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Big Waaagh! [bigger is better]
Little Waaagh! [little and crafty]
Both [best of all worlds]
my lists always include two night goblin shamans... magic mushrooms are simply irresistable - a 1/2 price mini powerstone that even when it fails does funny things to your gobbo (eg frenzy + stupidity)...
that being said when 7th edition came out i threw in a savage orc shaman (a converted ancient war machine stone holder... now scoured with war paint and holding a huge ball of waaagh! energy... so cute!) with my unit of savage boys and was a little underwhelmed... before the battle i had scanned the big waaagh! list and saw a number of spells i wasn't too thrilled with... during the match i didn't get waaagh! and he proved a touch anemic in the magic phase... plus he moved a savage boy out of the front lines costing me two attacks from the unit... also when it comes to not caring what i roll for spells little waaagh takes the cake... even a 1+2 roll will do me well and that shaman can be my blasty guy... but while the big waaagh! has some neat spells there are a few that really aren't going to be game changers...
am i missing something? is the big waaagh! really equivalent to the little one? for my money the spells of the little waaagh! are cuter, funnier and more powerful... plus you get to have insane night goblins hopped up on shrooms blowing their own heads off... foot of gork is absolutely money... its an orbital lazer with athlete's foot for pete's sake! if you do use the big waagh! and enjoy it please let me know... i'd love to expand my orc and goblin versatility even further...
so i wanna know... do you guys use the big waaagh!, little waaagh! or both?
Last edited by semersonp; November 30th, 2007 at 14:49.
they compliment each other so well, I'd probably use both. If not, I think the Big Waagh has a bit of an edge
I like having my little Waaagh spells. Brain Bursta has sniped many a general, Foot of Gork is godly (excuse the pun) and Gork'll Fix It has broken many a nasty unit in my way.
On the other hand, while not "bad" per se, the Big Waaagh spells are just a little lacking. Bash 'Em Ladz is deadly, and Gork's Warpath is a nice idea, but not game breaking.
I personally like the big waaghh! a little more because of it's relatively low average casting value and the quality of a few of it's spells, (fists of gork is one of my favourites). Despite this I voted for both because often times the choice fo lores just comes down to how many points I want to spend on magic and whether I have a unit to keep the shaman safe. If I have a spare orc unit I'll get an orc shaman, if I just need a cheap scroll caddy I'll get a night goblin shaman. If I'm going for magic heavy I'll include a little of both, and if I'm going for balanced the little waaghh!, while it has some more powerfull spells, is on the whole a little too difficult for a level 2 to use, (I use 2 lv2's in a balanced 2000 pnt. list), so the big waaghh! will be taken. I think your confusion stems from the previous edition of the army book where access to the big waaghh! was limited solely to higher level shamans, so was obviously better than the little waagghh! With this book access to lores isn't focused on level, so they had to make both equally good. Now you just have to consider what you want to do and select accordingly.
and thanks gamefreak in specific
these are the usual slew of canards i hear bandied about concerning the waaagh!s so i’ll address them… well, all save for the first item : )
I think your confusion stems from the previous edition of the army book
er, which confusion?
like the big waaghh! a little more because of it's relatively low average casting value
little waaagh! average cast value = 8.16
big waaagh! average cast value = 7.83
~ 4% divergence
‘dunno if that qualifies as a significant separation?
little waaagh!... a little too difficult for a level 2 to use
with the little waaagh! its all about the power of fungi… throw your bones and see what you get… made it? great! short? consume a ‘shroom and no matter what number comes up fireworks will ensue!
+ an orc shaman is 20% more expensive than a gobbo
+ orc sham displaces a worthwhile fighter while a gobbo doesn’t
+ big waaagh! lacks the hand of gork
+ ‘eadbutt is an el cheapo magic item
+ fists of gork will usually yield 2-3 kills per turn vs. your average foe requiring an above average casting value unless you want to throw three power dice at it
+ gork’s warpath is one more to cast than foot and has a 66% chance to do something you won’t like afterward
+ waaagh!... we get that for free ya sillies!
as mentioned above the main appeal of the little waaagh! aside from its potency is the fact that no matter what spells you roll for your shaman you’ll like/use what you get… a 1+5 in the little waaagh! gets you a blasty bit with a gamebreaking ability to spring on your opponent when he’s burned dice against nibbla’s and your other little waaagh! spell while a 1+6 from the big waaagh! get you some S4 bonks and a given racial ability (‘cept the general’s waaagh! doesn’t make our war machines go crazy)…
so… lay down some fresh tracks and convince me of the big waaagh!’s competitiveness… its lack of cuteness and ability to blow up its caster really hamstring it…50% blasty spells, 1 irrelevant spell in bash ‘em (why aren’t you getting the charge? or better yet why aren’t you breaking your enemy when charge? time to retool!), a +1 casting cost proxy foot and a boxcars mimic of something our general can do whenever we want…
i really love my orc shaman model… but his mediocrity shames me and mork… i can’t bear to look at his naked (albeit warpainted) butt on the battlefield and fear that his potential weakness will cast a portent of doom across my other assembled forces thusly bringing ruin upon their otherwise blameless heads…
i know you can do it
I prefer the sneaky spells in the Little Waaagh. I also employ Doom divers and Spear Chukkas to take on heavy armoured units, Stanks (and the like) so I hate the Spell Waaagh as it forces the war machine crews to charge forward, stopping them from shooting for at least the next 2 turns.
Stupid people do stupid things
Smart people outsmart each other
And I... Play guitar and write folk songs
I stick with the big waaagh. While the little waaagh has some interesting options for direct damage, the big waaagh has good support spells. The Big Waaagh seems more usable for a mainly boy army that wants to be as close as possible to the enemy, and stuck in combat. With spells like Waaagh-movement and re-roll misses, and other spells that allow you to strike an entire unit, or re-roll misses Big waaagh will help the boys who are actually in combat.
Little waaagh seems to compliment the gobo army more. With its spells that move single units and direct damage spells. Gobo's tend to more avoid combat, and use their speciality units- Fanatics, squigs, pump wagons, to wreck havoc on an opponent. The little waaagh seems to do a nice job of supporting this.
Personally I play a mostly boy army so I went with the big waaagh, however I do mix in some night gobo's and have to admit that the little one has its uses.
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)
I've only faced the little waaagh, but i have to say it's absouteley devastating. A spell that doesn't require LOS and delivers D6 S6 hits (foot of gork) is the bane of all wood elves. It is NO fun when your main combat cavalry gets entirely squished on the first turn.
Only use little waaagh as i run all gobbo force the spells are FUN they nearly always do something intresting.