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===Magic Items=== Anything that gives ward saves is always handy. Bosses should take magic weapons, and Shamans should take things that either boost their own power dice or fuck up the enemy's magic phase. It's also hilarious to put the one that turns enemy wizards into toads on a low-level shaman as well. Lastly, if there is a magic banner that can help with Ld issues in your army, take it. The problem with magic weapons for O&G is not about the effect to price ratio actually and more about the price at all and kind of effect. In fact, Orcs and Goblins are just an army that doesn't need pricy weapons that let them attack faster (via ASF or Initiative). Weapons giving you more attack or strength are mostly omitted as they cost their share (fair) and help you kill with characters you don't want to do most of the time! Firstly our bosses are vital in providing Leadership. Secondly, they are weakly kitted for combat (speaking about base stats). They desperately need some better protection above T5. Firstly focus on making your vital characters protected - which means BSB, General, main Shaman, and probably secondary shaman (the last one don't have to be protected - scroll caddy should be enough). After that, one should think about obvious magic protection, and then you see that you either don't have points for making your characters killy, or simply other units will do that better. You will end up taking cheapish magic weapons to kill damned banshees and kind. Orcs cannot be blender lords like Vampires, Chaos Lords, High or Dark Elves. They don't make good killy cowboys (partially due to bad kinds of transportation). Goblins can be cheapish cowboys instead. There is no place for pricy magic weapons, and you better come to terms with it if you want to play competitively.
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