- Added Unicorn mount to mages.
- Re-added option for Sun and Moon Dragon to Arch Mages (wrongfully remembered that they did have an official option for it in the plastic kit and in 7th ed.)
- Dragon Mages get +2 to cast the spell Flaming Sword of Rhuin when targeting themselves.
- Clarified that chariots have a 4+ save.
- Removed fast cavalry from Tiranoc Chariots.
- Removed repeated paragraph about Avelorn.
- Silver Helms 23 pts.
- Fixed bug where Star Dragon had T6.
- Lowered armour upgrade cost of Reaver knights to 1,5 pts per piece.
- Lowered cost of Great Eagle for Princes and Archmages to 65 pts.
- Fixed bug with Ld9 in bestiary for Sisters of Avelorn and Tiranoc chariots.
- Added shield option and full command option to Shadow warriors.
- Fixed bug with Handmaidens not having Quick to Fire, removed Quick to Fire from Sisters of Avelorn (16 pts).
- Shadow armour is now a medium armour.
- Nerfed Curse of Aenarion rule to be a 3+ Ward save. Clarified how it works when taking multiple wounds.
- Nerfed White Lions' "Lion Claw" ability, gives Heroic Killing Blow in the first round of close combat, does not apply to monsters.
- Swordmasters have the the Parry (6+) special rule, which also works against shots from all non-magical bows and crossbows fired at the model's front arc.
- Fixed bug where Dragon Mage's Sun Dragon had T6.
- Fixed bug with missing Skirmish rule for Shadow Warriors.
- The War Crown lets Teclis re-roll the result of any spell effects (such as the number of hits inflicted by a magic missile).
- Teclis has the Potion of Inner Strength Magic item, giving him the stats of a Loremaster for one turn.
- Aislinn's Master of the Mists special rule adds +D6" to their range, allowing Sea Guard to reach the enemy lines with their bows.
- Soul Quench upgraded version causes 3D6 hits, casting value 12+.
- Added version number.
Saturday, 17 March 2018
Warhammer: High Elves 9th 1.01 out now!
This updates changes the following.
Subscribe to:
Post Comments (Atom)
Soulquench should may have Three powerlevel...
ReplyDeleteI think Curse of aenarion was fine. Compare it with a chaoslord of tzeentch with 3+ ward Save and re-Rolls of 1 and healing potion. Badass motherf**. For the example with 8 caused wounds, you resolve Saves to the last wound and then he gets his 2+ ward save. I think its quite fine. Fluffwise tyrion is One of the finest warriors alive, so he should be a tough One. With nerfing this rule lords aenarion become a Bad Choice without the possibility for Magic items. And teclis gets even more squishie.
ReplyDeleteHave you actually played the game whern Tyrion especially had this rule? Just curious, since I have back in the day.
DeleteCombined with the Heart of Averlorn, a 4+ ward save, good armour save etc, he was practically unkillable as long as the unit he was in did not break, and that was no easy bargain either... GW removed the whole rule in the next editions if I don't remember corectly and not without good reason I think... Tyrions other stats and items is more than adequate to represent the kind of a warrior he is on their own when measured against other lords with near equal elaborate fluff to back up their skills etc.
More importantly however, it is a game. If you play against someone that has a lord that is practically unkillabe, regardless of what you bring, where is the fun? Creating an ever increasin spiral of super lords just takes the game back to the time when the game sucked the most and was really all about the heroes, a.k.a the old "Herohammer" days...
Tecclis is likely not being as easy to take out as before, as he can no longer be sniped with bolt throwers etc inside the unit as he could previously (always worth a shot), and he also has the High MAgic wars save property to keep him relatively safe even if his unit is engaged in melee combat. He has to have some weakness after all.
I think Magic Items was added to the Lords of Aenarion. Mathias mentioned it missing being av oversight.
This comment has been removed by the author.
DeleteTeclis now has a potion to make him slightly more durable, and the Lord of Aenarion can take magic items now.
DeleteFirst, thanks for all the hard work that’s gone into the book and update.
ReplyDeleteJust a couple of questions:
Was it your intention to downgrade the power of the Shield of the Merwyrm? In the hordes book the shield was described as granting the 4+ parry save provided it was not wielded with a weapon with the ‘requires two hands’ descriptor, so would function with spears or magical hand-weapons. The new book simply states that the normal parry save is upgraded to 4+ (so no spears, no magic weapons).
What was the purpose of downgrading both the Lothern Sea Helm’s WS and BS? It already costs 10pts more than the standard hero with one fewer attacks and only one of its special rules are mutually exclusive. The lower attacks and lighter armour options meant the Sea Helm was always weaker in combat, but the hit to BS makes taking the Reaver Bow less viable now also.
The intention was simply to streamline it a bit more. In 9th ed, parry works with magical hand weapons, so it's only spears that are missing out (and those are generally not taken on infantry anyway).
DeleteI will look over the Sea Helms points cost though. The idea is to make them more similar to a Warrior Priest in terms of stats, otherwise there's hardly any difference between them and a noble.
I hadn’t picked up on the parry rule working with magic weapons so fair point there. The Sea Helm comes with a spear and no other mundane weapon options, so has to get a magic weapon if he want’s to use the Shield of th Merwyrm. This would have prevented running with the Shield of the Merwyrm and Reaver Bow combo from the hordes book, but with the latter’s price increase to 30pts this problem is sorted anyway.
DeleteI also notice th Sea Helm has dropped by 15pts and is now marginally cheaper than the Noble. Although I personally would favour keeping the Sea Helm more expensive and expanding on his leadership abilities or returning his fighting abilities, what you’ve done seems a reasonable compromise.
Thanks for the response and continued hard work.
Just a general note on powerful characters in general when it comes to a game:
ReplyDelete-If one race has free access to a super-powerful character whn creating his list, the opposing player will have to try to account for this, wether the character actually makes an appearance or not. Just the potential of a near-unkillable character that can deal out massive amounts of damage like Tyrion is a factor the opponent must take into account when making his list. Same goes for Teclis for that matter. They don't have to be featured at all to have an effect on the game and they can very easily turn the game back into a herohammer type game if this is not kept in mind.
-When people want to use the fluff to justify making characters "too powerful", remember that all the other potential heroic characters of equal stature that died early and went to unmarekd graves where those that didn't have the luck of the dice with them to begin with. Even the most skillfull characters that has survived in the warhammer world has had more than their fair share of luck to remain alive to tell the tale.
Using the fluff as a measurement of their skill in a game etc is not really valid in that sense becasue of this. Just imagine Felix Jaeger or Gotrek for example. None of their stats/skills in the game have really justified their skills to survive in the fluff, yet they have. Yet you aer far better off making the assumption that in the fluff, the dice have far more often than not gone their way, which is why their live to tell their tale (where most would not and why they remained unnamed and forgotten).
In support of this; according to the fluff, merely bringing Lord Mazdamundi to the table would result in an insta-win as he can "doom armies with a flick of his wrist". At the very least, it would make playing Watchtower pointless...
DeleteThat example made me chuckle Ed. An extreme example to illustrate the point if there ever was one :-P
DeleteThe reason I've come to this way of thinking does not in fact have anything to do with Tyrion or Teclis to begin with, but the Vampire Counts (whom I collect myself). Just think of all the vampire fluff relating to strength, speed and toughness etc if applied uncritically. I was (still am technically) a member of a forum where a lot of people came up with ideas and adjustments for various Vampires etc and one saw this all the time. The most common drool over wannabe character was offcouse Abhorash (naturally), which offcourse was made practically always a one-man army himself, which is pretty much justified by the fluff, but would make for a very poor game indeed... Characters that are too good simply removes skill and tactics from the game and replace them with, well, dice rolls really...
I'm a big fan of Nagash and love the new model, but I have not purchased it due to the fact that I can't imagine ever fielding him and having an exciting game in the first place. That, and I'm not a very good painter, whcih would make the purchase hard to justify even for display purposes...
Thought you'd like that :)
DeleteAs an O&G player we have always been blessed with wonderfully underwhelming special characters, particularly when compared to the empire-destroying exploits detailed in the fluff. Even Grimgor, the only guy to truly give Archaeon a run for his money, pales in comparison when on the tabletop.
But it does mean that we cannot rely on our characters to win us the game. Mind you, as greenskins, we cannot rely on anything to win us the game...
Mathias:
ReplyDeleteDoing a second read-through of the book (new version) and her are some thoughts etc:
-Valour of Ages (p.136) still refer to "re-rolling Fear/Terroor Tests, when this is not really applicable anymore if I recall correctly.
-Nice touch reducing Tyrion from 4 Wound to 3 and giving him A5 instead. No flimsy elf should have 4 wounds. Ever.
-Is the Champion oif the Reaver Knights, the Harbringer, supposed to have 2 Attacks instead of BS 5? Just curious if that is a mistake or not, as he used to be A1, BS 5, as most fast missile cav traditionally tend to be.
-Should the High Elf Spearmen have the Fight in Extra ranks (1) special rule. The "(1)" is missing if that is the case.
-Has Alith Anar's cost been adjusted after losing Always Strikes First? He's is still 250 as in 8th ed. Offcourse, shooting is more effective now, but at BS 7 I imagine that matters little for him technically...
-Caradryan seem to have lost the Always Strikes first rule without getting any other benefit in return, but still clock in at 170 pts.
-Arcchamge is still at 185 pts without ASF, yet the Mage has been reduced by 5 pts.
-Is the Anointed of Asurian a bit costly, when you measure him up against Caradryan? Only a 10 pts difference. I know some special characcters has a baked in discount due to everyone knows their abilities up front etc, but still...
-I loved that you reduced the Sea Helm's cost, as he was much too costly at 100 pts. I think he might be a bit too low though, as he's not 5 points cheaper than an Emprie captain, which seems 10-20 points too low at first glance. His Naval Discipline ability is quite good, arguably on par with the empire captain's Hold the Line! ability.
-How do Mistweaver's generate their spells? Roll D2?
-On the Lion Chariot, I assume the Martian Prowess speciual rule only applies to the Elves and not the Lions as well?
-I see you've reduced the cost of Dragon Princes by 1 point, yet the Silver helms (after adjusting for shields) have not. Just curious as to the reasoning.
-Don't like the Shields option on the Shadow Warriors (elaborated on this in the HE 1.00 thread btw). Otherwise, point cost adjustment etc looks good. Command group and two hand weapon option seems fine though.
-Looking at how potentially powerful the Sisters of Averlorn could be in the missile phase with the new rules, I'd cosider moving them to the Rare section. The WS nerf seems fitting.
-Eagle Claw Bolth Thrower is a BS based weapon, hence a bit more powerful now. A slight point adjustment maybe? +5 pts?
http://www.solegends.com/citcat9x3/c92425marheinf-03.htm
DeleteHere you can check the Shadow Warriors with shields. Miniatures I have btw.
I got to taste that shooting phase with the Ravening Hordes list but i can't remember was it against Sisters of Avelorn or Handmaidens of Everqueen. They're very nasty. At least remove of Quick To fire and 1p. increase was made to the Sisters and Handmaidens got 2p. increase.
DeleteBS5 S4 Flaming&Magical in special and 16p. is pretty scary. Tear through TK skeletons and chariots like a butter :D
- Will fix.
Delete- Yes, as spears are their standard weapon, and bows is optional.
- Will fix.
- All High Elf characters have had their points checked, in 8th ed they all got ASF for free.
- Yeah, that mage is a bit too cheap actually, I will bump it to 85 pts again.
- Well, the Anoited does give Ward save bonuses and ItP to his unit, unlike Caradryan.
- Well, he loses out on both WS, BS, Init and Attacks, so I'd say that fair. Compared to the Empire captain, he has lower T and A.
- You choose your spells in 9th ed. Otherwise, yes.
- Yes, as part of the Martial Prowess special rule. The Lions are considered part of the mount.
- Silver Helms just got 1 pt cheaper compared to the 1.0 version. Or do you mean compared to 8th ed?
- Sisters of Avelorn and Handmaidens in the same section would be pretty superflous.
- Well, this goes for all shooting which was pretty underwhelming in 8th ed. I have not increased the price for those missile weapons either (except for bows with multiple shots).
The Merewyrm:
ReplyDelete-Any particular reason you switched out the summoned from the deep rule it once had for the powerful tail special rule Mathias?
-Not overly fond of the tail attack tbh, as to justify such force you sort of have to ground your mass properly for one thing, which is hard with no legs etc, but at the same time it sort of is exactly what it is doing with its "stomp"...
-It is a bit hard to justify including it in the army too, and I think most will just go for the Phoenixes insted, since they are almost as tough, far quicker and more flexible to use. The Sea Creature special rule makes it a defensive kind of unit by default, which makes it hard to use effectivly.
-I know it was in the Storm of Chaos campaing offcourse, but it seems in many ways that it would fit better in a DE army in many ways from a fluff perspective, even though they have the Kharybdyss already. Sea serpents have sort of been their hallmark going back to the Man O'War days etc... It just seems a bit strange the High Elves having it and not them in some way, even though I don't see a use for it in the DE list as such.
-Have you seen any appropriate model for it btw? If the depiction in the beastiary section is to be justified, it kinda seems like T5, 5W is a bit low... Perhaps WS 6 (on land) would be a bit high. I know these are the old GW stats, but still.
Finally, as Cato the Elder said "Moreover, I consider that Carthage should be destroyed" at the end of his proclamations, I state that I think the "Warriors" is an abomination to the signarure spear army in the game and has to go. :-P
The Merwyrm: https://www.forgeworld.co.uk/en-GB/Merwyrm?_requestid=6793600
DeleteNever seen that model before. Actually a cooler model than I imagined it could be, I'll give them that. I wa spicturing more of a wingless chineese type dragon as depicted in the beastiary section of the army book though. The model didn't really look like the sea serpents commonly associated with the Dark Elves either, which is a good thing. :-)
Delete- Yeah, I figured they'd just do the summoning before the battle starts, just like the Kharibdyss.
Delete- Well, that's the rule from 8th ed that I simply included here to make it stand out a bit.
- It does come with Regen though, making it a bit more durable. It's also a bit cheaper, but I will look over it's cost again, it might be a bit too expensive compared to the Hydra.
Still keeping the Warriors though ;)
Thanks for the update Mathias. Just a few questions.
ReplyDelete- The Lothern Sea Helm miniature have the option to be BSB.
- Regarding the Spearmen armour, in 5th edition you have the option to have light and heavy armour(our light and medium). That's why I why asking you to get the option to.
- The White Lions nerf is too severe against monstrous infantry. It only make a non armour wound that by default will have a -3 for the Strength 6 of the user. What's the point?
- Yes, as before.
Delete- Well, all the Spearmen models have had pretty heavy armour. In the 8th ed book, I have them the option between light or heavy armour as well, but medium armour is the most suitable option, which they now have by default.
- Killing Blow means every 6 rolled will instantly kill any MI the first round of close combat. I think you might be thinking about hos Killing Blow works in 9th Age?
This comment has been removed by the author.
Delete-It means they will be able to be BSB? Right now they can.
Delete-If I didn't have the last version(1.073) I understood that against MI like ogres they just do a no-armour save.
"Killing Blow is only effective against Infantry, Cavalry and War beasts. Against Monstrous Infantry, Monstrous Cavalry and Monsters, a successful Killing Blow only inflicts one Wound which Ignores armour saves. Against other troop types, it has no effect." pg 59
- Yes, they can be BSB.
Delete- Ah, right you are! That should be Heroic Killing Blow them, not normal killing blow.
Noticed they already have the Heroic Killing Blow rule, something I forget my own fixes ;)
DeleteThis comment has been removed by the author.
DeleteI see the heroic killing blow rule and the BSB in the Sea Helm. :). Regarding the armour(last comment) I think it will be a good way to differentiate between normal and experienced spearmen.
DeleteSorry to bother you but why was the name of Ellyrion Reavers modified??
ReplyDeleteAnd And why does Phoenix Guard have not the Immune to Psychology rule if they can see their own fate?
Thanks for answering
Seeing your own fate doesn't by definition make them immune to it... Their fate could be to panic and flee some monster to be chased down and killed after all.. One of those tricky things...
DeleteOk but it was the typical trait of that unit, they just needed more cost. But that's just my opinion
DeleteReaver Knights is the old name for them, and means they could come form any region of Ulthuan. Ellyrian Reaver sounds like they all come from Ellyrion, which would be strange for a Core unit (whe are all from different regions, the Sea Guard mainly patrolling outside of Ulthuan).
DeleteAs for the Phoenix Guard, they become ItP if joined by an Anointed. Before it was not point in deploying an Anointed in the Phoenix Guard unit, which was rather silly.
Are these Magic items with 2+ ward save against Flaming attacks (immune to) still availabel in 9th ed? Its kinda Easy for every Army to Counter tyrion with his Flaming attacks. There are plenty of cool lord choices, so its no Common Thing to Face tyrion and archaon. When i Think of bloodDragon lords, There is still some Hero Hammer out There. Since they are so pricey, there are points missing somewhere else and in case you have to feed them with something. We agrred in our gaming group that you have to announce the use of a special charakter. To answer your question. I Never Faced Tyrion nor played him, but i faced a lot of blooddragon and Nasty chaoslords and of course archaon (6th-8th ed). As long he's in a unit its really fuckin hard but manageable due to the high costs for him and his unit. Same for tyrion in a unit, dont attack him but his unit and he will be stuck for a couple of cc phases. Alone he is vulnaberable for artillery and stuff. He hasnt by far the damageoutput of other cc charakters. The example with lord kroak.. well... pheew.. i think he has a very bad day on the tabletop that he cant use his full might ;)
ReplyDeleteAnonymous: Seems like half of this was adressed to me, so I'll respond.
Delete-The Tyrion and Teclis type characters are likely too expensive to be fielded commonly (and some don't like to field special characters when playing at all), but the isue of them potentially being fielded will always be something you have to account for when playing against a HE player regardless.
This offcourse applies to the stereotypical blood dragon lord with the secial rule that gives you more attacks based on initial wound etc. I'm a long-time VC player myself and I think I've only ever once fielded a Vampire with that special rule and that was when testing out Konrad. Definately a big special rule that incentivises your opponent to go all herohammer again, even though in most cases it's a fight he will lose...
The problem with Tyrion as oposed to many of the others is that he already has a 1+ armour save and a 4+ ward save. Then if rediced to 1 W, he gets a 2+ ward save. If you are lucky and kill him regardlees, he gets back with one more wound with anther 2+ ward save... All the while he might be healed by magic as well. In that sense he is borderline unkillable. He is also Cavalry and elven cavalry to boot, so he pretty much gets to pick the fights he wants to get involved in and ignore those that could bog him down for too long. Remember, he is practically guaranteed now to not get killed by the likes of ballistas, cannons etc before he enters combat (unless his unit is practically destroyed around him first), which previously wasn't the case. I'm not saying tha the character sniping thing was a good thing previously, but it is something one has to account for as well when looking at the overall power of characters in this 9th ed.
I also think the gentleman's agreement on special characters is a good thing btw. :-)
By Lore Tyrion always was the mest hth character. He is wearing an armour pre-vortex. Only the Mark3 Valten, Grimgor or Archaon should be capable of give him problems. I can't understand the constant needing of nerf him.
DeleteMark3 Valten. hehe
DeleteDon't get me wrong, I'd like to havew Tyrion up there and it is justified, but the 2+ ward save and second life if you will combined is a bit much. I assume GW removed thes rule entirely due to seeing the problem in the first place. I'm all for keeping some verion of the Curse of Aenarion rule in the game though, but I just think 2+ is very OP. 2+ Ward doesn't really exist in the game, for a good reason I think.
I'm a fucking spastic on the keyboard at times... *sigh*
DeleteThere's now Immunity to Flaming Attacks instead, but that only means the Flaming part, his sword will still inflict normal damage.
DeleteCan High elves get some cool magic artifacts like Druchii do (like the executioner Godslayer axe or the twilight Jesus cloak)? I don't mean to have a totally op hero like with vambraces of defense but... They have like... 1 sword... 1 armor... 1 arcane thing. They should be the race with more magical objects of all.
ReplyDeleteAnd, I know it is just a lore thing, but it would be nice if you could bring back honorifics traits as in 5th I think, like Bretonnia has knight things for heroes or like vampiric or chaos powers.
High Elves have more items than any other faction already, and will get more in and expansion later on.
DeleteAs for the Traits, they have already been partly been incorporated with the Loremaster character.
"""partly incorporated""" it means one out of ten fixed on a single character? Cool...
DeleteNo quite sure what you mean; the Pure of Heart is partly Valour of Ages, the Lion Guard is already in Korhil, Loremaster/Swordmaster is it's own character, Seer applies to all wizards in 9th ed, and channeler can be made with a magic item.
DeleteThis comment has been removed by the author.
ReplyDeleteNot sure I agree with you that the HE doesn't have "cool magic items"... The Reaver Bow is also a weapon, taking up one weapon slot. The Shield of the Merwyrm is also "armour" taking up an armour slot... Both of those are very decent I think at least. Their Arcane items is really good as well. 4 Enchanted items are nothing to scoff at, even though the Cloak of Beards have a somewhat limited use. THe High Elves do have a lot of very good magic items of a more legendary nature on many of their special characters though, far more so than most other army books, so here I think the overall critisism is not really justified.
ReplyDeleteAs a fan of traits on characters to give them a bit more backstory and diverisfy them a bit on how they interact with their army, I wouldn't mind seeing something like the honorific traits myself.Not to the extent one sees in the Bretonnia book though, due to the more conservative nature of the High Elves, but a small handful would be cool. :-)
Yeah of couse also because the traits were if I remember well just 4 or 5
DeleteIt seems in the latest revision that the Sea Helm has been given several downgrades with no balances in terms of points reduction or added abilities.
ReplyDeleteI’ve been out of the game since about 5th/6th edition, only recently getting back into the hobby, so I have no real idea whether the Sea Helm has been perceived to be overly powerful in the past.
The latest changes make it less tempting to give the Sea Helm magical weapons (only 2 attacks and a reduced BS), suggesting that it is intended more for a leadership role. If this was the purpose, is it worth expanding on the benefits the Sea Helm grants? It currently only offers two mutually exclusive abilities; one of which, the sky cutter, has been slightly debuffed by the stat drops of the Sea Helm.
One possible buff would be if the Sea Helm were to grant any Sea Guard unit it joins the ‘quick to fire’ ability so that the unit can always choose to either stand and shoot or hold and attempt a quick reform. Would this be too powerful?
As it stands, the Sea Helm seems quite a niche choice when fielded on foot, only being potentially worthwhile in a single infantry unit where it grants an ability that might not be used at all during a battle, all at the expense of damage output, mundane equipment options and 10pts over a standard noble.
I honestly did not catch that he was rediced to A2. I always thought he was a regular A3 hero. My mistake then regarding the point cost.
DeleteThe Sea Helm is cheaper than the Noble at 55 pts, his lesser stats compensated by his special rules, similar to a Warrior Priest in the Empire.
DeleteMaybe its a fair thing that tyrion after his resurrection is not affected by curse of aenarion anymore
ReplyDeleteSome ideas for DE. Access for lore of metal and heaven. Pointincrease to 200pts for the kharybdiss. Fear for executioners. Slaveunits that doesnt count towards core minimum. No hold your ground, if enemy units are in cc with them without DE units involved, they can be shot.
ReplyDeletePoint increase for the Kaharybdiss? In 8th it had one of the most useless special rules around AND it has the Sea Creature special rule, which makes it more or less only have some value when the enemy has to come to you as it can't keep up with the army otherwise... It's no coincidence that DE players nearly always pick the Hydra version of the model instead...
DeleteSlave units and Slave Masters are a cool idea ,but perhaps not as easy to find good models for unfortunately, unless you are picturing more of a slave gladiator type of slaves, but even then. They would also have to all have the same base size for practical purposes, so no Orcs and Humans together etc... :-/
Metal will be added at least, not sure about heavens. Kharibdyss will likely stay as is in terms of points.
DeleteSlaves will be added as well.
A couple of new heroes for DE could be The Dark Prince & Nagaira, though they would also work for Chaos affiliated books too.
ReplyDeleteCurrently no plans for more special characters for the main book, maybe as a separate download in the future.
DeleteI remember back when the Ravening Hordes were coming out, these new units were listed:
ReplyDeleteNew Hero: Disciple of Khaine (DE warrior priest, gains bonuses from causing wounds).
New MB: Arachne (half spider, half dark elf).
New Mo: Avatar of Khaine (mentioned in 8th ed BRB).
New Unit: City Guard
Rykarth added
Are they still in, or have plans changed?
It's going to be interesting to see when the book comes :-)
DeleteI do hope he drops the Arachne idea and instead does something more with the MEdusae, for which Avatars of War has some suitable models as well:
http://www.avatars-of-war.com/eng/web/mobile/productos.php?id=129&Itemid=143&armycode=Dread+Elves
I don't think the spider theme fits that well either (beside it being a D&D rip-off), due to the whole snake/lizard theme already being so strong in the first place Cold Ones, Hydra, Dragons, Medusae etc)...
The Avatar of Khaine in the BRB is really vaguly described though and first instinct is to do something 40k like, but it really doesn't fit that well as i undermines a whole lot of the whole HE/DE story as a whole.
I've been trying to find some Monstrous Beast/Monstrous Infantry type models that could fit well as "Avatars of Khaine" instead to pitch the idea to Mathias, but I gave up in the end as nothing really fit very well... :-/
City Guard has some intriguing aspects to it, but it was always a bit odd that the old city guard was arguably better (cost effective) than the regular troops of the dark elves. The only race where those assigned far from the front lines are more dangerous than the proper veteran troops. That was the old rules for them at least.
I hope to see some new units too, but not just for the sake of it. I'm excited for the Disciple of Khaine though. Looking promising :-)
I hope Nmes of Power becmes a proper feature as well. They properly included it as a very cool feature in Total War: Warhammer 2, which really made non-special chaacter Lords (in the game) really come to life with more story & diversity to them. :-)
Arachne are not, the rest are in ;)
DeleteAfter GW's new Age of Sigmar Sea Elves faction, any plans on writing a Sea Elves book?
ReplyDeleteHas that been confirmed? I only found some rumours about it. The Sea Elves will probably just be some sort of High Elves, so I'm more likely to include them in the High Elf book if the models fit. Sea Elves as such do not exist in Warhammer anymore.
DeleteI saw some picsof some models yesterday, so yes, it is definately coming...Seemed to be some sort of evil race though. Idoneth Deepkin they are called. Check out warhammer-community.com for more informatin
DeleteThey're like a weird mixture of Dark Eldar and Greek mermen riding fish.
DeleteYeah, saw the pics. Not sure if great or silly. I don't think they would fit very well as High Elves, but maybe as Fishmen...?
DeleteMathias:
ReplyDeleteSome thoughts regarding the Merewyrm after having studied the model and seen the AOS Warscroll for it.
-Since the model is rather... lets be honest here... Fat with short stubby legs etc, it seems like it should have stats to reflect this, meaning a reduction in WS, Initiative and definitively Attacks, but it could also get T6 to represent its more bloated bulk.
-Steam Breath Attack of some sort?
-The long tail of the model could potentially justify a "missile attack" of 4-6" to the model's flanks and rear (which could be a cool addition since it could then potentially use this to support the HE frces in close combat within 4" etc).
-A maximun Natural Armour Save of 4+ or 5+ a tbest. The model does not have anything resembling real dragon scales.
-Drop REgeneration. If it hails from dragons, this is not a natural trait for it. Instead, add +1 Wound if it's is not tough enough.
-Make its regular Attacks (I suggest 3 Attacks) Multiple Wound (D3) attacks, representing it's massive maw. Perhaps give it the chance to regain 1 wound in every close combat phase in which it causes two or moe wounds due to its regular attacks.
-Re-introduce some sort of bound by socery rule to it (tied to a wizard, only use his LD, Monster reaction if he dies etc). The reason I think this is a good idea, is that unlike all other Monsters in the HE list, the Merewyrm is lacking the one common thing that you can attribute to all others, them being described as "Noble". It also goes hand in hand with the idea of DA Sorceresses callingup their particular kinds of Beasts from the deeps...
Just some thoughts after having pondered it for a few days.
The stats and rules it has right now is a mix of the official Storm of Chaos and Forge World rules (the Forge World one giving it higher S and T).
DeleteThe bound by sorcery, while making sense, is something that should really apply to a whole bunch of monsters in the game (like the Kharibdyss). Not sure if it's a great idea though. Tieing the Vermin Lord to a Grey Seer was not that popular in the Skaven book for instance.
I imagined you had lookd a it Mathias, but I still feel some of its rules it out of place (regen, caugh...) and there is rally little that would ever tempt you not to take a Phenix instead for example. It doesn't really have a tactical use that can't be done better by other Monsers in the list, which makes it redundant and likely not to be used by anyone...
DeleteIt could be so simple as to only allowing it in the army if you had a Wizard (assuming he had done all the needed preparations in advance).
Regen is mentioned in the fluff though. The Merwyrm is much tankier than a Phoenix though, and has 3 extra attack with the tail, making them more of a battleline monsters compared to the phoenix that is more of a flanker.
Delete-If the Monster has evolved from dragons, regen seems out of place, regardless what the fluff says. It is your fluff after all... :-P
Delete-The desription says ONE extra attack at S7...
-The lesser phoenix has the same Toughness, the same wounds and has a 5+ (potentially 4+) Ward Save, so it's almost as tanky but far more manouverable and overall usefull.
I'm not aganst it being in the army, but I think it should be modified as suggested previously to make it more unique and also to suit the model better quite frankly.
I just upgraded to an iPhone 8 on iOS 11, and now I can’t download any of your stuff. Idk if this is a problem on my end or not, but I am severely bummed
ReplyDeleteTry this page if the menu is not available: http://warhammerarmiesproject.blogspot.se/2017/09/download-page-for-ios-users.html
DeleteWell, that’s the problem: I tried that page and it didn’t really work... but I’ll try again :)
DeleteClearification for the everqueens rule +1 to hit for attacks of the handmaidens. Both shooting and cc?
ReplyDeleteYes, that's correct.
DeleteWhen do you expect to be finished with the ravening hordes 8th ed for empire and high elves? Coming back from long vacation and it would be like christmas to play the new rules ;) please please :))
ReplyDeleteI will try to have them finished this Monday :)
DeleteYou're the one and only herohammer out there!! :)
ReplyDeleteSo you are saying I'm a boring, broken part of the game? ;p
DeleteHey mathias, what do you think about giving soul quench 3 diffrent powrlevel?
ReplyDeleteI don't think that's really necessary, pretty much all spells have 2 power levels only.
DeleteBut nerfing soul quench to 3 d6 hits with s4 is wrong. Comparing to the doombolt, second powerlevel with 3 d6 s5 hits, they should be like equal in potencial. More hits with low strenght in high Magic and few hits with high strenght in dark magic... and for both a high casting value for the second powerlevel
ReplyDeleteI'm nerfing Doombolt as well, so they will be on similar power levels.
DeleteAlso for 8th ed?
ReplyDeleteIt will be soon, probably tomorrow.
DeleteThe timeline of the Phoenix King reigns in the book is out of order, or at least I think it is anyway. Caradryel the Peacemaker's section is after Bel-Korhadris the Scholar instead of Caledor II. The dates of their reigns at the start of their sections are accurate, but it seems weird he's the only one not presented in the proper chronological order.
ReplyDeleteYou know what, that is weird! Looks like I must have moved them around by mistake at some point. I will fix that ASAP.
DeleteThink the stat line for imriks dragon minaithir might be wrong I believe he’s a star dragon and all of his stats are right except his toughness which is 6 not 7
ReplyDeleteRight you are, will fix that.
Delete