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==== The Green WAAAGH Magic Tide ==== This list relies on the fact that Goblin-only armies can take a big boss extra for every 1000 points. So get yourself two Goblin Big Bosses (LD7!), One Night Goblin Great Shaman and 3 other Shamans (mostly NG but bring one regular Goblins for Staff of Sneaky stealing (steal one dispel dice...). Having four magic users at 2000 points is ridiculously great and you still have a lot of points left to get yourself some goblin units, black orcs against animosity, giants etc. all the good stuff just a bit less orcs and special units. The little Waaagh and the Big Waaagh are both excellent lores and if you get your great Shaman the right kit he can do every spell twice and is fairly well protected against miscasts. Really terrifying if gets Gorks Foot twice and Gorks War Path twice - and rerolls from Mork save UZ! This list is one of the most powerful in the game if combined with good support units (like four bolt throwers, two giants and wolf riders and chariots to just redirect and harass enemy shooting...) And do not forget you get extra dices from combats close to your Shamans and pack Nibblas Itty Ring for a bound spell to totally overwhelm your enemy in the magic phase from turn 1 onwards! '''Strengths:''' You absolutely dominate the magic phase and still have points left for a regular army. Which other faction can do the same in 6th? '''Weakness:''' Well there is the small chance of getting multiple miscasts and all the wrong magic spells but this should not be an issue. The big issues is that your Shamans need protection and most of your units are pretty bad at protecting someone due to animosity. Either you let them go alone and park them somewhere safe or you use them in the bubble around your black orcs making some units almost useless. There is no good answer here and you need to be careful at positioning. And don't forget Gork's warpath can flatten your own units so a single Shaman is a very tempting target for your enemy.
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