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New Cathay update out now!

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This update changes the following:

  • Stance of the Dragon - replacing Glory for the Dragon Emperor. Units with this rule counts as having double ranks (to a maximum of +3). This means that as long as you have enough ranks, Cathayan units will be hard to break to the front, which should offset their otherwise rather lacking damage output in combat and low saves. Will need playtesting to ensure it's balanced.
  • Drum and Gong acts as a normal/extra musician to all units within 12", +15 pts.
  • Repeater Crossbowmen -1 pt.
  • Hill Tribesmen loses Frenzy, -1pt.
  • Emperor's Guard -1 pt.
  • Celestial Dragon Monks -2 pts.
  • Foo Statues -5 pts.
  • Terracotta Warriors -5 pts, halberds instead of add. HW's, -1 WS, S, T, I. They are more like skeletons, in short.
  • Stormhurler Ballista -15 pts.
  • The Swooping Hawk +10 pts.
  • Improved formatting in the background section.
  • Some new art.

New Nippon update out now!

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Updated 8/6

Pretty important update here, which changes Nippon's Kenjutsu rule. While I like the current version just fine, it doesn't really fit with the way Kenjutsu would work in reality with a series of parries and counter-attacks. Instead, it now works the following way:
  • Kenjutsu now gives models the Parry rule. For each successful Parry save, you get to make an additional attack. All in all, this will mean that Nippon loses a little bit of damage output in combat, but earns some survivability, and makes them more of duellists as opposed to just cutting through the opposition like Chaos Warriors.
  • Way of the Warrior restriction of not being allowed to join Ashigaru lifted.
  • Mempo of Honour 40 pts.
  • Shogun 325 pts
  • Daimyo 115 pts.
  • Taisho 70 pts. 
  • Hatamoto 45 pts.
  • Shinobi 80 pts, no longer have basic ward save. Can take magic items as well as poisons.
  • Red Ronin 225 pts.
  • Red Ronin's katana now gives him the equivalent of Red Fury. 
  • Hitomi Gozen 100 pts. 
  • Sarutori Hanzo 215 pts. Was way overpriced before.
  • Ninja 10 pts, no longer have ward saves.
  • Removed Redemption rule from Ronin. At 9 pts each, they just make too effective speedbumps against characters.
  • Red Devils 21 pts.
  • Mizuchi -1T, 135 pts. Did some comparisons to the new DE monsters, at 200 pts, the Mizuchi would never be worth taking. At its new cost, it makes for a weaker support monster akin to a chariot as opposed to wreaking havoc on its own.

It's (almost) official: Bretonnians in July!

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For those of you who haven't visited the larger forums; Bretonnia is apparently scheduled for a July release this year! According to the rumours, they are due for plastic Grail/Questing Knights, plastic characters, and Knights on foot!

The reason I decided to bring this up is of course because of my own version, which several of you have asked me what's to happen to it after the official release. As always with my ever-changing mind, I honestly cannot say. I was working on a new update for the book (mainly smaller balance changes and a new layout), but this will at least have to wait until the official release.

What is most likely to happen is that my version will be considered invalid (which is fine), but seeing as people might have already have gotten (or plan to) models for the new units that GW might not add to the book, I will make a special compendium with these units so you can include them with the rest of the official rules. I intend to do the same for all other armies later on as well, to bring back what GW took away, and add new units to boot!

But for now, let's all just cheer that the Brets will finally get their due soon, and I will write up a review for the book as soon as I've read through it. Vive la Bretonní!

New Norse update out now!

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This update changes the following:
  • Berserker-gang now works automatically whenever a successful charge is made.  
  • Shieldwall removed as army wide rule, only Huscarls have it to denote them as elite. This also sets the army apart from Dwarfs and gives them a more offensive role.
  • War Chant of Ulric now only gives +1 to wound.
  • Ulwerenar 16 pts, only 1W each, 4+ regen.
  • Shield Maidens 7 pts, Ld 7.
  • Raven banner 60 pts, now makes the units immune to Fear and Panic instead of Psychology., thus allowing for Counter-Charge as a charge reaction.
  • Ice Drake 225 pts.
  • Jarls can now carry the Battle Standard as well as Skalds.
  • Valkyries bumped to 3A each like Cairn Wraiths. 
  • Huscarls 12 pts, keeps Shieldwall, can form it and receive AS bonus against missiles by losing movement. This makes them more of a stand-out tactical unit.
  • Berserkers 14 pts, no equipment. Can purchase weapons instead. Blood-crazed now gives them Devastating Charge while Frenzied instead.

Gallery: Nippon

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This post will be dedicated to my personal Nippon collection, hopefully giving you players some inspiration and ideas for your own army. This post will be updated regularly with new photos as more of the army is completed, so I recommend checking in rather often if this interests you.

Pictures are not of the best quality yet, still trying to figure out the best way to use the camera! I will update all pictures once I do so though.
The colour scheme is based on the Takeda/Scorpion Clan, and quite a common one seen in Samurai armies. The shiny effect of the armour comes GW's 'ardcoat, since I wanted the armour to look lacquered.

Daimyo

From Kensei Miniatures.

Taisho

 
From Kensei Miniatures.

Hatamoto with Battle Standard

From Perry Miniatures.

Shugenja

From Bushido. Will give it a repaint to get rid of the shiny effect from the wash and add more detail later.

Kensei

From Kensei Miniatures. How fitting!

Shinobi

From Kensei Miniatures.

O-Sayumi

The special character Geisha. From Kensei Miniatures, was given as a free exclusive with my order.

Samurai Warriors

Armed with katanas. From Perry Miniatures. The champion is from Reaper, but will replace him with a Bushido model later on.

Ninja

From Kensei Miniatures. Will probably add some more Ninjas from Perry to the unit.

Flaming Arrow

Converted with a flaming spear at the cannon's muzzle, doesn't really show in the picture. From Perry Miniatures.

Multiple updates out now!

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These updates changes the following:

Nippon:
  • Samurai Warriors GW's 2 pts/model.
  • All samurai characters -10 pts, Hatamoto -5 pts.
  • Kitsune only ethereal outside combat. Enemies must test to pursue it. 60 pts.
  • Ashigaru Spearmen no longer fight in extra ranks in addition to their spears.
  • Mizuchi 145 pts.
  • Mikoshi Shrine 125 pts, 4+ ward save. No longer have the Blessing of Courage.
  • Oni GW's 4 pts.
  • Sumo Warriors now cause impact hits on infantry.
  • Kabuki Dolls no longer have LA, 11 pts.
  • Wako Pirates now have katanas, no longer swap for bows.
  • Samurai Cavalry and Red Devils are now Fast Cavalry, +1 pt.

    Cathay:
    • Stance of the Dragon renamed Iron Discipline, only effects combat resolution, not steadfast.
    • Stormhurler Ballistas now work like Elven Bolt Throwers, 50 pts.
    • Imperial Infantry 4 pts basic. 
    • Imperial Infantry must now choose between spears or halberds, not both.
    • Revised options for Hill Tribesmen.
    • Sky Rockets Move or Fire instead of Slow to Fire.
    • Fire Bombs Armour Piercing, no longer flaming or ignoring armour saves. Causes D3 multiple hits.
    • Dragon's Breath fires in a straight line rather than as a breath weapon, Strength 4. You may take 1 Dragon's Breath for each Field Engineer in the unit.
    • Hand Mortar range increased to 36".
    • Fire Lances now Flaming, 2 pts each.
    • Foo Statues S4, 50 pts.
    • Steppe Archers no longer have LA, shields 1,5 pts.
    • Field Engineers now have heavy armour.

    Hobgoblins:
    • Wolf Raiders and Tarkans may take shields without losing Fast Cavalry.

    New Norse update out now!

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    Sorry for the lack of updates recently, been busy at work and grinding down my unplayed Steam games (gotta get my money's worth from all those sales!). This is just a smaller update to fix some minor issues with the book that cropped up during playtesting:
    • Bone of Ullr 15 pts (50 were insanely expensive considering how random it is).
    • Angvar's Fury now gives Hatred instead of Frenzy (Frenzy seemed pretty pointless since they can already get it through Berserkergang).
    • Gate of Hel now effects individual models rather than whole units (on par with other vortex spells).

    If there is anything else you readers feel needs to be changed with the Norse list, let me know in the comments.

    New Albion and Estalia updates out now!

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    Another set of small updates here, changing the following:

    Albion:

    • Nerfed Cormac Chath and Conor McFeud. The former could cause way too much damage alone, and the latter were too unkillable. Don't think I have uploaded these fixes before, though they were patched quite a while ago based on feedback.
    • Several minor text formatting fixes.

    Estalia:

    • Conquistadors now have light armour by default, can upgrade to heavy armour.
    • Genitors do not lose Fast Cavalry with LA.
    • Genitors may take spears.
    • Several minor text formatting fixes and some minor edits to the fluff.

    In more interesting news, I will be making some changes regarding the release order. I've decided to scrap the release of the Mordheim characters as a stand-alone supplement, these will instead be included in the special characters book. I simply felt that it would be a bit too barren of a release to put out as a whole new document, so they should make a better fit with the already existing Special Characters. What this in effect means is that I will be pushing forward the date of the planned Bretonnia update, which I know some of you have really been looking forward too. Going to try to have it finished later this month.

    Regarding the lack of updates

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    Well, it's been over 3 months since my last update, and for some, it might seem like the project has died. This is not the case. However, (as I have said in the comments) I just don't have the time to work on the books right now due to other commitments (work, politics, video games, girlfriend). So, for the time being, the Warhammer Armies Project is on hold until I feel I have the time to work more on the books in proper.

    I still plan to finish the Bretonnia update, though I don't know exactly when, but the other planned projects (Gnoblars, Fimir, Border Princes etc.) might not see the light of day I'm afraid. Probably not the news you have been wishing for, but that's unfortunately the situation at the moment. I will still update the already existing books and fix bugs, spelling errors and minor rules changes, and will post here whenever a book is updated with the changes, as well as update the galleries whenever I have finished painting something (with better quality pictures). A wave of smaller updates will be out soon.

    In case I will not have the time to finish any new material in the future, I just want to say that it has been a very fun ride, and I hope someone else will take after me and try their hand at making their own rules based on the Warhammer universe. And much thanks for all the support, you guys (and gals) have been a large part of the reason why I have kept going for as long as I have. For now, let's bring on a new good gaming year, with a balanced number of both wins and losses!

    Kickstarter for Cathay models

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    In a stroke of non-endorsed commercialism, I'd like to bring the attention of Cathay fans to Watchful I Studios'Kickstarter that is currently in the making. They will create many models suitable for a Cathay army, including Fu Dogs and Terracotta Warriors, which are very hard to come by at the moment from other manufactures.
    I'm a pledger myself to their project which is good on the way to be successfully funded, and you can even get a glimpse of my smiling face in the comments (if your interested in that sort of thing). Be sure to "like" their Facebook page too in order to unlock more free miniatures if you decide to pledge.

    Multiple updates out now!

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    So after a long break (and I'm still sort of on it) I did have some time to through the books and fix some things that were brought up in the comments. Now these are rather minor updates that mostly fixes bugs, but also improves some of the editing, spelling, layout and paragraphs of the books, as well as new art. I am currently working on a bigger Albion update which will add at least 2 new units, and maybe a special character too. The Bretonnia update is still taking a lot of time to finish due to the near total re-make of the layout in the background section.

    The fixes and changes are as follows:

    Araby:

    • Genies Wishes fixed, you now how to pass a Ld test when taking a wish or it fails.
    • Genies have Magical Attacks.
    • Janissaries do not have armour by default, can have LA. 6 pts basic. Handguns 6 pts, bows 3 pts.
    • Fixed duplicate text in background section regarding the crusades.

    Cathay:

    • Celestial dragons 300 pts, lvl 1 wizard 35 pts.

    Cult of Ulric:

    • Knights now have barding listed under equipment.

    Kingdoms of Ind:

    • Fixed Phansigar attack value, it's now 2 like normal Champions.
    • Sowar Horsemen can have short bows instead of bows, 1 pt.

    Nippon:

    • Fixed Dripping Poison stacking, it's now one per army.
    • Tengu background fixed for consistency, WS4, 1A, no longer have LA option, Katana instead of HW, 12 pts default cost, halberds 1 pt.
    • Ashigaru Bowmen have longbows instead of bows, costs 6 pts. Can no longer skirmish.
    • Shinobis taking Clan Mon counts towards magic item allowance.
    • Daimatzu Mon only applies to Katanas.
    • Batake Clan Mon no longer only applies to War Machines.
    • Fixed spelling error in the Sashimono rule.

    Kislev:

    • Hawks of Miska stat line fixed in the Army list.

    Alternative Miniatures: Hobgoblins

    New Albion update out now!

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    This update contains the following changes:
    • Woad Raiders can take spears, no add hand weapons, and have shields as default.
    • Spears are optional for Clansmen Cavalry, not mandatory.
    • Oathsworn may exchange shields for great weapons.
    • Centaurs are now Cavalry, may have bows.
    • Half Giants added as a special choice. These are an MI unit armed with 2 hand weapons or halberds.
    • Warriors of Danu added as a special choice. These are an Infantry unit armed with great weapons that can transform into wild beasts, increasing their damage output.
    • Sword Maidens 10 pts each.
    • Hunters have BS4, can swap bows for javelins.
    • Gael Tribes renamed after the Slaine Tribes they are based on.
    • Gael Fury renamed War Fury.

    Regarding the "Age of Sigmar"

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    So, as some of you probably have seen, images of the new "Sigmarites" are out on the internet, and I'm decidedly in the camp that is not positive about their look, or the round bases. So, for those who wonder, I will not be updating my books for Age of Sigmar, but rather stay firmly in 8th ed, maybe with a few alterations.

    So long official Warhammer, it was nice while it lasted, but I'll stick to homebrew rules from now on.

    Or possibly Kings of War...

    Brainstorming for "8,5 Ed"

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    So, more rules for Age of Sigmar are out, and as expected, they are pretty much unusable for any semblance of balance. Many people on the forums seems to be thinking about a community effort and make a Warhammer 8,5 ed, which is something I have been contemplating myself for quite a long time. So, I would like to dedicate this post and the following comments to see what people in General are not happy about about the current edition, and what they would like to see in an 8,5 version. As for myself, I would plan to rework the following:

    Basic Rules: 

    • Line of Sight is divided into different heights for various troop types and terrain instead of true LoS.
    • Terrain is basic without special rules by default, "magical forests" is an optional rule that the players decide on.
    • The player who gets to choose table side starts to deploy first.
    • VP's are rewarded for killing 50% of a unit, 50% if the unit is fleeing at the end of the game.

    Movement:

    • Charge distance is M + 2D3", and M + 2D6" for models with Swiftstride.
    • Failed charge = move the result on both dice.
    • Distance when charging is measured from the longest distance a model [in the front rank] has to travel, not the shortest. 
    • Units may not move within 3" on an enemy unit's front voluntarily, unless they are charging said unit. This gets rid of the problem of cheap redirectors blocking the movement of a bigger unit completely. It can still be used to try and flush enemies out, just not to the same degree. 

    Magic:

    • Generating Magic dice is 2D3 for each player, roll 4+ for each wizard level to generate extra Power dice. Half when determining dispel dice, rounding up (Lvl 1-2 rolls 1 dice, Lvl 3-4 rolls 2).
    • Miscast on double 1, Irresistible Force on double 6.
    • Miscast result depends on number of dice used.
    • 5 dice maximum to cast.
    • "Look Out, Sir!" applies to instant kill spells that effect the entire unit.

    Shooting:

    • War Machines can only fire at targets in it's front arc without moving.  
    • Cannonballs scatter D3" before bounce.
    • +1 to hit on short range (25% of maximum range), no penalty for long range.
    • Riders on Mo are hit by cannons on a 5+, Mo on 1-4. With Stone Throwers, they are hit (under the hole) only if the rider model is actually if the middle of the template, otherwise they just suffer the smaller S.
    • Bolt Throwers allow armour saves, have Armour Piercing rule instead.

    Close Combat:

    • Remove supporting attacks for everything except spears and pikes (making spears and additional hand weapons more useful, and great weapons and halberds less of a no-brainer). 
    • Remove Horde formation. 
    • Bring back Unit Strength, Steadfast determined by this rather than ranks.Unit Strength = total number of W on a model's profile, including riders/mounts. (Example: Cavalry = US2, Dragon ridden by Lord = US9).
    • Charging a unit in the flank with a unit with a US of 5 or more and at least one complete rank causes Disruption. Monsters with W5 or more always counts as having a complete rank.  
    • Steadfast solution #1= +1 ignore negative modifier for break tests for each 1x that the unit outnumber their opponent (20 models vs 20 get 0, 21 vs 20 get +1, 40 vs 20 models get +2, 60 vs 20 models get +3 etc.). Example: unit of 42 Goblins (Ld6) lose a combat against 17 Swordmasters with 3, giving the Goblins Ld3. Because of Steadfast (+2), they have Ld5 when taking the test.
    • Steadfast solution #2 = Disruption cancels it.
    • Steadfast solution #3 = remove it. For each 1x that a unit outnumber enemies in base contact, they get +1 CR. Example: 40 Skaven slaves vs 5 Empire Knights = +4 CR.
    • Regular troops can always be attacked in combat, even if not in direct base contact.
    • Charge = +1I, +1 CR. For every unit with US5+ that charges the same unit, +1 CR.
    • High Ground always give +1 CR, not just when charging.
    • +1 CR for wider frontage than opponent (can be combined with multiple units).
    • +1 CR for each flank attacked.
    • Flanking units gets +1 To Hit.
    • Fleeing units suffers a W (with no saves) for every attack that the pursuing unit has if "caught". (Example, unit of 4 Ogres with additional HW's causes 16 Wounds). The pursuing unit is then placed 1" in behind the fleeing unit. This keeps small units from instantly killing huge units in one go.
    • Redo Weapon Skill table to allow elites To Hit on 2's vs poor troops (WS 2x+1).

    Special Rules:

    • ASF no longer allow re-rolls to Hit, remove ASF from Elves.
    • Fear = -1Ld, Terror = -2 Ld. No roll at the start of combat.
    • Flaming Attacks = re-roll 1's To Wound. (no Regen). In the case of Missile weapons, -1 To Hit as well. Unit that can already do this re-roll both 1's and 2's To Wound.
    • Impact hits [at the mount's Strength] for Cavalry and MC, +1S if barded.
    • Units can Killing Blow riders of the same size/Troop Type.
    • Magic Resistance applies to spells that "do not allow any save". 
    • Regeneration comes into effect at the end of each combat round, so set it apart from Ward saves.
    • Remove Stomp.
    • Stupidity test before movement rather than Start of Turn.
    • Volley Fire allow all ranks to fire, but with -1 To Hit. Can only be used at long range (maximum range/2).
    • Additional (optional) hand weapon types (to be used with shields): swords = parry, axes/morning stars = +1 S first round, hammers/maces = armour piercing.
    • Spear (mounted) = +1S, +1I (on foot, fight in extra ranks, +1I when charged).
    • Pike = fight in extra ranks (3), +2I when charged.
    • Lance = +2S, +2I.
    • Great weapon = +2S, -2I.
    • BSB only allow re-roll of Break Tests, not all Leadership tests.
    • Cavalry get rank bonus for being 4 models wide rather than 5.

    And probably quite a few things. In essence, I would prefer 6th-7th edition with its focus on tactical manoeuvres and static combat as opposed to a battle royale where armies compete in who can cross the table the fastest, but with clear rules, equally balanced armies and less clutter. This could mean revamping some of my army books too to streamline them a bit.

    Lots of rules that take place in situations where you often forget them (Stomp, Stupidity, Fear) are fixed with these changes.
    Steadfast is a bit more complicated, but means that Elite Infantry can break huge units without being bogged down all game, while weak Infantry still benefit from being in great numbers.
    Greater emphasis has been made towards flanking, especially with multiple units, which encourages the use of multiple smaller units against Death Stars.
    Magic now scales better with larger games, and there is more reward in taking multiple wizards and using lower level wizards to cast due to removing +x when casting (x = Wizard lvl).
    War Machines will now have to be placed in strategic position defending key points rather than doing 360-flips to shot everything.
    Missile weapons are now more efficient with basic weapons. Some points cost revisions might be necessary.
    Charges are now more important, and spears and lances have a better chance of striking first, which is logical. Charge distances are more similar to 7th ed, but still with a bit of the randomness of 8th ed.

    Note that none of these suggested changes are set in stone, and is subject to change depending on community suggestions.

    What changes would you players like to see in an updated Warhammer version?

    Multiple updates out now + news for future updates

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    Some minor updates for several books, fixing the following:

    Albion: 

    • Druid Neophytes 10 pts each, only get +1 to cast after the second 5 models in the unit. Can only cast Earth Blood and Shield of Thorns. 

    Amazons:

    • Eagle Warrior javelins cost reduced to 1 pt.
    • Totem Guardians have halberds and shields instead of great weapons.
    • Gorols don't have any equipment by default, can purchase great weapons and light armour, 35 pts basic.
    • Wizards can now use the Lore of Beasts.
    • Augments from the Lore of the Serpent are no longer "remains in play". 

      Araby:

      • Golden Magus 370 pts.

      Estalia:

      • Fixed multiple bugs.
      • Fire Bulls may now be charged.
      • Knights of the Blazing Sun have S3 (25 pts basic), can be upgraded to Inner Circle.
      • Knights of the Righteous Spear added.

      Halflings:

      • Short bows instead of bows for cavalry archers, 1 pt cheaper.
      • Some layout changes and additional background for certain units. 
      • Ram Riders may take magic banners.
      • Swan Riders may have standard bearers.
      • Lords of the Harvest may not have magic standards.

      Hobgoblins:

      • Fixed multiple bugs.
       

      Norse:

      • Some new art.

      Next up will be new the Bretonnia update, followed by the Alpha version of 8,5 ed. After that, I plan to give both Skaven and Beastmen their much needed updates to 8th ed. These are planned to be pretty quick affairs, mostly giving the books a facelift and making them consistent with the other 8th ed books. Art and background will be a mix of 6th and 7th ed books, as well as some from WFRP. Some new units will feature from Monstrous Arcanum, and maybe Storm of Magic as well.

      New Bretonnia update out now!

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      Note: Contemplating changing how the Lance formation works. Instead of having the Knights be placed in buses with a bunch of extra rules, I consider streamlining the rules to simply be "Devastating Charge, Fight in Extra ranks (charge only)". The Knights would then form a standard formation in terms on tabletop deployment. No special rules for ranks, flanking models fighting, damsels in the middle, displacing command groups etc. What is your opinion on this rules change?

      Long time in the making (almost 2 years) and much asked for, I finally finished the new update for Bretonnia. The new update contains the following:

      • New layout and graphic design.
      • Blessing of the Lady is 5+ vs missiles, 6+ vs close combat attacks. This makes it a mix of 5th ed 6th ed rules. Grail Vow always have a 5+ Ward save.
      • Removed Roland the Marshal, Reynard the Hunter, the Knight of the Perilous Lance, Jasperre the Fair. These characters never had any official models and lacked fluff, and I felt the book had enough characters as is. They will appear in the special character supplement instead.
      • Prophetess of the Lady 175 pts.
      • Men-at-Arms 5 pts, have halberds instead of pole-arms, can swap for spears for free. Have Ld6.
      • Peasant Levy no longer have farm tools, just normal hand weapons.
      • Field Trebuchet 100 pts, can no longer pivot.
      • Hippogryph Knights 70 tps.
      • Battle Pilgrims 8 pts.
      • Pegasus Knights 45 pts.
      • Foot Knights 9 pts, can no longer take halberds.
      • Grail Vow more expensive for characters.
      • Prayer Icon of Quenelles is exchanged for Mane of the Purebreed.
      • Removed free Champion upgrades, champions no longer mandatory. Streamlines the rules with the other books.
      • Grail Knights can have champions, no longer have Living Saint's rule.
      • Healing Hands is a constant rule for Priestess of Shallya, not a spell. Cost increased to 50 pts.
      • Virtue of Purity 15 pts, increase Ward save to 5 for Knight/Questing vow, 4+ for Grail Vow.
      • Tancred's sword wounds Undead automatically. Grail Shield causes enemies to suffer -1 to hit. 
      • Sacrosantum's Shield of Faith gives +1 to Ward saves.
      • Spiteful Glance 5th spell, increased to 11+. Wrathful Righteousness lowered to 10+, 4th spell.
      • Louen's Regen similar to War Hydra.
      • Blessing no longer requires you to give up going first, you roll like other armies.
      • Fay Enchantress give 4+ Ward save to Grail Knights if joining them.
      • Silvaron 1 W, Ca instead of MC.

      With that finished (apart from the bugs that I've probably missed), I will now start working on the 8th ed update for Skaven. Enjoy!

      New updates for Kingdoms of Ind, Nippon, Dogs of War.

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      This changes the following:

      Kingdoms of Ind:

      • Devas are now Immune to Psychology (bug fix).
      • Noble Caste characters may join Warrior Caste units.
      • Vishkanya have Scaly Skin (6+), and Poisoned Blood rule.
      • Beastmaster Ld7, Beastmaster range down to 6".
      • Peasant Levies may take standards.
      • Thugees US 10+ instead of 20+ (bug fix). 6pts. May take standards.
      • Sowar Horsemen can replace shields with flails.
      • Bengal Riders -1 WS, S, Ld, 37 pts. Tigers +1WS.
      • Mahouts I3 (bug fix).
      • Garudas 16 pts.
      • Kodandam clarified as a long bow.
      • Parashuruma is Immune to Psychology.
      • Amrita is one use only, regains all Wounds, 50 pts. 
      • Clarified use of Brahmastra.

      Dogs of War:

      • Rhinox Riders added as a Rare Choice at 75 pts. These are quite nerfed compared to the Forge World rules, but also more expensive than Mournfang Cavalry.

      Nippon:

      • Nerfed Void of Emptyness, now only applies to Movement, unit is ItP during the effect.

      New Kislev update out now!

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      Changelog:
      • Clarified Hates Chaos.
      • Clarified Glorious Charge for units containing models without this rule.
      • Clarified Frenzy for Priests of Ursun.
      • Priest of Ursun's spells are no longer remains in play, lasts one turn instead (except Winter's sleep, which is down to a minimum of 1).
      • AS may be taken against Ranger's Heartstrike ability.
      • Ranger gains Pathfinder ability instead of animal call, allows them to deploy as Ambushers with one friendly infantry unit.
      • Hunters I3.
      • Bears I3.
      • Bear Tamers WS3, I3, M4.
      • War Wagon no longer causes Fear, crew have flails. Horses are removed when War Wagon chooses to become stationary. Crew suffer movement penalties to fire.
      • Tzarina's Warhorse WS4, I4.
      • Chekist 18 pts.
      • Tzar Saltan 175 pts.
      • Baba Yaga I4.
      • Igor's Talisman works when he only has one wound remaining, rather than just against KB.
      • Igor's Armour gives him 6+ ward instead of attack ability.
      • Igor 275 pts.
      • Tordimir gains HBK rather than KB, only applies on the charge.
      • The Gryphon Wing allows Tordimir to automatically pass Glorious Charge tests.
      • Seraphima have normal Warhorse stats. 
      • Ilja T5, 150 pts.
      • Ilja's Strength of the Great Bear requires roll to Wound, causes D3+1 Wounds.
      • Screeching Back Banners causes -1 Ld and enemies must re-roll Fear tests.
      • Revised spell lores, including new spells, costs and effects. 
      • Removed maximum unit sizes.
      • Some new art.
      • Various bug and spelling fixes.

      New Chaos Dwarfs update out now!

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      The last version of the book was pretty much an extension of the Legion of Azgorh list, using most of the original rules from it with new ones added. However, going through the book, I noticed that a lot of the rules were needlessly complicated and redundant. With that in mind, the update contains the following changes:

      • Clarified War Machine types and changed Iron Daemon and Siege Tower to work as chariots.
      • Streamlined Iron Daemon, Magma Cannon and Deathshrieker.
      • Merged Dagger of Malice with Obsidian Blade.
      • Updated Resolute and Relentless to be on par with Dwarfs.
      • Removed Bale Taurus, Great Taurus still present.
      • Streamlined contempt.
      • Removed Blood of Hashut, Naptha Bombs and Darkforged weapons since they are only used by Sorcerers as optional upgrades.
      • Tenderizers and Whirlwinds may be taken in units.
      • Tenderizers does not ignore armour, 100 pts.
      • Blunderbusses are quick to fire, move and fire.
      • Granite Armour gives 3+ save rather than 2+.
      • Sorcerer-Prophet 220 pts, no longer have Darkforged weapon.
      • Infernal Guard are no longer upgraded to Ironsworn, does not have ensorcelled hand weapons.
      • Warriors do not have shields as default equipment, 8 pts basic.
      • Devastators 13 pts.
      • Immortals 14 pts.
      • Berzerkers 13 pts.
      • Iron Daemon S7, 250 pts.
      • Kollossus 230 pts.
      • Siege Giant 225 pts.
      • Juggernaut T6, W10, 275 pts.
      • Spelling errors and bugs fixed.

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