Monday, 29 February 2016

Ravening Hordes: Empire out now!

The first of the Ravening Hordes lists contain the army list itself, as well as all unique army rules collected together with magic items and magic lores, essentially all you need to play the game. They will not contain any special characters and most of the new units, which will have to wait until the full book is out. The Empire book contains several "new" old units, with more coming in the finished book and following expansion.

I'm going to try and finish one Ravening Hordes book every week in the coming months, so you can get playing with your old armies as soon as possible. After all official books have gotten their updates, I will update all my previous books to 9th ed, but they should be very much playable as is already.

This includes rules for both 8th and 9th ed, and as you can see, the difference in the army lists is very small between the two for maximum compatibility.



Hope you enjoy it! Next week: High Elves!

Monday, 15 February 2016

Warhammer: 9th Edition Beta out now!

Updated to 1.01 February 19th.

Finally finished the beta version! It might look a little bare-bones and unfinished at the moment as there's still quite a lot of things left to be finished in regards to the layout, diagrams, artwork etc, but I will hold that off while I gather some feedback for the rules themselves, and can work on the army books in the meantime. For now, please refer to the 8th ed books in case you need a graphic representation of the various diagrams. As far as the rules text is concerned, this should be pretty much complete, except any future update content of course. I plan to add rules for both campaigns, sieges and more scenarios later on as well.

9th Edition is somewhat of a "Best of" collection of Warhammer rules, using a mixture of 6th, 7th and 8th edition all in one, as well as several additions. These rules will not make everybody happy, and that's fine, satisfying every single player would be impossible. I therefore leave it to the community to pick and choose the rules changes they like, and ignore the rules changes they do not like. I aim to have all 8th Edition books be compatible with 9th Edition as much as possible, so there will not be a need to change everything in all of them as well.

This book focuses solely on the rules of the game. For simplicity's sake, I have mainly used the rules as written in the 8th ed book and simply rewritten the rules changes. I do suggest both new and old gamers to read through everything carefully, as there are quite a lot of small tweaks that might otherwise be overlooked if you just assumed everything works the same as 8th Edition.

I've added nearly all things from the official errata and the FAQ, and I've added several small tweaks here and there that removes a lot of straight up cheesy tactics like conga lines, corner-to-corner charges, rail-roading, double flee etc. This means that a lot of old tactics will be invalidated, just as they should.

In general, the game will allow for the use of more smaller units, similar to 6th ed, while still keeping the infantry in the fighting with steadfast. Flanking and manoeuvring is now much more important, war machines need to be positioned more carefully, and basic missile weapons have gotten a needed boost. Monster Lords are more resilient but not overly so, and spear-armed basic infantry will be more useful compared to great weapon wielding elites. Panic will be a lot more important factor to the game, making ItP units more useful, as is keeping your leadership high due to no re-roll from the BSB.

In short, I think you will find the game will be a more about tactics and less about exploiting the game mechanics. Of course, there might still be a holes that needs plugging, which is why I hope you guys will playtest the crap out of these rules and let me know how they work out for you.

I'm going to get to work on making the Ravening Hordes lists soon as well, so you can start using them as quickly as possible.

Warhammer Download
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Below you can see most of the changes, there are some minor ones besides that I have probably forgot to list here. Some of these changes are not yet uploaded.

Basic Rules:

  • For one model to have line of sight to another, you must be able to trace an unblocked line from its base to the base of the target. 
  • A unit may never have more ranks than it has files, i.e a unit must be at least as wide as it is deep (no more conga lines, enforces frontage rather than columns.
  • Unit Strength (US) is back, affects several factors such as aligning, steadfast, panic and so on. 
  • Max 2 duplicate special choices, no duplicate rare choices in less than 3000 pts. Certain characters are likely to lift that restriction to allow making themed lists.

Movement:

  • Charges cannot be completed unless you can get at least half the models in the front rank into base contact with the enemy (avoids corner-to-corner charges). The exception to this is if the enemy unit have too few models in the arc you are attempting to charge for this to be possible, in which case you may charge as normal.
  • Charge distance is 2D3+M" for infantry, 2D6+M" for cavalry (still measured from closest point with free "close the gap").
  • Units with less than US5 align to the charger rather than the other way round (removes lone models from directing the entire flow of battle).
  • Units that fail to roll high enough to reach their charge target may still complete their charge against another unit as long as they roll high enough to move into a new unit in a straight line ahead (makes double-flees less abusive).
  • Units may turn/pivot on the spot within 1" of an enemy unit, as long as they won't end their movement within 1" of an enemy unit. You may also nudge your unit so this is not the case (removes rail-roading of units like Abomination and Steam Tanks).

Magic:

  • Wizards roll D6 for each wizard level, 4+ to channel extra dice. Wizard level divided by half for dispel dice.
  • Wizards choose spells instead of rolling for them. Spell level availability = wizard level + 2.
  • The number of power dice allowed when casting = wizard level + 2.
  • Miscast is based on number of dice rolled. Miscast result = D6 + number of dice used, the higher score, the worse result. 
  • Wizards do not get bonuses to cast/dispel based on wizard level (makes lower-level wizards more playable).

Shooting:  

  •  Long range penalty removed, +1 To Hit on short range (4" or less)

Close Combat: 

  • Supporting attacks and horde is gone, making spears and additional hand weapons more useful, and nerfs halberds and great weapons.
  • Models with more than twice the WS of their opponent will hit on a 2+.
  • Rank and file models may always be targeted, even if only characters are in direct base contact (removes character walls).
  • Steadfast does not work when disrupted, requires US10+. It's based on the unit's unmodified Leadership value (so no more Goblins or Slaves being steadfast on Ld 9/10, and makes placing several close combat characters spread out over multiple units more important).
  • Outnumber is back, gives additional bonuses the more you outnumber your foe.
  • Flank attack can be gained twice, one for each flank.
  • Rank bonus is combined for each unit involved, as long as they are fighting in different arcs.
  • Units with wider frontage gets CR bonus (basic replacement for lapping around, and means having bigger bases is not always negative in combat).
  • In combats involving multiple units, the Break test modifier for each unit involved must be calculated separately based only on the enemy units they are in base contact with (this will be described in more detail in an upcoming diagram). This means that if you choose to charge a unit in the flank while that unit is already engaged to its front and your two units lose the combat, the flanking unit will only suffer a Leadership penalty based on its combat result vs that of the flanked unit for example. This means that you will no longer suffer a Leadership penalty to your main unit due to the smaller flanking unit taking too many casualties (though it could still cause you to lose the combat as normal), and Unstable units will no longer crumble based on the performance of a weaker unit.

Troop Types:  

  • Cavalry/MC/Mo uses the highest number of W and T value available. They also cause impact hits (D6 for Mo). No longer receives AS for being mounted.
  • Monsters work like MC (means you won't require separate on foot models in case mount dies, is easier to keep track of, and makes Lords on Monsters more resilient).
  • Shrines (Sh) added a unit type, replaces Unique Units.

Special Rules:  

  • Always Strikes First and Always Strikes Last removed, replaced with Init. bonus/penalty.
  • Ambushers may choose to deploy as normal.
  • Devastating Charge does not apply to mounts unless specified. 
  • Ward saves capped at 4+, can be combined with other ward saves.
  • Expendable rule added (for slaves and the like).
  • Immunity (*) added, replaces ItP and covers all immunities like Flaming , Poison, KB, Fear etc.
  • Regeneration more similar to 6th ed, cannot be used if slain (units can regen while some members are still alive). Can be combined with Ward saves.
  • Hatred must re-roll successful rolls to restrain from pursuit.
  • Fast Cavalry can make one free reform while moving. Characters with lower than 5+ AS can join. FC can't have better than 5+ AS.
  • Fear gives -1 to Ld, Terror -2.
  • Monsters and handlers include Monster Reaction chart, rather than ridden monsters.
  • Stomp removed (replaced by Impact Hits).
  • Magic Resistance works against all spells, including ones that does not allow saves. 
  • Volley Fire allows all models to fire with a -1 To Hit penalty. 
  • Frenzied units do not need to test to restrain from charges, but must instead move towards closest enemy within LoS (means less failed charges, and makes screening Frenzied units more important).

Weapons and Armour:  

  • All bows and slings can fire Multiple Shots (2) if the unit does not move. Does not work with stand and shoot.
  • Slings have AP rule.
  • Morning stars counts as hand weapons for simplicity (since there are no units that only uses morning stars anyway).
  • Great weapons -2 Initiative instead of ASL.
  • Bucklers added (tower shield would have no drawbacks for spear armed infantry, and limit model availability) 
  • Pikes added.
  • Pikes and spears give Initiative bonuses when charged.
  • Spears and lances give Initiative bonuses when charging.
  • Medium armour (5+) and full plate armour (3+) added. Most units with heavy armour will have it replaced with medium armour, heavy cavalry will have heavy armour (4+) which makes their save the same as before in total. Elves and Dwarfs will have a mix of medium and heavy armour. Fast and medium cavalry will have lower AS in general, but will get cheaper in return.

Command Groups:

  • Champions can no longer make challenges or be attacked separately, allows re-rolling failed reforms, redirects, marching instead.
  • Swift Reform does not allow decreasing/increasing ranks (avoiding slingshot tactics).
  • "Look Out, Sir!" works against all templates, including spells. Can only be used on one character per missile attack (deters Deathstars with multiple characters, which is now much more risky).

Characters:

  • BSB only allow re-rolling break tests. 

War Machines:

  • War Machines have a front arc like normal units, pivoting outside it counts as movement.
  • Normal Cannons cause D6 W on impact, D3 W on bounce.
  • Cannon balls scatter D3" before bounce, "Hit" = no scatter.
  • Bolt Throwers does not ignore armour saves, have AP instead.

Magic Items:

  • Magic weapons can use Parry with shields and additional hand weapon.
  • Paired Weapon is replaced with additional hand weapon/two hand weapons.
  • Magic Armour can only be taken if the character can take the same type of armour as a mundane option.
  • Several new items added, some are removed. 

 

Lores of Magic:

  • Transformation of Khadon cast on 13+, can only change into one profile for simplicity.

I hope you guys will enjoy most of the changes, and as usual, let me know of any bugs, unclear rules, things you feel should be changed and so on.

Monday, 25 January 2016

New Araby & Norse updates out now!

Only some minor updates here, changing the following:

Araby:
  • Have short bows instead of normal bows, fits better with their background. Pts values changed to reflect this.
  • Some minor bug fixes.
  • Nomad Hunters have Jezzails instead of handguns (based on WFRP)

Norse:
  • Bondsmen, Reavers, Marauders have no armour by default, can upgrade to light armour.
  • Marauders have great weapons by default, cannot take additional hand weapons. Sets them apart from Reavers more.
  • Whalers are Unit Size 10+.
  • Huscarls are 10 pts default, can upgrade to heavy armour.
  • Some new art.

Also want to give a progress update on 9th Ed. I've finished 132 pages so far, have yet to finish the Lores of Magic, Magic Items, Scenarios and charts and diagrams. If possible, I'm going to try and finish version 1.0 before the end of the month so you can playtest it. After that I will probably make smaller Ravening Hordes style lists for all official army books until I can finish their complete army books, and update all my complete books to 9th ed. So you players who won't have the complete army books out for quite some time will still be able to look forward being able to play using the revised versions rather than the outdated 8th ed books. New units and special characters will have to wait until the finished books are out, however.

Thursday, 31 December 2015

Plans for [all] upcoming official books

Well, you asked for it so here you go: a basic outline of my planned changes for the upcoming updates for each army book. This list is by no means complete and subject to change; it is simply a draft of the current ideas floating around, there will be a lot more tweaks besides these ones. I will go into each book's planned changes in more detail once I start working on them. Feel free to add your own wishlists, complaints and nit-picks in case you feel I've missed anything.

Along with all rules changes, I also plan to add to the background and art of all units when possible. Where GW have in the later books shortened down the unit fluff to half a page in order to fit 4 different units onto two pages, my updated versions will have closer to 2 pages of fluff for most units in all army books. So, expect some heavier tomes in the future, probably close to 150+ pages each!

I also plan to release two versions of each book; one for using the official 8th ed rules, and one for using my 9th ed rulebook (currently being worked on, which will be released before Empire). The difference between the two will be rather slim, so you don't need to worry too much about learning a ton of new special rules or new wording thereof.

PS: Could use page 11 of the latest Daemons of Chaos book if anyone has it, currently lacking in my copy. Same goes with better quality art pictures from Tamurkhan and Monstrous Arcanum.

High Elves:

Martial Prowess = re-roll 1's to hit in close combat.
Mervyrm added.
Sea Lord Aislinn added.
Belannaer added.
Imrik added.
Selafyn added.
Handmaidens reformed as a unit instead of character.
High Elf Warriors (swordsmen) added.

Dark Elves:

Avatar of Khaine added (Monster)
Disciples of Khaine added (from Warhammer Online)
City Guard added.
Rykarth added.

Wood Elves:

Marksman Prowess = re-roll 1's to to hit with missile weapons.
Wildkin added (Alter Kin, shapeshifters)
Meadow Chariots added.
Lore of Athel Loren re-added, High/Dark Magic removed.
Ariel  added.
Naieth  added.
Thalandor  added.
Scaw added.

Dwarfs:

Ancestor Golems added.
Zeppelin added.
Doomseekers added.
Balance Ancestral Grudge.
Relentless = 3x march distance, not S bonus.
Grombrindal  added.
Alfrik Ranulfsson  added.
King Kazador added.
Kragg the Grim added.
Burlok Damminson  added.
Garagrim Ironfist added.
Byrrnoth Grundadrakk added. 

Warriors of Chaos:

Darksouls added.
Flayerkin added.
Cultists added.
Blightkings added.
Wrathmongers added.
Skullreapers added.
Bows, javelins for marauders (allows to make Hung and Kurgan armies)
Tamurkhan added.
Giant Spined Chaos Beast added.
Bile Trolls added.
Plague Ogres added.
Warpfire Dragon added.
Kazyk the Befouled added.
Sayl the Faithless and Nightmaw added.
Toad Dragon added.
Gutrot Spume added.
Skarr Bloodwrath added.
Pox Maggots added.
Crom added.
Arbaal added.
Egrimm van Horstmann added.
Count Mordrek added.
Valnir added.
Aekold Helbrass added.
Dechala added.
Harald Hammerstorm added.

Daemons of Chaos:

Pox Riders on Plague Toads of Nurgle added (NurgleMC).
Pleasureseekers added (Slaanesh MC).
Changebringers added (Tzeentch MC).
Chariots for all gods added.
Be'lakor added.
Amon 'Chakai added.
Azazel  added.

Lizardmen:

Dread Saurian added.
Coatl added.
Lore of Geomancy replaces High Magic.
Nakai added.
Inxi-Huinzi added.
Sacred Spawnings added.

Orcs & Goblins:

Colossal Squig added.
Night Goblin Squig Gobba added.
River Troll Hag added.
Rogue Idol of Gork added.
Forest Goblins added.
Borgut Facebeater added.
Gorfang Rotgut added.
Morglum Necksnapper added.
Badruk 'Eadsplitta added.
The Black Gobbo added.

Vampire Counts:

Mourngul added.
Necrofex Colossus (Corpse Giant) added.
[Proper] Vampire bloodlines added.
Sylvanian Peasant Levy added.
Zacharias the Everliving added.
Neferata added.
Melkhior added.
Sethep added.
Dieter Helsnicht added.
Walach Harkon added.
Luthor Harkon added.
The Red Duke added.

Tomb Kings:

Khemric Titan added.
Sehenesmet added.
Nagash added.

Ogre Kingdoms:

Scrap Bolt Thrower added.
Rhinox Riders added.
Possibly more Gnoblar types.
Ghark Ironskin added.

Saturday, 24 October 2015

Plans for upcoming Empire update

Progress update: Nearly the entire bestiary and army list is now finished, leaving editing of the main background. This numbers around 120 pages of fluff to go through, which will take quite some time. The Empire has a ton of stuff from WFRP written for it, so I'm currently sorting out the material I don't deem necessary to include. I've also been working quite a bit on the High Elves book, finishing most of the bestiary for them. I might be finishing the High Elves book first, depending on how the editing will go. Won't have time to finish either book before January though.


Though this will take a while to finish due to the massive background and different sources they stem from, I want to give a heads-up on some of the planned changes for the Empire.

One of the bigger ones: Detachments as you knew them will be gone. With 8th ed, it's all about steadfast for infantry, and since steadfast is not mitigated by disruption, Detachments does not really make much of a difference besides giving the enemy more attacks back at you. On top of that, you need a minimum of 10 models to even cause disruption, hence any detachment would need to be 15+ models, almost a unit in themselves. Furthermore, since Steadfast is based on the highest number of ranks in a unit, you are usually better off just adding the detachment models to the main unit instead.

In my planned update, all regimental units can act as detachments if within 3" of each other. Meaning that a full unit of halberdiers can flank charge an enemy unit charging a full unit of swordsmen for instance, and handgunners and crossbowmen can stand and shoot against enemies charging any regimental unit, just not their parent unit. This encourages multiple smaller units rather than just hoarding up on halberdiers, and puts the focus on the Empire's infantry coordinating with each other more, as well as holding a coherent battleline, just like the Empire should. Enemies will now also have to plan more carefully, and must attempt to charge with multiple units to avoid being flanked.


As for other planned changes:
  • Grand Masters will be able to ride Demigryphs.
  • Spearmen will be able to upgrade to pikes (finally!).
  • Free Company will have pistols as an option, and can upgrade to Ambush.
  • Archers won't be skirmishers by default, and can have LA.
  • Handgunners and Crossbowmen can have LA (allows upgrade to Ironsides).
  • Knights will be kept core, but can be upgraded to one of 3 knightly orders (Panther, White Wolves, Blazing Sun). For the remaining Knightly Orders, consult the Expansion.
  • Inner Circle Knights counts as special units.
  • Hold the Line increased range for generals.
  • Demigryphs are moved to Rare, will be increased in cost.
  • Imperial Dwarfs added, spears, GW's, HA options.
  • Halflings added. Spears, bows, shields.
  • Reiksguard Foot Knights added, Reiksguard Knights will stay as normal.
  • Flagellants nerfed to WS2, can sacrifice D3 models each close combat phase.
  • War Wagon will be added in a future Empire expansion, along with Helblaster variant.
  • Steam Tank variants will be added in a future Empire expansion.
  • Cheaper state troops, miltia, greatswords, huntsmen, pistoliers, outriders and flagellants.
  • Mortar buffed to S3, slight price increase.
  • Helstorm buffed to S4.
  • Helblaster firing mechanics tweaked, can fire single decks.
  • Extended fluff in both the main background and for all units.
  • Return of old special characters, as well as the ones from Tamurkhan.
  • Imperial Ogres added.
  • Arcane Battle Altars will allow upgrades to all different colleges, thanks to rules by Thomas Heasman-Hunt.

Monday, 19 October 2015

Beastmen 8th ed book out now!

Update 24/10:
  • Ambush free upgrade for Gors and Ungors, so they can deploy like normal.
  • Lowered some more casting values for Lore of the Wild. I want to hear players' suggestions on what other buffs the lore needs to be worthwhile taking over other lores.
  • Great Bray-shamans back to T5, 200 pts.
  • Bray-Shamans back to 75 pts.
  • Gnarled Hide 15 pts.
  • Ungors 4 pts, Ungor Raiders 5 pts.
  • Bestigors 11 pts.
  • Minotaurs 42 pts.
  • Centigors 18 pts.
  • Cygor 175 pts.
  • Jabberslythe 175 pts, added 4+ scaly skin.
  • Ghorgon 225 pts.
Also considering nerfing the Preyton to a MB, similar to that of a Great Eagle, and make it a special unit. The model is pretty small for a Mo, and is about the same size as a Great Stag (which is a MB), so it would probably be more fitting and set it apart from the other Mo more.


Finished with version 1.0 of the new Beastmen book. Old players should find most of it very familiar, as I have not tried to go overboard with changes for change's sake. The book plays very similar to the last one, but I've tried to add some more options, as well as taken away some of the ones I did not feel fit very well with it. I would definitely not call myself an expert on Beastmen as I've only played against them a few times, but I've updated the points values on most units to be on par with other books (and cheaper in some cases). Changes are as follows:

  • Primal Fury does not give Frenzy on doubles. It only had a 1/36 chance to do so, and there are several ways to get frenzy already in the list.
  • Beastmen ambush replaced with normal ambush.
  • Marks of Chaos are available for Characters and Bestigors.
  • Gorebulls can no longer be BSB.
  • Gors are WS3, 6 pts basic. Did not make much sense that they were more skilled fighters than Orcs really, and is consistent with the WS of the Wargor and Beastlord.
  • Gors and Ungors may skirmish for free.
  • Gors may have morning stars and throwing axes.
  • Ungor Raiders may have javelins, can be upgraded to scouts.
  • Bestigors have LA by default, can upgrade to HA. Can switch GW's with halberds for free.
  • Minotaurs 47 pts.
  • Centigors 20 pts, "Sober for Once" gives them FC, as well as +2I. LA optional.
  • Razorgors 40 pts, US 3+.
  • Razorgor Chariots 110 pts.
  • Harpies can no longer scout.
  • Chaos Trolls added.
  • Chaos Spawn special unit, 3D6M, 50 pts.
  • Preyton added, 175 pts.
  • Ghorgon 235 pts, Swallow Whole is in addition to normal A, regains 1W if successful.
  • Cygor 200 pts.
  • Jabberslythe has Hover instead of Fly, 200 pts.
  • Chaos Giant 175 pts.
  • Gorthor auto-wounds on doubles to Hit.
  • Moonclaw's Stupidity no longer affects friendly units.
  • Morghur is a Lord choice, has magic items from 6th ed.
  • Lore of the Wild has seen some slight buffs overall, lowered casting values. Primal Onslaught is added Lore Attribute.
Hope you guys enjoy it! Let me know of the usual bugs and other changes you like/hate or wish to see.

Beastmen Download

Thursday, 15 October 2015

Plans for Beastmen update

With the Skaven book fresh off the work table, I've now started on the Beastmen book. I am not planning on making any huge changes with this one, but will mostly focus on rebalancing the rules and make each unit worth taking. I've finished most of the bestiary and am currently working on the army list. As I have vacation next week, I plan to get version 1.0 finished before next Sunday.



Updated: Thanks for the input everyone! Currently planning the following:
  • Marks will be available for Beastlords/Wargors, Doombulls/Gorebulls and Bestigors only, since they are the ones really being featured with marks in the art and fluff.
  • Chaos Trolls will make a return. Considered Dragon Ogres, but they don't really dwell in the forests, so I don't feel they fit with the rest of the theme.
  • Magic item selection will contain all items mentioned in the comments.
  • As well as a few other changes based on suggestions here, stay tuned for the book, hopefully next week.

As such, I would like to get the community's input on a few things:
  1. Should Marks return? If they would, to what extent? Currently considering making them available to characters, Bestigor and Minotaurs only.
  2. Return of Dragon Ogres, Chaos Trolls, and Chaos Ogres. Is this an option that is missed by the community? Are all units interesting, or just a few?
  3. Magic Items, any particulars that you feel are must-haves?
  4. Other stuff that you wish was changed/included?
Apart from that, I'm not planning on adding much else except the Preyton, since I feel the list is pretty solid, and Beastmen cavalry does not really fit. Gors will however, be able to skirmish again. Hurray!