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What spell lores do you like to use in your games?
I see many people don't really have a model in terms of magic they use in the Ogre Kingdoms. It is quite varied as far as I can see, so I am curious as to why people choose the lores they do when they play.
I personally go with a level 4 of heavens and a level 2 maw, since I enjoy the relatively cheap spells heaven provides in addition to the very useful buffs and debuffs it has (on top of comet)
Maw, while manditory if I want heavens, has been useful as well. My favorite spell has been bonecruncher, since alot of people tend to let it go because of its low strength value. Many warmachine and monster has taken serious damage from bonecruncher, especially when combined with the reroll 1s harmonic convergence provides.
Joebungaloe06 Dec 2011
Lvl 4 maw, lvl 1 fire, and if over 2500, a lvl 1 beasts.
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grey templar06 Dec 2011
lvl4 Maw, Lvl1 fire, Lvl1 beasts.
In large games I might add in a lvl3 heavens.
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Brainfreezer06 Dec 2011
Lv.4 Beasts because of it's augments and shooting attack. Lv.2 Maw because it's spells suit ogre armies. Lv.1 Fire because I love the fireball spell.
Sandals06 Dec 2011
Maw and Fire are going to be obvious staples, as they are each mandatory in their own way.
The more interesting options are those that give access to Beasts and Heavens. I feel Heavens really suits some Ogre playstyles, especially if you take a large number of Leadbelchers. Though all the spells are nice, the synergy between Harmonic Convergence and Ironguts/Leadbelchers/Ironblasters/Scraplaunchers is truely amazing. Plus it is only a 12+ to Bubble it, so it's a fantastic spell for it's cost. The Thunderbolt also works well in a list with Ironblasters, as between the three there are going to be very few monsters/war machines that feel safe.
Beasts I haven't tried much, but I feel that we cannot get the best out of it unless we really go for it - and that is tricky. If I was running it, I would want 2 casters on that Lore, a Lvl 4 and a Lvl 2 - but that means a third just to take Gut Magic. Not a bad thing, and I can see some synergy with the spells, but expensive. It would mean running mostly Bulls to boost your numbers.
I just can't see Death being worth it. Not with having to take a Maw caster as well. The spells are short range, expensive to cast and the really good ones take advantage of stats we just don't have in abundance (Ld and I). I'm sure some people can get some use from it, but it's not for me.
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Tobgoblin06 Dec 2011
Personally fire, maw and beasts.
I have yet to try a heavens SM but looks good on paper. Dont really like the butcher tax though.
For beasts, Im really only after vyssans so a lvl 1 would do. If I need additional casting power I would just add the gruts sickle. The only spell really worth it otherwise in the lore is the curse. But I dont feel I want to add a lvl 4 beasts just to be somewhat sure to get that spell so I mostly ignore the lore otherwise. Sure the amber spear and the character boosts are fine but not really needed for ogres.
Death, I feel this one is seriously useless. Other than doom and darkness the other spells are just "meh". Sure its a nice lore but the other options we have are nicer.
Maw, is a really good lore. However imo it feels kinda wierd that our +1 S and +1 T is two different spells and the beast signature does this combined and you have 100% certainty to get it. Stubborn is great though and regen as well. Toothcracker is good when you get it as well. Have yet to try the maw though so cant comment on that.
Fire, whats not to love about it. We get a good CC character that can help our boys get rid of regen and to top it off he is a magic missile machine. A firebelly with the ruby ring is a great addition to any list to get those two magic missiles off early in the game to kill the other players chaff or to dent the opponents units. All in all, firebellies = good and that they are firecasters is just icing on the cake of the awesome.
Heavens, Im kinda split on this one. Its a great lore for us -1 LD and -1 to hit is a good spell to get off when you have fear causing, low armor troops. The rerolls of 1s is nice and the comet is great as well. The magic missiles is just a bonus, tbh if I want magic missiles I look over at the firebellies.
I have some more playing to do and it will take a long while before I settle. However, in my humble opinion I think a lvl 1 beast butcher and a lvl 4 maw will be what I use in a balanced list. Other than that I would run dual firebellies in a CC oriented list.
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NurglingSlayer06 Dec 2011
A lot of people seem to really like heavens, but I've personally been disappointed by it. If your opponent prioritizes dispelling your damage spells (comet) the augments/hexes you're left with feel pretty mediocre. I like the signature spell, but it's not enough.
Maw/Fire/Beasts are more or less proven solid picks.
However I'm going to have to come out in defense of the universally-disdained Death Lore. This may just be due to the environment I play in (my two main opponents are High Elves and Lizardmen) but in my experience there's absolutely nothing that ruins an ogre army's day more than an unchecked enemy spellcaster. Death Magic gives us a concrete way to deal with enemy wizards directly, not to mention all the other useful targets of opportunity you can bring down with your sniping spells. Those 3 spells aside, Soulblight and Doom and Darkness are both very solid hexes. Soulblight is basically an inverse Wyssan's. Doom and Darkness is just wonderful in an environment where a lot of opponents can guarantee themselves steadfast/stubborn, not to mention the fact that it makes panic/terror/fear tests a gamble your enemy won't want to risk. Sure you'd rarely risk casting Purple Sun, but Death has plenty else to offer.
I certainly think death offers us more than heavens at any rate. It's my lore of choice for my SM whenever I'm not running Great Maw on him.
Cleavelander06 Dec 2011
4 maw, 2 fire, 2 fire, and pray for fulminating flame cage. In the world of hordehammer, 20+ S4 hits are enough to freeze most units in their paths. Flaming sword of rhuin is also pretty dandy. Typically I cast fire spells till I hit CC then start tossing 6 dice at boosted trollguts.
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grey templar06 Dec 2011
A lvl1 with the heavens sig spell could be very good, although I wish Harmonic Convergence was the Sig spell. Basically a 2nd dragonhide banner.
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Genestealer06 Dec 2011
2K or less usually: Level 4 Maw Level 1 Fire
Bigger Games: Level 4 Maw Level 1 Fire Level 1 Fire or Beasts
Rarely will I ever use Beasts more than at level 1, default to signature spell.
Want to try a level 4 Heavens and will be doing so in my next game in a few weeks.
Not that sold on Death yet.
minoa07 Dec 2011
Lv 4 heavens,lv 2 maw
Kobold the Gnoblar07 Dec 2011
Lvl 4 Maw, lvl 2 fire I use the level 2 because I think the extra spell is worth it. Flaming sword plus cannon = auto wounding and no regen, or in other words, a greasy smear were a hydra or HPA was. Fulmigating is also just gravy.
Sometimes in fun games ill run a lvl 4 (w/ gruts sicle, so 6 to cast) with heavens or death. I personally like death, as being a 6 to cast allows you to power out scary scary spells. bubble soul blight is mean
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MaanNaam07 Dec 2011
Level 4 heavens and Level 1 Maw (butcher tax) OR Level 4 maw and Level 2 Fire
I love the re-rolls heavens give's me and my opponent. It's really useful for ogres, much more hits for me and more misses for him.
O yeah. It's also fun running a level 4 heavens with an ogre gunline and just dropping a comet right infront of your opponent's lines (kinda forcing him to come to you).
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Sazel07 Dec 2011
I like to do lvl4 maw, lvl2 death, and lvl1 fire (sometimes 4death/2maw) but that's because I like the crippling effects of death magic. All the different lores have great pros and cons, but I just like the death one, personally. I tried beasts in a SoM game, but overall didn't enjoy the game as much as regular Warhammer.
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BertKarlsson07 Dec 2011
I'm new to magic even tho I've played for a while, just never got into it. I have one butcher with hand weapon, but is was thinking of making another one. I have an ogre bull ready to be converted into grim reaper, angel basically any caster that Isn't a butcher with LoTM . Should I make a butcher with LoHs or LoD? Both seem very popular. My most common opponents are High elves, but some times I also face the Skaven.
Keith Rowland07 Dec 2011
Lv 4 heavens,lv 2 maw
+1. Out of all the combos I've tried this is the one that has work consistantly for me. Death is useless to Ogre's IMO and other than the signiture spell I don;t feel Beats has enough to offer over Fire or Heavens. On thos occasions I want fire (facing certain armies) then I'll add a lv1 Firebelly.
Far2Casual07 Dec 2011
I have to say Beasts AND Heavens both have some hidden treasures.
Heavens : Harmonic Convergence, and I say it for a long time now, is a highly underrated spell. The boosted version is very simple to get, and would dramatically change the issue of many things, it's like a Dragon Hide Banner that works an entire turn for all units in 12". It's awesome. The Comet, everyone seems to think it only has uses against corner-type armies, but it can also be used to control your ennemy movements. Drop that on one of your flanks to protect it, or in the path of the ennemy units to force them to make a choice. The two S6 projectiles are very nasty, that thing can really threaten expensive models.
Beasts : The Curse of Anraeir is very good, as unless a unit want to lose a third of their guys, it won't move at all. The two characters buff are amazing on our characters, that are often quite close from each other, so it's easy to benefit from the augmented versions.
I have yet to try Death.
Now that said, I think my basic setup is a Lvl 4 Maw, and a Lvl1-2 Firebelly. The above was tested with a Lvl 4 Beasts/Heavens, and a Lvl 1 Maw.
Shadowlord07 Dec 2011
Fire - love it even if it isn't very effective.
But I am also a fan of the Maw spells.
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Gutlord Inquisitor07 Dec 2011
So far I've been running a Level 4 Maw and a Level 2 butcher with Beasts, Heavens and Maw.
The level 4 with Maw is pretty good and I find a nice boosted Trollguts on 6-dice does a good job of boosting the ogres. I tried to get Beasts to work but while Wildform is a neat augment especially stacked with Gut magic, it's casting value is too high for a level 1 or 2 really (even on 3 dice it's a bit of a gamble). Better luck with a Level 2 heavens, can sneak a blizzard or convergence through on two dice easily. Don't find a level 2 with gut all that but it does ensure you get the spells you want.
Contemplated Beasts on a level 4 combined with a gutstar approach but not tried it yet. Three characters boosted by Impenetrable Pelt or Savage Beast would wreck face.
BertKarlsson07 Dec 2011
Thank Maw for this thread, I think I'm going to start out with two butchers, lv 2 heavens and a lv 4 Maw and see how that works.
Frosthide07 Dec 2011
Death lv4 wit Grut Sickle Maw lv4 wit various arcane item
Works wonder for me, double SM (3k pts).
ShootingPhase07 Dec 2011
Thank Maw for this thread, I think I'm going to start out with two butchers, lv 2 heavens and a lv 4 Maw and see how that works.
Good to see people getting ideas out of this. I have seen some very interesting ideas come out of this. I am still all.about the heavens though, just cant get enougj of them rerolls
Coldblooded08 Dec 2011
been doing lvl2 fire and lvl2 Maw recently(2500), magic has been hating me hardcore recently and taking less has actually been doing me better.
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