A fairly large update with a lot of changes here, so let's go through the most important ones.
Tusker Charge has seen a nerf to Mighty Blow 1 instead of 2, making it a bit less over the top which was a concern raised by some when Boar Boyz moved to core, and also in line with TOW.
Warchanters can now be Savage Orcs, offering a new option there. They now follow the rules for other "priests" meaning they need to pass a Ld test for the effect to come into play.
Crossbows have been removed from the Arrer Boyz - while it was a historical option in 4-5th ed, I agree with the critics that it feels "un-Orcy" to have them be commonly available, and not really in line with current lore. Therefore it's now limited to Ruglud again, so people can still field their models that way.
Forest Goblins have seen a nerf after complaints about poison being too good on them - they no longer have access to regular poison as a result, but can now take the Spider Banner for 25 pts in any regular unit of them - without double poison stacking.
Netters have been nerfed and limited so their effectiveness now depends on the size of your unit, which reduces the amount of attacks they stop, while being cheaper overall.
Goblins also now pay regular prices for their great weapons and polearms, increasing their total cost by up to 25% to reduce spam, which was another concern. They can no longer take regular bows which was requested by a large number of people.
Black Orcs have a new equipment system which allows them to take two options without paying full price for them. They cannot take three or four options as before to balance it out, but this puts them closer back to their previous version, addressing feedback about them being overcosted otherwise.
Common Goblins now have access to Monstrous Cavalry in the form of Dire Wolf Riders, allowing players to field the new Snarlfang Cavalry models in their army.
Lastly, I've decided to cull several the Orc special characters - most of these were just Warbosses with unique magic items or one special rule at best - their items have been moved to the magic item pool, allowing you to still build them if you wish - just without the clutter of having them taking up space in the special character section.
Next up: High Elves!
Patch Notes:
- In the turn a Waaagh! is called, every combat involving friendly Orc units within 12" of the General adds +1 to its combat resolution for the rest of the player turn. In addition, every friendly unit within 12" of the Army General adds their rank bonus to the result rolled on the Animosity table.
- "I've Forgot!" The Wizard permanently reduces his Wizard Level by 1 and may not cast any further spells this phase.
- Replaced Mighty Blow on Boars with Tusker Charge: Mounts with this special rule have the Mighty Blow (1) special rule in any turn that they charge.
- Foot of Gork scatters D3".
- Acidic Bile scatters D3".
- New Magic Items: Rotting Dankhold Spores, Crunchy Shinies, Glareface’s Grin, Moonhoned Shiv, Moonstone Medallion
- The wearer of the Magical Warpaint may re-roll failed Ward saves from their Warpaint. Costs 5 pts.
- Removed Guff's Flag.
- Nogg's Banner of Butchery costs 10 pts.
- Da Angry Ladz Flag costs 25 pts.
- Gork's Waaagh! Banner costs 25 pts.
- Warchanters do not have armour by default, may be upgraded to Savage Orcs.
- Warbeats: A Warchanter knows the three Warbeats listed below. They may attempt to use one at the start of each of your turns by taking a Leadership test on their own unmodified Leadership. If passed, the Warbeat is answered and take immediate effect. Each Warbeat lasts until the start of your next turn. A friendly unit can only be under the effect of one Warbeat at a time.
- Orc Boyz are Unit Size 15+.
- Removed crossbows from Arrer Boyz.
- Boar Boyz cost 14 pts.
- Forest Goblin: The model gains the Forest Strider special rule. Do not have Poisoned Attacks. Is a free upgrade.
- Goblins cannot take bows.
- Increased cost of polearms and great weapons on Goblins.
- May upgrade one Goblin Git to a Netter for every 5 models in the unit. Roll a D6 for each Netter in your unit; for every 4+, an enemy model has become entangled. Costs 2 pts for each Netter. Netters are always the last models to be removed as casualties (excluding any Command Group models); the nets are picked up by other Night Goblins in the unit should they be slain.
- If the Fanatic ever ends its move over a unit, place it 1" beyond the unit in the direction it was moving. If this is also over a unit it should be placed 1" beyond that unit, repeating the process until it is no longer touching any models. When this happens, units between where the Fanatic ended its move do not take any damage.
- Wolf Riders cost 9 pts.
- Giant Spiders have Natural Armour (6+).
- Additional hand weapons/great weapons cost 2 pts each for Big 'Uns/Black Orcs.
- Big 'Un Boar Boyz cost 17 pts.
- Boar Chariot costs 75 pts.
- Black Orcs cost 15 pts. May take one equipment option for free/discounted, may take a second option discounted. May not take more than two options total.
- Nasty Skulkers may take throwing weapons.
- New Special Unit: Dire Wolf Riders
- Wolf Chariots have W4, costs 60 pts.
- Spear Chukka costs 30 pts. Fixed bug with Spear Chukka missing Slipshod.
- Rock Lobba costs 80 pts.
- Gigantic Spider Riders cost 35 pts.
- Trolls pay 6 pts for great weapons.
- Gore-gruntas cost 53 pts.
- Maw-grunta costs 225 pts.
- Orc Bullies cost 10 pts.
- Giants/Bonegrinder Giants have Natural Armour (6+). Costs 180/385 pts. May take Warpaint.
- Jump Up and Down: Otherwise, it will instead use the Stomp (2D6) special rule this turn instead of its normal Stomp.
- Idol of Gork: Friendly Orcs and Goblins that start the turn within 6" of the Idol can re-roll failed charge distance rolls.
- Gorbad Ironclaw has heavy armour, costs 340 pts.
- Da Immortals have Hatred, costs 16 pts.
- Grimgor's 'Ardboyz: If your army includes Grimgor, the restriction on duplicate units for Black Orcs is halved (rounding up).
- Snagla Grobspit costs 80 pts.
- The Deff Creepers: In addition, they cause Fear on any turn that they charge.
- Removed Grotfang Skab, Gordrakk, Morglum Necksnapper, Gorfang Rotgut. Moved their Magic Items to the item pool.
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