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The Big Waaagh!


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#1 Mordrek Grudgebreaker

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Posted 12 September 2007 - 09:44 PM

Good evening. It's the middle of the week, and time for that next installment of the Dwarf Spellbreaking Guide!

Today, I'll be going over the magic that those blasted Greenskins utilize. More specifically, since Orcs use a different type of magic than Goblins, I'm going over the Big Waaagh! Or, the spell list that the Orcs use. The thing to remember is that Orc magic is very potent, but also relatively short ranged. Personally, I hate this Lore as much as the Lore of Metal (if not more).

1. Gaze of Mork 5+: Your standard first level magic missile. 24", D6 S4. Threat: Low.

2. 'Eadbutt 6+: 24", S5, and ignores armor saves. This spell upsets me. It allows the caster to pick out any single model (Champions, BSBs, war machine crew...), and since it's S5 it can definately kill them. Some claim that this allows the caster to target musicians or standard bearers...smack your opponent if he tries this. Threat: Moderate.

3. Bash 'Em Ladz 7+: One unit with 18" gets to reroll to hit AND strike first! Well, the striking first part isn't huge against us. However, the Reroll to hit really sucks now that Orc choppas give +1S on the first round, regrdless of the number of weapons they have. Threat: Moderate.

4. Fists of Gork 8+: One unit within 18" gets pummelled by S4 hits on each model on a 4+ (the model themselves get hit on a 4+). Statistically speaking, this should wound 1/4 of your models in the unit. This spell generally doesn't worry me, as the other spells on this list, I feel, are much, much worse. Still, it can ruin your day. Treat: Moderately low.

5. Gork's Warpath 10+: This cast's Foot of Gork (Little Waaagh! spell) on, potentially, multiple units. It does d6 S6 hits on any unit on the table. Then, the opponent rolls to see if the spell stops, keeps going, or squashes one of hte caster's units. This spell can really hurt auxillury units, or even be combined with other spells/missile fire against a combat block to wear it down. Threat: Moderate. It hurts bad, but doesn't hit a lot. Still, if your opponent can keep the spell going it sucks.

6. Waaagh! 12+: All friendly units on the table surge forward 2d6" towards the nearest enemy they can see. If they can't see, it's straight ahead. If they make contact with an enemy, they count as charging. All units in combat count as being under the effects of Bash 'Em Lads (doesn't reference the spell, but it has the same effect). Please, for the love of god, dispel this. Movement spells themselves suck, this is movement on crack. And a sledgehammer. Threat: High.

Edited by Mordrek Grudgebreaker, 12 September 2007 - 09:45 PM.


#2 Lord Gargarim

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Posted 12 September 2007 - 09:59 PM

I in away disagree with your point on the Waagh! spell, it also means that war machine crew abandon their machines to charge forward, so do archers and other units, it canstagger their battle line and if they dont charge you with this spell you can easily take em' down. I agree with your Gorks warpath, but remember if he/she rolls a one it hits a friendly unit decided by your opponet. (the person who had the spell cast against them, not the player who cast the spell.)

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#3 Mordrek Grudgebreaker

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Posted 12 September 2007 - 10:11 PM

Yeah, Waaagh does move War Machines. So that whole...two bolt throwers your opponent has will run forward. And the archers will too (though I think they can still shoot?). I suppose some O&G players play differently, but my opponent might run two BTs and a unit of archers (night goblins and fast cavalry aside).

Also remember that this moves Fanatics though. I know my opponent will gladly have his bolt thrower crew who haven't hit anything for the whole game run forward if that means that his fanatics will run through my Hammerers. Again.

Also note, that if it's in a mega battle...it technically works on their allies as well. No where does it state Greenskins (unlike the Dwarf's AoD specifically mentioning Dwarfs), only Allies.

#4 Khazadson

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Posted 13 September 2007 - 12:42 AM

One thing I will add is that it is perfectly acceptable to target musicians and standard bearers. They can die! but the guy behind them picks up the standard/instrument. So if they try this on you... Let them.

As for Waagh, like every movement spell they have their uses, if your opponent uses it at a time when it isn't very dangerous, I'd let them. If it means they will get a critical charge off, or gain an excellent position or whatever, then dispell it. I think it has the most potential of all the waaagh spells, however I'm more scared of the unseen lurker type movement spell.

I am actually happy when my O&G opponent uses this spell. 12+ cast means he usually uses four dice to cast it. The psychology of this is big, my friend is scared of his miscast table. Moreso when he tries to draw out my dispell dice on other lesser spells and uses 4 of his precious dice for this one, and I just flick my wrist and spellbreaker it. His magic phase was just centered around a single spell, and I auto dispelled it. lol.

He has all but given up on this spell against me.

#5 Rupard Longbeard

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Posted 13 September 2007 - 02:12 AM

I never thought Orc magic was worth anything untill I faced a magic based army, that was rolling well. I just recently suffered 2 defeats to the green weenies and most of it was what thier magic did to me. IMO thier sniping spells are the worst. On the big and the little.

#6 Durin the Young

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Posted 13 September 2007 - 10:54 AM

QUOTE(Mordrek Grudgebreaker @ Sep 13 2007, 08:11 AM) <{POST_SNAPBACK}>
Also note, that if it's in a mega battle...it technically works on their allies as well. No where does it state Greenskins (unlike the Dwarf's AoD specifically mentioning Dwarfs), only Allies.

I'd disagree on this unless their allies are O & G (unless that's what you meant). I just don't see undead, Chaos warrior, Skaven or whatever getting wound up all that much by an Orc God.

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#7 Mordrek Grudgebreaker

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Posted 13 September 2007 - 09:20 PM

QUOTE(Durin the Young @ Sep 13 2007, 10:54 AM) <{POST_SNAPBACK}>
QUOTE(Mordrek Grudgebreaker @ Sep 13 2007, 08:11 AM) <{POST_SNAPBACK}>
Also note, that if it's in a mega battle...it technically works on their allies as well. No where does it state Greenskins (unlike the Dwarf's AoD specifically mentioning Dwarfs), only Allies.

I'd disagree on this unless their allies are O & G (unless that's what you meant). I just don't see undead, Chaos warrior, Skaven or whatever getting wound up all that much by an Orc God.

Durin the Young


I do as well. However, by RAW, it states Allies, not Greenskins. We've been playing Mega battles recently, and our O&G buddy used hat the first game, and we agreed to it after a long, heated discussion.

#8 Durin the Young

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Posted 13 September 2007 - 10:38 PM

That's silly...... So your average greyseer is going to say exactly what to the horned rat next time he communes???? Examples like this create absurdities when read as written.

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#9 Pants of Brionne

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Posted 13 September 2007 - 10:41 PM

Unless the allies aren't pumped up by the Orc god and perhaps are pumped up at seeing their allies surging forward. Thats how I see it happening. Not to absurd at all.

#10 Durin the Young

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Posted 13 September 2007 - 10:44 PM

QUOTE(Pants Olav @ Sep 14 2007, 08:41 AM) <{POST_SNAPBACK}>
Unless the allies aren't pumped up by the Orc god and perhaps are pumped up at seeing their allies surging forward. Thats how I see it happening. Not to absurd at all.

Good thinking 99, a way to play it without getting your priests/shaman/seers etc struck down for swapping sides.

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#11 Thorgrid Runesplitter

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Posted 14 September 2007 - 05:42 AM

Then i think you should ally with an orc player next megabattle and watch as the Dwarfs RUSH

#12 Durin the Young

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Posted 14 September 2007 - 06:19 AM

QUOTE(Thorgrid Runesplitter @ Sep 14 2007, 03:42 PM) <{POST_SNAPBACK}>
Then i think you should ally with an orc player next megabattle and watch as the Dwarfs RUSH

Somewhat unlikely without my ancestors turning in their tombs....

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#13 Thorgrid Runesplitter

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Posted 14 September 2007 - 11:44 AM

Ah good, at least your still a true dwarf smile.gif

I refuse to take cannons and Gyrocopters, nasty newfangled contraptions.

Anyway, i find the big waaagh is quite rare where i am. With most armies using gobbo shamans.

#14 LF - Kevin B

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Posted 14 September 2007 - 12:04 PM

I would have to say i normally see the goblins casting the spells more myself, but i have also seen this lore in effect to my cost as well. 2 IR castings of Waaaaagh!!! and with that much boosted movement it is very hard to regroup with any order

Its an OK Lore vs us but i fear others more

#15 Mordrek Grudgebreaker

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Posted 14 September 2007 - 03:07 PM

I don't know, Lord Firmshaft. I find this Lore to be pretty vicious.

The level 2 spell can snipe our characters (sure, it only has 1/2 chance to wound, but it ignores armor saves), while Bash 'Em Lads and Waaagh! allows for rerolls against us. 11 S5 (Black Orcs/Big 'Uns with additional choppas) that get to reroll to hit is quite painful. Heck, Waaagh! combined with calling for a Waaagh! combined with normal movement can really throw those O&G forward.

The first level spell isn't anything to write home about, certainly. And I haven't had many difficulties dealing with 4 and 5. So, about 1/2 of the lore is pretty bad against us. I need to really look at the Goblin's list, as my opponent generally runs Orcs.

#16 LF - Kevin B

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Posted 14 September 2007 - 06:00 PM

I was basing it on a few reasons:

- The effectivness of the base speel - all the others are random so cant be a cert in getting
- The casting value of the spells

There are other Lores in the game which are easier to cast and can hurt us more. As i said its an OK lore not the worst by far but the goblin spells i think are worse and other lore worry me more

#17 Izzy

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Posted 15 September 2007 - 03:01 PM

One thing to consider about the Big Waaagh! is that the O&G's miscast table isn't as horrible for them as it used to be. They're still likely to hurt/kill their mage if they miscast, but the regular miscast table has become more deadly as well. One side affect of this is that O&G's magic is moderately more potent than it otherwise would be. Many mages would rather take a wound than loose the rest of the turn in magic.




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