The Mawpits are open, the cauldrons are boiling, and the Ogor Mawtribes are gathering for their next great feast. Today, Anthony Magro from AoS Coach reveals the new battletome builds that have caught his eye.
Anthony: Ogor Mawtribes have always offered a wonderfully direct approach to warfare – move forwards, hit something extremely hard, and eat whatever remains.
The new Battletome: Ogor Mawtribes absolutely delivers on that, but there is far more going on beneath the surface. These are still armies of enormous warriors, terrifying monsters, and thunderous charges, yet the new battletome also rewards careful positioning, smart activation order, and knowing which feast will prepare your units for the next fight.
After spending time with the new rules, I have picked out three army concepts that show just how differently the Mawtribes can take to the battlefield and these are the builds I’m most excited to explore.
The Adaptable Gutbuster Horde
This list wants to take control of the centre, force the opponent to split their attention, and then adapt each part of the army to whatever the battle demands.

Ogor Mawtribes – 2000 points
Battle Formation: Maw-Cult Fanatics
Spell Lore: Lore of Gut Magic
Battle Tactics: Burning for Vengeance, Siege of Ashes
General’s Regiment
Tyrant (150)
– General
– Heroic Trait: The Crusherguts
– Artefacts of Power: A Choice Cut (Scourge of Aqshy)
Maulbeast Cavalry (560)
– Reinforced
Ironguts (400)
– Reinforced
Regiment 1
Butcher (170)
Gluttons (400)
– Reinforced
Hunters with Sabrefangs (160)
Hunters with Sabrefangs (160)
Faction Terrain
Mawpit
Reinforced Gluttons and Ironguts form the core of the force. They advance onto the most important objectives and present two very different problems – the Gluttons bring bodies and Control, while the Ironguts offer a tougher, more concentrated threat. Backed by the Tyrant and Butcher, they are built to survive the first clash and become stronger once Eat ’Em Alive begins to take effect.
The Tyrant is most likely to advance alongside the reinforced Ironguts. Their Personal Enforcers ability gives both units a 5+ ward, creating a durable central pairing that is difficult to shift. Brawlerguts can then let the Tyrant fight and immediately bring the Ironguts into the action with +1 to hit, while a carefully chosen Big Name disrupts the enemy contesting the same ground. The Butcher supports whichever part of the line is under the most pressure, improving its attacks, shielding it from distant shooting, or granting it a ward.
While the infantry occupies the centre, the reinforced Maulbeast Cavalry create the list’s reach. They can threaten a flank, punish an opponent who commits too heavily to the Gluttons and Ironguts, or sweep onto a distant objective. Their speed forces the opponent to defend more than one part of the battlefield, rather than concentrating everything into the central fight.
The Hunters with Sabrefangs are there to make that plan work. They can screen, occupy space near terrain, complete battle tactics, or contest objectives without pulling one of the expensive combat units away from the main engagement.

Maw-Cult Fanatics then rewards the army for staying involved in the fight. Once units have feasted, the repeated healing helps the force grind through several turns instead of relying on a single devastating charge.
The goal is not to rush everything forwards at once. It is to establish the infantry where the battle will be decided, use the cavalry to stretch the opponent’s resources, and keep adjusting each unit’s role as the feast unfolds.
Redd’s Endless Feast
This army wants to overwhelm the centre with three reinforced units of Gluttons, then use Redd the Maw and the Gutseers to ensure the right unit reaches the right fight.
Ogor Mawtribes – 2,000 points
Battle Formation: Hunger-Filled Tribe
Spell Lore: Lore of Gut Magic
Prayer Lore: Lore of the Everwinter
Battle Tactics: Burning for Vengeance, Siege of Ashes
General's Regiment
Redd the Maw, High Slaughtermaster (400)
– General
Gluttons (400)
– Reinforced
Gluttons (400)
– Reinforced
Gluttons (400)
– Reinforced
Gutseers (400)
– Reinforced
Faction Terrain
Mawpit
The Gluttons advance in waves. One unit occupies the centre, another pressures a flank, and the third waits to replace losses or punish an opponent who overcommits. With so much Health and Control spread across the army, there is rarely a single clean answer.

Redd turns that wall of bodies into a flexible battleplan. Son of the Hungering One gives nearby Gluttons a 6+ ward, while From the Depths of the Cauldron lets one unit use Eat ’Em Alive in the hero phase before it has fought. That unit might gain run and charge, reduce incoming Rend, or increase its Control depending on what the turn demands.
The Maw Opens can then push another unit D3+3” towards the enemy before the movement phase. This allows Redd to accelerate two Glutton units in the same turn, giving an otherwise slow infantry army surprising reach.
The reinforced Gutseers stay close to Redd, improving his casting and extending where his next spell can originate. They also gain a 5+ ward while they are near Redd and they have enough combat power to protect the centre or threaten enemy Wizards and Priests.
The plan is simple – fill the centre with more Ogors than the opponent can handle, accelerate whichever unit has the best opening, and keep replacing one problem with another. It’s less a single charge than an all you can eat procession.
The Tyrant’s Thunderous Entourage
This army wants to dominate the board through speed, durability, and several large threats arriving at once.
Ogor Mawtribes – 2,000 points
Battle Formation: Maw-Cult Fanatics
Prayer Lore: Lore of the Everwinter
Battle Tactics: Burning for Vengeance, Flanking Firestorm
General's Regiment
Tyrant on Glutthorn (410)
– General
– Heroic Trait: The Crusherguts
– Artefacts of Power: Carvalox Hide
– Monstrous Trait: Grumpy Alpha (Scourge of Aqshy)
Maulbeast Cavalry (560)
– Reinforced
Maulbeast Cavalry (560)
– Reinforced
Regiment 1
Huskard on Stonehorn (300)
Hunters with Sabrefangs (160)
The Tyrant on Glutthorn leads two reinforced units of Maulbeast Cavalry, creating a fast, heavily armoured core that can pressure multiple objectives or collapse onto one decisive combat. Pitiless Warlord helps make the key charge more reliable, while Glutthorn Stampede can impose Strike-Last once the Tyrant reaches the enemy line.

The Maulbeasts are the real weight of the army. One unit can drive into the centre while the other attacks a flank or threatens a distant objective, forcing the opponent to split their resources. Their mounts hit harder on the charge, Shock and Gore can reduce enemy wound rolls, and Ravenous Counter-attack switches off benefits that rely on the enemy having charged.
The Huskard on Stonehorn supports that plan while adding another serious combat threat. Freezing Tailwinds improves the army’s run and charge rolls, Fortifying Hoarfrost can protect whichever unit is most exposed, and Primal Bellow can either empower the Maulbeasts’ Companion attacks or weaken an enemy’s return swing.
Maw-Cult Fanatics gives the list the staying power to keep applying pressure. Once the Tyrant, Huskard, and Maulbeasts have used Eat ’Em Alive, they can heal at the end of every turn. In an army built around expensive multi-wound models, that can be the difference between losing a threat and sending it into one more combat.
The plan is simple – force the opponent to deal with several heavily armoured threats at once, then use reliable charges, defensive debuffs, and steady healing to keep the momentum going.
This entourage doesn’t follow the Tyrant into battle. It arrives beside them at full speed.
There’s Still Plenty Left on the Mawpath
These three armies are only the first ideas that caught my attention. The new battletome contains far more combinations than we could possibly fit into one article, and I suspect Ogor generals will be discovering new ways to build around its rules for a long time.

I have not even touched on the ambushing potential of Jaws of the Beast. A Beastclaw Hero and another unit from its regiment can arrive from a battlefield edge to threaten an exposed objective, hunt vulnerable support pieces, or simply force the opponent to deploy more cautiously. That could be a compact hunting party – or a pair of Stonehorn-sized problems appearing where they were least expected.
There are also armies that lean into the enormous damage potential of the new Cleavers, and lists that double down on reinforced Maulbeast Cavalry alongside Kragnos. His 3D6 charge aura helps those heavily armoured beasts reach combat, where each reinforced unit can unleash an extraordinary number of high Damage attacks.
That variety is what excites me most. The battletome supports massed infantry, elite cavalry, monstrous ambushes, Mawseeker cults, and plenty of combinations that sit somewhere between them. The three lists above are not intended to provide the final answer – they are a starting point for finding the kind of feast you want to lead.
The new Ogor Mawtribes still do exactly what an Ogor army should do – charge, crush, and consume. They just give you far more interesting ways to decide what is for dinner.
Thanks, Anthony! You’ll be able to build your own Ogor Mawtribes army when the new miniatures and battletome go up for pre-order on Saturday.





















