A Butchers Magic Phase
A couple of days ago I mentioned my Lessons Learn’t List. I found that my Butcher was completely wasted in games due to poor deployment and movement causing him to be out of range. Therefore I needed a plan to overcome these problems.
Because the Butcher does not roll for his spells at the start of the game and knows all the Gut Magic spells, I can draw up a plan and stick to it.
My Butchers Magic Phase is going to be about causing Panic. With a ranged Magic Missile Bound Spell, and two other ranged spells I have three attacking spells to force a Panic Test on the target unit or hopefully units.
Coupled with the Skullmantle which causes the target unit to suffer a -1 penalty to their Leadership this could be a lethal combination.
For deployment my Butcher will always be deployed in a unit of 3 Ironguts with a Standard Bearer along with a Lookout Gnoblar. This unit will be deployed centrally in my battle line.
First the long range spells….
Bang Stick; Range 24″. Bound Spell. Causes D6 Strength 4 Hits.
Bonecrusher; Range 18″. Causes 2D6 Strength 2 Hits no armour save. Butcher takes a Strength 4 Hit.
Braingobbler; Range 18″. Unit must take a Panic Test.
Next a defensive spell to regain a wound...
Bloodgruel; Butcher Regains a Wound on a 2+.
Finally we have the short range spells, which are all range 6″ and all remain in play. Because of the short range I have found that these are very much reliant upon the movement phase.
Toothcracker; +1 Toughness and Stubborn. Butcher takes a Strength 4 Hit.
Bullgorger; Butcher must pass a Strength Test. +1 Strength.
Trollguts; Magic Resistance(2) and Rengeneration. Automatically takes a wound.
So there we have a plan for how I am going to play my Butcher. I know that the “internet” optimal Ogre Kingdoms army contains two or three Butchers, but I like my Hunters miniatures and am not going to drop them just yet!
Next how to keep my Hunter alive?