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===Magic=== 'Ogre magic consists primarily of Butchers and Slaughtermasters. They have access to the Lore of the Great Maw, Death, Beasts, and Heavens, but one of them must take Great Maw. As with all lores, do not forget your lore attribute, as a few casts of low-level spells can really help you get the bigger one off later in the phase. Also, remember the lore attribute for '''Great Maw''' is not optional. Even if you have no dice left and full wounds, you still need to roll to see if you take the hit. For BRB Lores: Death is used less often now that Deathfisting has been nerfed if you want it put it on a Slaughtermaster since a Butcher can't reliably use the signature. Beasts work well on both either as a general-purpose augmenting Butcher or a Slaughtermaster who can more reliably exploit the other great spells in the Lore. Savage Beast of Horos takes Slaughtermasters from good fighters to near greater daemon levels. '''Heavens''' is like '''Beasts''', a fantastic signature spell that is easy for Hero wizards to cast and has a nice variety of spells afterward that a Slaughtermaster can also use (though he'd normally be better with the Lore of the '''Great Maw'''). ''Harmonic Convergence'' works fantastically with Ironguts and any other unit hitting and wounding on 2's and 3's. Another option is the Firebelly, which has access to Lore of '''Fire''' (duh). Lore of Fire offers decent offensive spells and the Firebelly himself is a useful hero with some solid combat abilities. If you already have a Slaughtermaster for the Lore of the Great Maw (take it on him if you can, he can make more use out of it than a Butcher) and just want a straight blaster caster, Firebelly is the way to go, especially if you have some pesky Ethereal models to deal with. '''Heads up''' Slaughtermasters or Butchers who use the Lore of the '''Great Maw''' can happily use the '''''Forbidden Rod''''' to gain D6 additional Power dice while suffering 1 wound. It is usually not a safe item since many Wizards are 2 wound or 3 wound models and some people only give their Wizards basic protection (if any), so it will leave him on the verge of death... however, not for Ogres! They have 4/5 wounds, so 1 wound isn't that bad PLUS, with Great Maw, they can restore wounds. It's an item worth considering. Overall, Lore of the '''Great Maw''' is all-around fantastic and should be used on a Slaughtermaster! Great Maw allows you to buff your guys to the high heavens, replenish lost wounds on your Slaughtermaster (opening him up to making him a vicious challenger), and just overall beat your opponents into submission. The other Lores are quite good (Beasts, I'm looking at you), but Lore of the Great Maw is a very underrated Lore. It is not as powerful as other unique Lores, but it does the job for Ogres...REALLY well. While Ogres have some awesome offensive stuff available to them, it's just as important to remember the opponent's magic phase. Since you don't have cheap, cheerful casters or any backline to bunker them in, you won't typically have scrolls (or other minor items) to give you a leg up. Combined with this, a general lack of good armor, wards, or magic resistance can be bad news for your fantastic dudes. It's really important that you understand which spells are a major threat to you and focus on dispelling them even if it means eating some damage along the way. Of particular note is ''Purple Sun of Xereus'', which is horrendously damaging to Ogres and needs to be respected (it'll kill an entire Gutstar in one cast if you don't take care of it). You can certainly play around with it, but this is not just any damage spell. Things like this (hyper killy but situationally tricky to use spells) are the perfect reason to take chaff units to ensure your opponent has to deploy his magebunker before you throw down your main combat units. Simply deploying well can make ''Purple Sun'' substantially less bothersome because of its random movement and limited range. Fortunately, your Ogres are fucking amazing, so even if you do have to let a few other spells go, you are generally less vulnerable than other armies due to high toughness (and strength for Dwellers), and your guys are badass enough to win even against buffed infantry.
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