Thursday, 11 September 2025

Warhammer - Hobgoblins 1.2 out now!

Not a huge update in terms of content, but it does contain three major changes. Firstly, Hobgoblins can now pull a "Hiiyaaarrghh!" similar to a WAAAGH!, which boosts their charge distance for one turn.

Secondly is the addition of Cunning Retreat for their fast cavalry, which allows them to flee from incoming missile fire, thus increasing their resilience against enemy shooting at the cost of movement. This should have a pretty large effect on how they play on the table - hopefully for the better!

Lastly, their magic system now follows that of other Greenskins with the Lore of da Hiiyaaarrghh! (Little Waaaagh!) replacing their old spell lores, as mentioned in Tribes and Tribulations from WFRP. The Lore of da Little Waaagh! is also a good fit for them since it has a lot of "sneaky" spells fitting their playstyle, and this makes them on par with common Goblins magic-wise. I chose not to include the Lore of da Big Waaagh! as it's too geared towards brute strength and Orcs, whereas Hobgoblins are a Goblin sub-type. 

Hope you enjoy the update, and many thanks to my Patreons for your support as always! Next up will be Ind, which will be a bit of a larger update, adding a lot of new magic items and tweaking some existing parts of the army list. That one should be out in around 2-3 weeks.

  

Patch Notes:

  • New Army Special Rule: Hiiyaaarrghh!: If a model with this special rule is your Army General, then once per game he may call a Hiiyaaarrghh! The Hiiyaaarrghh! may only be called if the model first declares a charge, and must be announced immediately after making the charge declaration, before any charge reaction takes place. In the turn a Hiiyaaarrghh! is called, every friendly Hobgoblin unit within 12" add +D3" to their charge move this turn. The Army General himself, and any unit he joins, adds +D6 to their charge move instead. In addition, every friendly unit within 12" of the Army General add their rank bonus to the result rolled on the Treacherous Gits table.
  • New Army Special Rule: Cunning Retreat: When an enemy unit declares to fire at a unit with this special rule in their Shooting phase, it may choose to make a Feigned Flight move directly away from the enemy unit shooting at it. Once the unit has completed its move, the enemy unit may continue with its shooting as declared (provided they are still in range).
  • Added Lore of da Hiiyaaarrghh (Little Waaagh!)
  • Shamans cannot use Winds of Magic.
  • Laughing Skull Banner has 12" range.
  • Removed Dey Ain't Righ' in da 'Ead.
  • Dire Wolves are S4, have Mighty Blow (1). May take barding.
  • Increased cost of shortbows and bows for Wolf Raiders and Kheshig. 
  • Hobhounds are Unit Size 10+. Increased the cost of handlers.
  • Kheshig have S4 instead of Mighty Blow, cost 17 pts.
  • Wolf Chariots have W4, costs 60 pts. Does not have shortbows by default. May take scythes. May be upgraded to a standard bearer.
  • You may take 1-2 Bolt Throwas as a single Special choice.
  • Dire Wolf Riders cost 48 pts.
  • War Wagon does not have AP(1) or shortbows by default, cost 85 pts.
  • Giants have Natural Armour (6+), costs 180 pts.
  • Ghazak Khan has a bow.
  • Summon Dread Maw is a Bound Spell, Power Level 5.

Saturday, 6 September 2025

Warhammer - Estalia 1.21 out now!

Decided to make a few more changes to the existing units based on feedback. The Caballeros have back in core in the form of Hidalgos, essentially low ranking noblemen and aspiring knights. They have lower WS and Ld, and cannot take heavy armour or heavy lances.

I've also removed the Black Watchmen from the rare section, as people did not find them worth taking - and they were a bit overtuned compared to other human armies anyway. Instead, their heavy armour has been given as an option to the Royal Guard, which are now Stubborn - thus acting more like a typical guard unit.

Lastly, the Royal Guard have lost access to their handguns, but instead you have a new unit of Musketeer - BS4 troops with extra long range. This way you are not forced into paying for extra WS, Ld and medium armour for a unit that is only meant to engage from a distance, which makes them much less of an investment. 

 

Patch Notes:

  • Tactical Supremacy allows units to make a swift reform, not a full reform.
  • Renamed Spear of Myrmidia to Spear of Righteousness and Shield of Myrmidia to Shield of Honor (their canon names from Up in Arms).
  • Mace of Sacrifice: At the end of each close combat phase of which the wielder takes part, roll a D6; on a 6 the wielder suffers a wound which cannot be saved by any means.
  • Shield of Honor applies in all turns, cost 45 pts.
  • Coronet of the Conqueror gives Inspiring Presence (6) instead of +1 Ld.
  • Sword of Talabaro costs 20 pts.
  • Scintillating Shield costs 30 pts.
  • Amulet of Dawn costs 50 pts.
  • Staff of Arcane Draining: for each natural 6 rolled when channelling Dispel Dice with the bearer, you may remove one Power Dice from the enemy’s Power Pool.
  • Blessed Grenade of Aquilia works like a missile weapon. Place the small round template with its centre anywhere within range. If the attacks hits, resolve the damage as normal. If the attack misses, the template scatters D6".
  • Banner of Santiago costs 20 pts.
  • Maestro may take throwing weapons.
  • New Core Unit: Hidalgos (medium cavalry)
  • Royal Guard have polearms by default, cannot take handguns. Can take heavy armour and great weapon. Have Stubborn instead of Immunity (Panic).
  • Sisters of Fury cannot take polearms.
  • Fixed bug with incorrect WS and Ld for Knights. Knights have heavy armour by default, cannot take pistols. Cost 15 pts.
  • Conquistadors cost 19 pts.
  • New Special Unit: Musketeers (missile infantry)
  • Grenadiers can take blunderbusses.
  • Mountain Bandits have Ld6, cost 8 pts.
  • Removed Black Watchmen.
  • Knights of the Inner Circle: If Juan Federico is in your army, you may upgrade one unit of Knights of the Righteous Spear to be Inner Circle for +2 points per model. These models gain +1 Strength and +1 Initiative.