Tuesday 21 April 2020

Warhammer: Albion 9th Ed 1.22 out now!


Updated to 1.24:
  • Fire pots upgrade costs 10 pts.
  • Bonegrinder Giants cannot throw rocks.

Updated to 1.23:
  • You do not need to buy tribal affiliations for all units if one is chosen.
  • Chariots may take shields for +3 pts.
  • Added shield option for hunters with javelins.
  • Added upgrade to throw rocks for Giants and Bonegrinder Giants.
  • Fixed multiple minor bugs and spelling issues.

This update changes the following:
  • Models with War Fury suffer an additional -1 to their Leadership when taking Break Tests. This applies in every turn, but no longer stacks, making it easier to keep track off.
  • Added note: Shieldbearers should be placed on a 40x20mm base and add +2 to the Unit Strength of any model mounted on them.
  • Finian: Models with this special rule roll 3D6 for Panic and Break tests and discards the highest dice rolled.
  • Hunters have javelins by default, cost 8 pts. Can upgrade to bows for +1 pt.
  • Half Giants may take shields.
  • Cheaper light armour and musician option for Aonbarr Horse Warriors.
  • Mastodon costs 200 pts for Warleader.
  • Fenbeasts cost 38 pts. All upgrade options cost 3 pts.
  • Stone Thrower can choose to fire either rocks or fire pots if the upgrade is bought.
  • Updated Giant rules on par with WoC. You may take 1-2 Giants as a single Rare choice.

Warhammer 9th Edition 1.81 out now!

This update changes the following:
  • Models with a larger Unit Strength can see and be seen behind models or terrain with a lower Unit Strength.
  • For every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that does not deploy using the Ambushers rule
  • Large Targets cannot claim cover modifiers from units and/or terrain with a Unit Strength less than 3. They are no longer always visible.
  • Swarms have a Unit Strength of 3. They are considered to be Unit Strength 0 for the purpose of Line of Sight.
  • A shrine may join other units of Infantry (except Skirmishers). Removed "Some shrines have no Movement value at all. In this case, they must join a unit of Infantry who pushes the shrine forward at their normal Movement rate, otherwise they are unable to move until a unit of Infantry chooses to join the shrine as a unit." This will be included for those units it applies to (namely the screaming bell).
  • For Line of Sight purposes, a hill counts as Unit Strength 3 for each 'level' it has. Models standing on top of a hill level add +3 to their Unit Strength for Line of Sight purposes.
  • For Line of Sight purposes, a forest counts as Unit Strength 5 (forests taller than 8" counts as Unit Strength 10).
  • For Line of Sight purposes, an obstacle counts as Unit Strength 0.
  • For Line of Sight purposes, a building counts as Unit Strength 5 for each floor it has. Models add +5 to their Unit Strength for Line of Sight purposes for every floor they are on above the first one.
  • Plague of Rust does not affect Natural Armour.

Sunday 12 April 2020

Warhammer 9th Edition 1.8 out now!

This update changes the following, mostly clarifications:
  • Removed mentions of page numbers that referred to older versions.
  • For one model to have line of sight to another, you must be able to trace an unblocked line from the front arc of its base to the base of the target. However, models with a larger Unit Strength can be seen behind models with a lower Unit Strength.
  • Fixed minor bugs with the Magic summary table that referred to an earlier version of the game.
  • A Wizard cannot dispel a spell where the total of the natural dice scores is less than 3. A dice total of 1 or 2 is always considered to be a failure, despite the level of the Wizard. This is true regardless of any bonuses, from any source. 
  • If the total of the natural dice scores is 1 or 2, not only is the spell not dispelled, but the Wizard is so preoccupied by their collapsing dispel that they are unable to dispel spells for the rest of the Magic phase. Note that the army can always attempt to dispel, regardless of previous failures.
  • Added Lone Model shooting modifier: Any shots taken at a single model with Unit Strength 2 or less suffer a -1 to hit shooting modifier.
  • If the majority of the models in the target unit are within Line of Sight, but behind other models (friend or enemy) or terrain then an additional To Hit modifier is applied.
  • The Break test modifier for each unit on the losing side is to be calculated separately and compared to the combined combat resolution score of only the enemy units they are in base contact with, not any other friendly units involved in the combat.
  • Animated Constructs cannot choose Flee as a charge reaction (though they may use Fire and Flee as described under Fast Cavalry as normal).
  • Armour Piercing is cumulative with other sources of Armour Piercing.
  • Clarified in the Special Rules section that for every Core unit with the Expendable special rule in your army, you are required to include at least one other Core Unit without the Expendable rule. 
  • Handlers for Mixed Units are not forced to be placed in the rear rank.
  • Large Targets cannot claim cover modifiers for obstacles, and can see and be seen even if you cannot draw a direct Line of Sight to/from their base.
  • Infantry have an approved base size of 20x20mm, 25x25mm, 25x50mm, 30x30mm and 40x40mm.
  • Included rules for chariot ranks.
  • Chariots have an approved base size of 40x40mm, 50x50mm, 50x100mm and 60x100mm.
  • Added note: Great weapons give +2 Strength in the first round of close combat, and +1 Strength in following rounds.
  • Clarified how pistols/brace of pistols work in combat.
  • No Troop Type gains any armour saves from shields against missile attacks to their rear.
  • Removed Last Stand rule from standard bearers.
  • When refusing a challenge, the character is moved to the back ranks, just like in 8th ed.
  • Clarified that obstacles do not block Line of Sight.
  • You can spend up to 25% of your points on Lords and/or 35% on Heroes, but no more than 35% in total over both categories.
  • You score an additional 25 victory points for every enemy standard bearer that was removed as a result of a successful pursuit move or slain in combat.
  • Clarified that Enchanted Blades of Aiban gives Armour Piercing (1).
  • Unless otherwise stated, a magic weapon is treated as a hand weapon (replacing the model's regular hand weapon), and follows the rules for such.

Friday 10 April 2020

Wood Elves 9th Ed 1.2 out now!

This update changes the following:

  • Added headings for easier navigation. 
  • New page and text box backgrounds.
  • New Hero: Arch-Revenant.
  • Elven Grace: Models with this special rule have the Dodge (6+) special rule in close combat. However, this cannot be used against enemies attacking with a higher Initiative value than the defending model.
  • Blessings of the Ancients: Any model that has this special rule, and is within 6" of a forest, adds +1 to all attempts to cast and dispel spells.
  • Asrai Longbow is a Longbow. All shots with this weapon have the Armour Piercing (1) special rule.
  • Hagbane Tips are 3 pts.
  • You may not have more models of Deepwood Scouts than you have models of Glade Guard.
  • Swiftshiver Shards: Removed "If they do not move, they instead ignore the To Hit penalty for firing Multiple Shots".
  • Removed armour options for Glade Riders.
  • Wildwood Rangers are S4, cost 13 pts.
  • Warhawk Riders cost 27 pts.
  • Alters have unit size 5+.
  • Sisters of the Thorn 24 pts.
  • Meadow Chariots can take two extra crew and/or steeds.
  • Spite Revenants no longer have the Whispers in the Dark special rule. Unbridled Malice rule: Enemy units in base contact with models with this special rule must re-roll successful Leadership tests. This has no effect on units that have Immunity (Psychology). Cost 13 pts.
  • Sylvan Hunters are WS5, cost 46 pts.
  • Tree Kin are Stubborn cost 48 pts.
  • Treeman 210 pts.
  • Treeman Ancient costs 245 pts.
  • Unicorn costs 55 pts.
  • Orion costs 385 pts. Spear of Kurnous is a spear. Gives +1 S when thrown.
  • Ariel costs 540 pts.
  • Araloth costs 195 pts, is no longer stubborn (since it won't affect his unit anyway). 
  • Talon of Dusk is S2, fires multiple shots, not multiple wounds.
  • Updated Skaw's Falcons to work the same way as Albion War Hawks.
  • A Blight of Terrors costs 25 pts.
  • Cluster of Radiants costs 25 pts.
  • Muster of Malevolents costs 15 pts.
  • Pageant of Shrikes costs 15 pts.
  • Resplendence of Luminescents costs 10 pts.
  • Murder of Spites costs 10 pts.
  • Spirit Sword costs 60 pts, does not affect champions or Monsters that are animated constructs.
  • The Bow of Loren is S4, cost 25 pts.
  • Helm of the Hunt costs 40 pts.
  • The Rhymer's Harp costs 60 pts.
  • Hail of Doom Arrow is Glade Lord or Glade Captain with Asrai longbow only.

Monday 6 April 2020

Warriors of Chaos 9th Ed 1.2 out now!

Updated to 1.21:
  • Removed chaos armour as a rule (after much discussion). Have adjusted points costs for all models affected.
  • Daemon Princes are MI, have W5, cost 270 pts.
  • Chaos Warriors cost 16 pts by default without shields. Can now take shields in addition to another weapon option for WYSIWYG purposes. Shields cost 1 pt, two-handed weapons cost 3 pts.
  • Chaos Chosen cost 18 pts by default without shields. Can now take shields in addition to another weapon option for WYSIWYG purposes. Shields cost 1 pt, two-handed weapons cost 3 pts.
  • Chaos Knights have lances by default, cost 36 pts.
  • Varanguard have lances by default, cost 72 pts.
  • Skullcrushers have lances by default, cost 77 pts.
  • Fixed bug with Daemonic Mount having W1.
  • Lord of the Storm rule is a Lightning Attack.

This update changes the following:
  • Lords/Heroes are limited to a total of 100/50 pts of Powers and Magic Items.
  • Added Chaos Armour: Models with this special rule add +1 to their armour save if they wear light, medium, heavy or full plate armour. Chaos armour is worn by characters and Chosen (including Blightkings and Skullreapers etc).
  • Models with the Mark of Tzeentch have the Magic Resistance (1) and Ward save (6+) special rules. Do no longer get channelling bonuses.
  • Models with the Mark of Nurgle add +1 to their Toughness and suffer -2 to their Initiative.
  • Daemon Princes have WS8. Are unaligned by default, no longer forced to take Marks. Khorne Daemon Princes can take 150 points of powers.
  • Added shortbow option to Marauder Hunters and Horsemen.
  • Chaos Cultists may take shields and light armour.
  • Hellstriders have light armour, cost 19 pts.
  • Clarified that Master of Fate also applies to the Fatemasters themselves.
  • You may take 1-2 Chaos Spawn as a single Special choice. 
  • A Spawn of Slaanesh rolls an additional D6 for their Random Movement result, cost 10 pts.
  • Chaos Trolls have Ld6.
  • Chimera has W5, cost 190 pts. Regenerating Flesh costs 30 pts.
  • Chaos Giants have T6, cost 200 pts. Updated Giant Rules on par with Orcs & Goblins.
  • Updated Mammoth rules for "Pick up and…"
  • Hellcannons have the Daemonic rule. If the Hellcannon would get destroyed as a result of it being Unstable, treat this is rolling a 1 on the misfire table. Cost 190 pts.
  • Archaon costs 580 pts
  • Vardek Crom costs 255 pts.
  • Valkia costs 355 pts.
  • Vilitch costs 390 pts.
  • Chaos Lord costs 190 pts.
  • Slaughterpriest costs 120 pts.
  • Chaos Warriors cost 17 pts.
  • Chosen cost 20 pts.
  • Skullreapers cost 36 pts.
  • Putrid Blightkings have medium armour.
  • Wrathmongers cost 46 pts.
  • Pusgoyle Blightlords have medium armour.
  • Fixed bug with Crom missing armour in army list.
  • Blades of Putrefaction: If a model targeted by this spell already has Poisoned Attacks, its Attacks also wound the target automatically on a To Hit roll of 6.
  • Slicing Shards no longer requires the target to test on their unmodified Leadership.
  • Daemonsword adds +D3 attacks, not +D6.
  • Mantle of Chaos does not work against magical attacks.
  • Chaos Familiar is Wizard only rather than a Magic Item.
  • Fixed bug with Soul Feeder being allowed to heal himself with the Daemonsword.
  • Horns power costs 5 pts.
  • Scaled Skin gives a 6+ save, costs 5 pts.
  • Acid Ichor costs 5 pts.
  • Extra Arm costs 5 pts.
  • Tentacle costs 5 pts.
  • Flaming Breath costs 25 pts.
  • Bloodcurling Roar has no effect on Animated Constructs.
  • Blood Fever has no effect on Animated Constructs.
  • Deafening Bellow: On the turn that the character charges, all enemy units in base contact suffer -1 To Hit in close combat. Cost 20 pts.
  • Conjoined Homunculus does not cause Stupidity. Cost 25 pts.
  • Protean Form gives Regeneration (5+), cost 25 pts.
  • Stream of Corruption costs 25 pts. This has no effect on Animated Constructs.
  • Nurgle's Rot applies in the start of the close combat phase, not the magic phase. This has no effect on Animated Constructs.
  • Word of Agony has no effect on Animated Constructs.
  • Soporific Musk has no effect on Animated Constructs.

Sunday 5 April 2020

Vampire Counts 9th Ed 1.2 out now!

Updated to 1.22:
  • Necrofex Colossus' Impale Attack: Select one model in base contact; that model, and all models in the same file, must pass an Initiative test or suffer a Strength 7 Hit with the Multiple Wounds (D6) special rule.

Updated to 1.21:
  • Von Carstein Lords costs 260 pts.
  • Necrarch Lords costs 260 pts.
  • Lahmian Vampire Lady costs 245 pts.
  • Blood Dragon Vampire Lord costs 260 pts.
  • Strigoi Vampire Lord costs 240 pts.
  • Vlad von Carstein costs 465 pts.
  • Mannfred von Carstein costs 560 pts.
  • Neferata costs 530 pts.
  • Melkhior costs 530 pts.
  • Zacharias costs 755 pts.
  • Walach Harkon costs 490 pts.
  • The Red Duke costs 385 pts.
  • Gashnag costs 325 pts.
  • Isabella von Carstein costs 110 pts.
  • Konrad von Carstein costs 180 pts.
  • Von Carstein Vampire costs 80 pts.
  • Sethep costs 190 pts.
  • Necrarch Vampire costs 95 pts.
  • Lahmian Vampire costs 70 pts.
  • Blood Dragon Vampire costs 110 pts.
  • Strigoi Vampire costs 105 pts.
  • Necrofex Colossus' Impale Attack: If there are no models with more than 1 Wound in base contact, re-roll on the table until you get a different result.
  • Added Wight Blades to Wight Kings, Grave Guard and Black Knights. Models with this special rule have the Killing Blow and Magical Attacks special rules.
  • Walach Harkon's Beheaded result causes a Heroic Killing Blow.
  • Wind of Death: Any model passed over by the template takes a Strength 3 hit which Ignores Armour Saves.
  • Call Winds: Call Winds affects all units within 24" of the Vampire. Until the start of caster's next Magic phase, all missile attacks from fired within or at a target within this distance suffer -1 To Hit.

This update changes the following:
  • The Red Thirst does not work on Forest Spirits.
  • Clarified Resurrecting Fallen Warriors.
  • Wight King has W3, cost 85 pts.
  • Liche Lord cost 275 pts.
  • Zombies do not have Fight in extra Ranks.
  • Sylvanian Militia are Expendable.
  • Fell Bats are Undead.
  • Dire Wolves, Fell Bats and Bat Swarms count towards minimum core units like normal expendable units.
  • Spirit Host and Bat Swarms are unit size 2-10.
  • Necrofex Colossus has I1.
  • Clarified the number of Steeds pulling the Barrow Chariot.
  • Mourngul has Ice Attacks.
  • Tomb Banshee have Hover, cost 80 pts.
  • Enemies in base contact with a Zombie Dragon suffer -1 to their Weapon Skill.
  • Vlad von Carstein cost 475 pts.
  • Mannfred von Carstein costs 580 pts.
  • Neferata costs 540 pts.
  • Melkhior costs 540 pts.
  • Walach Harkon costs 495 pts.
  • The Red Duke costs 390 pts.
  • Gashnag costs 330 pts.
  • Konrad von Carstein costs 195 pts.
  • Isabella von Carstein costs 125 pts.
  • Sethep costs 205 pts.
  • Dieter Helsnicht has the Rod of Flaming Death from the magic items section instead of the Staff of Flaming Death (since these are supposed to be the same item).
  • Vampiric Powers and Magic items have a total limit of 50/100 pts for heroes/lords, rather than 100/200. However, nearly all powers has seen a points drop.
  • Walking Death: Any unit in base contact with the Vampire must re-roll successful Leadership tests. This has no effect on models with Immunity (Psychology). Costs 20 pts.
  • Quickblood: The Vampire gains the Dodge (5+) special rule. Costs 20 pts.
  • Red Fury is now limited to +5 Attack. Costs 35 pts.
  • Dark Acolyte costs 20 pts. The model adds +D3 to the number of Wounds healed whenever it successfully casts Invocation of Nehek.
  • Strength of Steel: The Vampire has the Devastating Charge and Strength Bonus (1) special rule. Costs 10 pts.
  • Fear Incarnate costs 20 pts.
  • Supernatural Horror cost 20 pts.
  • Flying Horror costs 20 pts.
  • Transfix costs 15 pts.
  • Unbending Willpower costs 10 pts.
  • Aura of Dark Majesty costs 20 pts.
  • Wolf Form costs 10 pts.
  • Call Winds costs 10 pts.
  • Wolf Lord costs 10 pts.
  • Master of the Black Art costs 55 pts.
  • Spectral Form costs 40 pts.
  • Forbidden Lore costs 20 pts.
  • Unholy Cynosure costs 10 pts.
  • Doomrider costs 25 pts.
  • Heart Piercing 20 pts.
  • Might of Arms 20 pts.
  • Master Strike costs 20 pts.
  • Dread Knight costs 20 pts.
  • Massive Monstrosity costs 15 pts.
  • Iron Sinews costs 15 pts.
  • Hunter in the Dark costs 15 pts.
  • Ghoulkin costs 10 pts.
  • Infinite Hatred costs 10 pts.
  • Seduction costs 25 pts.
  • Lightning Reflexes costs 25 pts.
  • Night Creature costs 20 pts.
  • Innocence Lost costs 20 pts.