (2): 280
- Maulbeast Raiders (2): 230
The Regiments of Renown price out at 490 for Okar’s Torrbad and 600 for Urrgar’s Maulerguts, and all four new Battle Formations (Hunger-filled Tribe, Vanguard of the Mawpath, Hinterland Hunters, and Maw-cult Fanatics) cost 0 points.

- Firebelly
- Icebrow Hunter
- Slaughtermaster
- Frost Sabres
- Gnoblars
- Icefall Yhetees
- Leadbelchers
- Maneaters
- Mournfang Pack
- Great Mawpot (faction terrain)
For anyone who’s leaned on classic Gutbusters or Beastclaw builds, pulling Mournfang, Maneaters, and Leadbelchers out of Matched Play is a gut punch. The clock runs to next June, and the one bit of good news is that the Scourge of Aqshy Thundertusks stay Matched-Play legal under the General’s Handbook 2026-27.
Morga the Mighty Eats Elites and Buffs Herself Doing It
Morga is the strongest character of the reveal, and it makes sense that the big boss can smash through enemy units. Her Meatfist Masher is a legendary Meatfist relic, and with the attacks from her glutthorn Grutta, she can wipe out a full elite unit in one round. But the damage is only part of it because those attacks also let Morga take more than one boon from Eat ‘Em Alive instead of choosing a single option:
- Tougher to shift: she can handle the counterattack that often punishes a hero fighting alone.
- Faster than she looks: she can suddenly threaten parts of the table most ogors struggle to reach.
- Whatever the turn needs: she picks the right bonus instead of leaving it to the dice.
This is only one of the four abilities on her warscroll. GW’s saving the other three for the Battletome, although they said the rest “involve plenty of eating.”
The Tyrant on Glutthorn Gets the Whole Tribe Moving
The same kit can also build the Tyrant on Glutthorn, and he fills a very different role from Morga. He’s less focused on fighting alone and more about pushing the rest of the army forward. Either way, Ogors need to get close before most of their rules take effect, so a leader who helps solve their movement problem can earn a place on an army list real fast
Grell Firefist Pairs a Cannon With a Rulebook
Grell Firefist already got attention when GW showed off her cannon last week, so the shooting rules are not a surprise. Her real strength comes from all the fighting she’s done across the Mortal Realms. She’s seen most of the tricks other armies can pull and knows how to shut many of them down. Her bigger problem is getting the other Ogors to listen, which fits the faction perfectly.
Redd the Maw Ignores the One Catch Everyone Else Lives With
The main limit on Eat ‘Em Alive is its timing, because it only triggers at the end of your turn, and only when your units actually fought. Redd the Maw gets around that restriction, though. His cauldron is always ready, so he doesn’t have to wait for the normal timing window. After drinking his foul stew and adding a few invocations, nearby ogors fall into a magical blood frenzy and start grabbing buffs.
Maulbeast Cavalry Turn Your Charge Into Their Payoff
The Maulbeast Cavalry operates almost like a pack of smaller heroes. Their job is to shut down the charge your opponents were planning to use, relying on their size and aggressive mounts to stop it cold. Getting the first hit against them is difficult, and plenty of cavalry units will charge in only to trigger a Ravenous Counter-attack.
Maulbeast Raiders Chase You Down From 9 Inches Out
The Maulbeast Raiders, on the other hand, are built for hunting targets down. Their long-range crossbows and fast mounts get them into range of what you need to kill without much trouble, and if the enemy tries to run, they get extra movement. The Beastclaw ability Closing the Jaws also lets them place a dangerous unit right next to a weaker one, then chase it down if it tries to escape.
Rules that reward aggressive movement are still fairly new for Ogor Mawtribes, but follow the same direction as the Ogor Hunters’ ambush.
Eat ‘Em Alive Turns Every Kill Into a Permanent Buff
This is for sure the rule the whole army is built around. Ogors already move quickly and hit hard, but Eat ‘Em Alive lets them feast after finishing off a unit and gain a benefit that lasts for the rest of the game. So, every unit your opponent “feeds” into them could hand the ogors another permanent upgrade.
The feast options support different parts of the army, while Steaming Brains helps Gluttons hold objectives. Finally, Crunchy Bones makes Ironguts, and the Gorger Mawpack hits even harder.
- Steaming Brains: Gluttons become tougher to move once they settle onto an objective.
- Crunchy Bones: Ironguts and the Gorger Mawpack hit harder as they push through enemy units.
They also showed off more core rules that work perfectly with Eat ‘Em Alive, too:
- Maw-cult Fanatics: this battle formation adds another bonus to every Eat ‘Em Alive feast while also healing Ogors with an already high Health characteristic.
- The Crusherguts: this heroic trait lets a Hero slam into a unit and flatten models smaller than an Ogor, which covers most of the models in the game, lol.
- Big Names and Trophy Rack: earned titles and collected trophies give nearby ogors another reason to push harder.
Together, these rules give Ogor Mawtribes an army that heals each turn, gets stronger as the game goes on, and rewards players for doing what Ogors already want to do. So, this looks like a much larger change than the adjustments in the latest Battlescroll, and it shows how the new book plays compared with early rules.
Beastclaw Raiders Drop Stonehorns On Your Flank
The first group of rules covers eating. This set covers the ambush, and shooting armies probably won’t enjoy dealing with it. Beastclaw regiments can place a Beastclaw Hero and a non-Hero unit in reserve at the start of the game while the rest of the army advances up the board.
Those units in reserve can then enter from any battlefield edge during your movement phase now. A Huskard on Stonehorn and Stonehorn Beastriders arriving on an exposed flank can wreck a battle plan real fast. The crossbow units add the same kind of shooting pressure that makes Grell Firefist dangerous, while the reserve movement fits the way mobile units have worked throughout Age of Sigmar 4th Edition.
- Tracking the prey: place a Beastclaw Hero and a non-Hero unit in reserve before the first turn.
- Stonehorn drop: bring them in from any battlefield edge during your movement phase and aim them at the weakest point.
- Bloodpelt Hunter and Hunters: fire a volley of crossbow bolts, then feast on Slick Innards to move across the board after the kill.
Final Thoughts on the New Ogor Mawtribes Rules
Six warscrolls, new rules, and battle traits across two days make this look like a full faction rebuild, not a few random previews. Morga brings the raw power, Redd changes when the army’s abilities can matter, and the Maulbeasts give Ogor Mawtribes tools for both stopping charges and chasing units down.
That’s a lot of new utility before the Battletome has even arrived. The Ogor Mawtribes Army Set already showed us the models. So now we’re finally seeing how they work on the table.
Even more so than individual units, these army rules already look like a major improvement to the faction’s durability and reach. GW clearly wants the army to play like an eating, healing, flanking horde. We still haven’t seen all the datasheets, but the core rules are aligning nicely.
GW is revealing Armies and Regiments of Renown tomorrow and will finish the week with the Army Set going up for pre-order this Saturday. So there should be plenty more Ogor Mawtribes news before the week is over.
🔗 Related Reads:
- Ogor Mawtribes News, Rumors & Updates
- New Ogor Mawtribes: 7 Kits, Army Set & Battletome
- Ogor Mawtribes Army Set Pre-Orders Revealed
- Grell Firefist Makes Shooting Scary Again
- Ogor Mawtribes 4e Review: Army Guide & Rules
- Age of Sigmar 4th Edition Rules Guide
- AoS Battlescroll 2026 Rules Update
What do you think of the new Ogor Mawtribes rules, and is Eat ‘Em Alive enough to move the ogors up your painting queue?

























