Compare Total War: WARHAMMER III - Ogre Kingdoms (DLC) prices across 50+ stores and find the best deal. Developed by CREATIVE ASSEMBLY. Published by SEGA, Feral Interactive. Released on 2/16/2022. Available on PC. Genres: Action, Strategy. Metacritic score: 86/100.

Ogre Kingdoms bolts a meaty hump-and-smash playstyle onto WH3's launch, but mixed reviews hint the value depends heavily on how much you already love the base game.

Total War: WARHAMMER III is the trilogy closer that throws every faction, daemon realm, and corrupted province into one oversized pot, and the Ogre Kingdoms DLC lands right at launch as the paid add-on that sweetens - or complicates - that proposition. If you are new to the trilogy, the short version is this: WARHAMMER III is a turn-based grand strategy game on the campaign map, with real-time battles that can field thousands of units at a time. Ogre Kingdoms adds two playable Legendary Lords, Greasus Goldtooth and Skrag the Slaughterer, each leading armies built around monstrous, high-mass infantry that hits like a freight train and eats basically everything it kills. On the campaign map, Ogres play differently from most factions in ways that matter strategically. Their Gut Magic lore gives you a suite of buffs that compound across a battle rather than offering single-target nukes, so learning the spell rotation is a mid-game unlock rather than a day-one skill check. The Maw economy - feeding your armies to avoid attrition penalties - creates a genuine resource tension that most WH3 factions do not replicate. You are constantly balancing campaign expansion speed against the cost of keeping your roster fed, and that loop stays interesting into the late game when your stack sizes balloon. Greasus leans into trade and mercenary mechanics, while Skrag pushes an aggressive sacrifice-driven path that rewards constant warfare. Both are distinct enough to warrant separate playthroughs. In battle, Ogres are blunt instruments in the best possible way. Units like Ironguts and Mournfang Cavalry depend on charge impact and mass rather than sustained combat stats, which means positioning and timing matter more than microing individual unit health bars. The trade-off is that ranged counters and artillery chew through your low-model-count units faster than comparable factions, so mid-battle decision-making around shield coverage and charge angles is actually demanding once you hit harder difficulty settings. The AI handles Ogre armies reasonably well when you are fighting against them, though it still struggles to use charge-momentum mechanics to their full potential - a long-standing Total War AI limitation rather than an Ogre-specific problem. The mixed Steam review score sits at 70 percent positive across a large sample, and that number needs context. A significant portion of negative reviews at launch reflected bugs and balance issues in the base game rather than the DLC itself, and subsequent patches have addressed several of the worst offenders. As a standalone content addition, the Ogre Kingdoms pack is genuinely substantial - two full campaign starts, unique mechanics, a dedicated roster, and enough strategic variety to justify the hours. The friction point is that this is DLC priced at launch alongside a full-price game, and if you are budget-conscious, the value calculation depends entirely on how many hours you are already planning to put into WH3. Veterans of the series will find the Ogre mechanical identity one of the more original offerings in the trilogy. Complete newcomers to Total War should buy the base game first and return here once the hook is set. The mod ecosystem for WH3 is active, and Ogre Kingdoms benefits from community overhauls that expand roster options and rebalance the Maw economy. If you are the type to install SFO Grimhammer or similar compilation mods, the Ogre experience gets meaningfully deeper. Tutorial support for the DLC is lean - the game explains the Maw economy in tooltips but does not walk you through optimal opening turns, so budget some time with community guides before your first campaign. Diego, Scout Team

Total War: WARHAMMER III - Ogre Kingdoms (DLC)
ActionStrategy

Total War: WARHAMMER III - Ogre Kingdoms (DLC)

Feb 16, 2022CREATIVE ASSEMBLYSEGA, Feral Interactive
GamerScout Says

Ogre Kingdoms bolts a meaty hump-and-smash playstyle onto WH3's launch, but mixed reviews hint the value depends heavily on how much you already love the base game.

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About Total War: WARHAMMER III - Ogre Kingdoms (DLC)

Total War: WARHAMMER III is the trilogy closer that throws every faction, daemon realm, and corrupted province into one oversized pot, and the Ogre Kingdoms DLC lands right at launch as the paid add-on that sweetens - or complicates - that proposition. If you are new to the trilogy, the short version is this: WARHAMMER III is a turn-based grand strategy game on the campaign map, with real-time battles that can field thousands of units at a time. Ogre Kingdoms adds two playable Legendary Lords, Greasus Goldtooth and Skrag the Slaughterer, each leading armies built around monstrous, high-mass infantry that hits like a freight train and eats basically everything it kills. On the campaign map, Ogres play differently from most factions in ways that matter strategically. Their Gut Magic lore gives you a suite of buffs that compound across a battle rather than offering single-target nukes, so learning the spell rotation is a mid-game unlock rather than a day-one skill check. The Maw economy - feeding your armies to avoid attrition penalties - creates a genuine resource tension that most WH3 factions do not replicate. You are constantly balancing campaign expansion speed against the cost of keeping your roster fed, and that loop stays interesting into the late game when your stack sizes balloon. Greasus leans into trade and mercenary mechanics, while Skrag pushes an aggressive sacrifice-driven path that rewards constant warfare. Both are distinct enough to warrant separate playthroughs. In battle, Ogres are blunt instruments in the best possible way. Units like Ironguts and Mournfang Cavalry depend on charge impact and mass rather than sustained combat stats, which means positioning and timing matter more than microing individual unit health bars. The trade-off is that ranged counters and artillery chew through your low-model-count units faster than comparable factions, so mid-battle decision-making around shield coverage and charge angles is actually demanding once you hit harder difficulty settings. The AI handles Ogre armies reasonably well when you are fighting against them, though it still struggles to use charge-momentum mechanics to their full potential - a long-standing Total War AI limitation rather than an Ogre-specific problem. The mixed Steam review score sits at 70 percent positive across a large sample, and that number needs context. A significant portion of negative reviews at launch reflected bugs and balance issues in the base game rather than the DLC itself, and subsequent patches have addressed several of the worst offenders. As a standalone content addition, the Ogre Kingdoms pack is genuinely substantial - two full campaign starts, unique mechanics, a dedicated roster, and enough strategic variety to justify the hours. The friction point is that this is DLC priced at launch alongside a full-price game, and if you are budget-conscious, the value calculation depends entirely on how many hours you are already planning to put into WH3. Veterans of the series will find the Ogre mechanical identity one of the more original offerings in the trilogy. Complete newcomers to Total War should buy the base game first and return here once the hook is set. The mod ecosystem for WH3 is active, and Ogre Kingdoms benefits from community overhauls that expand roster options and rebalance the Maw economy. If you are the type to install SFO Grimhammer or similar compilation mods, the Ogre experience gets meaningfully deeper. Tutorial support for the DLC is lean - the game explains the Maw economy in tooltips but does not walk you through optimal opening turns, so budget some time with community guides before your first campaign. Diego, Scout Team

Tags

steamGrand StrategyReal-Time BattlesDLC ContentHigh-Mass InfantryCampaign MechanicsFaction VarietyMod SupportLate-Game Scaling

System Requirements

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Reviews & Ratings

Metacritic
86
Steam
70%(142,982)

Game Info

Developer
CREATIVE ASSEMBLY
Publisher
SEGA, Feral Interactive
Release Date
Feb 16, 2022

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