Sunday 1 March 2020

Warhammer: Orcs & Goblins 9th 1.1 out now!

This pretty massive update changes the following:
  • Have clarified which type of Greenskin each unit is. Characters may only join units of the same race (such as Orc, Savage Orc, Black Orc, Goblin, Forest Goblin or Night Goblin). Black Orc characters may still join units of Orcs, however. In addition, you may not field a Special or Rare unit belonging to one of these races without fielding at least one Character or Core unit of same race in your army.
  • Choppas cannot make use of the Parry special rule if used with two hand weapons.
  • Clarified that you roll 2D6 on the Waagh! Miscast table.
  • In the turn a Waaagh! is called, every unit of five or more Orcs, Savage Orcs and Black Orcs in the army adds +1 to its combat resolution for the rest of the player turn. 
  • Orc Warchanters may wear medium armour.
  • Orc Boyz have shields by default, cost 7 pts.
  • Orc Big 'Uns may upgrade to medium armour. Big 'Un upgrade cost 3 pts for cavalry.
  • Orc Boar Boyz do not have spear by default, cost 18 pts.
  • Savage Orc Bosses may not ride in chariots.
  • Savage Orcs Boyz have shields by default, cost 9 pts.
  • Cheaper weapon options for Savage Orc Boar Boyz. Start with shield by default, cost 20 pts.
  • Goblin and Night Goblin bosses may wear medium armour.
  • Wolf Riders do not have spears by default, cost 10 pts.
  • Orc Brutes have two hand weapons by default, cost 18 pts.
  • Gore-gruntas are ridden by Brutes, cost 60 pts.
  • Goblin Wolf Chariot has shortbows instead of spears. 
  • Doom Divers may not have Orc Bullies.
  • Reworked how Netters work; they are now individual model upgrades rather than a simple unit upgrade.
  • Fanatics no longer counts as being in soft cover. Added Thwackwheezer Puffshrooms upgrade for Fanatics. Twackwheezer Puffshrooms replace the Fanatic's normal Strength 5 Hits. It will automatically Wound on the roll of a 4+ and Ignores Armour Saves. In addition, all models within 6" of a Fanatic with this upgrade counts as being in soft cover. 
  • New Special Unit: Night Goblin Cave Hunters.
  • New Special Unit: Sneaky Snufflers.
  • Squig Herd use the Mixed Units rule.
  • Reworked how the Squig Gobba fires in the shooting phase, cost 100 pts.
  • Forest Goblin Shamans have Immunity (Poisoned Attacks). Forest Goblin Shamans may re-roll one dice (except 6's) when casting spells. However, if he rolls a Miscast, he will counts as having failed a Stupidity test.
  • Forest Goblins are affected by Fear Elves. 
  • Spider Riders do not have spears by default, cost 11 pts.
  • Cheaper poison option for spider riders.
  • You may take 1-2 Snotling Pump Wagons as a single Rare choice.
  • Trolls moved to special, have Ld6.
  • New Rare Unit: Dankhold Trolls.
  • Reworked Giant River Troll Hag's special attacks (since the official rules are quite terrible). Does not have Natural Armour.
  • Giants have Immunity (Psychology), T6, cost 200 pts.  
  • Rogue Idols of Gork are Animated Constructs.
  • Clarified Wurrzag's Revenge spell.
  • You may not include any Orc, Savage Orc or Black Orc Lords if Grom is your General.
  • Gitilla's Stinky Pelt gives him the Natural Armour (5+) special rule.
  • New Lore of Magic: Spells of da Savage Waaagh!
  • New Lore of Magic: Spells of da Bad Moon
  • New Lore of Magic: Spells of da Spider God
  • Reworked the Spells of the Big and Little Waaagh!
  • Horn of Urgok is a one use only item instead of a bound spell.
  • Spider Banner: Models that already have Poisoned Attacks will automatically wound on To Hit rolls of 6.
  • Fixed a lot of bugs with inconsistencies between bestiary and army list.
  • Added headings.
  • Added HD cover.
  • Added more lore on greenskin magic.
  • Added more lore to Savage Orc Bosses, Savage Orc Shamans, Night Goblin Bosses, Night Goblin Shamans, Forest Goblin Bosses and Forest Goblin Shamans.
  • Added three new short stories.
  • New army list frame.

12 comments:

  1. This comment has been removed by the author.

    ReplyDelete
  2. In the rulebook poison attacks add +1 to to wound rolls but the spider banner still has the old poison. I wanted to ask what exactly poison does because some books say other things

    ReplyDelete
    Replies
    1. That is not a bug, read the description again. If they already HAVE poison they wound on a 6.

      Delete
    2. As in, they get both +1 to wound, and auto-wounds on 6's.

      Delete
  3. I love the magic rework- their magic has been sub par for some time. I do think the NIKKIT! NIKKIT! spell is too strong. It is like Arcane unforging only easier to cast (11+ vs 13+), you steal the item instead of destroy it (which is way better), It is guaranteed (instead of 2+ destroy), and you get to pick which item you steal (instead of the random). There is also the question of whether d6 s4 hits no armor save is better than 1 wound at the enemies armor save, which might be situational but honestly I think better in most circumstances.
    Can we get that spell nerfed a little bit? Maybe harder to cast and only stealing on a 4+?

    Also as a side note, it seems our little group of players don't really use the high magic with the high elves (still used with Slann) because it is weak compared to the standard 8 lores of magic. Have other players found this to be the case as well?

    ReplyDelete
    Replies
    1. Will have a look at the nikkit spell compared to high magic.

      Have not really heard any complains about high magic being weak as such.

      Delete
    2. Perhaps NIKKIT! NIKKIT! could only allow stealing an item, and only things that can aren't armor, I'm pretty sure if armor is worn by an Ogre, the spell won't allow the Goblin that steals it to wear it and that a weapon stolen by a goblin might not be sized properly for his use.

      Delete
  4. -Why don't the Orc Brutes riding Gore Gruntas have the Duff up the Big Thing special rule?
    -How come Black Orc Big Bosses become Strength 5 when enforcing order on other Orcs through Quell Animosity? Maybe the attacks should be at the Bosses base strength?
    -The fourth paragraph of the Dankhold Troll calls is a Troggoth.
    -The Squiggly Curse should only boost the casting roll of an Orc Shaman if the Shaman or its unit is in base contact with the opponent or its unit.
    -Why can't Orc Big Bosses, Shamans or Warchanters ride Gore Gruntas?
    -Why can't Night Goblin Shamans ride Great Cave Squigs?
    -I think that Orc Arrer Boyz should have the Big Uns upgrade as well, when they take the upgrade, their bows get replaced with longbows. In a similar manner, Savage Orcs Big Uns with bows can instead take Longbows.
    -Why can't Forest Goblin Shamans ride Gigantic Spiders?

    ReplyDelete
    Replies
    1. `"Big Un arrer boyz" do not feel very lore/fluff friendly. I assume from the description of the arrer boyz that its the "lesser orcs" that pick up the bow and arrow as their profession as they would have no chance to compete in a brawl with the tougher orcs(that would not touch "gobliny" weapons).

      Delete
  5. I'd specify under Mangler Squigs that a Kersplat triggers gone wild. It says it in the fluff for gone wild but that can easily be dismissed as fluff/overlooked.

    ReplyDelete
  6. Say Mathias, I have a question regarding one of the regions of the Warhammer world. Cathay, Ind, and Nippon have detailed regions, but there is one nearby region that I can't recall detailed in the other books, the Hinterlands of Khuresh. Do you have any plans for that region? There are mentions of Snakemen.

    ReplyDelete

Note: only a member of this blog may post a comment.