13 Jan 2011
To get the most out of our gut Magic I would recommend a Slaughter Master & a Butcher minimum at 2500pt and higher points games. The following analysis is based on having these 2 characters in an Ogre army list.
I don't recommend 2 or 3 Butchers because even though they can 1 dice spam the +2 to dispelling is not good enough in the opponents Magic Phase to prevent their spells going off. Having an SM gives us a 55% chance of preventing spells going off (not taking into account other modifiers) if throwing the same number of dice as an opponents Level 4.
The focus of this discussion is on the Gut Magic itself and not the Magic Defence various items bring to an the Ogre Army.
Useful Magic Items for our Gut Magic
Bound Items
1. Ruby Ring of Ruin (Enchanted)
24" range D6 Str4 hits (good vs Regen saving units) The beauty of this item is it doesn't take up an Enchanted item slot so you can even put it on a Bruiser or Tyrant if you wish.
2. Bangstick (Arcane)
24" range D6 Str4 hits (This is now the second best Bound Item choice, unless facing HE's with Dragon Armour or similar)
Other useful items
1. Grut's Sickle (Arcane)
Although this item is quite expensive and wounds our own troops it is actually very useful for helping get Buffs off and therefore protecting our main Ogre units. (see 1 dice spamming discussion further on)
2. Cookbook (Arcane)
Probably not our first choice of items but in larger games can help prevent wounds on our Butchers or Slaughter Master. The biggest problem with it is it takes up an Arcane item slot which is better served having various scrolls, or even Power Stones.
3. Healing Potion (Enchanted)
This item has probably been overlooked a bit due to our Bloodgruel Spell (which heals 1 wound 5/6 of the time). Particularly useful on a Slaughter Master who has already had 2 or more wounds inflicted on him. Experienced players may prevent Butchers & SM's healing back their wounds which is when the potion comes in very handy. Recommended for 3k+ games where points aren't as tight, but could also be used in lower point friendly or with a specific use in mind.
4. Blood Cleaver (Magic Weapon)
This little gem was tailor made for our Slaughter Master with his 4 attacks at WS4 he is likely to heal a wound back most combats vs rank & file. Wasn't used much in 7th Ed as the Butchers inferior 3 attacks WS3 didn't quite ensure that you recover a wound (unless fighting Zombies or similar low WS troops).
Gut Magic
The main reason for this thread, but further enhanced by some of the above items mentioned. In my opinion Gut Magic cannot succeed with only 1 caster and therefore 2 are needed and an SM & Butcher are optimal. Why you may ask? it's very simple we need to attempt each spell twice to ensure we get the Buffs we need to make our troops more survivable.
In 8th Ed Magic has been simplified by rolling 2 dice your opponent receiving the highest dice rolled for their dispel dice (with bonuses for their various Magic Items, Army rules ie: Dwarves, or lots of cheap casters, etc..).
1 Die Spamming: One possible Casting Strategy
In 7th Ed the Ogres main Magic casting strategy was one dice spamming in order to draw out an opponents dice and eventually get some of our very low cost spells off. The other advantage of this was to lower our chances of miscasting.
This strategy can be used in 8th Ed vs. any army but is particularly designed to reduce the Miscasting chances vs. WoC armies. The WoC Infernal Puppet which modifies our miscast by D3 can basically destroy our Magic phase and will likely lose us the game (see roll of a 1 on our Miscast Table). There are also other items around which make you Miscast if you roll a double.
Chance of a Miscast
1 Die 0%
2 Dice 2.8% (16.7% chance of a double)
3 Dice 6% (36.1% chance of a double)
So as you roll more dice the chance of a Miscast increases.
The other factor is our spells have very low casting values, so why risk a Miscast? Two dice is all we need and we can risk single die rolls a number of times before resorting to 2 dice.
With the advent of 8th Ed. the 1 die spamming is now harder because on the roll of a 1 or a 2 that particular caster cannot continue casting that phase.
However there are several ways around this and one method is single dice casting starting with the Butcher and any Bound items available. This is designed to simply draw out dispel dice from the opponent so that the important Buffs can be cast on our main fighty units later in the Magic Phase.
Keep rolling single die with your Butcher until he fails on a 1 or 2. Then continue with the SM single die rolling until he rolls a 1 or a 2. This is when Grut's Sickle kicks in allowing an immediate extra die to be rolled allowing the SM to continue casting, but inflicting a wound on a Bull as a consequence (I wouldn't use Grut's on Iron Gut's or Maneaters as it is too expensive to sacrifice wounds on these troops). Finally depending on how many dice you have left if even roll 2 at a time from here on (risking a miscast) or if an odd number of dice left 2 at a time and roll the single die last.
The spells we really need to get off might be Trollguts: Regen + MR2, and Toothcracker: +1 Toughness & Stubborn. I personally like to try one or both these spells early before the Butcher rolls a 1 or 2. If successfully cast I then like to try and heal the Butchers wound.
The order and way we cast depends on how many dice we get in the first place, remembering that Grut's Sickle effectively gives us +1 dice but more importantly continues our Magic Phase.
Example a Gut Magic Phase using Grut's Sickle.
Say we roll 6 and 1 for our Magic turn giving us 7 dice to use and our opponent gets 6 dispel dice.
Rolling a single dice with our SM we roll a 3 trying to cast Bullgorger the opponent successfully dispels it on a 4.
We then roll another single dice with the SM and roll a 1 so Grut's Sickle kicks in and we immediately roll a 4 (and taking a wound on a Bull) giving us a total of 5 on 2 dice. The opponent then has to decide to roll 1 or 2 dice at it, which is a win, win situation for us. If he only rolls 1 Die to stop it odds are we will get the spell off, if he decides to use 2 dice that leaves the following:-
We have 5 power dice left opponent has 3 Dispel Dice left.
We can then try to heal the SM's wound back by using 1 die cast by the Butcher, even if the opponent lets this go we still have 4 dice to 3 and could then use 2 x2 dice to cast Toothcracker twice, 1st try with butcher then with Sm.
I don't recommend 2 or 3 Butchers because even though they can 1 dice spam the +2 to dispelling is not good enough in the opponents Magic Phase to prevent their spells going off. Having an SM gives us a 55% chance of preventing spells going off (not taking into account other modifiers) if throwing the same number of dice as an opponents Level 4.
The focus of this discussion is on the Gut Magic itself and not the Magic Defence various items bring to an the Ogre Army.
Useful Magic Items for our Gut Magic
Bound Items
1. Ruby Ring of Ruin (Enchanted)
24" range D6 Str4 hits (good vs Regen saving units) The beauty of this item is it doesn't take up an Enchanted item slot so you can even put it on a Bruiser or Tyrant if you wish.
2. Bangstick (Arcane)
24" range D6 Str4 hits (This is now the second best Bound Item choice, unless facing HE's with Dragon Armour or similar)
Other useful items
1. Grut's Sickle (Arcane)
Although this item is quite expensive and wounds our own troops it is actually very useful for helping get Buffs off and therefore protecting our main Ogre units. (see 1 dice spamming discussion further on)
2. Cookbook (Arcane)
Probably not our first choice of items but in larger games can help prevent wounds on our Butchers or Slaughter Master. The biggest problem with it is it takes up an Arcane item slot which is better served having various scrolls, or even Power Stones.
3. Healing Potion (Enchanted)
This item has probably been overlooked a bit due to our Bloodgruel Spell (which heals 1 wound 5/6 of the time). Particularly useful on a Slaughter Master who has already had 2 or more wounds inflicted on him. Experienced players may prevent Butchers & SM's healing back their wounds which is when the potion comes in very handy. Recommended for 3k+ games where points aren't as tight, but could also be used in lower point friendly or with a specific use in mind.
4. Blood Cleaver (Magic Weapon)
This little gem was tailor made for our Slaughter Master with his 4 attacks at WS4 he is likely to heal a wound back most combats vs rank & file. Wasn't used much in 7th Ed as the Butchers inferior 3 attacks WS3 didn't quite ensure that you recover a wound (unless fighting Zombies or similar low WS troops).
Gut Magic
The main reason for this thread, but further enhanced by some of the above items mentioned. In my opinion Gut Magic cannot succeed with only 1 caster and therefore 2 are needed and an SM & Butcher are optimal. Why you may ask? it's very simple we need to attempt each spell twice to ensure we get the Buffs we need to make our troops more survivable.
In 8th Ed Magic has been simplified by rolling 2 dice your opponent receiving the highest dice rolled for their dispel dice (with bonuses for their various Magic Items, Army rules ie: Dwarves, or lots of cheap casters, etc..).
1 Die Spamming: One possible Casting Strategy
In 7th Ed the Ogres main Magic casting strategy was one dice spamming in order to draw out an opponents dice and eventually get some of our very low cost spells off. The other advantage of this was to lower our chances of miscasting.
This strategy can be used in 8th Ed vs. any army but is particularly designed to reduce the Miscasting chances vs. WoC armies. The WoC Infernal Puppet which modifies our miscast by D3 can basically destroy our Magic phase and will likely lose us the game (see roll of a 1 on our Miscast Table). There are also other items around which make you Miscast if you roll a double.
Chance of a Miscast
1 Die 0%
2 Dice 2.8% (16.7% chance of a double)
3 Dice 6% (36.1% chance of a double)
So as you roll more dice the chance of a Miscast increases.
The other factor is our spells have very low casting values, so why risk a Miscast? Two dice is all we need and we can risk single die rolls a number of times before resorting to 2 dice.
With the advent of 8th Ed. the 1 die spamming is now harder because on the roll of a 1 or a 2 that particular caster cannot continue casting that phase.
However there are several ways around this and one method is single dice casting starting with the Butcher and any Bound items available. This is designed to simply draw out dispel dice from the opponent so that the important Buffs can be cast on our main fighty units later in the Magic Phase.
Keep rolling single die with your Butcher until he fails on a 1 or 2. Then continue with the SM single die rolling until he rolls a 1 or a 2. This is when Grut's Sickle kicks in allowing an immediate extra die to be rolled allowing the SM to continue casting, but inflicting a wound on a Bull as a consequence (I wouldn't use Grut's on Iron Gut's or Maneaters as it is too expensive to sacrifice wounds on these troops). Finally depending on how many dice you have left if even roll 2 at a time from here on (risking a miscast) or if an odd number of dice left 2 at a time and roll the single die last.
The spells we really need to get off might be Trollguts: Regen + MR2, and Toothcracker: +1 Toughness & Stubborn. I personally like to try one or both these spells early before the Butcher rolls a 1 or 2. If successfully cast I then like to try and heal the Butchers wound.
The order and way we cast depends on how many dice we get in the first place, remembering that Grut's Sickle effectively gives us +1 dice but more importantly continues our Magic Phase.
Example a Gut Magic Phase using Grut's Sickle.
Say we roll 6 and 1 for our Magic turn giving us 7 dice to use and our opponent gets 6 dispel dice.
Rolling a single dice with our SM we roll a 3 trying to cast Bullgorger the opponent successfully dispels it on a 4.
We then roll another single dice with the SM and roll a 1 so Grut's Sickle kicks in and we immediately roll a 4 (and taking a wound on a Bull) giving us a total of 5 on 2 dice. The opponent then has to decide to roll 1 or 2 dice at it, which is a win, win situation for us. If he only rolls 1 Die to stop it odds are we will get the spell off, if he decides to use 2 dice that leaves the following:-
We have 5 power dice left opponent has 3 Dispel Dice left.
We can then try to heal the SM's wound back by using 1 die cast by the Butcher, even if the opponent lets this go we still have 4 dice to 3 and could then use 2 x2 dice to cast Toothcracker twice, 1st try with butcher then with Sm.
WC's Achievements 29/101 = 29% completed
Ogres 7:0:0 (New Book) vs. Dwarves, Empire, HE's, VC's, WE's, WoC, and Skaven.
2008 Nominated for: Achievements in Tactics & Strategy Ogre Stronghold
Ogres 7:0:0 (New Book) vs. Dwarves, Empire, HE's, VC's, WE's, WoC, and Skaven.
2008 Nominated for: Achievements in Tactics & Strategy Ogre Stronghold
