The US are having their first Masters this year.
The scoring system sounds like a trainwreck - five rounds unbridled Swedish Comp with your comp score counting as sixth game - but I suspect that's what you get with 5 different regions trying to settle on a system.
However they have also developed an "American FAQ" to address grey areas in the game. Again this is probably needed given the different communities.
You can read the FAQ here
I've only given it a brief perusal but it seems a pretty solid document. I've noticed at least one answer that is incorrect so I'll give it a more thorough reading over the next few days.
Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts
Tuesday, November 12, 2013
Thursday, August 8, 2013
Predatory Fighter - Waiting For The FAQ
The Lizardmen book has been out less than a week and already the internet is raging about one of the Special Rules. This time however the rage isn't that the rule is broken but rather that it doesn't appear to work the way some people believe it was intended to. And if you play it as written then making attacks becomes more cumbersome.
The Predatory Fighter rule gives a special ability for Saurus, Kroxigor and Carnosaur sized Lizards. When they make their attacks, if they roll a "6" then they get an extra attack. Pretty cool rule right? Keeping in fluff with the nature of the Lizards. Equip Lizards with Spears and suddenly you may get a lot of extra attacks, right?
Unfortunately not! There is a General Rule in the Rulebook that says that models in supporting ranks are limited to one attack. Period. So now you have the ridiculous situation where you must roll front rank and supporting rank attacks separately.
Now I personally don't believe that this was Mr. Vetock's intention. I'd bet handsomely that Predatory Fighter was intended to extend to all Supporting Attacks. Unfortunately as per RAW that doesn't happen. In a lot of situations you can point to Army Book taking precedence over Rulebook where there is a conflict. However as written there is no conflict, you're just left with a cumbersome mechanic.
I fully expect this to be FAQ'd at the earliest possible juncture but until then we are left with an embarassing glitch.
The Predatory Fighter rule gives a special ability for Saurus, Kroxigor and Carnosaur sized Lizards. When they make their attacks, if they roll a "6" then they get an extra attack. Pretty cool rule right? Keeping in fluff with the nature of the Lizards. Equip Lizards with Spears and suddenly you may get a lot of extra attacks, right?
Unfortunately not! There is a General Rule in the Rulebook that says that models in supporting ranks are limited to one attack. Period. So now you have the ridiculous situation where you must roll front rank and supporting rank attacks separately.
Now I personally don't believe that this was Mr. Vetock's intention. I'd bet handsomely that Predatory Fighter was intended to extend to all Supporting Attacks. Unfortunately as per RAW that doesn't happen. In a lot of situations you can point to Army Book taking precedence over Rulebook where there is a conflict. However as written there is no conflict, you're just left with a cumbersome mechanic.
I fully expect this to be FAQ'd at the earliest possible juncture but until then we are left with an embarassing glitch.
Tuesday, May 14, 2013
Is the Banner of the World Dragon Cost a Typo?
This is a serious question - not just Pete taking the piss.
The Banner of the World Dragon costs 50 points. This makes it accessible to the High Elf Specials - White Lions, Phoenix Guard, Swordmasters and Dragon Princes.
But check out these Army List entries. The first three allow a Magic Banner up to 50 points while Dragon Princes allow a Magic Banner up to 75 points.
The BOTWD is the most expensive High Elf banner. Checking the Common Magic Items in the BRB, the most expensive is the Rampager's Standard at 55 points.
So High Elf units have no access to a 75 point banner yet the Dragon Prince army list entry gives permission.
This got me wondering - was the Banner of the World Dragon originally meant to be 75 points and either GW bottled it or we have a typo.If the later then suddenly the Lions, Guards or Masters may be in for a shock.
Guess we won't know until the first High Elf errata.
Off to the Grassy Knoll......
The Banner of the World Dragon costs 50 points. This makes it accessible to the High Elf Specials - White Lions, Phoenix Guard, Swordmasters and Dragon Princes.
But check out these Army List entries. The first three allow a Magic Banner up to 50 points while Dragon Princes allow a Magic Banner up to 75 points.
The BOTWD is the most expensive High Elf banner. Checking the Common Magic Items in the BRB, the most expensive is the Rampager's Standard at 55 points.
So High Elf units have no access to a 75 point banner yet the Dragon Prince army list entry gives permission.
This got me wondering - was the Banner of the World Dragon originally meant to be 75 points and either GW bottled it or we have a typo.If the later then suddenly the Lions, Guards or Masters may be in for a shock.
Guess we won't know until the first High Elf errata.
Off to the Grassy Knoll......
Monday, May 6, 2013
High Elves - Evidence of Power Creep?
The new High Elf book came out on the weekend and I purchased the iBook version which duly downloaded Saturday morning.
Reading through the rules section I believe the book is a definite shift up in power from the previous edition and I believe that High Elves will dramatically change the meta - much like the advent of Monstrous Cavalry did.
I have a theory about High Elf players. I've always thought that they like to hide behind the power level of their book to explain their lack of success. They had an enormous scare in 7th when the last book came out and they got ASF. For a 3-4 month period they were top of the heap and suddenly they had no excuses. This worried them. Thankfully normal service was resumed when Vampires, Daemons and Dark Elves were released.
So what's this nonsense I'm talking about power creep?
When the new 8th Ed books were released, we saw the various races get 8-10 race-specific magic items. Of these 1-2 were actually useful with the rest being fluff choices, and sometimes enemy-dependent. The High Book has 13 magic items! And of these I think 8 will become staples in most lists - dependent on build. Certainly at least four - Crown, World Dragon, Ring, Book - will be in every list.
The effect of some of these items is great and I expect we'll get much whinging over the coming months as people start to experience their power.
Most of the howls to date have centred on the Banner of the World Dragon and while this is a definitely a changer of the meta, it can be controlled.
The real power item for me is the Book of Hoth. Combined with the new High Magic lore this item is a game-changer. A Level 4 using High Magic can be expected to get off 2-3 spells per turn. The lore is very strong too....destroying Magic Items, better MM and turning off hexes/augments. Backed up by the Loremaster of Hoth (230 points of win) High Elves will rightly challenge the Lizards for control of the magic crown.
I'm really looking forward to playing the new High Elves. Not so worried playing existing High Elf generals as while they will initially like their new found power, they will hate that they have lost all their excuses for losing and will really dislike the hate that is coming their way. The bandwagoners will embrace their new power, dropping their WoC, Chaos Dwarfs and Ogres, and we should start to see High Elves occupy podiums.
The meta is dead, long live the meta!
Reading through the rules section I believe the book is a definite shift up in power from the previous edition and I believe that High Elves will dramatically change the meta - much like the advent of Monstrous Cavalry did.
I have a theory about High Elf players. I've always thought that they like to hide behind the power level of their book to explain their lack of success. They had an enormous scare in 7th when the last book came out and they got ASF. For a 3-4 month period they were top of the heap and suddenly they had no excuses. This worried them. Thankfully normal service was resumed when Vampires, Daemons and Dark Elves were released.
So what's this nonsense I'm talking about power creep?
When the new 8th Ed books were released, we saw the various races get 8-10 race-specific magic items. Of these 1-2 were actually useful with the rest being fluff choices, and sometimes enemy-dependent. The High Book has 13 magic items! And of these I think 8 will become staples in most lists - dependent on build. Certainly at least four - Crown, World Dragon, Ring, Book - will be in every list.
The effect of some of these items is great and I expect we'll get much whinging over the coming months as people start to experience their power.
Most of the howls to date have centred on the Banner of the World Dragon and while this is a definitely a changer of the meta, it can be controlled.
The real power item for me is the Book of Hoth. Combined with the new High Magic lore this item is a game-changer. A Level 4 using High Magic can be expected to get off 2-3 spells per turn. The lore is very strong too....destroying Magic Items, better MM and turning off hexes/augments. Backed up by the Loremaster of Hoth (230 points of win) High Elves will rightly challenge the Lizards for control of the magic crown.
I'm really looking forward to playing the new High Elves. Not so worried playing existing High Elf generals as while they will initially like their new found power, they will hate that they have lost all their excuses for losing and will really dislike the hate that is coming their way. The bandwagoners will embrace their new power, dropping their WoC, Chaos Dwarfs and Ogres, and we should start to see High Elves occupy podiums.
The meta is dead, long live the meta!
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Allies - Foreshadowing 9th Edition?
Reading through the new High Elves book, I noticed one rule that, to me at least, foreshadows changes for 9th Edition Warhammer.
In the Army Special Rules we have the Valour of Ages rule which reads:
If your opponent's army roster contains one or more models from Warhammer: Dark Elves, models with this special rule re-roll all failed Panic, Fear and Terror tests.
The bolded part is mine. I'm pretty sure the previous book wording was "when fighting a Dark Elf army".
The wording change leads me to suspect that Games Workshop is preparing the ground for Allies in normal Warhammer forces (rather than scenario, doubles, campaign games etc).
I hope this isn't the case because, along with current emphasis Flyers, this is the one rule that makes 40k so unappealing to me at the moment. The thing I like about Fantasy is that it is an army game where each race has its own flavour. I'd hate to see you being able to add units from other armies to paper over race-specific composition deficiencies. For me that shifts the skillset from tactics to list-building and further reinforces net-listing.
Hopefully I'm wrong.
In the Army Special Rules we have the Valour of Ages rule which reads:
If your opponent's army roster contains one or more models from Warhammer: Dark Elves, models with this special rule re-roll all failed Panic, Fear and Terror tests.
The bolded part is mine. I'm pretty sure the previous book wording was "when fighting a Dark Elf army".
The wording change leads me to suspect that Games Workshop is preparing the ground for Allies in normal Warhammer forces (rather than scenario, doubles, campaign games etc).
I hope this isn't the case because, along with current emphasis Flyers, this is the one rule that makes 40k so unappealing to me at the moment. The thing I like about Fantasy is that it is an army game where each race has its own flavour. I'd hate to see you being able to add units from other armies to paper over race-specific composition deficiencies. For me that shifts the skillset from tactics to list-building and further reinforces net-listing.
Hopefully I'm wrong.
Wednesday, April 24, 2013
April Warhammer Fantasy FAQs
Here are the rest of the FAQs
Tuesday, April 23, 2013
New FAQs - Daemons and Empire
Daemons
Empire
As expected Leadership for Daemonic Instability is limited 0-10
Reign of Chaos affects ALL enemy
And in Empire news, Hatred is restricted to Rider only (Guess GW have sold enough Demigryph models)
Edit: lots more coming in as of Tuesday PM
Empire
As expected Leadership for Daemonic Instability is limited 0-10
Reign of Chaos affects ALL enemy
And in Empire news, Hatred is restricted to Rider only (Guess GW have sold enough Demigryph models)
Edit: lots more coming in as of Tuesday PM
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Thursday, March 21, 2013
Daemonic Instability
One of the significant changes in the new Daemons of Chaos book seems to have slipped under the radar somewhat. This is in relation to Daemonic Instability.
In the 7th Edition book when you worked out Daemonic Instability you added the combat modifiers to the die roll and then compared that to the Leadership value. The difference was the number of models you lost. In this process there was no limit to the number of models you could lose.
e.g. Leadership 7 ~ Combat Modifiers -10 ~ Dice Roll 10
Here you would have 10 + 10 =20 which you would compare to 7 and lose 13 models
Under 8th the process is different. Now you subtract the combat modifier from the Leadership Characteristic and compare that to the die roll. This change is important because Leadership is a Characteristic and Characteristics are required to be between 0-10.
Using the same example we get a different answer.
eg. Leadership 7 - Combat Modifier 10 = Leadership 0. This is compared to the die roll of 10 and you lose 10 models.
This is a very subtle but important change and one I think is worth highlighting. What it means is that a unit can only lose a maximum of 11 models from Instability (the roll of 12 having far more dire consequences, excepted).
In the 7th Edition book when you worked out Daemonic Instability you added the combat modifiers to the die roll and then compared that to the Leadership value. The difference was the number of models you lost. In this process there was no limit to the number of models you could lose.
e.g. Leadership 7 ~ Combat Modifiers -10 ~ Dice Roll 10
Here you would have 10 + 10 =20 which you would compare to 7 and lose 13 models
Under 8th the process is different. Now you subtract the combat modifier from the Leadership Characteristic and compare that to the die roll. This change is important because Leadership is a Characteristic and Characteristics are required to be between 0-10.
Using the same example we get a different answer.
eg. Leadership 7 - Combat Modifier 10 = Leadership 0. This is compared to the die roll of 10 and you lose 10 models.
This is a very subtle but important change and one I think is worth highlighting. What it means is that a unit can only lose a maximum of 11 models from Instability (the roll of 12 having far more dire consequences, excepted).
Wednesday, March 20, 2013
TLOS Question
One of the things that I like about 8th Edition is TLOS. To me the game and GW terrain is made for it.
However as pointed out in an earlier series of posts I have been guilty of not playing it consistently with regard to buildings. The reason for this is that the buildings I have made for my terrain are largely on square mdf bases. This provides a clear point at which the building starts and finishes.
This works with movement but it has provided real inconsistencies for shooting and magic where by TLOS you can see a model but conceptually it is behind building [see below].
However as pointed out in an earlier series of posts I have been guilty of not playing it consistently with regard to buildings. The reason for this is that the buildings I have made for my terrain are largely on square mdf bases. This provides a clear point at which the building starts and finishes.
This works with movement but it has provided real inconsistencies for shooting and magic where by TLOS you can see a model but conceptually it is behind building [see below].
This weekend at the Dark Valley campaign we played TLOS for shooting and magic but used the full base for movement. It caused no problems and I must say that my fears were unjustified.
The question I have is that it is still not TLOS and in fact should we be using it for movement too?
Sunday, March 3, 2013
The Main Reason Why I Think Mono-Daemons Is the Way Forward
I've been digesting the DoC book over the past 24 hours and I am really convinced that mon-God lists will be the way forward.
And a key reason for this is something that a lot of people in their considerations of the new book haven't highlighted.
Swift Reform.
Now to use a General's Inspiring Presence or the BSB's re-roll, you have to be aligned to the same god. This is a major departure to the previous book. Yes, it manifests itself in Frenzy checks and Instability Tests but it also impacts the Swift Reform.
The ability to reform and move in Warhammer is critical and requires two things - a muso and the passing of a Leadership test.
With most Daemon units having a Leadership of 7, that only gives them a 58% chance of being able to complete the manoeuvre. Access to a higher Leadership and a re-roll is going to be critical in providing Daemon players (especially in tournaments) the certainty they require to move their army around.
I know I certainly wouldn't want my battleplan to be reliant on a single Ld 7 roll.
And a key reason for this is something that a lot of people in their considerations of the new book haven't highlighted.
Swift Reform.
Now to use a General's Inspiring Presence or the BSB's re-roll, you have to be aligned to the same god. This is a major departure to the previous book. Yes, it manifests itself in Frenzy checks and Instability Tests but it also impacts the Swift Reform.
The ability to reform and move in Warhammer is critical and requires two things - a muso and the passing of a Leadership test.
With most Daemon units having a Leadership of 7, that only gives them a 58% chance of being able to complete the manoeuvre. Access to a higher Leadership and a re-roll is going to be critical in providing Daemon players (especially in tournaments) the certainty they require to move their army around.
I know I certainly wouldn't want my battleplan to be reliant on a single Ld 7 roll.
Wednesday, February 20, 2013
New Daemons of Chaos Rules
Tim has posted some rules on his blog:
Bloodletters of Khorne are now strength 4, with special rules MR1, Scaly skin 6+, Daemonic and Daemon of Khorne. They have the daemonic gift Hellblade.... 14 points
I cant see any reference to killing blow but that dosnt mean they loose it as the sword may grant it.
Pink Horrors stats stay the same, special rules are Daemonic, Daemon of Tzeentch, Blue horrors of Tzeentch, and a unit counts as a level 1 caster.... 13 points
Yay Blue horrors of Tzeentch. No idea how it works but yay!
Plaugebearers are strength 4 Toughness 4, have the Daemonic gift plaguesword, and are Daemons of Nurgle, and Daemonic.... 13 points
Daemonettes get 2 attacks, and become Daemons of Slannesh + Daemonic for 11 points
Bloodcrushers are now special, 3+ a unit, the jugger mounts get toughness 4 and 3 wounds like the WOC ones, and are 65 points. With the scaly skin rules Daemons now have a 3+ 5++ save monstrous cav option!
Flamers appear to have the same stats as the WD rules, and are 40 points. Special rules flames of Tzeentch, Daemons of Tzeentch, Warpflame, Daemonic and skirmishers.
There appears to be an option to upgrade a unit of Plaguebearers to have regenerate, and another option that if you score any roll of 6 to hit with a poisonattack, an additional strength 4 hit is made. Another option is upgrading poison to 5+
My thoughts on these, if they prove to be true:
Bloodletters of Khorne are now strength 4, with special rules MR1, Scaly skin 6+, Daemonic and Daemon of Khorne. They have the daemonic gift Hellblade.... 14 points
I cant see any reference to killing blow but that dosnt mean they loose it as the sword may grant it.
Pink Horrors stats stay the same, special rules are Daemonic, Daemon of Tzeentch, Blue horrors of Tzeentch, and a unit counts as a level 1 caster.... 13 points
Yay Blue horrors of Tzeentch. No idea how it works but yay!
Plaugebearers are strength 4 Toughness 4, have the Daemonic gift plaguesword, and are Daemons of Nurgle, and Daemonic.... 13 points
Daemonettes get 2 attacks, and become Daemons of Slannesh + Daemonic for 11 points
Bloodcrushers are now special, 3+ a unit, the jugger mounts get toughness 4 and 3 wounds like the WOC ones, and are 65 points. With the scaly skin rules Daemons now have a 3+ 5++ save monstrous cav option!
Flamers appear to have the same stats as the WD rules, and are 40 points. Special rules flames of Tzeentch, Daemons of Tzeentch, Warpflame, Daemonic and skirmishers.
There appears to be an option to upgrade a unit of Plaguebearers to have regenerate, and another option that if you score any roll of 6 to hit with a poisonattack, an additional strength 4 hit is made. Another option is upgrading poison to 5+
My thoughts on these, if they prove to be true:
- Bloodletters look right if Hellblade gives KB. Scaly Skin is a bit of a red herring. The drop in Str and 2 pt increase rebalance things.
- Don't understand Horror rules. Are Pink Horrors still caster?
- Not sure why you wouldn't take Plaguebearers over Bloodletters - 1 pt increase for +1 Str - yes please
- The Bloodcrushers have worse rider than Skullcrushers, but are 13 pts cheaper and have 5+ Ward
Tuesday, February 19, 2013
Best Magic Item - Orcs & Goblins
One of the big changes with the 8th Edition books is that, recognising the expansion of Common Magic Items (all 81), the race-specific selections have shrunk.
As part of an occasional series, I'll be looking at the individual 8th Ed books and giving my pick on which is the best magic item for the race from their selection. I'll probably work through in order based on release.
The Orc & Goblin magic items are Shiny Stuff and can be found on Page 74 of their book. Shiny Stuff is limited to eight items spread over the four of the five magic slots (there is no Orc/Goblin Talisman strangely). The choice of most useful (and therefore also most commonly seen) goes to the Lucky Shrunken Head.
The Lucky Shrunken Head is an Arcane Item costing 50 points. It can only be taken by a Savage Orc Shaman or Great Shamam but it is a very rare day in the Badlands that you don't see an army with a Savage Orc unit walking around without a mage carrying this item.
The Shrunken Head increases the Savage Orcs' 6+ Warpaint Save to a 5+ effectively doubling their survivability. As most "Orc" armies have a horde of 30-40 Savage Orc Big Uns, the head gets a regular run.
The item is clearly very cost effective which increases with the size of the unit. Of course it has an entry barrier - 70 points (cost of SO Shaman) - but as most Orc armies want access to the Spells of da Big Waagh, they are taking an Orc Shaman anyway. What this item does is ensure any Shamans are Savage Orc in nature.
It is most commonly seen on a Level 4 (increasing the chance of both Foot and Hand of Gork) leaving him with a further 50 points of magic items. As the Head is Arcane, you'll likely find a Goblin/NG scroll caddy in the list.
Of the other items in the list, the only other one I have seen used is the Spider Banner. This is very expensive - 85 points - and gives Poisoned Attacks. If the unit already has Poisoned Attacks then these will wound on a 5+ rather than 6+. It can only be taken by a Goblin (not NG) BSB.
I have seen this used in a unit of 80 Night Goblin archers in conjunction with the Gift of the Spider-God spell (Little Waagh). One of our locals, Sam Whitt, was using the unit. If you stood off it and were lightly armoured it was brutal. I found the key was to multi charge it with units that could survive the initial onslaught.
As part of an occasional series, I'll be looking at the individual 8th Ed books and giving my pick on which is the best magic item for the race from their selection. I'll probably work through in order based on release.
The Orc & Goblin magic items are Shiny Stuff and can be found on Page 74 of their book. Shiny Stuff is limited to eight items spread over the four of the five magic slots (there is no Orc/Goblin Talisman strangely). The choice of most useful (and therefore also most commonly seen) goes to the Lucky Shrunken Head.
The Lucky Shrunken Head is an Arcane Item costing 50 points. It can only be taken by a Savage Orc Shaman or Great Shamam but it is a very rare day in the Badlands that you don't see an army with a Savage Orc unit walking around without a mage carrying this item.
The Shrunken Head increases the Savage Orcs' 6+ Warpaint Save to a 5+ effectively doubling their survivability. As most "Orc" armies have a horde of 30-40 Savage Orc Big Uns, the head gets a regular run.
The item is clearly very cost effective which increases with the size of the unit. Of course it has an entry barrier - 70 points (cost of SO Shaman) - but as most Orc armies want access to the Spells of da Big Waagh, they are taking an Orc Shaman anyway. What this item does is ensure any Shamans are Savage Orc in nature.
It is most commonly seen on a Level 4 (increasing the chance of both Foot and Hand of Gork) leaving him with a further 50 points of magic items. As the Head is Arcane, you'll likely find a Goblin/NG scroll caddy in the list.
Of the other items in the list, the only other one I have seen used is the Spider Banner. This is very expensive - 85 points - and gives Poisoned Attacks. If the unit already has Poisoned Attacks then these will wound on a 5+ rather than 6+. It can only be taken by a Goblin (not NG) BSB.
I have seen this used in a unit of 80 Night Goblin archers in conjunction with the Gift of the Spider-God spell (Little Waagh). One of our locals, Sam Whitt, was using the unit. If you stood off it and were lightly armoured it was brutal. I found the key was to multi charge it with units that could survive the initial onslaught.
Wednesday, February 6, 2013
Warriors Impressions
The more I read the new Warriors of Chaos, the more I think that the designer has done a good job.
Generally the two biggest complaints from army owners is the repricing of Marauders - especially the pay per model for Mark of Khorne - and the changes to Skullcrushers. In both cases I think the changes were warranted - 50+ units of Khorne Marauders with Flails were too cheap - and the Skullcrushers were the best Monstrous Cavalry in the game. The repointing of the Skullcrushers hasn't been all one way - the extra wound and changes to Jugger offset by the reduction in T fully justify the 78 point cost.
So what do I like about the book?
First and foremost, the variety. Only the Orc & Goblin book has more unit choices. This means that there is an incredible opportunity to build lists, look for different synergies etc.
Following on from this, there is now competition in all slots. For example the Lord slot has three contenders with the elevation of the Daemon Prince. The Troops slot has variety too. Now you can have vanguarding Dogs, Marauder spam, Core Chariots as well as the mainstay with infantry. Initially I though Chariots were the new black, now I'm leaning to a more combined arms approach. However what you take has to fit with the rest of your list. So I think this will mean more variety.
The Special slot again creates conundrums - Knights, Dragon Ogres, Chimeras, Chosen (with or without Warshrine). There are a lot of choices to make and opportunities (read builds) to explore. Even the Rare slot is busy. I like Hellcannons but can I fit them and Skullcrushers in? What about the Shaggoth - increase in stats and 50 point decrease?
Real real variety.
I haven't even begun to scratch the surface in regards to Lores but Nurgle in particular with its buffs and damage spells looks a good Lore and even if you mark your users you now have access to a battle college lore.
If I was a WoC general I wouldn't be moaning. Instead I'd be rejoicing at what a great and varied book GW have delivered. Yeah, sure it's different but all books are. Look at the longevity you have in comparison to say the variety in the Ogre book (ref NZTC lists). Here you have a multitude of viable alternatives rather than predominantly one single build.
Generally the two biggest complaints from army owners is the repricing of Marauders - especially the pay per model for Mark of Khorne - and the changes to Skullcrushers. In both cases I think the changes were warranted - 50+ units of Khorne Marauders with Flails were too cheap - and the Skullcrushers were the best Monstrous Cavalry in the game. The repointing of the Skullcrushers hasn't been all one way - the extra wound and changes to Jugger offset by the reduction in T fully justify the 78 point cost.
So what do I like about the book?
First and foremost, the variety. Only the Orc & Goblin book has more unit choices. This means that there is an incredible opportunity to build lists, look for different synergies etc.
Following on from this, there is now competition in all slots. For example the Lord slot has three contenders with the elevation of the Daemon Prince. The Troops slot has variety too. Now you can have vanguarding Dogs, Marauder spam, Core Chariots as well as the mainstay with infantry. Initially I though Chariots were the new black, now I'm leaning to a more combined arms approach. However what you take has to fit with the rest of your list. So I think this will mean more variety.
The Special slot again creates conundrums - Knights, Dragon Ogres, Chimeras, Chosen (with or without Warshrine). There are a lot of choices to make and opportunities (read builds) to explore. Even the Rare slot is busy. I like Hellcannons but can I fit them and Skullcrushers in? What about the Shaggoth - increase in stats and 50 point decrease?
Real real variety.
I haven't even begun to scratch the surface in regards to Lores but Nurgle in particular with its buffs and damage spells looks a good Lore and even if you mark your users you now have access to a battle college lore.
If I was a WoC general I wouldn't be moaning. Instead I'd be rejoicing at what a great and varied book GW have delivered. Yeah, sure it's different but all books are. Look at the longevity you have in comparison to say the variety in the Ogre book (ref NZTC lists). Here you have a multitude of viable alternatives rather than predominantly one single build.
Monday, February 4, 2013
WoC Question
The #1 Spell in the Tzeentch deck is Treason.
It is a hex that says the target must use the lowest Leadership value in the unit.
Interested how this will be interpreted for cavalry and other mounted models.
I have a strong inkling what they probably intended but I know how RAW reads.
It is a hex that says the target must use the lowest Leadership value in the unit.
Interested how this will be interpreted for cavalry and other mounted models.
I have a strong inkling what they probably intended but I know how RAW reads.
Wednesday, January 23, 2013
What White Dwarf Tells Us About The New Warriors
Taken from the Warseer:
Stuff we know from White Dwarf:
Forsaken are a core choice. Forsaken are M6 and D3+1 A. Has it's own D6 chart. One result is ASF.
Chaos Knights now buy enscrolled weapons as an upgrade
WILL OF CHAOS is not listed beneath lords, heroes, knights etc. Only eye of the gods
Mutalith has a bound spell ranged 18’’
Seems it does a toughness test (model/unit?) and there is chances of chaos spawns being produced
Marauders did not seem to have marks
Slaughter beast is a rare choice and is a bound monster. It is bound to your lord and can have the lords WS.
Gorebeast chariot is T6 5W. high Armour save (2+?). It has KB even on Impact hits. Slower than a normal chariot
Dragon Ogres are on 50 x 75mm bases
Two book items are:
chalice of chaos
soul feeder gift
MAGIC
marked casters can choose a different lore or stick with their mark:
Tzeentch: Lore of Metal
Slaanesh: Lore of Shadow
Nurgle: Lore of Death
Sig Spell:
Tzeentch is Blue fire. 24" D6 SD6 MM.
Slaanesh is Lash of slaanesh. 24" straight line form the base in forward arc of the caster. Every model under the line receives S3 AP hit.
Nurgle Sig spell is a Template. You place breath tempalte at the base of the caster.
All models beneath are forced to test T or suffer 1 W with no AS.
Nurgle Attribute is that on a succsessful cast roll a D6. On roll of 6 the casters T an W are both increased by 1 to the end of the game.
Slaanesh Attribute is for every wound caused by a spell, roll a D6. if a 6 is rolled the caster recieves +1ws/+1A/+1I
Tzeentch Attribute is for every 6 rolled on a successful cast, that caster recieves an additional PD. But only that caster can use the additional dice
Stuff we know from White Dwarf:
Forsaken are a core choice. Forsaken are M6 and D3+1 A. Has it's own D6 chart. One result is ASF.
Chaos Knights now buy enscrolled weapons as an upgrade
WILL OF CHAOS is not listed beneath lords, heroes, knights etc. Only eye of the gods
Mutalith has a bound spell ranged 18’’
Seems it does a toughness test (model/unit?) and there is chances of chaos spawns being produced
Marauders did not seem to have marks
Slaughter beast is a rare choice and is a bound monster. It is bound to your lord and can have the lords WS.
Gorebeast chariot is T6 5W. high Armour save (2+?). It has KB even on Impact hits. Slower than a normal chariot
Dragon Ogres are on 50 x 75mm bases
Two book items are:
chalice of chaos
soul feeder gift
MAGIC
marked casters can choose a different lore or stick with their mark:
Tzeentch: Lore of Metal
Slaanesh: Lore of Shadow
Nurgle: Lore of Death
Sig Spell:
Tzeentch is Blue fire. 24" D6 SD6 MM.
Slaanesh is Lash of slaanesh. 24" straight line form the base in forward arc of the caster. Every model under the line receives S3 AP hit.
Nurgle Sig spell is a Template. You place breath tempalte at the base of the caster.
All models beneath are forced to test T or suffer 1 W with no AS.
Nurgle Attribute is that on a succsessful cast roll a D6. On roll of 6 the casters T an W are both increased by 1 to the end of the game.
Slaanesh Attribute is for every wound caused by a spell, roll a D6. if a 6 is rolled the caster recieves +1ws/+1A/+1I
Tzeentch Attribute is for every 6 rolled on a successful cast, that caster recieves an additional PD. But only that caster can use the additional dice
Saturday, January 19, 2013
Warriors of Chaos - No Free Lunch
The release of a new book brings all types of optimism for players of that army [except for Dwarfs who never get a new book and would just grumble anyway]. However a lot of people seem to expect that they will only receive things, not that some things will be taken away.
If I was a WoC player - and I am because I do have a lovely WoC army - then there should be some expectation that you will lose some of the items that you have had in the current book. Why? Well because the Games Workshop way has been to limit Race-Specific Magic Items. Typically these have been between 8-10 items - Weapons, Armour, Arcane, Enchanted, Talisman and Banner - per book. So expect to see some of those cherished items disappear.
Which ones would I be most worried about?
If I was a WoC player - and I am because I do have a lovely WoC army - then there should be some expectation that you will lose some of the items that you have had in the current book. Why? Well because the Games Workshop way has been to limit Race-Specific Magic Items. Typically these have been between 8-10 items - Weapons, Armour, Arcane, Enchanted, Talisman and Banner - per book. So expect to see some of those cherished items disappear.
Which ones would I be most worried about?
- Infernal Puppet
- Book of Secrets
- Banner of Rage
- Access to Daemonic Gifts - 3rd Eye of Tzeentch, Bloodcurdling Roar, Stream of Corruption
The other area I expect some change is in regard to the Eye of the Gods table. It is not going to go - given the new Warshrine model - but expect functionality changes. Games Workshop can't be unaware of the ten minute start of game phase where WoC players roll on the table for EotGs. Eventually after 35 re-rolls the WoC player's opponent gets bored and says "Just take 3+ Ward and Stubborn on your Tzeentch Chosen". If that stays, well you can call my nephew Chimpface.
Which brings us to Magic Lores. I hope GW gives the WoC their own Magic Lores - as per current state. However, I have a feeling that with the imminent release of the Daemon book there will be single Nurgle, Slaanesh and Tzeentch lores that cover both armies. I hope not. It would be good if they were independent but I expect assimilation. Worse though would be restriction to Battle Magic Lores. Let's hope that doesn't happen.
So WoCers expect to lose some cherished treasures....(I am expecting a more mature reaction from you than Dwarf players when they get their eventual new book in 2014. They will want to keep all they have and get more. It ain't gonna happen Stunties. Try living in the real world).
Thursday, January 17, 2013
New Fantasy FAQs Too
Nothing that I would view as particularly startling.
Nothing much to see here folks....move along
Friday, January 11, 2013
Warhammer Fantasy Terrain Cards
Tane - one of our local Dwarfs - has had a bit of time on his hands over the Xmas Break. I'd expected it is related to all those parts of the rules he doesn't need to consider - magic, combat and movement.
Anyway he has created a set of Terrain Cards which you can download here.
Here's Tane's thoughts. Being a Dwarf he has created some of his own "hobby-enhancing" cards that are optional if you'd like to include them:
2. 'Dense Thicket' (Forest): You've heard
my gripes about LOS in forests. This is a little like a 7th Ed forest, in
that it blocks LOS unless a unit is 2" from the edge, in which case it can
see out and be seen, and counts as in hard cover. Units inside have LOS
to each other. No-one can march in it, except for units from the Wood Elf
Army Book, or those with the Forest Strider special rule (like White Lions).
3. 'High Ground' (Hill): This one blocks LOS through it, unless a unit is standing on it; in that case it can see or be seen over the crest. But it might help the odd dragon rider out there.
4. 'Defendable Height' (Hill): This is a throwback to 7th Ed, with the +1 CR if a unit is higher up the hill. It might cause some debate, but I think holding the high ground should be worth something, and this didn't seem a problem in my 7th Ed games.
These additional cards are of course all optional, and may be discarded at a player's discretion.
I'd suggest revealing all non-forest cards at the start of the game, before deployment, as a number have area effects that may influence gameplay even when not occupied.
The best way to use them is to print them out on paper or thin card and then laminate them.
Anyway he has created a set of Terrain Cards which you can download here.
Here's Tane's thoughts. Being a Dwarf he has created some of his own "hobby-enhancing" cards that are optional if you'd like to include them:
Here are the word docs containing
the terrain cards and the spell cards should anyone want to use them. I've
checked and rechecked the wording on both against the rulebook, but there are
likely to be errors, so players should always refer to the main book if in
doubt. I'm happy for them to be used by anyone anywhere; it would please
me to learn that they were used at the Latvian Masters.
The terrain cards are all as per the book, with the following additions;
1. 'Normal' Hill/Swamp/Building/River (all categories): I thought that a non-special terrain type would increase the randomness and I figured that not every river, building and hill is magical, even in the Warhammer world.
The terrain cards are all as per the book, with the following additions;
1. 'Normal' Hill/Swamp/Building/River (all categories): I thought that a non-special terrain type would increase the randomness and I figured that not every river, building and hill is magical, even in the Warhammer world.
3. 'High Ground' (Hill): This one blocks LOS through it, unless a unit is standing on it; in that case it can see or be seen over the crest. But it might help the odd dragon rider out there.
4. 'Defendable Height' (Hill): This is a throwback to 7th Ed, with the +1 CR if a unit is higher up the hill. It might cause some debate, but I think holding the high ground should be worth something, and this didn't seem a problem in my 7th Ed games.
These additional cards are of course all optional, and may be discarded at a player's discretion.
I'd suggest revealing all non-forest cards at the start of the game, before deployment, as a number have area effects that may influence gameplay even when not occupied.
The best way to use them is to print them out on paper or thin card and then laminate them.
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Friday, December 14, 2012
NZ Teams Championship - Players Pack
The place that I was hosting the Players Pack for the NZTC is down at the moment and so I have transferred it over to another host.
You can download the pack here
There is still space for a couple of teams so if you are interested put your ragged band together.
You can download the pack here
There is still space for a couple of teams so if you are interested put your ragged band together.
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Wednesday, December 5, 2012
Review of Composition System Used at 2012 Wellington Events
As we move into the end of the year, I’d like to initiate a discussion around the composition system used at the events I organized over 2012. This was heavily based on the 2012 SCGT system in England.
The restrictions used at the Masters are attached below.
The only alterations that were made to the original pack were the exclusion of Special Characters and an amendment to the Daemon rules (removing the restriction on Flamers) after the White Dwarf update came out.
The first of these was driven by history – Special Characters had a bad rep from 7th Edition. Those perceptions remained. Special Characters were trialed at Call to Arms and those used attracted little comment apart from Khalida.
Unlike previous years, the SCGT pack was not updated during the year which therefore required some NZ-centric interpretation as new books were released. The pack was written with only 1-2 months experience of the Vampire Counts book and so that comp was largely untested. However, other than that, the only book released since the pack was written was Empire. That release has seen an increase in Monstrous Cavalry and that has changed the local meta. Similarly, the most recent White Dwarf update for Warriors of Chaos has continued that with the Skullcrusher release. In addition, there was the release of the White Dwarf update to Daemons.
So in light of all that what changes are needed?
• Should Special Characters be added? If so what restrictions and what exceptions?
• Do any of the four new releases – Vampires, Empire, Daemons and Warriors – require amendment?
• Do any General Restrictions require amendment?
• Do any specific Race Restrictions require amendment in light of the evolving meta?
My initial comments are that, firstly, a new Daemons book is due no later than February 2013; secondly, the intention is to be permissive if at all possible and thirdly, if advocating restrictions is the problem actually game-breaking or is potentially based on utopian theoryhammer?
Let the discussion commence!
There were a number of reasons for this, most notably the following:
- It is hard cap composition – discussions at HomeCon II indicated that the regular tournament goers strongly preferred a hard cap system over ANY form of subjective comp.
- It was relatively light comp with the aim of being generally permissive – the restrictions allowed you to build hard but not OTT lists that spoil the enjoyment of other players.
- It did not change the underlying core rules in any significant way. There was a shot cap and a cap on Power Dice but generally you played out of the book.
- It was independent.
This last one was important for me as given I wanted to play in tournaments, I wanted to distance myself from any perceived bias.
The restrictions used at the Masters are attached below.
The first of these was driven by history – Special Characters had a bad rep from 7th Edition. Those perceptions remained. Special Characters were trialed at Call to Arms and those used attracted little comment apart from Khalida.
My initial comments are that, firstly, a new Daemons book is due no later than February 2013; secondly, the intention is to be permissive if at all possible and thirdly, if advocating restrictions is the problem actually game-breaking or is potentially based on utopian theoryhammer?
Let the discussion commence!
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