Friday 29 March 2019

Warhammer 9th Ed 1.42 out now!

Another smaller update here, taking care of the following:

  • Ice Attacks causes enemies to be subject to ASL, applies to both combat and missile attacks/spells.
  • Removed mentions of Irresistible Force from various parts of the book.
  • Expendable units do not count towards the minimum number of Core Units you need to include in your army.
  • Frenzy does not remove Parry.
  • Blade of Slicing cost 15 pts.
  • Signature spells are not included for units who know just a certain spell from a lore, like a Bound spell or similar.
  • You may re-roll a re-roll if you have two special rules at different power levels that would otherwise cancel each other out.
  • Clarified that only models that can wear non-magical armour may take magical armour.
  • Quick to Fire weapons may be used when charging.
  • "Nearby Enemies" and "Restraining from Pursuit" are now Psychology tests.
  • Animated Constructs can never be affected by Hatred or Frenzy.
  • Units with Random Attacks roll once for the whole unit, rather than per model (Characters being the exception).
  • Fixed multiple spelling errors.

28 comments:

  1. Since there's no response to my comment on Daemons of Chaos, I'll repost it here.
    -I don't think you should have removed access to Arcane Lores. The Arcane Lore chosen for each one matched the god as well.
    -I see a lot of descriptions of effects that don't affect Animated Constructs. In some of these cases, this should include Undead since Undead are a form of Animated Construct, just one made of corpses. The rules I think should not affect Undead are Stream of Bile, Nurgle's Rot, Pestilent Mucus, Noxious Vapours and Soporific Musk.
    -Bloodthirsters, Skarbrand and Juggernauts have Magic Resistance (1). Since they are Daemons of Khorne, which gives them Magic Resistance (1), that instance of Magic Resistance does nothing.
    -Bloodletters used to have a 6+ armor save inherently. Consider bringing this back?
    -The Cloak of Skulls worn by Skulltaker grants Magic Resistance (1), which he already has due to being a Daemon of Khorne.
    -Why would Lamprey's Bite not affect Animated Constructs or Forest Spirits? I also think that Screamers should roll To Hit as if they were making a close combat attack when making a Slashing Attack, or maybe remove Slashing Attack like you removed how Hexwraiths can pass through units while hitting them, since it doesn't make sense how Screamers can swoop down to attack something but their target has no chance to strike back.
    -The Blue Scribes should be Strength 2 like typical Blue Horrors.
    -Kugath Plaguefather has both the Slime Trail special rule and Slime Trail daemonic gift.
    -If there is an Exalted Keeper of Secrets in here then why aren't the Exalted Daemons of the other gods represented?
    -Which Flames of Tzeentch does a Daemon that has purchased Flames of Tzeentch possess? The Flamer version or Firewyrm version?
    -The Nurgle's Rot Daemonic Gift is mispelled as "Nugrle's Rot".
    -The Soporific Musk Daemonic Gift uses the exact same description as the Fiend of Slaanesh description, which includes it saying "Models in base contact with one or more Fiends of Slaanesh".
    -Enrapturing Gaze is misspelled Enrupturing Gaze.
    -The Banner of Ecstasy says "Daemon of Slaanesh only." twice.
    -Bloodthirsters should have Hellblades and Great Unclean Ones should have Plagueswords. It doesn't make sense for them to have weaker weapons than the Lesser Daemons.
    -Maybe Gaunt Summoners could be upgraded to Wizard Level 4.
    -Are you sure that Gaunt Summoners and Infernal Enrapturesses shouldn't be special forms of Heralds (and therefore, Heroes)?
    -The Blissbringer unit champion of the Fiends of Slaanesh doesn't have 4 attacks (1 more than a regular Fiend).

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    1. Answered your comment on the other post. I pretty much always respond to comments, but since you make very long posts that also require me to go through the whole books, it will take longer until I can do so ;)

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  2. Since you are doing a general update wave next, I have some suggestions:
    -Units come in three sizes, small for infantry, cavalry and war beasts, large for chariots and monstrous ________ and monstrous for Shrines and Monsters. I think small models should be limited to 1-4 wounds, large be limited to 3-5 wounds and monstrous have 5+ wounds. This would require increasing the points costs of some shrines and monsters a little but with every book written, you can do it without inconsistencies.
    -Adjust the Strength or Toughness values of heroes and lords so that Lords will have +1 of those over Heroes. Each species has a base strength and toughness value. If they can field units with +1 strength or toughness above the base, then the heroes have +1 strength and toughness over their baseline and the lords have either +2 strength or +2 toughness over the baseline with the other being +1. If the species cannot field units that have +1 strength or toughness over the baseline, then the heroes have +1 strength or toughness over the baseline and the Lords have both +1 over the baseline.
    -You've set Ward Saves to a maximum of 4+ and I understand that, but why not make it that parry (and only parry) can take it above 4+ to a maximum of 2+. Most Ward Saves come from magical protections and you can only stack so much without hurting the bearer but parry saves are a mundane protection that should stack with magical ones without issue. Either that or make Parry separate from Ward saves.
    -All armies could have access to Light and Medium armor at a minimum, even if medium is only available to the lords and heroes. If they don't have the technology base to build their medium armor out of metal, it could be the skins of a tough beast since this is the Warhammer world.

    In the case of suggestions specific to Albion:
    -Make Woad Raiders WS4, they are described as having spent considerable time in battle.
    -The War Hawks of Hunters get replaced with a core unit almost identical to the Hawks of Mishka from Kislev.
    -The warhounds, wolves etc. of other factions are able to act normally without handlers. Why not remove the handlers from Warhounds and not force them to charge at all times? Either that or put the Handler on a horse so he can keep up with his hounds.
    -Warriors of Danu could be given more control over their transformation so that their always in the Spasm Warrior form.
    -Sidhe could gain special affects based on the Greek element they are attuned to. Air grants Hover, Earth grants Regeneration, Fire grants Flaming Attacks and increased Strength and Water grants Always Strikes First.
    -The Stone Thrower doesn't need to be Slow to Fire. All artillery has that. It should also have Multiple Wounds (D6), it's meant to be equivalent to a Bretonnian Trebuchet.
    -The Mastodon needs a major buff. It's weaker than a Ramhorn while costing the same points. I say, just make it identical to the Ramhorn and buff up the crew to the level of Hearthguard.
    -The Giant doesn't have Immune to Psychology like giants from other factions (with the exception of Ogres due to the cruelty the Giant suffers from at the hands of Ogres).
    -Replace Charge Bonus (2) with Strength Bonus (2) that only applies on the turn she charges from Gwenlaen's Sword of Oghma.
    -Maybe Cormac Chath and Connor Macfeud could have 4 attacks? They are stated to be some of the greatest warriors in Albion so it would make sense for them to have equal stats to Warleaders.
    -Elemental Power is a bit limited. Perhaps make it able to bring back dead models if the D3 roll takes the wounds of one above 4 like how Regrowth works?
    -Truthsayers and Druids should have access to shields like Druid Neophytes.
    -The Swordmaidens have a formatting error in their Swordmistress option.
    -Druid Neophytes are called Swordmaidens in the points cost section.

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  3. I disagree a bit with allowing parry with frenzy. Frenzy is a state of mind where personal safety is not the first priority (I guess, I ve never been in berserker mode;) ).
    In an earlier post I backed down on the debate about allowing parry at all together with dual wreapons, as you basically cant attack at the same time with both your weapons if you you simultaneously use the offhand weapon to deflect an attack. But for simplicity and game balance I withdrew my case. But frenzy seriously take the offensive to yet another level that would be quite impossible to keep up on the defensive side as well. Sure you probably still have reflexes to parry incoming blows and deflect attacks in your flurry of choppas, but there is a basic parrying skill already for this and that is your WS.
    And as a sidenote, offhand parrying weapons are usually smaller, lighter and specially designed to function for this purpose. I do not see this design in 99,9% of all the GW miniatures (only a blood dragon vampire comes to mind). Instead we have more often for example savage orcs with two huge choppas, a weapon design quite ill suited for the finer arts of parrying (veteran savage orcs probably lack a couple of fingers...)

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    1. It was mainly for balance reasons, as units like Witch Elves and Woad Raiders get unneccesarily penalised otherwise. Orc choppas will get a special rule that keeps them from parrying, so you still won't see savage orcs with parry.

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    2. Martial styles and training are all about combining deflecting, evasion and strikes in varying combination with each other. It is very common to turn a party into a strike, even while frenzying.

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    3. Yes I know about "riposte" and other moves, and all that is reflected in your WS. You naturally have a smaller chance to get a hit on a witch elf than an orc.
      And I would love to see an actual study of real "frenzied" (you know, unstoppable madmen with foaming mouths) people doing martial styles;). Is there an olympic contest called "berserker fencing" that I have not heard of? or mushroom induced frenzy-kendo:)? Every time ive read about something about martial arts it is about self control and discipline and one of the best ways to get an opening on your enemy and to finish him is to taunt him and make him angry so that he makes simple mistakes. And frenzy is not just a state of "im a little bit pissed off at my enemy"...
      Never mind. if its for game balance, it is hard to get the realism right as well so I leave it at that.(maybe set a minimum WS of 4 to allow for parry save while dual wielding perhaps?).

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    4. Min WS4 is yet another variable to keep in mind though, so I'd rather not over-complicate the game more than needed.

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  4. I have some suggestions:
    -the te-rolls of re-rolld. Could you write some example in the Rulebook or just tell me one by comment? It's difficult to understand to me that rule jeje.
    -Inmunity (psychology) has the Inmunity to psychology tests? In that case, would be more appropiate to include a section of a list of psychology test? (nearby enemies, restrain from persuit, etc)

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    1. - Example: if one model re-rolls 1's to hit and the other models makes their opponent re-roll all successful hits, you first re-roll any 1s, and then you re-roll all successful hits after that.

      - Yes, Immunity (Psychology) includes psychology tests. I could probably mention those tests there as well, sure.

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  6. -Thank you. I understand now.
    - I'd glad if you do that. It would help :)

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  7. On Roland's note about the Parry, my group runs it as a separate "special" save. Though we take it against successful To Hit rolls, and the Armour and Ward saves against successful To Wound rolls just because we prefer the thematic feel it brings, you could easily have Parry saves taken as a special save after all other saves have been used. That way they are still relevant when you have good Wards, but don't stack with a Ward save.

    On the stat lines of Heroes vs Lords, I agree that there needs to be a discernible distinction between the two. That said, you need to be careful to not increase Strength and Toughness over believable racial limits. Example, a human should never go above S4 and T4, except in maybe an extremely rare circumstance for a named character, but never for a generic lord or hero. Leadership however is a stat I think should definitely have a gradient directly proportional to rank/hierarchy (so Heroes are always +1 over base of their race and Lords +2). One faction I know that suffers from this not being the case is Lizardmen. I personally believe Slaan should be Ld10, as they are some of the oldest beings in existence and mighty sorcerers to boot. This would allow for Oldbloods to be Ld9 and Scar Veterans to be Ld8 as currently both Oldbloods and Scar Veterans are Ld8, which for one does not fit with the scaled leadership hierarchy of most other armies (I haven't gone through all, but I know most follow the tiered Leadership pattern I mentioned above) and will also make them two different and viable options when it comes to selecting an Army General.

    As always, thank you for your extreme dedication to this project. It has been great watching it develop. I look forward to seeing what you bring with the Army Book updates.

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    1. That was explained in the lore that older saurus do not really become better leaders, just better fighters. So the Lizardmen are supposed to be an exception. They also already have Cold Blooded, so boosting their leadership even further would also make cold-blooded much better.

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  8. seeing as Albion is next in your schedule i'd like to make some Suggestions
    -Unicorn Cav, not a Hero or Lord on a unicorn but an actual unit of shock cavalry. Suprised this was never done before. It's like they have two lances
    -Slings, this isn't really important but real life celts would drill holes into their sling amunition so that they whistled as they flew through the air as a form of Psycological warfare. This isn't important but it would make a nice touch if regular Slings had some sort of light leadership debuff
    -Fenbeasts, lore-wise Fenbeasts were one of Albions more common forces so i wonder if it would be feasible to make them core troops. maybe make truthsayers more expensive as well to balance it out?
    -torcs, idk

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    1. - Unicorns are not very common in the lore, and they are only attracted to wizards, so it would not fit.
      - Don't think it's really needed.
      - Unbreakable MI in core would not really be good for balance. Haven't really found anything in lore that would support whole armies being made of fenbeasts.

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    2. ok, that's reasonable

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  9. Albion is next on the list. Speaking of Albion, I have a question regarding the Fimir. How many units will be left out? You said it would be a shorter codex. How much shorter?

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    1. It won't be a "codex" as such, it will just be a shorter book of maybe 20 pages or so.

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  10. That short? That's odd. I thought the Fimir had several diverse units and a variety of monsters and demons serving alongside them, such as the nuckelavee? If there are going to be around 20 pages or so, that would make this shorter than even the Hobgoblin codex.

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    1. It won't be an army book on the same level as the Hobgoblin one, just a shorter army list with some lore on the units and the Fimir as a whole. Same goes for the Gnoblar Hordes and Zombie Pirates books etc.

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  11. By the way, I forgot to ask: Do you plan to add creatures such as Ymir, Zoats, and Pygmies to the Monstrous Arcanum? Ymir are a toughie, since they don't have a picture, to the best of my knowledge. Zoats should be easy, I think. Pygmies, however, are odd. They do have a bit of lore, and even unit models. They share a bit of history with the Amazons, so maybe an expanded entry in the Arcanum? They might not warrant a whole codex, but something to think about. Also, Any thoughts on old 1st edition Slann? Maybe mentioned in the Arcanum as well?

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    1. All of them except the Pygmies will be in there, yes. Have not yet decided what to do about the Pygmies. 1st ed Slaan I belive have been completly replaced with the current Lizardmen.

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  12. Pygmies would be a tricky task. Would probably be as long as gnoblar horde and Fimir, barely. By the way, regarding magic, would Witchcraft count as regular Dhar? Dhar is haphazardly combined winds of magic. Witchcraft does that. TRUE Dhar is its own thing, under the purview of Druchii sorceresses. Even Daemonology is it's own thing, use by Daemonologist Warlocks. Speaking of magic, Fimir have their own lore of magic. Will that remain in the new book?

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    1. Have not read up on witchcraft, I think that is only present in the RPG? Fimir will keep their own lore, yes.

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  13. According to the wiki, Witchcraft spells are in the 4th edition of the RPG. It does seem interesting enough to get added. But, speaking of the RPG, did you hear? Gnomes are getting reintroduced in the RPG! If they are willing to add those back in, What else do you think could get added back in to the RPG? Heck, they could get included in Total War Warhammer! Maybe as a follower. Who knows, maybe they will add in pygmies, Zoats, Amazons, and Albion in too. Maybe in a different game. What do you think?

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  14. Super happy with charge range and killing of fleeing units when unit strength >=10. :) SIMPLY GREAT!

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  15. You may wish to correct "COMPULSARY" on page 20.

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