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===Magic=== Each shaman gets unique lores based on their race. Often times you may want your army list to have a mix of lores. Additionally, sometimes greater numbers of lesser shamans can be more effective than a single great shaman, as with the typical greenskin Ld they will be miscasting at least once a game. It's always nice to have backup casters when your main one's head explodes in a shower of magical gore and brains (and it WILL). The main lore affects everyone and supports lore for their own faction as a noticeable trend. Orc Lot of S5 damage spell and plenty of snipers spells around. The Augments and Hex are amazing when stacked. *'''Spells of da Big Waaagh!:''' your generic orc lore Throws around spells to flatten enemies with damage and also help any Boyz unit. The High damage from Gaze of Mork and Foot of Gork + 'Eadbutt snipes wizards. On the support side Fists of Gork + 'Ere We Go! can make an orc first CC round S5+ Rerolling hits and WAAAGH! Lets them make a 2d6" 360-degree swivel move to the nearest enemy. Tempting on any orc heavy list. *'''Spells of da Savage Waaagh!:''' Geared more to support Savage orks but still damaging. For Greater effect having a normal shaman cast Fists of Gork + Brutal Beast Spirits on savage ork is extra crumping. on a Savage wizard Lord, cast Squiggly Curse before you magic spam for that +d3 casting bonus. *'''Spells of da Little Waaagh!:''' Classic lore of sneaky tricks, Sniping, and debuffing. Sneaky Stabbin' synergizes the goblin strategy. Brain Bursta, Nikkit! Nikkit! (also steal items), and Mork Wants Ya! snipes enemy characters out. Mork Save Uz! helps anyone, including orcs. *'''Spells of da Bad Moon:''' the supporting lore for Night Goblins. Mostly offensive, with some debuffs. Vindictive Glare and The Great Green Spite(+ big goblin unit) obliterates hoard units. Squig Lure is a must in a list with Squigs. Itchy Nuisance reduces the threat range of enemies and lets orc & goblins swing before elves. Night Shroud is a must for Night goblins. *'''Spells of da Spider God:''' Supporting lore for Forest Goblins. More of a grab bag, they still make Forest Goblins better, and good debuffs against problem units. Venomous Spiderlings still widdles down unarmoured foes. Scuttling Terrors lets spiders move faster than wolfs. Overcasting Chitinous Armour is a must to make greenskins feel they wearing at least heavy armour. *'''Death:''' have a little access from Troll hags and Lv2 from Azhag. You can snipe characters and monsters while generating dice and mess with the enemy's Toughness and leadership at that level. Toughness is a problem for most goblins and you want the enemy to break the first turn of combat before you orcs break the next turn. EX: A good magic combo is usually a level 3 Orc Great Shaman, a level 1 (or 2) goblin shaman, and one other Shaman dependent on which race you wish to support more. The Savage Orc usually totes the lucky shrunken head. The goblin is either a level 1 with the ruby ring of ruin or a level 2.
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