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Made in us
Apprehensive Inquisitorial Apprentice






Im new to the hole magic thing..being a dwarf player that is... I had the Night goblins kicking around from the old skull pass set and Ive desided to build on them. I cant seem to figure out witch would be better, A Orc shaman, Goblin Shaman... or just taking a low cost Orc Lord and give him the wizarding hat... mabye with light armour and a shield and keep him reasonably close to my BsB for the stupidity re-rolls


Automatically Appended Next Post:
No advice so far?

This message was edited 2 times. Last update was at 2010/12/09 16:42:15


Silence is golden but Duct tape is silver
 
   
Made in us
Killer Klaivex




Oceanside, CA

Big Waaaagh.
Everybody charge, strike first, and re-roll misses is IMO the best spell in the whole game.

Also, the every enemy in a unit gets a s4 hit on 4+ does a pretty good job at thinning down huge units.

The wizard hat is good, but I'd put it on a goblin lord. It's the cheaper way to get another wizard.


-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Dakka Veteran




+1 on Matt's post.

Manchu wrote:It's a lie, K_K, pure Imperial propaganda. Where's the Talon of Horus, huh? Plus everyone knows the Imperium planned and carried out the invasion of Cadia itself. Bin Abaddon was just a convenient scapegoat.
 
   
Made in us
Fresh-Faced New User




hello everybody, i come here first time

why, why, why, tell me why !!! i'm ice-man  
   
Made in us
Courageous Skink Brave




KF,OR

Big waaagh's your best bet, but put the wizard hat on a goblin lord if you are going to use one, as matt said, its a cheap way to get another magic user in your force.

Better to let them think you a fool, then open your mouth and proof them right.
in making
lizardmen-2500
 
   
Made in us
Longtime Dakkanaut




Big Waaagh! and Little Waaagh! each have advantages, but Big moreso (on average) than little. On average, Big Waaagh! has more offensive potential versus units sizes 16 or more in models, is better for anti-character (No-Save S5 often > Initiative or D6 S10 at higher casting value), and can provide Boyz (and, if Waaagh!, all other non-warmachine models) with decent buffs. Bash 'Em Ladz gives a decent Orc-only buff as well.

Little Waaagh! has the ability to push a unit forward into a charge, the two magic missiles (2D6 S4 hits is better against small model-counts, individual models, etcetera than Fists, and D6 S2 no-save can be nasty for the Dura-DElf Lord kit or a Steam Tank due to poke-of-many-sticks), a wonderful debuff (Your 6's count as 1's? Bye-bye parry and Irresistible Force), and a decent "high" strength magic attack (only D6 S6 hits, but they cannot hit your own unit with it and it casts lower to boot). In turn, two of the spells are magic missiles, one is somewhat limited situationally (if someone knows you have the 6's=1's spell, they'll often save dice to block it), and the other two are limited even more situationally (the D6 S2 and the pushed forward).
   
Made in gb
Scouting Shadow Warrior





Konohagakure

little waaagh. hand of gork is very good because you can use it on units that are fleeing in case they want to charge a unit pursuing them. gork'll fix it is awesome cause it keeps ur opponent from getting high rolls. and mork wants ya is just a funny spell to use on any enemy commander :L

If god give you lemons-
BLOOD FOR THE BLOOD GOD! 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Renbags wrote:hand of gork is very good because you can use it on units that are fleeing in case they want to charge a unit pursuing them.


Really? I'll have to take a fresh look at that spell. It's either wrong or very creative. I've never heard that use before.

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in gb
Scouting Shadow Warrior





Konohagakure

it says
You may cast this on one friendly unit within 24". If successfully cast that unit moves 2D6" towards the nearest enemy unit it can see -if it can see no enemy unit then it moves 2D6" directly forwards.
it doesn't specify that you can't cast it on fleeing units

If god give you lemons-
BLOOD FOR THE BLOOD GOD! 
   
Made in us
Sinewy Scourge




Lawrence, KS

Either or? Take BOTH! Guarantee all the movement and ASF spells you can, then annihilate the magic phase and get reliable first turn charges.

Game over, flawless victory.

Therion wrote:
6th edition lands on June 23rd!

Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
 
   
Made in us
Apprehensive Inquisitorial Apprentice






The last time I tryed to use both the Orc shaman blew himself up.. but the 2 goblins did quite well. Made them both lvl 2, one with the sneeky staff of steelin and the other with the feebback scroll. I have the 13th spell.

Silence is golden but Duct tape is silver
 
   
Made in us
Longtime Dakkanaut




An Orc Great Shaman should only ever be putting out about two dice a casting, three if going for Waaagh!. This helps to reduce the number of miscasts, in addition to saving power dice for other casters / spells in the army (be it Waaagh!, a well-placed Hand of Gork, or a Wizarding Hat Goblin Warboss).

That's one of the main advantages of Big Waaagh!: So many of the spells can very reliably (80-90%) go off on two dice, with only Waaagh! and Warpath being exceptions (The latter of which you'll often wish to swap out, the former which you'll want three or more dice for anyways).
   
Made in us
Sinewy Scourge




Lawrence, KS

Trust me. When it means getting your whole army in combat in turn 1, you'll blow that scroll of IF and all 6 dice. Losing a 150 pt shaman is nothing if it means slaughtering your enemy in turn 1. I have seen it happen game after game. I can only hope the green magic is toned down a smidge for 8e.

Therion wrote:
6th edition lands on June 23rd!

Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
 
   
 
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