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Safety Factor
Oct 31, 2009




Grimey Drawer


What is Warhammer: The Old World?
This game is a continuation/resurrection of Warhammer Fantasy Battles, Games Workshop’s original tabletop wargame. Put simply, it’s a rank-and-flank game set in a high fantasy setting. It’s not as relentlessly grimdark as Warhammer 40,000 and has more of a sense of humor about things. Normal humans take center stage instead of genetically-modified super soldiers.

More specifically, this game is set in the year 2276 in the prelude to the Great War Against Chaos and the ascension of Magnus the Pious as Emperor – about 250 years before the End Times. If you don’t know what that means, don’t worry about it too much. The key things are that the human Empire is divided and a huge chaos invasion is coming in the near future. In the meantime, we have the Tomb Kings attacking Bretonnia.


Wait, what is Warhammer?
Warhammer is kind of the blanket name for the games produced by Games Workshop, one of the biggest names in tabletop wargaming. It comes in both fantasy and sci-fi flavors with many offshoots. The core is always similar though and the main games focus on the clash of armies and powerful characters. Maneuver your units around a battlefield, roll a bunch of dice, and try to outplay your opponent!




Why should I play this game?
If you’re a returning grog, you know exactly why you should play this game. For the rest of you:
  • Let’s be honest, it’s the setting. Warhammer Fantasy is beloved by many and has only picked up more of a following since its death back in 2015. Games like Vermintide and Total War Warhammer have brought more and more fans into the fold.
  • The models! GW is producing new models to go with every core faction. The first real Warhammer Fantasy models in years. The new sculpts look great while still tying back to the existing ranges. Many old models are being brought back and while some definitely show their age, they also hold up surprisingly well with modern paint jobs. If this line is successful we can likely expect old kits to be refreshed as time goes on. The new Bretonnian Knights of the Realm on foot are an example of what we could see in the future.
  • Rank and flank! Form up your units and outmaneuver your opponent. Movement plays a key role in this game and positioning wins (or loses) battles. Most models move in formation with their unit and getting the hang of this can be a little tricky but very rewarding. March, wheel, turn, reform, and charge!
  • A fully revamped ruleset inspired by every Warhammer Fantasy edition to date, cherry picking the best mechanics and coming up with some new ones. This is a new, modern edition of an old classic.
  • The hobby - building and painting armies is genuinely rewarding. Don't be intimidated, there are plenty of tools, new paints, and techniques to get your models tabletop ready quickly. Or you can embrace your artistic side and create unique works of art. Finding a happy medium is genuinely encouraged for armies this large though.
  • The community – Warhammer (of all types) is played around the world and as long as you’re in a decently sized city you should be able to find an active group. There are also tons of events, particularly in the UK, the US, Canada, and across Europe. Even something as small as a local store’s game day can be a lot of fun.

How does this game play?
Warhammer: The Old World uses an I-go-you-go system similar to 40k or AoS. One player gets to activate their units and then their opponent does the same. There are no alternating activations here, but there are still ways to respond to your opponent’s actions.

The basic turn sequence is as follows:
1. The Strategy Phase
The active player may cast Enchantment or Hex spells and can make use of certain special rules that trigger in this phase, such as warrior-priest prayers. Then they may attempt to rally any fleeing units.
2. The Movement Phase
This phase begins with the declaration of charges and charge reactions, then the movement of any charging units. Next comes any compulsory movement. Finally, all remaining movement is done and wizards can cast any Conveyance spells they have available.
3. The Shooting Phase
The active player can fire any missile weapons, war machines, or cast any Magic Missile or Magical Vortex spells. Pretty simple.
4. The Combat Phase
Units fight in hand-to-hand combat, taking turns to strike in initiative order. Wizards can also cast Assailment spells. Units that have lost combat will need to take leadership tests and may be driven back, fall back in good order, or break and flee. The winning unit(s) can opt to follow up or pursue with heavy consequences for fleeing units.

You probably noticed that spells are split into different phases instead of having their own separate phase. This is a big change for returning Warhammer Fantasy players, but this should be smoother in some regards. Casting and dispelling have also been simplified and the old minigame of wagering dice is gone. Spells have casting values that you must beat by rolling 2d6 plus your wizard's level. For example, a level 2 wizard casting a fireball would require an 8+ and would roll 2d6+2. The opponent would then have the option to attempt to dispel it using a similar roll. I want to note here that miscasts (double 1s) are now possible on dispel rolls as well as casting. This is a big change for returning players and might mean that it's not always worth attempting a dispel. A quick summary of spell types is included below:


Movement is more complex than 40k or AoS. Units are generally ranked up in blocks and maintain those formations as best they can. You are not moving single models and this means that maneuvering can be complicated. While units can simply turn on the spot, this tends to eat up a lot of movement. Instead, units can wheel as they move forwards – minor adjustments to a unit’s facing. Getting the hang of this is critical and an example graphic is included below. On the plus side, moving a unit tends to be quicker as you are not picking and moving every single model. Assuming you have movement trays. Please get movement trays. There are plenty of third party options available if you don’t like the ones offered by Games Workshop. I'll try to include some links in the future as more options become available.


Leadership really matters in this game. Your general can lead from the front, inspiring your troops with their presence. Standards wave at the front of every infantry block or cavalry unit. These aren’t just thematic, they have real tangible benefits here. Combat is decided not just on damage output. Well ordered ranks can play a large part in winning.

As a good example, losing combat has three different possible results.
  • If a unit passes their leadership test after modifiers they Give Ground and fall back 2” while maintaining their facing. Their opponent can then follow up and the combat will continue as normal next turn.
  • If a unit passes their leadership test before modifiers, but would fail with modifiers applied, they Fall Back in Good Order. They fall back 2d6” with the option to drop the lower of the two dice, then they automatically rally and reform. If their opponent pursues and catches them they are not wiped out. Instead, the combat continue the next turn, but the pursuing unit will count as charging.
  • If a unit fails their leadership test before modifiers are applied then they Break and Flee. They turn around and run 2d6”. If they are caught by a pursuing unit, they are completely destroyed. Units that don't suffer this fate will need to test to rally in their next Strategy Phase or continue running. If they run off the edge of the board they’re gone.

In addition to these leadership mechanics there is a whole slew of various special rules and psychological effects such as Fear, Terror, Stubborn, Stupidity, Frenzy, etc., etc. Expect a lot of Universal Special Rules (USRs). Many units will also have rules unique to them and these will be detailed in their unit entries.

All that's well and good, but how do you actually win? Victory points in GW's other games tend to be objective-based with bonuses for destroying your opponent's units. The Old World looks like it'll be the inverse of that. Most of your victory points will come from killing or routing your opponent's units with bonus points gained from the scenario's particulars. I'm not saying ignore the scenario here, those bonus points can easily be the deciding factor. Additionally, killing your opponent's general and stealing their banners are worth extra points. You need at least a margin of 100 points to claim victory, otherwise it's a tie.


How do I get started?
Currently, there are two starter boxes announced – one for Bretonnia and one for Tomb Kings. Both of these come with a large number of models as well as a full size copy of the rulebook, templates, and even red whippy sticks. You will also need either the Forces of Fantasy or Ravening Hordes books. I’ll get to those in a minute.

If you’re not playing one of those factions, your best bet is to hold off a bit. It seems inevitable that there will be additional launch boxes for the Empire, Orcs and Goblins, Wood Elves, etc. For now, nab a rulebook and your relevant army book. Keep an eye on ebay or local stores with old stock. Your time will come, be patient.



Who are the Forces of Fantasy?
  • The Dwarfen Mountain Holds – They’re dwarfs. You likely know what you’re in for here, but just in case, here goes: Doughty, stubborn, and short with a love of beards, beer, and firepower. One of the only factions in Warhammer without wizards, they rely on runes instead. They also don't use normal magic items. Instead, they have highly customizable runic items. Dwarf lords can be built to take on almost anything.
  • The Empire of Man – The beating heart of the setting. The Empire is beset on all sides and is struggling to hold back the darkness. This faction is for anyone that wants to play normal, run-of-the-mill humans fighting monsters with guns and halberds. Overall, they have medicore stats as they are the baseline everything else is judged against. However, they have a broad range of models and can field almost anything. While they can focus on one aspect like knights or artillery, they’re best as a combined arms force. Poofy sleeves, large hats, faith, gunpowder, and steel.
  • The High Elf Realms – The snooty elves that live on an island in the ocean. They’re superior, elite, and fragile. High elves have a wide range of units available, but they are almost universally more expensive than their equivalents in other factions. You can expect higher stats and to usually strike first against your opponents. They especially rely on their high initiative. However, your units can’t take a hit so once something goes wrong it tends to go very wrong.
  • The Kingdom of Bretonnia – Another human faction. Bretonnia is a land of honorable, brave nobles and a horribly oppressed peasant underclass. If you want knights in shining armor, this is your faction. You have knights available in more variety than anyone else and have some of the best in the game with grail knights, supernaturally empowered heroes blessed by the Lady of the Lake herself. You don’t have the options available to the Empire, but you don’t need them. Bretonnia has unique access to the lance formation to boost their cavalry and a faction-wide ward save as long as they are willing to go second.
  • The Wood Elf Realms – The tricksy elves that live in an enchanted forest. Expect little to no armor, a lot of archers, and semi-feral wood spirits. The elves themselves tend to play as light skirmishers though they have some fairly strong (and very maneuverable) cavalry as well. The wood spirits – dryads, treekin, treemen, etc. – are your heavy hitters.






Who are the Ravening Hordes?
  • The Beastmen Brayherds – tribes of half human/half beast creatures that lurk in the woods, praying to the dark gods and doing what they can to chip away at civilization. Goatmen, minotaurs, and a bunch of other freaks, mutants, and monsters. They have broad access to deployment tricks like ambushing, vanguard, scout, etc.
  • The Orc and Goblin Tribes – You know ‘em, you love ‘em, they’re Games Workshop’s classic greenskins. Orcs, goblins, and squigs of all sorts. There are different variants and themed lists possible here, such as the savage orcs or the night goblins. There's a huge range here and they've always been a crowd favorite.
  • The Tomb Kings of Khemri – legions of undead soldiers led by liche-priests and mummified royalty. The basic skeletons are chaff, but the army has more variety with chariots, cavalry, and archers. They also feature animated stone constructs as Khemri was once a nation of builders and architects. This is an army that relies on its characters for magic, buffs, and raising the dead.
  • The Warriors of Chaos – The iconic bad guys of the setting. Their units can range from relatively normal humans to the blessed warriors of the gods encased in plate armor all the way to demonic champions or mewling balls of flesh. What they lack in ranged firepower they tend to make up for in either magic, speed, durability, or raw strength, depending on their god of choice.



Are there any other factions available? Weren’t there more in old Warhammer?
Yes, there were more factions and some notable ones are missing from the Old World. However, all of them will be supported with pdf rules. This is partly due to the narrative scope of the setting and likely majorly due to Games Workshop’s desire to keep the production scope reigned in until they’re certain the game is successful. These rules are primarily meant for people with existing armies as they won’t be getting any attention for a while. That said, most of these factions are still supported by the AoS range so it shouldn’t be too difficult to figure things out.
  • Chaos Dwarfs – The twisted cousins of the dwarfs, the chaos dwarfs were lost during a great cataclysm and turned to the god Hashut for guidance. They are few in number and reinforce their armies with enslaved orcs and goblins.
  • Daemons of Chaos – The missing piece of the chaos trifecta. They may not be relevant yet, but expect them to return in full force during the Great War Against Chaos.
  • Dark Elves – The elves no one likes to talk about. They’re isolated on a different continent far from the action right now. They play similarly to the high elves, but have more of a focus on close combat, blood magic, and being evil.
  • Lizardmen – Small lizards, big lizards, and bigger lizards ruled over by a caste of morbidly obese frog wizards. Dinosaurs. Lizards riding dinosaurs. Expect elite troops backed up by fragile, fast skirmishers and heavy hitting monsters. As well as some of the strongest wizards in the game. They have a good amount of variety, but everything is melee-based or short-ranged.
  • Ogre Kingdoms – Big and meaty and always hungry. Ogres are monstrous infantry with all that entails. Your units will be smaller, but each model will have multiple wounds and attacks. Armor tends to be light and ogres get by on their stats instead of their wargear. They are supported by gnoblars (even worse goblins) and a variety of wild animals from their mountainous homeland.
  • Skaven – mischievous, conniving ratmen that live underground. Just as likely to kill each other as the enemy. Expect a lot of models with low stats and poor leadership. This is a horde faction reinforced by monsters, unstable technology, and insane wizards on crack. Fighting fair is for losers.
  • Vampire Counts – The classic vampiric undead faction, the counterpart to the Tomb Kings. This is where your zombies, ghouls, ghosts, etc. reside. One of the more gimmicky factions in the game, and one that relies heavily on magic and powerful characters to win. They have zero shooting. Their troops may be lower quality, but they can always raise more.

How do I build an army?
Warhammer: The Old World doesn’t use a force organization chart nor does it follow 40k’s or AoS’s examples. Instead, we’re using percentages!
  • Characters – Up to 50% - Your lords, heroes, and wizards. These folks have broad access to a variety of magic weapons, armor, and other items. They are very customizable and there's really opportunity here to make them your own.
  • Core – Minimum of 25% - The most basic troops at your disposal and the ones that form a core part of a faction’s identity
  • Special – Up to 50% - Typically your more elite infantry, shock cavalry, basic artillery, maybe a smaller monster or two or a flying unit
  • Rare – Up to 25% - The most powerful units in your list. This may be the elite of the elite, truly scary creatures, or unique weapons of war
  • Mercenaries – Up to 20% - we don’t know much about these yet, but presumably they’ll be similar to the old Dogs of War and be a pool of units available to most factions. Mercenaries can be unreliable and there is a chance they don’t perform quite as advertised.
  • Allies – Up to 25% - Your ally options will depend on your faction and different grades of allies will be available. For example, the Bretonnians may view the Wood Elves with suspicion, but they can still fight alongside each other from time to time. An allied contingent has to follow their own composition rules so even if you're only taking 500 points you still have to start by including 125 points of core.
As a great example of what an army list looks like, here’s the Kingdom of Bretonnia Grand Army Composition:

If you're familiar with other GW games, you've probably noticed that there are a fair number of restrictions here. You're forced to take a unit of Knights of the Realm and a unit of peasants before anything else. There are a number of 0-1 or 0-1 per 1000 points options as well. This is done for narrative reasons as well as to avoid weird skew lists at lower points.

A typical game will be about 2000 points, but there is no reason not to play smaller or larger games as you like. The percentage system will scale as needed. Just be mindful that 3000+ points can make for a pretty long game and you'll want a larger board to accommodate everything.

Also worth noting is that every core faction will be receiving alternate lists in the form of Armies of Infamy. These will be slight tweaks that focus on specific units or themes. For example, the Nehekharan Royal Host is all about chariots while the Bretonnian Exiles open up new, possibly dishonorable options to Bretonnian players.


Hang on, why do these models look old?
Games Workshop is using the old Warhammer Fantasy range to launch the Old World. Some models, such as the Bretonnian Knights of the Realm, date as far back as 5th edition. Don't look up when that came out. There’s no sugar coating this, some of the models are old, but they hold up fairly well. Some of them are even charming in their own way. Cynically, this helps reduce Games Workshop’s costs, but it also means they can get the factions out quicker. If this is successful they can slowly revamp old kits in the years to come.


Are those pewter models???
Yes, some kits are returning in pewter and even as pewter/plastic hybrids. For nostalgic hams it’s a return to the old days. For newer players used to only plastic this might be a nuisance. It will generally be reserved for special and rare units and will be used for units with low model counts. Most of the ranges have enough plastic options that you can avoid pewter entirely if you’d like. This might lock you out of certain units, but this problem can be solved with a little thought or creativity. A unique paintjob or conversion might be enough.

Some of the larger metal kits will be redone in Forge World resin rather than in pewter. One example is the Bretonnian trebuchet. Resin can be kind of a bugbear for some folks, especially after the Finecast debacle, but it's a good material. A little more difficult to work with than plastic, but still easier than metal.


I have an old army from 20 years ago, can I still use it?
Yes! All of your old models are still valid with only a few exceptions like named characters. Yes, the base sizes are changing, but there’s no reason you can’t give the game a spin with your old army and then decide if you want to go to the trouble of rebasing. It won’t matter for friendly games and will likely only be enforced at tournaments and other more official events. Basically, don’t worry about it and try things out.

The legacy rules can be found here:
https://www.warhammer-community.com/2024/01/22/old-world-almanack-download-the-legacy-pdfs-here/

Safety Factor fucked around with this message at 16:42 on Jan 22, 2024

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Safety Factor
Oct 31, 2009




Grimey Drawer
USEFUL LINKS
(I’ll update these as we get more)
GW’s online store
https://www.warhammer.com/

GW’s community site. Generally the best source of info for new releases.
https://www.warhammer-community.com/

Click through for a series of articles detailing the game
https://www.warhammer-community.com/2023/10/30/old-world-almanack-your-first-look-at-the-rules/

Downloads, including the legacy army lists
https://www.warhammer-community.com/the-old-world-downloads/

Tips for metal and resin models
https://www.warhammer-community.com/2024/01/19/old-world-almanack-how-to-get-the-best-out-of-your-resin-and-metal-models/

A small battle report from GW’s community team. 1250 points – Bretonnians vs. Tomb Kings
https://www.youtube.com/watch?v=LfRUV9KA1ZM

GW's official site for the game
https://theoldworld.com/

Goonhammer’s initial coverage:
https://www.goonhammer.com/warhammer-return-to-the-old-world/
https://www.goonhammer.com/old-world-new-tricks/
https://www.goonhammer.com/warhammer-the-old-world-expanding-on-the-bretonnian-starter-box/
https://www.goonhammer.com/warhammer-the-old-world-expanding-on-the-tomb-kings-starter-box/


GENERIC MAGIC ITEMS
This is a list of items available to every army and I'm including it here for ease of reference. It covers most things though the individual army lists have more specific/thematic options available.

Normally, a character can take only one item of each type and only one of each specific item can be included in a particular army. For example, a lord takes a Dawnstone and is then unable to take a Talisman of Protection on top of it. Additionally, no one else in the army can take a Dawnstone.

This edition has a new category,: Extremely Common Magic Items. These are marked with an asterisk (*). Contrary to the usual rules these can be taken alongside items from the same category and can be taken multiple times in the same army. They can even be taken multiple times by the same model. For example, a wizard could take a Wand of Jet and two Dispel Scrolls. All three are Arcane Items, but the scrolls are common.

Magic Weapons
Ogre Blade - 65 points
S+2 AP-2
Armor Bane (1), Magical Attacks, Multiple Wounds (D3)

Sword of Battle - 60 points
S+1 AP-1
Armor Bane (1), Extra Attacks (+1), Magical Attacks

Duellist's Blades - 55 points
S AP-1
Extra Attacks (+2), Magical Attacks, Requires Two Hands

Dragon Slaying Sword - 50 points
S AP-
Magical Attacks, Monster Slayer

Headsman's Axe - 45 points
S+1 AP-1
Killing Blow, Magical Attacks, Requires Two Hands

Spelleater Axe - 35 points
S AP-1
Magical Attacks, Magic Resistance (-2)

Giant Blade - 30 points
S+1 AP-
Armor Bane (2), Magical Attacks, Multiple Wounds (2)

Sword of Swiftness - 25 points
S AP-
Magical Attacks, Strike First

Berserker Blade - 20 points
S+1 AP-
Frenzy, Magical Attacks

Sword of Might* - 20 points
S+1 AP-1
Magical Attacks

Biting Blade - 15 points
S AP-2
Armor Bane (1), Magical Attacks

Sword of Striking* - 15 points
S AP-
Magical Attacks and the wielder gains +1 to hit in combat

Burning Blade* - 5 points
S AP-
Flaming Attacks, Magical Attacks


Magic Armor
Armor of Destiny - 70 points
Heavy armor with a 4+ ward save

Bedazzling Helm - 60 points
Can be combined with other armor. Increases the wearer's save by +1 and any enemy that attacks the wearer suffers -1 to hit in close combat

Armor of Silvered Steel - 40 points
Gives its wearer a 3+ armor save that cannot be improved in any way

Glittering Scales - 35 points
Light armor. Additionally, once per turn you can make your opponent re-roll a single To Hit roll made against the wearer.

Shield of the Warrior True - 30 points
Shield that also gives the bearer a 5+ ward save against shooting attacks

Spellshield* - 25 points
Shield that also gives the bearer a 5+ ward save against magic missiles, magical vortices, or assailment spells

Armor of Meteoric Iron - 20 points
Gives its wearer a 5+ armor save that cannot be improved nor reduced in any way

Enchanted Shield* - 10 points
Shield that provides its bearer with a 6+ ward save against any non-magical attack

Charmed Shield* - 5 points
Shield that gives its bearer a one-use 5+ ward save against a single wound. Once it's been used it become a normal, non-magical shield


Talismans
Dawnstone - 35 points
The bearer may re-roll any armor save rolls of a natural 1

Talisman of Protection - 30 points
Provides the bearer with a 5+ ward save

Paymaster's Coin* - 25 points
Single use. The bearer may re-roll any failed rolls to hit in the Combat Phase.

Obsidian Lodestone* - 20 points
A model may purchase up to three of these. Each provides a stacking magic resistance buff up to -3.

Luckstone* - 15 points
Single use. The bearer can re-roll a single failed armor save roll.


Magic Standards
Banner of Iron Resolve - 50 points
A unit carrying this banner gains the Stubborn special rule

Razor Standard - 40 points
A unit carrying this banner gains the Armor Bane (2) special rule

Rampaging Banner - 30 points
A unit carrying this banner may re-roll its charge roll

The Blazing Banner - 25 points
A unit carrying this banner gains the Flaming Attacks special rule

War Banner - 25 points
A unit carrying this banner gains an additional +1 to combat resolution


Enchanted Items
Wizarding Hat - 45 points
The wearer becomes a level 1 wizard and knows one randomly generated spell from a lore of magic of your choosing. However, they also become subject to Stupidity.

Flying Carpet - 40 points
Infantry or heavy infantry only. The bearer gains Fly (8) and Swiftstride, but cannot join a unit.

Healing Potion* - 35 points
Single use. The bearer can consume the potion during the Command sub-phase of their turn and immediately regains D3 lost wounds.

Ruby Ring of Ruin - 30 points
The wielder can cast the Fireball spell from the Lore of Battle Magic as a bound spell with a power level of 2

Potion of Strength* - 25 points
Single use. The bearer can consume the potion during the Command sub-phase of their turn and gains +D3 strength (up to 10) until the end of that turn.

Potion of Toughness* - 20 points
Single use. The bearer can consume the potion during the Command sub-phase of their turn and gains +D3 toughness (up to 10) until the end of that turn.

Potion of Speed* - 10 points
Single use. The bearer can consume the potion during the Command sub-phase of their turn and gains +D3 initiative (up to 10) until the end of that turn.

Potion of Foolhardiness* - 5 points
Single use. The bearer can consume the potion during the Command sub-phase of their turn and gains the Immune to Psychology special rule until the end of that turn.


Arcane Items
Feedback Scroll - 60 points
Single use. The bearer may use the scroll instead of making a dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+ the casting wizard loses a single wound.

Scroll of Transmogrification* - 50 points
Single use. The bearer may use the scroll instead of making a dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting wizard's level on a single d6. If they fail, the wizard turns into a frog.

While transmogrified, the wizard cannot cast or dispel any spells, cannot use any of their equipment, and reduces all of their characteristics (excluding wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified wizard in their army. On a roll of a 4+, the wizard returns to normal.

Wand of Jet - 45 points
The bearer may apply a +1 modifier to any of their casting or dispel rolls. However, if they roll any natural double when making a casting or dispel roll the wand is destroyed and cannot be used again.

Lore Familiar - 30 points
The owner of this familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore, including that lore's signature spell.

Power Scroll* - 20 points
Single use. The bearer may use the scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.

Dispel Scroll* - 20 points
Single use. The bearer may use the scroll when attempting a Wizardly Dispel. If they do so, roll an extra D6 when making the dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the wizard is outclassed in the art.

Arcane familiar - 15 points
The owner of this familiar knows spells from two lores of magic rather than one. When determining the spells the wizard knows you must roll for each lore separate, re-rolling duplicates as normal. The wizard may discard one randomly generate spell as normal, replacing it with the signature spell of the same lore of magic.

Earthing Rod - 5 points
Single use. Should they miscast a spell, a wizard can use the earthing rod to re-roll the result rolled on the miscast table.

Safety Factor fucked around with this message at 16:42 on Jan 22, 2024

Safety Factor
Oct 31, 2009




Grimey Drawer
Guerilla Miniatures Gaming has all of the army lists up as well. I strongly suggest muting the video and scrolling around to the sections you want to see. Every time I've seen these they come across as "man reads book for first time on camera" rather than any actual commentary.

Core Rules - https://www.youtube.com/watch?v=d4A2Vx6Hx9k

Bretonnia - https://www.youtube.com/watch?v=xosk46Ye9c0
Dwarfs - https://www.youtube.com/watch?v=PGekqvTWf5w
Empire - https://www.youtube.com/watch?v=FAnA144-9Vw
High Elves - https://www.youtube.com/watch?v=06MYY5levGo
Wood Elves - https://www.youtube.com/watch?v=ylTiayshNbg

Beastmen - https://www.youtube.com/watch?v=2h3tf3EQRxM
Orcs and Goblins - https://www.youtube.com/watch?v=GEbg_GxGR5w
Tomb Kings - https://www.youtube.com/watch?v=fFMOSGvDhAs
Warriors of Chaos - https://www.youtube.com/watch?v=o92GRoIDs8U

Safety Factor
Oct 31, 2009




Grimey Drawer

Angry Lobster posted:

I've checked some lists and it's funny to me that detachment is now a universal special rule instead of the Empire's own thing, they literally have no unique army rule afaik, the most vanilla faction. On the other hand, demigryph knights now count as a special unit instead of singular with no other restrictions, I love them.
Yeah, I kinda got the same feeling at first, but after looking through the other lists it looks like only the high elves get detachments and it's only on their basic militia units. The Empire are still the primary faction to use them and they seem to have wide access to the Drilled special rule that lets units redress the ranks for free before moving. There's definitely something there and I'm very interested to see how they do in a battle report or three.

Safety Factor
Oct 31, 2009




Grimey Drawer
I'm just glad empire characters can take demigryph mounts now. A knightly order grand master on one of those is going to be a pretty mean brawler. You can even make a baby Kurt Helborg and give him the laurels of victory - any wounds caused by the wearer count as 2 for combat resolution.


I also feel myself being pulled towards ordering a bunch of flagellants and making a little cult of Sigmar army. They're 13 point glass cannons, but if they can charge...

Safety Factor
Oct 31, 2009




Grimey Drawer
Making a list of the generic magic items mostly for my own reference. I'm already tired of referring to youtube videos. Thought I'd share it.

Magic Weapons
Ogre Blade - 65 points
S+2 AP-2
Armor Bane (1), Magical Attacks, Multiple Wounds (D3)

Sword of Battle - 60 points
S+1 AP-1
Armor Bane (1), Extra Attacks (+1), Magical Attacks

Duellist's Blades - 55 points
S AP-1
Extra Attacks (+2), Magical Attacks, Requires Two Hands

Dragon Slaying Sword - 50 points
S AP-
Magical Attacks, Monster Slayer

Headsman's Axe - 45 points
S+1 AP-1
Killing Blow, Magical Attacks, Requires Two Hands

Spelleater Axe - 35 points
S AP-1
Magical Attacks, Magic Resistance (-2)

Giant Blade - 30 points
S+1 AP-
Armor Bane (2), Magical Attacks, Multiple Wounds (2)

Sword of Swiftness - 25 points
S AP-
Magical Attacks, Strike First

Berserker Blade - 20 points
S+1 AP-
Frenzy, Magical Attacks

Sword of Might - 20 points
S+1 AP-1
Magical Attacks

Biting Blade - 15 points
S AP-2
Armor Bane (1), Magical Attacks

Sword of Striking - 15 points
S AP-
Magical Attacks and the wielder gains +1 to hit in combat

Burning Blade - 5 points
S AP-
Flaming Attacks, Magical Attacks


Magic Armor
Armor of Destiny - 70 points
Heavy armor with a 4+ ward save

Bedazzling Helm - 60 points
Can be combined with other armor. Increases the wearer's save by +1 and any enemy that attacks the wearer suffers -1 to hit in close combat

Armor of Silvered Steel - 40 points
Gives its wearer a 3+ armor save that cannot be improved in any way

Glittering Scales - 35 points
Light armor. Additionally, once per turn you can make your opponent re-roll a single To Hit roll made against the wearer.

Shield of the Warrior True - 30 points
Shield that also gives the bearer a 5+ ward save against shooting attacks

Spellshield - 25 points
Shield that also gives the bearer a 5+ ward save against magic missiles, magical vortices, or assailment spells

Armor of Meteoric Iron - 20 points
Gives its wearer a 5+ armor save that cannot be improved nor reduced in any way

Enchanted Shield - 10 points
Shield that provides its bearer with a 6+ ward save against any non-magical attack

Charmed Shield - 5 points
Shield that gives its bearer a one-use 5+ ward save against a single wound. Once it's been used it become a normal, non-magical shield


Talismans
Dawnstone - 35 points
The bearer may re-roll any armor save rolls of a natural 1

Talisman of Protection - 30 points
Provides the bearer with a 5+ ward save

Paymaster's Coin - 25 points
Single use. The bearer may re-roll any failed rolls to hit in the Combat Phase.

Obsidian Lodestone - 20 points
A model may purchase up to three of these. Each provides a stacking magic resistance buff up to -3.

Luckstone - 15 points
Single use. The bearer can re-roll a single failed armor save roll.


Magic Standards
Banner of Iron Resolve - 50 points
A unit carrying this banner gains the Stubborn special rule

Razor Standard - 40 points
A unit carrying this banner gains the Armor Bane (2) special rule

Rampaging Banner - 30 points
A unit carrying this banner may re-roll its charge roll

The Blazing Banner - 25 points
A unit carrying this banner gains the Flaming Attacks special rule

War Banner - 25 points
A unit carrying this banner gains an additional +1 to combat resolution


Enchanted Items
Wizarding Hat - 45 points
The wearer becomes a level 1 wizard and knows one randomly generated spell from a lore of magic of your choosing. However, they also become subject to Stupidity.

Flying Carpet - 40 points
Infantry or heavy infantry only. The bearer gains Fly (8) and Swiftstride, but cannot join a unit.

Healing Potion - 35 points
Single use. The bearer can consume the potion during the Command sub-phase of their turn and immediately regains D3 lost wounds.

Ruby Ring of Ruin - 30 points
The wielder can cast the Fireball spell from the Lore of Battle Magic as a bound spell with a power level of 2

Potion of Strength - 25 points
Single use. The bearer can consume the potion during the Command sub-phase of their turn and gains +D3 strength (up to 10) until the end of that turn.

Potion of Toughness - 20 points
Single use. The bearer can consume the potion during the Command sub-phase of their turn and gains +D3 toughness (up to 10) until the end of that turn.

Potion of Speed - 10 points
Single use. The bearer can consume the potion during the Command sub-phase of their turn and gains +D3 initiative (up to 10) until the end of that turn.

Potion of Foolhardiness - 5 points
Single use. The bearer can consume the potion during the Command sub-phase of their turn and gains the Immune to Psychology special rule until the end of that turn.


Arcane Items
Feedback Scroll - 60 points
Single use. The bearer may use the scroll instead of making a dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+ the casting wizard loses a single wound.

Scroll of Transmogrification - 50 points
Single use. The bearer may use the scroll instead of making a dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting wizard's level on a single d6. If they fail, the wizard turns into a frog.

While transmogrified, the wizard cannot cast or dispel any spells, cannot use any of their equipment, and reduces all of their characteristics (excluding wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified wizard in their army. On a roll of a 4+, the wizard returns to normal.

Wand of Jet - 45 points
The bearer may apply a +1 modifier to any of their casting or dispel rolls. However, if they roll any natural double when making a casting or dispel roll the wand is destroyed and cannot be used again.

Lore Familiar - 30 points
The owner of this familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore, including that lore's signature spell.

Power Scroll - 20 points
Single use. The bearer may use the scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.

Dispel Scroll - 20 points
Single use. The bearer may use the scroll when attempting a Wizardly Dispel. If they do so, roll an extra D6 when making the dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the wizard is outclassed in the art.

Arcane familiar - 15 points
The owner of this familiar knows spells from two lores of magic rather than one. When determining the spells the wizard knows you must roll for each lore separate, re-rolling duplicates as normal. The wizard may discard one randomly generate spell as normal, replacing it with the signature spell of the same lore of magic.

Earthing Rod - 5 points
Single use. Should they miscast a spell, a wizard can use the earthing rod to re-roll the result rolled on the miscast table.

Safety Factor fucked around with this message at 21:36 on Jan 9, 2024

Safety Factor
Oct 31, 2009




Grimey Drawer
They went to a lot of trouble to develop Kislev and Cathay for Total War. They're not simple Empire reskins. I expect they'll be coming in the future, but who knows when that'll be. I've heard that both of them have some lore in the main rulebook if that's any indication.

Safety Factor
Oct 31, 2009




Grimey Drawer
I saw the rules for the Bretonnian and Tomb Kings alternate builds and they are not just rearranging a few things. They get access to some new units that are explicitly meant to be conversion opportunities or counts-as. They have little designer's notes telling you what they would suggest. Some, like the venerable ushabti, are as simple as painting them a little nicer. Others, like the tomb guard chariots, will require conversion work. Some regular units aren't allowed at all or get mixed up in different slots. They also have more rules than I was expecting. It's not just one little bonus. Oh, and there are magic items tied to each. They're really cool. Some really strong narrative elements and converters will have a field day. Definitely looking forward to the Empire versions.


I will say though, for anyone worried that this makes the little splatbooks a mandatory purchase, I don't see these builds as that advantageous over a generic list. Yeah, if you want to focus on chariots, go with the Nehekharan Royal Host. Just be aware that you lose access to some pretty important stuff and suddenly your general and heirophant are the same model. You're also required to take 33% core instead of the usual 25%. I completely forgot to mention these things can change your army composition like that.

Safety Factor fucked around with this message at 06:06 on Jan 8, 2024

Safety Factor
Oct 31, 2009




Grimey Drawer

Al-Saqr posted:

How are people actually recieving this new relaunch of the old world? Are the reviews positive?

Rules-wise, the general reception has been very positive. There's definitely been some grumbling about the old models and overall release forecasting, but what else is new? Of more concern, in my opinion, is the fact that the US didn't even get the new resin characters. They've been delayed for some reason and we don't know when they're coming.

The rules genuinely seem great. I watched a few battle reports over the weekend and really liked what I saw. The game is more dynamic than before, lethality is down in a number of ways, and units stick around longer. Magic is simplified, but there's still some good interaction between players. Units really do shift around the battlefield during combat which can take them out of range of commanders, banners, magic, etc. or open them up to flanking charges. Even infantry on infantry grindfests don't stay in one spot. I can't wait to get a new army put together and play it myself.

Personally, I'm waiting on the Empire rerelease so I've just bought the books for now. I've got time to brainstorm and I've already got a few lists in mind. I'm going to buy so many state troops. :shepspends:

Safety Factor fucked around with this message at 15:59 on Jan 8, 2024

Safety Factor
Oct 31, 2009




Grimey Drawer

MonsterEnvy posted:

Blunderbusses

Blunderbusses are back in the Bretonnian exiles list, of all things. They can take lovely brigands as a rare choice who have the option to take them. The guns cost more than the guys wielding them. :lol:

Safety Factor
Oct 31, 2009




Grimey Drawer
I had some fun with ASOIAF to fill that rank and flank hole. Never bothered painting anything for it, I always intended it to be a casual pick up game, and the models come pre-built and in colored plastic so it was always easy to tell whose was whose. Still, it's a really fun game and I do recommend it for something more streamlined. The game is very character-focused, as fits the setting, and has a separate class of non-combat characters that have their own abilities and they interact with a small sideboard to represent political maneuvering. It's definitely got some neat ideas and the movement isn't as finnicky as WHFB.

Safety Factor
Oct 31, 2009




Grimey Drawer

MonsterEnvy posted:

Looking at those models I wonder if they are going to have Belegar as a generic King on Oathstone, or if he’s going to be himself as he was alive and a King at this point in the timeline. He was a notable candidate for Dwarf High King.

It's going to be interesting to see who they pick and choose to keep around in this era. Dwarfs, elfs, and even some chaos champions are all possible. Well, and the undead. The timeline kind of matches up with the rise of Thorgrim Grudgebearer. I checked and he became high king in 2305? That's after the Great War Against Chaos so it might be a while. Or we might get a younger version, pre-ascension.

Safety Factor
Oct 31, 2009




Grimey Drawer

Leperflesh posted:

is this thing correct, and Tomb Guard are core???

that changes everything
So it's a little more complicated, but yes. Sort of.


If you can't squint to read this, I get it, so I'll just type it out:

Characters
1+ Tomb King or Tomb Prince
1+ High Priest or Mortuary Priest
0-1 Tomb King or High Priest per 1000 points
Royal Heralds or Necrotects

Core
1+ unit of Skeleton Warriors and/or Skeleton Archers
Skeleton Skirmishers, Tomb Swarms, Skeleton Horsemen, Skeleton Horse Archers, and Skeleton Chariots
0-1 unit of Tomb Guard or Sepulchral Stalkers may be taken of as a Core choice

Special
Tomb Guard, Ushabti, Sepulchral Stalkers, Carrion, and Necropolis Knights
0-3 Tomb Scorpions per 1000 points
0-2 Khemrian Warsphinx (not counting character mounts) per 1000 points

Rare
Necrolith Colossus, Necrosphinx
0-2 Screaming Skull Catapults per 1000 points
0-1 Casket of Souls per 1000 points

Safety Factor fucked around with this message at 18:57 on Jan 10, 2024

Safety Factor
Oct 31, 2009




Grimey Drawer
The builder looks to be very much a work in progress. I was tinkering with the empire list and a lot of stuff exists in name only. Like I can add a Lector of Sigmar to the list, but he has zero options. It also isn't set up for detachments, they start at 5 models instead of the usual 10.

It'll be a good tool, just not yet. Still, it answered a few questions I had like how many points demigryphs were.

Safety Factor
Oct 31, 2009




Grimey Drawer
And we've got the first pre-order announcement after the main release.
https://www.warhammer-community.com/2024/01/11/celebrate-warhammer-the-old-world-with-a-limited-edition-box-of-exclusive-merch/
:haw:




I have no idea what they are doing.

Safety Factor
Oct 31, 2009




Grimey Drawer
I need to stop tinkering with that list builder because I am so close to pulling the trigger on a Tzeentch warriors of chaos army.

I've been intending to build them as a second army once my Empire is up and running, but the availability of the newer warrior models is getting to me. I know better, but I have a fun demon prince build in mind and it really isn't that many models and

Safety Factor
Oct 31, 2009




Grimey Drawer
Two blocks of 15 will fill your core requirements at 2000 points. Then everything else is the fun stuff.


Unless you're taking marauders they're a really elite army. I think the 2000 point list I'm tinkering with is like 45 models. It does involve a 475 point demon prince though.

Safety Factor
Oct 31, 2009




Grimey Drawer
Musicians do a few things:
"Onwards to Victory!" - a unit with a musician wins ties after all other results have been calculated, but only if the opposing side does not have a musician. They basically drown each other out.
Steadying Rhythm - a unit with a musician gets +1 to their leadership when attempting to rally
Quick Time - If a unit with a musician tries to march while within 8" of an enemy unit they get +1 to their leadership when testing to see if they can

I guess if you're undead only the tiebreaking effect matters.

Safety Factor
Oct 31, 2009




Grimey Drawer

Lord_Hambrose posted:

You don't have to take full command in every unit, so it's just a savings really.
But a skeleton unit without one of them inexplicably blowing a horn is a shameful skeleton unit.

Safety Factor
Oct 31, 2009




Grimey Drawer

Lostconfused posted:

Alright nerds, what's the best chaos related novel black library's got?

Have you read Riders of the Dead? It's an old Dan Abnett book about two men who take part in a battle against a chaos warband and become separated. One is taken in by a kislevite cavalry unit while the other is captured. I think it recently got reprinted after winning a vote or something. It's definitely worth your time, but it's not purely about chaos if that's what you're looking for.

Safety Factor
Oct 31, 2009




Grimey Drawer
I'd just be happy to see chorfs get plastic kits regardless of system. :unsmith:

They belong here though. :unsmigghh:

Safety Factor
Oct 31, 2009




Grimey Drawer
I gave in. I'm a Tzeentch guy now.

Picked up the Eternus box from last year, a vanguard box, and a few other odds and ends. Right now I'm sitting at:
Chaos lord on horse/demonic mount
Chaos lord on foot
Chaos sorcerer on foot
Chaos sorcerer on horse (old metal model)
20 chaos warriors
10 chaos knights
5 chosen
3 dragon ogres
2 chaos spawn
1 chariot
I also have 3 ogroid something-or-others from AoS. They came in the Eternus box and while I could run them as allied minotaurs, I don't intend to get into beastmen. I'll be giving them to a buddy instead.

My intent with this army is to have about 2500-ish points so that I can play 2k with a few options. I still need 10 more warriors and a demon prince. I'm planning on 10 more chosen for a total of 15 though they can wait a while. I'd also like a big rare choice like a hellcannon and/or shaggoth. I'm definitely going to get both when they rerelease. I've already built those dragon ogres and that kit is great. I think it's from back in 8th edition. They're in more parts than you'd expect, but they come with every weapon option. Even came with the 50x75mm bases I need plus some ovals I don't. I moved on to the chaos warriors last night and whoever recommended the current kit was right. They go together very well and I'm excited to start painting these. I'm planning a blue metallic scheme and I got three paints from Turbo Dork to try. My local store happens to carry them. Thinking of combining that with dark brass trim and burgundy/maroon capes for something at least a little pink in the scheme. Hoping to do a test model in the next couple weeks after I get things built and my life calms down a bit.

Now, for my demon prince I'm thinking about trying out color shift paints on its armor. Turbo Dork makes a variety of them and there's a blue/pink one I want to try called Blue Raspberry. I thought about doing the whole army that way, but it seemed a bit too much. I may single out sorcerers, lords, etc. with that alternate scheme, but we'll see. I think I'd prefer it as a one-off or maybe I just save it for demons.

Safety Factor
Oct 31, 2009




Grimey Drawer

Lucinice posted:

GW is releasing a previously unreleased Bretonnia model from 2008



Also more reveals are coming this week with a first look for the next released faction coming to people who go to the launch event at warhammer world
This rules. I'd love to see more stuff like this pop up. The faces are a little wonky, but that's part of the charm of metal models sometimes.



MonsterEnvy posted:

I think the Ogroids could make decent Chaos Ogres.
I thought about it, but decided they really fit best as minotaurs. I mean, they've got the hooves and horns and everything. Though I did check and it's theoretically possible to take an allied detachment that's nothing but a gorebull and a chunky block of minotaurs. Would be a cool option for some lists, but doesn't really fit what I have in mind. They'll be better off as a gift to a friend than part of my army.

Safety Factor
Oct 31, 2009




Grimey Drawer

AnEdgelord posted:

People out here acting like being a specialist product is a death sentence while Blood Bowl and Necromunda have been absolutely killing it for over half a decade at this point

Or 30k which has been running since 2012.

Safety Factor
Oct 31, 2009




Grimey Drawer

Tiny Chalupa posted:

At least they keep the inbreeding of the righteous Empire going strong I see....
That is a proud Bretonnian noble. Not some degenerate Empire cur.

Safety Factor
Oct 31, 2009




Grimey Drawer
For anyone curious, the new chaos warriors are an excellent kit. The bodies have to be built in specific ways, but they went to some trouble to make sure all of the weapons and shields are interchangeable. And heads, of course. The shields are easy enough to leave off for painting too. These guys will definitely rank up with hand weapons, but I don't think the halberds will work. They're also locked into shields they can't effectively use if you try to go that route. So, uh, buyer beware on halberds, I guess. Thanks to ensorcelled weapons (AP-1 and magical attacks for single hand weapons) I'm happy with hand weapons and shields. These guys are meant to be anvils.

Safety Factor
Oct 31, 2009




Grimey Drawer

moths posted:

How do they look mixed with the previous generation of static pose warriors?

I don't have any to compare them to, but I've seen a picture somewhere and they are pretty much the same height. Ever so slightly taller, more dynamic, and better proportioned. You'd be able to mix them without much trouble, I think. Some of the new models have their capes whipping out more than others which should be the only potential issue. They're a great update though I'd like them to have more wargear options. An extra sprue for a set of left-handed weapons and/or great weapons would be awesome. I figure that's not realistic, but one can hope.


Anyways, I was able to find this:

Safety Factor
Oct 31, 2009




Grimey Drawer
The newer AoS chosen do fit on 30mm squares, but they're big. Here's a picture I found like a week ago:

I'm fortunate in that I'm planning a unit of great weapon chosen so they work perfectly for me. The kit also comes with like 9 or 10 weapons for 5 models so I'll be able to get a lot of variety there. Currently planning a unit of 15, but it's not an immediate need.


I have no idea what I'll do for chosen knights. For now I'm just going to use standard knights as them, but I'll take a look at other options in the future. There are the AoS varanguard, but I would not want to paint those for a full unit. They'd be great as characters, but they're a bit much otherwise. The trim would kill me. Maybe just some head and weapon swaps will do.

Safety Factor
Oct 31, 2009




Grimey Drawer
It's not much, but this is a neat article
https://www.warhammer-community.com/2024/01/17/old-world-almanack-the-art-of-remastering-classic-miniatures/

Goes into a little detail about how they've been touching up and remastering old kits. Resculpting details here and there, making models easier to build, even adding an option or two like a new bone giant head.

Safety Factor
Oct 31, 2009




Grimey Drawer
Allies are limited to 25% of your list and are basically a little separate army that has to follow the usual percentages. So in a 2k list you could have a 1500 main force and a 500 allied detachment. And that allied detachment has to have its own general and at least 125 of core before you can get to the fun stuff. A lot of lists have limits on big characters or units like 0-1 per 1000 points so you won't be able to take certain things. Still, it's a really cool option that opens up some great narrative lists.

I don't plan on it any time soon, but I might pick up some dwarfs to splash into my empire list.

Safety Factor
Oct 31, 2009




Grimey Drawer
Regiments and detachments were the Empire's gimmick rules. In this edition they've expanded access to them, but it's pretty limited. Like high elves have them, but it's only for their militia. Or tomb kings with regular skeletons. Detachments share certain rules while within 3" of their parent regimental unit and can either counter charge or stand and shoot a unit charging their parent unit. I figure it's still going to be mainly Empire players using these rules, but it's cool that it's been rolled out to a few select others.

A big thing to keep in mind with this is that any casualties caused by stand and shoot now count for combat resolution. This could be enough to swing a combat.

Safety Factor
Oct 31, 2009




Grimey Drawer
So I'm at LVO this weekend and the GW booth had a bunch of Old World launch items. Tons of bretonnian and tomb kings boxes, some old metals, etc. I missed out on getting a separate rulebook like I wanted, but just now I was taking one last walk through and found four Empire kits just sitting with the Old World stuff. 2 boxes of handgunners/crossbowmen, 1 box of pistoliers/outriders, and 1 box of flagellants. I snagged every goddamn one of them.


And I just started chaos warriors like last week.

gently caress. :negative:

Safety Factor
Oct 31, 2009




Grimey Drawer
:siren: Important wizard hat info :siren:

Safety Factor
Oct 31, 2009




Grimey Drawer

Eggplant Squire posted:

How do chariots work for characters? I'm wondering if a Mortis Engine is a good mount for a necro Lord but not if he can just be sniped off.

Chariot mounts have a few things going on, but they're not too complicated. You can use the toughness or save of either the character or the chariot itself, whichever is highest. Enemies roll to hit against the character's WS. Finally, you simply add the wounds characteristics of the chariot and the character together. So a chariot with 4 wounds ridden by a character with 3 would have a total of 7 which makes them pretty tanky.

In general, characters and their mounts have combined toughness and wounds. A chaos lord on a dragon has T6 and 10 goddamn wounds to chew through. They still have their own WS, S, A, etc. for when they attack though. No more sniping and no more worrying about a dismounted character running around or dealing with a riderless monster.

Safety Factor
Oct 31, 2009




Grimey Drawer
As mentioned already, that particular combo won't work since the cloak of mist and shadows is limited to a necromancer on foot. Normally though, yeah, a character and mount share all of their special rules. So if you theoretically had another way to make that necromancer ethereal it'd apply to the combined model. Though there are some exceptions like frenzy that will typically be stated to only apply to one or the other. You can stack quite a few bonuses this way and a chaos lord on dragon is as disgusting as you think it is.


You can make a complete monster with T6, W10, a 3+ save, a 5+ ward, and 5+ regeneration (from a 40 point magic item). Offensively, it's just as gross with 5 WS7 attacks from the lord and another 6 WS6 attacks from the dragon. Fully kitted out that thing's like 640 points. It sounds really good (because it is), but it's a super expensive model that most players aren't going to be able to justify in most games.

Safety Factor
Oct 31, 2009




Grimey Drawer
The Tomb Kings' alternate royal host list has mixed units of spears and archers. It even has mixed units of spear cavalry and archers. The archers get pushed to the back, but they gain a rule that lets them volley fire on the move. Or during a stand and shoot reaction. I have no idea how these will work in practice, but the infantry version is probably pretty cool.

Safety Factor
Oct 31, 2009




Grimey Drawer

Eggplant Squire posted:

I think heroes on monsters are going to be a bit too strong since they really are greater than the sum of their parts with the defensive stats of the monster and the magic defensive items of the rider. It will probably take some actual play to see if they are going to be a problem or end up not making their points back.

I think there will be a couple nasty outliers like the 3+/5++/5+++ chaos lord on dragon, but for the most part I'm not too worried about this. Defensive stats in this game aren't too crazy and magic, artillery, and just general attrition are going to wear down large models. They can't hide easily and don't benefit from cover. They also have an uphill battle against static combat resolution from large blocks of infantry. If they flub a round that could be it for their momentum.


If you're really worried about them, you can always build a dedicated monster hunting character and try your luck. :getin:

Safety Factor
Oct 31, 2009




Grimey Drawer
Yeah, it looks like you don't get credit for a monster unless it's dead or fleeing. Otherwise, partial VPs are based off of unit strength and monsters always count their unit strength as their starting number of wounds.

Safety Factor
Oct 31, 2009




Grimey Drawer
Nice to know they've continued the tradition of sea guard being gross. Like all elves are, of course, but especially so in their case.

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Safety Factor
Oct 31, 2009




Grimey Drawer
Those units are going to so unwieldy they won't be able to play the game. It's just nerds talking poo poo on the internet about a game they will never play. Another one they've come up with is a single unit so wide it covers the entire width of the board.




Ristolaz posted:

Maybe they didnt want to let total war:warhammer high elf players making full sea guard armies down.

But for real yeah they do seem pretty strong. Although I just read that you can't volley fire as part of a stand and shoot charge reaction so I think the play is to just have a wide frontage all the time?

Same with any spear unit because the whole first and second rank can fight, and the stepping up rule that prevents units from attacking doesnt affect the supporting attacks rank (unless they take wounds into the 2nd rank)
I think the idea is you start wide for more shots and then reform taller for more rank bonuses. Elves are decent in close combat, definitely above baseline, but sea guard aren't THAT good at it. I think you're going to want that static combat resolution.

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