zaterdag 5 mei 2012

Warhammer analysis: BIG waagh

Warhammer analysis: O&G magic big Waagh

Man am I busy today third post so far.

But welcome to the first of my totally irregular series
Warhammer analysis  where I look at just one small part of the hobby and give my analysis of it.

Today :The magic of the green skins.

Greenskins are unique  in the fact that they have not one but Two racial magic lores
The big and small waaaagh
They are also unique in the fact that they have absolutely no choice when it comes to magic.
Goblins use the little waaagh orcs the big one and that's it.
So if you are playing whit Orcs and goblins you better learn these spells well so that you can get the maximum out of it.

ok so lets take a closer look at the spell lores themselves. Now bigger is always better so lets start of whit the big waaagh

Big waaagh.

This is the magic of the orcs. I kinda think this lore is verry hit or miss whit some totally dominating spells and some very very weak ones.

So ere we go.

The lore atribute:

Basicly this  gives all you spells a extra strenght as long as you have more units (not orc units mind you) in  combat than that are fleeing.
Not to hard to pull of but on the other hand the spells themselves are don't benefit that much from the atribute. Not bad not broken either.

 Signature spell:

 Gaze of mork
A direct damage spell that works like a cannon ball whit a random range  at strenght 4
Now  as far as signature spells go this one is just a stinker. Its not very reliable and not all that damaging. But then again if you ever manage to cast this while you are really close to the enemy (but not in combat) then it could do some great damage overall tough I don't like it.
MISS

The rest:

1: Brain bursta
A short ranged sniper spell whit strenght 5 great to put some wounds on enemy charters but the damage it does is so minimal that one really has to wonder it's effectiveness. Although the psychology effect of it might draw some dispel dice. Nice to use after a Eadbutt tough.(see below)
Like missing a barn when firing from the inside.

2 Fist of Gork.

A simple augment spell. It beefs you shaman attack and strenght to chaoslord level of combat powers in a second. The only problem it can only target you shaman. But it does work whit the equipment your shaman already has. So  potentially very nasty. Only problem is that it has one and only one use so easy to counter also  even for orc wizards combat really isn't the best place to be
 MISS



3 Hand of Gork. 

Now when Gork is done whit making a fist this is what we get.
A spell that picks up a unit moves it either 3d6 or 5d6 across the table and then lets it kind of reform around any model in the front rank. You have to remain in the same formation but you can turn the unit any way you like. Now this is massive allowing you to move units straight to the rear of the enemy, drop that unit whit the 3 fanatics straight on top of him like some fantasy bomming run, or just pull a unit out of danger. This spell has so many uses and it can and will win you games.
LIKE  A HIT FROM A TIRE-IRON 

4 Eadbutt

 This lets you  hit a enemy wizard in a random range whit a s4 hit whit d3 wounds
Now this the most random spell in the lore. Against dwarfs this is totally useless. And against that don't go for magic its still very limited in its use.  Then again against VC or tombkings this is a game breaker just spam it till he's dead and laugh as his army crumbles. A nice thing about this spell is the fact that it can potential kill a wizard lord in one hit for most ppl that would really hurt the game plan so this will draw dispel dice most of the time.
Mostly good HITS sometimes miss.

ere we go


A simple spell that grands units rerol to hit whitin 2d6 if your shaman. 
But only orc units. and the range stinks.  Nice to boost  the combat powers of the unit containing your shaman but like fists of Gork to limited in its use and to easy to counter.
Sometimes Hit mostly MISS 

6  Foot of gork.

This is the spell that orcs have always had and it has alway been awsome.
In this version it uses a template of fair size and hits at a strength of 6 (or 7)
for d3 wounds. Wauw just Wauw.  This will hurt so much that it's not even funny. Hell against some armies like ogres just one casting of this spell can win you the game.  
Even better if you cast the boosted version  gives you a 50% chance to use the spell again and again. Of course there is also a 17% chance of hitting one of your own units but well we  just have to live whit that. 
 HITS like a truck.


So to sum this up.

The lore has some of the most worthless spells in the game  due to there very limited use. But it is impossible  to roll for a lvl 4 and get a set of spells without a good spell  (unless playing dwarfs)
Then again 2 spells are absolute win foot of gork and the hand of gork win games. And eadbutt  can be utterly devastating in some match ups. On the other hand when you miss out both these spells you can feel like your left hanging by you wizard. Also apart from foot of Gork don't expect your spells to do the damage for you this is still in the hands of your combat units. The spells are just there to help make that happen.
  
 

 
   
    

 



  

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