Sunday, 12 July 2015

Multiple updates out now + news for future updates

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". 
  • Jaguar Hunting Packs only require 1 Beastmaster.
  • Some new art.

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.
  • Hobilars only have to test for the Omph! rule if they roll a 1 when charging, pursuing or fleeing.

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.

Saturday, 4 July 2015

Brainstorming for "8,5 Ed"

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:

  • Failed charge = move the result on both dice.
  • Distance when charging is measured from the centre of the front rank, not the closest point.
  • 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:

  • No +x to cast depending on Wizard level.
  • Channelling = 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).
  • Possibly change casting values of all spells to reflect change in channelling and +x to cast.
  • Miscast result depends on number of dice used.
  • Number of allowed dice when casting spells are Wizard Lvl + 2.
  • "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 (same as move-or-fire weapons).
  • Cannonballs scatter D3" before bounce. "Hit" equal no scatter, same as stone throwers. Alternative #1: roll to Hit as normal, roll artillery dice to determine bounce/misfire. Alternative #2 : Direct hit = S10, D6 W, bounce = S6, D3 W.
  • +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. Alternative: combine Mo and Rider profiles, like MC.
  • Bolt Throwers allow armour saves, have Armour Piercing rule instead.
  • Fast Cavalry and skirmishers can fire 360 degrees, with no penalty for firing through their own unit.

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. In/WB = US1, Ca = US2, MI = US3, MC = US4, MB/Mo/Un = number of Wounds, ridden Mo = number of Wounds + 1 for each rider.
  • 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 is lost by being Disrupted or being Outnumbered. This premiers flanking and punishes Deathstars with no flanking support, meaning player's wont be able to solely rely on their expensive unit to win the game for them. Large units will still be steadfast as before as long as you can protect their flanks.
  • Rank Bonus = total number of complete ranks of all unit involved in the combat, not just the unit with the highest.
  • Regular troops can always be attacked in combat, even if not in direct base contact. Champions can not be attacked directly, but follow the same rules as standard bearers and musicians.
  • 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.
  • 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. Multiple units are not cumulative, but Fear plus Outnumber = -2 Ld. Terror only have this effect if the Terror-causing unit outnumbers the enemy.
  • 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 works like the new Hydra rules, except at the end of each turn.
  • Remove Stomp (increase Mo attacks instead, or give them Impact hits). 
  • Skirmishers are not steadfast in Forests.
  • 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. Alternative: increase cost to 50 pts.
  • Cavalry get rank bonus for being 4 models wide rather than 5.
  • Champions no longer allowed to do challenges (will get other special rule instead).

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?

Saturday, 27 June 2015

Regarding the "Age of Sigmar"

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...

Thursday, 11 June 2015

New Albion update out now!

*New update 1/7*

This update contains the following changes:
  • Woad Raiders can take spears, and have shields as default, 7 pts.
  • Warband Warriors have shields per default, 5 pts. Great weapons can replace shields for 2 pts.
  • Spears are optional for Clansmen Cavalry, not mandatory.
  • Oathsworn may exchange shields for great weapons.
  • Centaurs are now Cavalry, may have shields, bows, javelins and throwing axes as well their previous weapon options. 19 pts. (Light Armour option was not included due to keep them as Light Cavalry).
  • 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. 9 pts per model.
  • Gael Tribes renamed after the Slaine Tribes they are based on.
  • Gael Fury renamed War Fury.

Thursday, 30 April 2015

Multiple updates out now!

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.

Thursday, 26 March 2015

Kickstarter for Cathay models

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.