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Apart from all the hilarious fart jokes you can make mid game, I am having trouble seeing why you would ever keep this spell. I can see it may be useful in a heavy ogre shooting list for a possible extra round of shots but D3+1 inch is not much to write home about.
Are there things I'm missing that make this spell more of a keeper?
charge as fast as you can for as long as you can and dont stop for any reason
Ogre Achievements: 35/101
sitaavanu21 Mar 2012
it can push models into/out of shooting range. Honestly no, you have no reason to ever keep the spell.
Hedstone21 Mar 2012
Can you knock a unit out of a building?
Ogre achievements : 34/101 latest: 34. - Win a game using ogres vs. Warriors of Chaos
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BUB21 Mar 2012
The only use I've ever heard anyone get out of it was blowing a cannon off a hill so it couldn't draw LOS anymore, although if you read the silly rules for them you just pick a spot anyway! If it was a lot less to cast and blew units 1d6 by default and did maybe ST4 hits then it might be worth taking but at the moment it is the 'swap for Iceshard Blizzard spell'.
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Vectis21 Mar 2012
My roommate took O&G to a tournament and had a goblin warboss with the wizarding hat. He ended up with heavens and this spell. He pushed a hellpit onto a mangler squig and killed it. I thought it was pretty funny.
rothgar1321 Mar 2012
That's pretty ace.
But yeah, you usually want no part of this spell. Grab Iceshard Blizzard if you roll it.
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ConsumeTea21 Mar 2012
Pushing goblin fanatics back into their own unit is always fun.
Joebungaloe21 Mar 2012
Roll your firebelly spells first. If you get flame cage, you might consider keeping both as the cage detonates on "any movement," including pushing from wind blast.
But other than that, no. And even then, you'll really only ever catch an opponent once with this.
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grey templar22 Mar 2012
utterly pointless. the Flock of Doom is better.
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ThomThomKC22 Mar 2012
I still haven't seen it in action, since tonight will be my first game with a lvl 4 Heavens SM, but I can certainly see some uses. I mean first of all, our movement is above average and that minimum 2 inches that you will move the unit away can make a big difference in them making the charge or not. Now yes it makes our charge next turn 2 inch harder as well but since we have a 2 in movement advantage much of the time, it can certainly make a difference.
Also maybe I'm missing something but couldn't you push units off the board with this as well? I know I have run into many situations where a unit would rally within 2 inces of the table edge. Plus I've seen alot of players put thier warmachines as far back as possible to the edge as possible as well.
Ogre achievements: 20/101
Newest: 6. look what I can do! 11. Boom! Hur, Hur, Hur 39. Oops!
There is no restriction on pushing models of the table, so that is very much possible, potentialy making it a killer spell on those flanking units. Besides that: - causing trouble for fanatics, weapon teams, small supportunits, anything that doesn't like d6 S3 hits and huddles together. - messing with someones battleline, a unit might be facing your side, windblast, now your front.
Situational spell, and very weird, but I think we can have some fun with it.
'Our goal is to have fun, our objective to win games' - wisdom imparted by unkown Strongholder
Ogre Achievements: 11/101 Latest: Rats!
ThomThomKC22 Mar 2012
Also it seems its not limited to just moving the enemy, could move your own as well. I suppose, though possibly dangerous, it would allow us to move our chaff units a bit more as well.
Ogre achievements: 20/101
Newest: 6. look what I can do! 11. Boom! Hur, Hur, Hur 39. Oops!
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