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		<title><![CDATA[Latest posts for the thread "OnG--Spells of the Little WAAAGH!! or the big WAAAGH!!"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "OnG--Spells of the Little WAAAGH!! or the big WAAAGH!!"]]></description>
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				<title>OnG--Spells of the Little WAAAGH!! or the big WAAAGH!!</title>
				<description><![CDATA[ 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 <span class="glossaryitem" onmouseover='gp(174);'>BsB</span> for the stupidity re-rolls<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> No advice so far?]]></description>
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				<pubDate><![CDATA[Thu, 9 Dec 2010 08:44:37]]> GMT</pubDate>
				<author><![CDATA[ Matt65]]></author>
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				<title>OnG--Spells of the Little WAAAGH!! or the big WAAAGH!!</title>
				<description><![CDATA[ Big Waaaagh.<br /> Everybody charge, strike first, and re-roll misses is <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> the best spell in the whole game.<br /> <br /> Also, the every enemy in a unit gets a s4 hit on 4+ does a pretty good job at thinning down huge units.<br /> <br /> The wizard hat is good, but I'd put it on a goblin lord.  It's the cheaper way to get another wizard.<br /> <br /> <br /> -Matt]]></description>
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				<pubDate><![CDATA[Thu, 9 Dec 2010 17:02:34]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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				<title>OnG--Spells of the Little WAAAGH!! or the big WAAAGH!!</title>
				<description><![CDATA[ +1 on Matt's post. ]]></description>
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				<pubDate><![CDATA[Fri, 10 Dec 2010 07:07:02]]> GMT</pubDate>
				<author><![CDATA[ Malleus]]></author>
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				<title>OnG--Spells of the Little WAAAGH!! or the big WAAAGH!!</title>
				<description><![CDATA[ hello everybody, i come here first time]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 05:51:07]]> GMT</pubDate>
				<author><![CDATA[ mstephen]]></author>
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				<title>Re:OnG--Spells of the Little WAAAGH!! or the big WAAAGH!!</title>
				<description><![CDATA[ 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.]]></description>
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				<pubDate><![CDATA[Thu, 16 Dec 2010 00:41:15]]> GMT</pubDate>
				<author><![CDATA[ darktau]]></author>
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				<title>OnG--Spells of the Little WAAAGH!! or the big WAAAGH!!</title>
				<description><![CDATA[ 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 &gt; Initiative or <span class="glossaryitem" onmouseover='gp(24);'>D6</span> 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.<br /> <br /> Little Waaagh! has the ability to push a unit forward into a charge, the two magic missiles (<span class="glossaryitem" onmouseover='gp(1);'>2D6</span> S4 hits is better against small model-counts, individual models, etcetera than Fists, and <span class="glossaryitem" onmouseover='gp(24);'>D6</span> S2 no-save can be nasty for the Dura-DElf Lord kit or a Steam Tank due to poke-of-many-sticks), a <i>wonderful</i> debuff (Your 6's count as 1's?  Bye-bye parry and Irresistible Force), and a decent &quot;high&quot; strength magic attack (only <span class="glossaryitem" onmouseover='gp(24);'>D6</span> 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 <span class="glossaryitem" onmouseover='gp(24);'>D6</span> S2 and the pushed forward).]]></description>
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				<pubDate><![CDATA[Sat, 18 Dec 2010 04:25:48]]> GMT</pubDate>
				<author><![CDATA[ Minsc]]></author>
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				<title>OnG--Spells of the Little WAAAGH!! or the big WAAAGH!!</title>
				<description><![CDATA[ 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]]></description>
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				<pubDate><![CDATA[Fri, 24 Dec 2010 13:55:54]]> GMT</pubDate>
				<author><![CDATA[ Renbags]]></author>
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				<title>OnG--Spells of the Little WAAAGH!! or the big WAAAGH!!</title>
				<description><![CDATA[ <blockquote><div><cite>Renbags wrote:</cite>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. </div></blockquote><br /> <br /> 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.]]></description>
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				<pubDate><![CDATA[Fri, 24 Dec 2010 14:08:40]]> GMT</pubDate>
				<author><![CDATA[ Red_Zeke]]></author>
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				<title>OnG--Spells of the Little WAAAGH!! or the big WAAAGH!!</title>
				<description><![CDATA[ it says <br /> You may cast this on one friendly unit within 24". If successfully cast that unit moves <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>" towards the nearest enemy unit it can see -if it can see no enemy unit then it moves <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>" directly forwards.<br /> it doesn't specify that you can't cast it on fleeing units]]></description>
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				<pubDate><![CDATA[Fri, 24 Dec 2010 14:15:29]]> GMT</pubDate>
				<author><![CDATA[ Renbags]]></author>
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				<title>OnG--Spells of the Little WAAAGH!! or the big WAAAGH!!</title>
				<description><![CDATA[ Either or?  Take BOTH!  Guarantee all the movement and <span class="glossaryitem" onmouseover='gp(474);'>ASF</span> spells you can, then annihilate the magic phase and get reliable first turn charges.<br /> <br /> Game over, flawless victory.]]></description>
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				<pubDate><![CDATA[Fri, 24 Dec 2010 16:07:13]]> GMT</pubDate>
				<author><![CDATA[ Nagashek]]></author>
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				<title>OnG--Spells of the Little WAAAGH!! or the big WAAAGH!!</title>
				<description><![CDATA[ The last time I tryed to use both the Orc shaman blew himself up.. but the 2 goblins did quite well. Made them both <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2, one with the sneeky staff of steelin and the other with the feebback scroll. I have the 13th spell.]]></description>
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				<pubDate><![CDATA[Mon, 27 Dec 2010 00:20:37]]> GMT</pubDate>
				<author><![CDATA[ Matt65]]></author>
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				<title>OnG--Spells of the Little WAAAGH!! or the big WAAAGH!!</title>
				<description><![CDATA[ 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).<br /> <br /> 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).]]></description>
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				<pubDate><![CDATA[Wed, 29 Dec 2010 01:46:13]]> GMT</pubDate>
				<author><![CDATA[ Minsc]]></author>
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				<title>OnG--Spells of the Little WAAAGH!! or the big WAAAGH!!</title>
				<description><![CDATA[ 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.]]></description>
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				<pubDate><![CDATA[Wed, 29 Dec 2010 15:28:33]]> GMT</pubDate>
				<author><![CDATA[ Nagashek]]></author>
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