Best Ogre factions in Warhammer 3 — Immortal Empires starts compared
Every playable Ogre faction in Immortal Empires side by side: the game's difficulty rating, the start, how many factions start nearby, climates, resources and a co-op partner. Patch 9.0.2.
Ordered by the quietest start: fewest other factions within 10% of the map's width, factions without a settlement last. How each number is worked out is under the list.
- 1

Goldtoothhard- Starts at Great Hall of Greasus with 2 regions
- 17 factions start within 10% (3 within 4%); nearest Crossed Clubs, 2.6%
- 5 of 12 climates Suitable
- 2 resources in its starting regions
- Co-op partner: The Northern Provinces
- 2

Disciples of the Mawnormal- Starts at Karak Angazhar
- 25 factions start within 10% (5 within 4%); nearest Karak Hirn, 2.7%
- 5 of 12 climates Suitable
- 1 resource in its starting regions
- Co-op partner: Khemri
- 3


COMPUTEDImmortal Empires, as the game starts it. Game's rating is the difficulty the faction-select screen gives the lord (frontend_faction_leaders.difficulty) — the game rates only some lords, mostly Warhammer III's own. Regions are those owned on turn one (start_pos_regions); a faction with none starts with only its army. Neighbours are other factions (AI ones too) whose starting capital lies within 4% or 10% of the map's width of this one's, measured on the game's minimap. Climates: how many of the 12 climates the game rates Suitable for it (climate). Resources: in its starting regions, from the start position. Not a tier list: a crowded start can be easy for a strong faction — these are the facts the game sets up.
More on Ogre Kingdoms: race page · best Ogre lords · best Ogre Kingdoms units · every faction: easiest and hardest factions