<2000 2250 Magic Heavy Mob Squad (+assassin shaman) - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member AJ200's Avatar
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    2250 Magic Heavy Mob Squad (+assassin shaman)

    What do you think of this magic heavy list:

    lv4 Savage Orc Shaman: Skull Staff, Boots of Kickin, Amulet of Protectyness

    lv2 Orc Shaman: +Ld Horn, Waagh Paint

    lv2 N.Goblin Shaman: Nibblas Itty Ring, Dispel Scroll

    lv2 Goblin Shaman: Staff of Sneaky Stealin


    23 x Orc (full cmd) shields
    23 x Orc (full cmd) shields
    30 x N.Goblins (full cmd) nets, 3 x fanatic
    5 x Spider Rider
    5 x Spider Rider

    5 x Bolt Thrower
    23 x Black Orc (Full cmd) Shields (Spirit Totem)

    1 x Giant
    1 x Doom Diver



    ( Put the 2 Orc shamen in with Black Orcs, the lv4 Savage Orc will have 3 attacks in combat, with auto killing staff item!

    3 units of 23+ Orcs should give the extra power dice in combat

    12 Power dice+1 in combat and two lv5 Bound Spells
    11 Dispel Dice + 1 Scroll

    Spider Riders can be used to shield Black Orc Regiment.. )

    Lots of Magic, Lots of Ranged threat, lots of mele, lots of defence... do you think this list needs changing?

    - Wood Elves + Orcs & Goblins since 2009 -

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  3. #2
    i am da Wahhchief Digger's Avatar
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    i can see the combo with the horn and the staff, but i still think the horn is not worth its weight in spit, i doubt theyll even attempt to dispel it. How about switching it with a 6th bolt thrower? =D

    No real changes it looks like a fun list
    Eternal Newbie

    Warchief Diggah o da Bloodmoon Squiggahs

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    Senior Member AJ200's Avatar
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    The staff wont work with the Horn anyway cos the Staff uses the enemys 'unmodified leadership'.

    - im just using the Horn to Buff my Orcs+Goblins Leadership around the Board to stop them fleeing!
    - Wood Elves + Orcs & Goblins since 2009 -

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    LO Zealot andre's Avatar
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    Quote Originally Posted by AJ200 View Post
    The staff wont work with the Horn anyway cos the Staff uses the enemys 'unmodified leadership'.

    - im just using the Horn to Buff my Orcs+Goblins Leadership around the Board to stop them fleeing!
    Read the text for the horn carefully. It only works on your own turn, after you've resolved charges. Therefore it is uselss for fear, terror, panic, stupidity and rally tests. It only benefits you're leadership for break tests, which you shouldn't be taking many of in your own turns.

    Much better to drop the horn and take the itty ring on the orc, then give the goblin you knicked it off a couple of magic mushrooms.

    I also dont think the spirit totem is needed in this list, you already have plenty of magic defense. Swap it out for gorks waagh banner for a 2d6+ 8 inch charge when you waagh, can catch out a load of cavalry and fast infantry with that trick.

    With the saved points i'd give one of the goblin shamans a chariot.

    The skull staff is a bit of an enigma, but it has game winning potential. Just make sure you have WAAAGH!!! or Bash em lads cast so that you can re-roll those rolls to hit.

    Also, dont have the spiders screening the Black orcs. 1 squabble and you're plans for your best unit are damaged, 2 squabbles and your plans are destroyed.
    Its a solid list. Good luck with it.

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