Tuesday 15 October 2024

About the Warhammer Armies Project

Origins and History

The Warhammer Armies Project is a hobby project of mine that I do in my spare time. It originally started in early 2010 when I worked on a collaborative forum project for an updated Dogs of War army book for 7th edition. This then expanded to other army books with Araby, Kislev, Cathay, Nippon, Norsca, Albion and Amazons released in the first year, and was followed by Halflings, Hobgoblins, Kingdoms of Ind and Pirates of Sartosa. After this I also decided to update Chaos Dwarfs and Bretonnia to 8th edition since Games-Workshop never did. Hence the name "Warhammer Armies Project" – it was a project to create army books for Warhammer, nothing more.

In 2015, Games-Workshop ended the Warhammer World by literally blowing it up in the End Times. At that point I did not play Warhammer Fantasy very actively myself (having previously been playing almost every week), but I still loved the setting and enjoyed compiling all rules, lore and art I could find into one large tome for people to read and play as they wished. As a result, I decided to update the main rules of 8th edition into a 9th edition, fixing the most glaring issues I had with the game and create the game I would have wanted to play myself. A lot of people saddened by the loss of the Warhammer World clearly had the same feeling, and the Warhammer Armies Project grew from just a collection of fan-made army books for 8th edition into a whole new game, actively updated for many years.

In 2023 Games-Workshop requested that I was to remove all official lore and art from the books, so I did. Since then, I've been actively working at updating the books in a rules-only format. While the loss of art and lore is a bit disappointing, this has meant that I've been able to get updates out at a much faster rate, which results in bugs and balance issues being adjusted much quicker than before. Realistically, it would not have been possible to keep updating the older books forever anyway as real life is taking up more and more time, so it might have been for the best anyway.

Rules Design

The Warhammer Armies Project started out making army books complete with lore and art for those factions never really explored in much detail by Games-Workshop. As a bit of an amateur history buff, I decided to base these armies on the real-world nations that they were clearly inspired by, along with what little material Games-Workshop had written for them. This in turn led to armies that were mostly historical in nature, with bits of regional fantasy and mythology sprinkled in. When making these books, I also attempted to include nearly all suitable historical options used by their real-life counterparts to let players build their armies from that. The main idea has always been to have pseudo-historical armies with fantasy elements rather than fantasy armies with some historical elements.

When I started to update the "official" Warhammer armies, I went through all editions of the game in an attempt to include everything that I felt fitting into the army books. This meant that regardless of if you had models from 3rd edition or the End Times (or even Age of Sigmar in some instances), you would be able to field your models in the Warhammer Armies Project. The books have not been created to make the most balanced game system it could be, but rather be the most comprehensive - and then balanced from there.

An important factor is WYSIWYG ("what you see is what you get") - this means that the equipment on the models should correspond with their equipment in-game. This has been an integral part of Games-Workshop's games for many years, and it's still something I like to adhere to. As a result, I expanded the armour selection with medium armour as an in-between between models with just a breastplate and full armour, and included several new weapon types to boot. Whenever I create rules for a unit, I look at the official historical models from Games-Workshop, fitting third party models, lore as well as art and try to ensure the unit can choose equipment that matches that. A few concessions are made to ensure the models still fit with the more modern lore; hence a few units and weapon options that would not fit their modern versions, or that would be mechanically redundant, have been left out.

Another thing is consistency, and having the rules and units follow a systematic pattern. This means that if a rule or unit works a certain way, you can expect the same principles to apply to similar versions of it between all books in a logical fashion. This in turn makes it easier to understand why a certain mechanic behaves the way it does, rather than having a ton of exceptions everywhere. For the same reason, I try to streamline the rules where possible, and dislike including special rules just for the sake for having special rules. Instead, special rules are included in order to give a unit a specific role when needed, and/or to keep consistency with other similar units.

When it comes to the main rules, I was never particularly enamored with a lot of the 8th edition rules, particularly due to long charge ranges, steadfast, overpowered magic, weak shooting and monsters galore. As such, I attempted to remedy these things with the Warhammer Armies Project 9th edition. As a result, infantry charges are slowed down, steadfast has become more limited, magic has been toned down with less powerful spells, shooting has been made more viable and monsters are rarer. Overall, this has resulted in a game that places more focus on careful maneuvering and flanking rather than just building the biggest unit possible and attempt to steamroll the opposition, or throwing all available dice into a single game-ending spell.

The Future

I plan on supporting the Warhammer Armies Project in whatever capacity I can, so people who want to can enjoy the game for many more years to come. You can look forward to many smaller updates in the future to fix bugs, address balance issues and probably some more units and items. Time willing, I'm also planning on adding expansions to give even more options to players in the years to come.

Thanks for reading.

Sunday 29 September 2024

Warhammer - The Empire 1.6 out now!

Patch notes:

  • Fixed bug with Inner Circle Knights missing +1 Initiative.
  • Valten does not have Chosen of Sigmar (already a rule that Luthor Huss has).
  • Increased cost of missile weapons for Imperial Captain.
  • Steam Gun has Armour Piercing (1).
  • Helm of the Skavenslayer moved to Cult of Ulric.
  • Removed von Kragsburg Guard.
  • Knights of the Black Lynx: If Marius Leitdorf is included in your army, you may upgrade one unit of Imperial Foot Knights to Knights of the Black Lynx for +1 point per model. This unit must take polearms and has the Ambushers special rule.
  • Fireloques of Ferlangen ignore To Hit penalties for Stand & Shoot.
  • Reiksguard Knights do not need to be upgraded to Inner Circle. Removed limitation on requiring Karl Franz or Kurt Helborg to take more than 1 unit.
  • If Kurt Helborg is included in your army, your must upgrade one unit of Reiksguard Knights to Inner Circle Knights. Kurt Helborg must join this unit, and may never leave it. The unit may re-roll failed Break tests for as long as he remains in it.
  • Altdorf Company of Honor: If Karl Franz is included in your army, you may upgrade one unit of Halberdiers to the Altdorf Company of Honor for +1 point per model. This unit has +1 Weapon Skill and +1 Initiative.
  • The Carroburg Greatswords: If Karl Franz is included in your army, you may upgrade one unit of Greatswords to Carroburg Greatswords for +0.5 point per model. This unit may re-roll failed Break tests.
  • Imperial Knights have heavy lances by default, can take shields separately. Cost 18 pts. Great weapons are a free replacement.
  • Demigryph Knights have polearms and shields by default, cost 68 pts.
  • Demigryph Knights may be upgraded to a Knightly Order.
  • Chapter Masters may ride Demigryphs.
  • Grand Masters and Chapter Masters can take additional hand weapons or flails.
  • Grand Masters and Chapter Masters must either be armed with a hand weapon or the same equipment as the rest of their unit.
  • Knights Griffon: The unit may attempt to use a Swift Reform at the start of the turn instead of the Remaining Moves sub-phase. However, they will halve their Charge distance that turn if they do so.
  • Knights of the Everlasting Light: The models may re-roll failed armour saves in close combat. However, they must re-roll successful armour saves from missile attacks and successful Dangerous Terrain tests.
  • Added Sanctified Silver Bullets and Eichelbaum's Scroll to Magic Items.
  • Icon of Magnus costs 15 pts.
  • Steam Engine: Declare how many Steam Points you will expend in the Steam Engine before you attempt to move it.
  • Holy Fervour: All friendly Human units benefit from the rider's Righteous Fury special rule whilst within 6" of the War Altar of Sigmar.
  • Doomfire Ring is power level 6.
  • Mixed Weaponry: Unless they are armed with handguns, the crew of a War Wagon are each equipped with one of the following experimental weapons: ball & chain, blunderbuss, Hochland long rifle, hook halberd, man catcher, repeater handgun. You may not take multiples of the same weapon.
  • Pistoliers cannot take light lances and shields.
  • New Core Unit: Demilancers
  • All Imperial Knights and Foot Knights make take full plate armour for 3 pts.
  • Inner Circle upgrade costs 2 pts.
  • For every Grand Master or Chapter Master that is included in your army, you may may upgrade one unit to Inner Circle Knights. In addition, you may take one unit of Imperial Knights (unless they have full plate armour or are Inner Circle Knights) as a Core Unit instead of a Special Unit.
  • War Wagons do not have light armour by default, costs 100 pts. Light armour costs 15 pts.
  • War Wagons have experimental weapons by default. Handguns cost 10 pts.
  • War Wagons may replace 3 crew and handguns with a Mortar for 40 pts.
  • If Karl Franz suffers a Hit (before armour saves are taken) and Ludwig Schwarzhelm is in the same unit, roll a D6.
  • Pistoliers cost 18 pts.
  • Repeater handguns and repeater pistols have Rapid Fire.
  • You may take 1-2 War Wagons a single Rare choice.
  • Free Company Militia may be upgraded to Skirmishers.
  • Halberdier, Spearmen and Swordmen Leaders may take pistols.

Monday 23 September 2024

Warhammer - The Empire 1.6 (beta) out now!

Another large update, this version contains quite a number of changes. The biggest one arguably pertain to the Knightly Orders, which have been streamlined to 12 from nearly 30. The reason for this, apart from the fact that having 30 upgrades for a single unit being a bit much, was that many Knightly Orders did not really have anything in their lore that would make them different on the table, and many of them had the same or very similar rules. As a result, the remaining 12 are more standout in terms of rules, while still retaining the classic knight concept. 

You also have access to a Chapter Master hero for the knights. The knights themselves have been given a limitation - they are now a Special Unit unless you take Chapter Master or Grand Master, meaning theming is a bit more important. Inner Circle Knights have the same limitation, making them unavailable unless you bring the right character. On the other hand, you now have access to regular foot knights other than the Reiksguard, giving you more options. Lastly, Demigryph Knights have seen a long-request overall nerf with a drop to Strength 4 as well as coming without weapons or shields by default. They are likely to go up in price even more in the future when points costs for cavalry in general is getting revised to improve balance between them and infantry.

As for new things, you now have the option for a Witch Hunter General, and you can also upgrade Free Company to a Witch Hunter retinue. You can also take smaller Griffons, thus keeping the older models viable. Apart from that, you will find that a lot of units have new equipment options, like Pistoliers, Dwarfs, Ogres and Sisters of Sigmar.

Anyway, hope you enjoy the update, and many thanks to my Patreon supporters as always!

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Patch notes:

  • Hold the Line: If a model with this special rule is in a unit with the State Troops special rule, the unit has the Cold-blooded special rule when taking Break tests.
  • If an enemy unit declares a charge against a State Troop unit, and that unit does not flee as a charge reaction, then all unengaged State Troop units within 3" can make either a Support Fire or a Counter Charge action by passing a Leadership test (which can be re-rolled if the unit has a Leader).
  • New weapon: Cavalry Hammer
  • Battle Prayers Of Sigmar: A model with this special rule knows the three Battle Prayers 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 prayer is answered and take immediate effect. A friendly unit can only be under the effect of one Battle Prayer at a time.
  • Hammer of Sigmar: The model and any unit they are with re-roll failed To Wound rolls in close combat until the start your next turn.
  • Shield of Faith: The model and any unit they are with gain a 6+ Ward save in close combat until the start your next turn.
  • Soulfire: The model and any unit they are with gain the Flaming and Magical Attacks special rules until the start your next turn. In addition, when cast, all enemy models in base contact with the Warrior Priest suffer a Strength 4 hit. Models with the Daemons, Undead and Vampires suffer a Strength 5 hit instead.
  • Grenade launching blunderbusses is Ponderous, not Slow to Fire.
  • Increased the cost of great weapons.
  • Runefang costs 60 pts. Reduced cost of characters with it by 10 pts.
  • Mace of Helstrum costs 20 pts.
  • Imperial Banner costs 65 pts.
  • Sword of Righteous Steel costs 20 pts.
  • Shield of the Medusa costs 10 pts.
  • Blessed Silver Hammer costs 20 pts.
  • Skull Charm costs 15 pts.
  • Chalice of Fate costs 35 pts.
  • Doomfire Ring is Power Level 7, costs 35 pts.
  • Added some new magic items.
  • Removed Arabyan Windglass (this will be moved to Araby)
  • Removed Cold Iron Blade (this will be moved to Dogs of War)
  • General of the Empire renamed to Imperial General.
  • Captain of the Empire renamed to Imperial Captain.
  • New Lord: Witch Hunter General.
  • Witch Hunter Retinue: For every Witch Hunter General/Captain in your army, you may upgrade one unit of Free Company Militia to a Witch Hunter Retinue for +1 point per model. The unit gains +1 Leadership, as well as the Hatred (Chaos, Undead, Wizards) and Tools of Judgement special rules.
  • New Hero: Chapter Master
  • Grand Master is Infantry, costs 145 pts.
  • Grand Masters and Chapter Masters must join a unit of knights, and may not leave it.
  • Imperial Griffons have Natural Armour (6+).
  • New Mount: Griffon
  • Imperial Griffon may take barding.
  • War Altar of Sigmar has barding. Horn of Sigismund costs 25 pts.
  • Demigryphs have S4.
  • Warriors Priests, Arch Lectors and Sisters of Sigmar have Magic Resistance instead of Divine Power.
  • Arch Lectors cost 120 pts, have Magic Resistance 2.
  • Warrior Priests costs 95 pts.
  • Witch Hunters may take additional hand weapon.
  • Tools of Judgement: When attacking Daemons, Undead, Vampires or Wizards in close combat, a Witch Hunter has the Magical Attacks special rule and re-rolls failed rolls To Wound.
  • Reduced armour costs for State Troops.
  • Spearmen costs 3.5 pts.
  • Hochland long rifle for Leader costs 10 pts.
  • Free Company may take bucklers.
  • Added in options for 12 different Knightly Orders.
  • Knightly Orders renamed to Imperial Knights. Are a Special Unit. Do not have heavy lances or shields by default. Cost 16 pts.
  • For every Grand Master or Chapter Master that is included in your army, you may may upgrade one unit to Inner Circle Knights. In addition, you may take one unit of Imperial Knights (except Inner Circle Knights) as a Core Unit instead of a Special Unit.
  • Reiksguard Foot Knights are now Imperial Foot Knights. Have S3 and heavy armour. Cost 10 pts.
  • Removed Reiksguard Knights as a separate unit.
  • Pistoliers may take light lances & shields.
  • Greatswords cost 9 pts. Reduced the cost of heavy armour to 2.5 pts.
  • Huntsmen may take longbows.
  • Flagellants cost 6 pts, can take either additional hand weapons or flails for extra cost.
  • Fanatical Zeal: Arch Lectors and Warrior Priests of Sigmar may join units of Flagellants despite being them being Unbreakable. If they do so, they also become Unbreakable as long as there are any Flagellants remaining.
  • Imperial Dwarfs, Halflings and Ogres have the Loner special rule. Can take a Magic Standard up to 25 pts.
  • Imperial Dwarfs may take medium armour. Do not have light armour by default, cost 5 pts. Can only take shields with hand weapons, spears or polearms.
  • Removed Forest Strider special rule from Halflings. Cannot take shield with shortbows.
  • Imperial Ogres can take bucklers. Only have hand weapons by default. Cost 27 pts. Can take Ogre handguns. Have BS3, Natural Armour (6+).
  • Reduced cost of bucklers and light armour for Sisters of Sigmar. May take medium armour, two hand weapons, shields or great weapons. May take full command (including magic standards).
  • Faith in Sigmar: Any model in the unit gains +1 to their Leadership when attempting to use Battle Prayers of Sigmar for every 5 Sisters of Sigmar in the unit. In addition, if a unit of Sister of Sigmar is joined by a model with the Righteous Fury special rule, their Hatred special rule applies in every round of close combat.
  • Demigryph knights do not have any weapons by default.
  • War Wagons have handguns by default, can take two additional crew.
  • Separated Hurricanum and Luminark into two separate units. Have barding.
  • Luminark of Hysh gives dispel dice, not power dice.
  • Storm of Shemtek scatters D3".
  • Hochland long rifle costs 10 pts for Steam Tank.
  • Steam Tanks do not have Random Movement. For each Steam Point you chose to expend, the Steam Tank's Movement increases by 4". It does not gain any additional Movement when charging.
  • Old Reliable replaces the steam cannon with an Organ Gun.
  • Sigmar's Hammer may re-roll 1's when taking armour saves.
  • The von Zeppel does not lose the steam cannon.
  • All Steam Tank variants cost 250 pts.
  • Reduced cost of Ghal Maraz by 15 pts.
  • Volkmar the Grim has Magic Resistance (2), costs 195 pts.
  • Marius, Aldebrand, Magnus, Markus and Jubal may take 25 pts of magic items.
  • Marius, Aldebrand, Magnus, Valmir are not mounted by default. Decreased priced accordingly.
  • Valmir von Raukov may take a shield.
  • Hammer of the East: Valmir von Raukov and any unit he joins has the Stubborn special rule in the first round of Close Combat.
  • Von Kragsburg Guard: If Marius Leitdorf is included in your army, you may upgrade one unit of Halberdiers to von Kragsburg Guard for +1 pt per model. This unit has +1 Weapon Skill.
  • Hergig Jaegerkorps: If Aldebrand Ludenhof is included in your army, you may upgrade one unit of Huntsmen to Hergig Jaegerkorps for +3 pts per model. This unit is armed with Hochland Long Rifles (without the Sniper special rule) instead of bows.
  • Magnus the Pious has Inspiring Presence (6) instead of Leader of Men.
  • Ludwig Schwarzhelm is Infantry by default, costs 150 pts.
  • Luthor Huss costs 175 pts.
  • Elspeth von Draken is not mounted by default, costs 265 pts. May be mounted on a Warhorse or Dragon.
  • Theodore Bruckner is Hero, has Ld8. Costs 190 pts. Reaper has S5, costs 135 pts.
  • Jubal Falk does not have Master of Ballistics or 'Stand Back, Sir!'. Costs 60 pts.
  • The Nuln Ironsides: Jubal Falk must be accompanied by a unit of Handgunners chosen from the army list at a cost of 10 points per model. This unit has medium armour and may re-roll 1's To Hit with missile attacks. The unit must be given a Standard Bearer and Musician. Jubal Falk is the unit's Leader and may never choose to leave this unit.
  • New Special Character: Johann van Hal & Wilhelm Hasburg
  • New Special Character: Gotrek & Felix
  • Removed Mandred Skavenslayer.
  • Removed Boris Todbringer.
  • Removed Hubert Valentour.
  • Removed Rutger Wolfrick.
  • Removed Brother Valdemar.

Saturday 14 September 2024

Warhammer - Ogre Kingdoms 1.6 (beta) out now!

This ended up being a fairly large update, with changes to most units. Ogre Charge now increases the change of breaking the enemy on the charge to make up for the Ogres lack of ranks, and all Ogres have been given Natural Armour (6+) to account for their thick skin and strong abdominal muscles that protect them. This was a concession to make the army more balanced, and you can expect Natural Armour to become more prevalent for many beasts and monsters that currently lack any sort of armour. Gut-plates are finally a thing, replacing the light armour of most units. This only gives a save against attacks to the models front, but combined with the natural armour, they are going to be more armoured overall.

The Lore of the Great Maw has seen a lot of buffs, with longer range on all augment spells as well as lowered casting values. 6 new spells have been added as usual, mostly focused on augmenting the ogres in combat. With their fairly low casting values, this makes the Lore of the Great Maw fairly similar to the 6th edition version.

As for new things, Ogres now have a lot of new Magic Items, probably doubling their previous amount. Several items have also been moved from special characters to the Magic Item pool for the army. You also have a new Hero in the form of the Gnoblar Honcho to give your Gnoblars a small boost in combat.

Hope you enjoy the update, and as always - a huge thanks to my Patreon supporters!

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Patch notes:

  • Ogre Charge: In addition, they count as having one more rank than their actual number for the purpose of determining Steadfast in any turn that they charge.
  • All Ogres have Natural Armour (6+). Increased cost on all models accordingly.
  • New equipment: Gut-plate: Models with gutplates gain a 6+ armour save against attacks to the model's front.
  • Gut-plates replace light armour for all Ogres. Models with medium armour now have light armour. This means Ogre characters can take magical gut plates plus light armour, giving them an overall higher armour save than before.
  • Increased the cost of great weapons.
  • Added 6 new spells to the Lore of the Great Maw. Increased range and lowered casting value of most existing spells.
  • Added dozens of new Magic Items.
  • Vessel of the Gulping God: A Slaughtermaster with a Great Mawpot gains a 4+ Ward save as well as the Inspiring Presence (6) and Stubborn special rules. In addition, he gains a +1 casting bonus and add +6" to the range of his spells. Finally, his troop type changes to War Machine and he counts as being part of the crew. The Slaughtermaster can never choose to leave the Great Mawpot during the game. If the Slaughtermaster is killed, the Great Mawpot is also removed as a casualty.
  • Battlebroth: Whenever the Slaughtermaster (with a Great Mawpot) casts an augment spell, the target unit regains 1 Wound's worth of models, just like a Summoning spell.
  • Great Mawpot does not have the Hunger of the Great Maw spell.
  • Harpoon Launcher for Hunters cost 10 pts.
  • Hunters may not be mounted on Thundertusks.
  • Tyrants cost 215 pts.
  • Slaughtermasters cost 255 pts.
  • Bruisers cost 135 pts.
  • Butchers cost 110 pts.
  • Hunters cost 130 pts.
  • Firebellies cost 130 pts.
  • A Hunter mounted on a Stonehorn has Unit Strength 14 and a Line of Sight value of 6.
  • Yhetee Rimespeaker has Ld8.
  • Yhetee Rimespeaker has Everwinter Prayers: A model with this special rule knows the three Prayers 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 Prayers is answered and take immediate effect.
  • Call of the Blizzard: All missile fire targeting the Rimespeaker and their unit suffer -1 to Hit until the start of your next turn.
  • Keening Gale: The Rimespeaker and their unit gains +3 Movement until the start of your next turn.
  • Pulverising Hailstorm: All enemy units in base contact with the Rimespeaker suffer D6 Strength 4 Hits.
  • New Hero: Gnoblar Honcho
  • A model mounted on a Mournfang has a Unit Strength and Line of Sight value of 4.
  • Rhinox renamed to Grimhorn Rhinox. Are a Monstrous Creature, A4. A model mounted on a Grimhorn Rhinox has a Unit Strength and Line of Sight value of 5.
  • Chariots are pulled by Young Rhinox.
  • Ogre Bulls cost 29 pts.
  • Ironguts cost 43 pts.
  • Down to the Ironguts: If a friendly unit of Ogres within 6" of an Irongut unit breaks from combat, the Ironguts may re-roll 1's when rolling To Hit and To Wound in close combat this turn.
  • Gnoblar Fighters may take shields.
  • Leadbelchers cost 42 pts.
  • Mournfang Cavalry costs 68 pts.
  • Gorgers have W3, cost 43 pts. Have Unit Size 1-5. May take a Leader. Are skirmishers. Can take additional hand weapons or great weapons.
  • Maneaters cost 43 pts. They now pay for each special rule individually instead of just picking one.
  • Sabretusks have Natural Armour (6+), costs 19 pts. May only choose one upgrade. Killing Blow costs 1 pt.
  • Rhinox War Chariot costs 140 pts.
  • Grimhorn Rhinox Riders are Monstrous Creatures. Unit Size 2+. Cost 110 pts. Grimhorn Rhinoxs have a Unit Strength and Line of Sight value of 5. May take additional hand weapons.
  • Ironblaster costs 190 pts.
  • Cannon of the Sky-titans has range 48".
  • Stonehorn Rider has a light lance, not a chaintrap. Can replace light lance with a Blood Vulture.
  • Stonehorn costs 260 pts.
  • Thundertusk costs 260 pts.
  • Removed Smooth Ride special rule.
  • Slave Giant has Natural Armour (6+), costs 155 pts.
  • Throttle with Chain: Both the Slave Giant and the target roll a D6 and add their respective Strength values. If the Slave Giant's roll is higher than the target's, the target suffers D6 Wounds which Ignore Armour Saves. If the Slave Giant's roll is 1 during the roll-off, they cannot attack at all in the following round of the same combat.
  • Greasus Goldtooth costs 370 pts.
  • Ghark Ironskin may take 75 pts of magic items. Costs 385 pts.
  • Skrag the Slaughterer costs 460 pts.
  • Groth Onefinger does not have magic items by default. Costs 360 pts.
  • Morg Magmaborn costs 340 pts.
  • Golgfag Maneater does not have Easy Come, Easy Go. Has light armour and gut-plate. May take 50 pts of magic items. Has Immunity (Psychology). Costs 155 pts.
  • Golgfag's Maneaters: Golgfag Maneater must be accompanied by a unit of Maneaters chosen from the army list as normal. This unit must be given a full command. Skaff is the unit's Standard Bearer. Golgfag is the unit's Leader and may never choose to leave this unit.
  • Bragg the Gutsman may take 25 pts of magic items. Costs 150 pts.
  • Braugh Slavelord has a 6+ save from his gut-plate.
  • Jhared the Red does not have magic items by default. Costs 160 pts.

Warhammer - High Elves 1.6 out now!

Patch notes:

  • Fixed multiple minor bugs.
  • Valour of Ages: Models with this special rule re-roll all failed Panic tests caused by Dark Elves.
  • Pure of Heart: When fighting against Dark Elves in close combat, they gain Immunity (Psychology).
  • Attuned to Magic: After rolling for the Winds of Magics each turn, divide the result by the number of 1000 points played (so at 2000 or more points, divide the result by 2; at 3000 or more points, divide the result by 3; and so on). Then consult the table below to see what effect it will have until the start of the next Magic phase.
  • Eltharion the Grim is an Infantry model by default, costs 350 pts.
  • The Storm Riders: This unit has the Hatred special rule, and causes Fear in all Dark Elves.
  • Spear Of The Shores cost 40 pts.
  • Sword of Victory cost 35 pts.
  • Dragonblade Lance: Hits are resolved as that from a Bolt Thrower, except the Strength does not decrease for each rank.
  • Golden Shield is Infantry or Cavalry only.
  • Helm of Fortune is Infantry or Cavalry only.
  • Shadow Armour: The wearer gains the Strider special rule. In addition, no enemies can draw Line of Sight to them unless they are within 6".
  • The bearer of the Shield of the Merwyrm gains a 6+ armour save and the Parry (6+) special rule. Costs 20 pts.
  • Mask of the Merlord: In addition, the wearer and any unit they join gains the River Strider special rule and counts as being in soft cover while in any river. Costs 10 pts.
  • Vambraces of Defence is Infantry or Cavalry only.
  • The Golden Crown of Atrazar gives the bearer a 4+ Ward save and the Stupidity special rule. In addition, at the start of each of your turns, they suffer -1 to their Leadership. Costs 25 pts.
  • Phoenix Stone is Infantry or Cavalry only.
  • Talisman of Blinding Light: All enemy units in base contact with the bearer suffer -1 to their Weapon Skill in the first round of close combat.
  • Trickster's Pendant costs 30 pts.
  • The Banner of Sorcery adds +1 Power dice to your power pool in each of your own Magic phases. Costs 30 pts.
  • Clarified Illusory Assault.
  • Dragon Mages have Sunstaff: Arcane Item. A Sunstaff contains Bound Spell, Power Level 5. This spell can be cast on the Wizard themselves. Until the start of their next Magic phase, the Wizard gains +1 Attack, +3 Strength, the Flaming Attacks special rule and always Hits on the roll of a 2+ in close combat.
  • Pendant of Vengeance: When fighting Dwarfs, the bearer may force a successful Leadership test while using an Anvil of Doom or Rune Lore to be rerolled.
  • Sky Arrow Of Naloer cannot be used with Sniper.
  • Sigil of Asuryan costs 55 pts.
  • Added Althran Stormrider. He has the Armour of Protection (5+ ward). Removed Armour of Protection from the magic item pool. Removed Potion of Foolhardiness from Althran. Costs 210. May take 50 pts of magic items.
  • Annulian Crystal costs 55 pts.
  • Ring of Corin costs 35 pts, is power level 7.
  • Vortex Shard removes D3 dice, costs 20 pts.
  • Radiant Gem of Hoeth costs 35 pts.
  • Talisman of Blinding Light costs 15 pts.

Tuesday 10 September 2024

Warhammer - High Elves 1.6 (beta) out now!

Another quick update as planned! Nothing too major, mostly just minor tweaks and some additions. The main new thing is the addition of Elven Honours from 6th edition and The Old World, meaning you can build characters for each of the different regions of Ulthuan now, rather than just the existing support characters. High Magic now mirrors that of the Lizardmen book (but with its unique Lore Attribute), and Mist Magic has been reworked a bit. 

As for new things, the Handmaiden is back as a hero, with the unit now essentially being an upgrade for the Sisters of Avelorn instead, which are now a Rare unit. You also have access to War Lions in Special, and last but definitely not least - Drakemasters, as seen in 3rd and 6th edition! This is by far the biggest "monstrous cavalry" - so big that they are monstrous creatures instead. Costing a whooping 175 pts, you are not likely to take more than 1-2 in most games - which is probably for the best.

Other new additions are essentially Regiments of Renown that are upgrades which you gain access to through certain special characters. As for the latter, six of them have been removed, but their magic items have been added to the magic item pool instead, allowing you build these characters yourself for the most part.

Hope you enjoy the update as usual, and many thanks for your continued support as always!

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Patch notes:

  • Elven Grace works for mounted models.
  • Lion Cloak: The bearer gains the Natural Armour (6+) special rule against missile attacks.
  • Dragon Armour gives a 3+ save.
  • Added 6 new spells to High Magic and reworked existing spells.
  • New section: Elven Honours.
  • Added several new Magic Items.
  • Princes and Nobles have light armour by default. They may not take Lion Chariots, Lion Cloaks, Dragon Armour, Sun Dragons or Star Dragons without the appropriate Honour.
  • Loremaster of Hoeth is a Level 3 Wizard. Cost 250 pts.
  • Nobles cost 55 pts.
  • Anointed of Asuryan costs 145 pts. Flamespyre Phoenix mount costs 210 pts.
  • Sea Helm may be Battle Standard Bearer.
  • Mistweaver cannot upgrade to Lvl 2. Adjusted wording and casting values on Mist spells.
  • Increased cost of Ithilmar barding.
  • Sun Dragons are limited to Dragon Mages.
  • Griffon is a Monstrous Creature.
  • Handmaiden of the Everqueen is a Hero, not a rare unit.
  • Spearmen do not have Fight in Extra Ranks (1) (can be taken as a Honour instead). Cost 10 pts.
  • Medium armour for archers cost 1.5 pts.
  • Warriors have medium armour by default, cost 9 pts. Cannot take two hand weapons or skirmish.
  • New Core Unit: Rangers
  • Silver helms have optional barding, cost 18 pts by default. Increased the cost of heavy armour.
  • Reaver Knights have light lances by default, cost 15 pts.
  • Removed Woodsman's Axe.
  • White Lions have Multiple Wounds (2), Ld8.
  • Dragon Princes cost 30 pts.
  • Shadow Warriors have WS5 and Elven bows. May take Elven longbows. May not take shields. May not take standard bearer or musician. Have the Loner special rule.
  • Sisters of Averlorn is a Rare Unit. May be taken as a Special Unit if Alarielle is in the army. May take spears and full command.
  • Tiranoc and Lion Chariots can be upgraded to standard bearers.
  • Lion Chariot costs 100 pts.
  • New Special Unit: War Lions
  • Phoenix Guard may take a Magic Standard worth up to 75 pts. Have Elven Grace.
  • Phoenix Guard may be taken as a Special Unit if Finubar is the Army General.
  • Lothern Skycutter costs 80 pts.
  • Eagle Eye Bolt Thrower has a range of 36".
  • Attuned to Magic: A model with this special rule has a 5+ Ward save and the Magical Attacks special rule. At the start of each Magic phase, roll a D6 and consult the table to see what effect it will have until the start of the next Magic phase.
  • Flamespyre Phoenix has A4, costs 240 pts.
  • Frostheart Phoenix has A3, costs 245 pts.
  • Added 4 new upgrades to the Phoenixes.
  • New Rare Unit: Drakemasters
  • Finubar and any unit of White Lions of Chrace that he joins are Unbreakable.
  • If Alarielle is with a unit of Sisters of Averlorn, the whole unit gains the Stubborn special rule.
  • Eltharion the Grim has an Elven bow.
  • If Eltharion the Grim is your Army General, you may upgrade one unit of Sentinels to Silverin Guard for a cost of +2 points per model. This unit has heavy armour and the Magic Resistance (1) special rule.
  • Eltharion the Blind has Killing Blow.
  • Alith Anar has the Loner special rule.
  • The Grey: If Alith Anar is included in your army, you may upgrade one unit of Shadow Warriors to The Grey for a cost of +1 point per model. If this unit is wholly within a terrain feature, enemies cannot draw Line of Sight to them unless they are within 12".
  • Imrik has A5, costs 590 pts.
  • The Fireborn: If Imrik is your Army General, you may upgrade one unit of Dragon Princes of Caledor to The Fireborn for a cost of +2 points per model. This unit has the Flaming Attacks and Multiple Wounds (2) special rules.
  • Sea Lord Aislinn does not have any Magic Items. Can pick items up to 100 pts. Has WS7, BS6, I7. Costs 180 pts.
  • The Storm Riders: If Sea Lord Aislinn is your Army General, you may upgrade one unit of Lothern Sea Guard to Storm Riders for a cost of +1 point per model. This unit has the Vanguard special rule, and caused Fear into all Dark Elves.
  • Korhil have the previous Woodsman's Axe abilities and Multiple Wounds (2). Cost 175 pts.
  • The Puremane Company: Unless Korhil is mounted on a Lion Chariot of Chrace, he must be accompanied by a unit of White Lions of Chrace chosen from the army list as normal. This unit has the Immunity (Fear) special rule. Korhil may never choose to leave this unit.
  • Caradryan has Blessings of Asuryan, costs 200 pts.
  • Keepers of the Flame: Unless Caradryan is mounted on Ashtari, he must be accompanied by a unit of Phoenix Guard chosen from the army list as normal. This unit has the Magical Attacks special rule. Caradryan may never choose to leave this unit.
  • Ashtari has A4, costs 260 pts.
  • Removed Althran.
  • Removed Selafyn.
  • Removed Salendor.
  • Removed Liandra Athinol.
  • Removed Thaindal.
  • Removed Hallar.

Saturday 7 September 2024

Warhammer - Beastmen 1.7 (beta) out now!

Well, I did say it was going to be a quick update, and quick it was! As mentioned, not a ton of changes overall. Some new characters (finally allowing you to take Centigor and Ungor heroes) and a new unit in the form of Balewolves. The spells have been greatly expanded with the spells from Warriors of Chaos, as has the Lore of the Wild. There's also quite a lot of new magic items added. Apart from that it's mostly just some tweaks and new options, as well as added consistency from Warriors of Chaos.

Hope you enjoy the update, and thanks for your continued support!

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Patch notes:

  • Beastmen characters are divided into Gors, Ungors, Centigors and Minotaurs. Character may only join units of the same Breed as themselves. In addition, Ungors do not cause Panic in any of the other Breeds above.
  • Thunderous Charge: Models with this special rule has the Mighty Blow (2) special rule in turns when it charges.
  • Mark of Nurgle does not cause an Initiative penalty. Increased the cost for several units.
  • Increased the cost of great weapons.
  • Added 6 new spells to the Lore of the Wild, Tzeentch, Nurgle and Slaanesh. Reworked some of the existing spells.
  • New Magic Lore: Lore of Chaos
  • Added a few new Gifts of Chaos.
  • Added multiple new Magic Items.
  • Jagged Dagger is a Magic Weapon.
  • Shard Of The Herd Stone: One use only. This item may be used at the start of any of your Magic phases. When used, place a Herdstone (see Mystical Monuments in the Warhammer Rulebook), no more than 3" in diameter, within 6" of the Wizard. Beastmen units within 6" of a Herdstone have the Armour Piercing (1) special rule. Each friendly Beastman Wizard within 12" of the herdstone generates an additional power dice. Costs 50 points.
  • The unit carrying the Banner of Outrage roll an additional D6 for Primal Fury tests and discard one dice of your choice. However, all enemy units gain the Hatred special rule against the unit.
  • Tweaked the cost and effects of multiple other magic items.
  • Beastlords and Wargors may take javelins.
  • Removed Slaughterer's Call.
  • New Hero: Warhoof
  • New Hero: Halfhorn
  • Gors do not have shields by default, cost 7 pts. May take polearms and great weapons.
  • Spears for Ungors cost 0.5 pts.
  • Tuskgors are S3, have Thunderous Charge.
  • Chariots may be upgraded to standard bearers.
  • Centigors have bucklers by default, can upgrade to shields.
  • New Special Unit: Balewolves
  • Razorgors have S4.
  • Razorgor Chariot costs 100 pts.
  • Harpies may take a Leader.
  • Chaos Trolls cost 46 pts.
  • Troll Vomit: In addition to their normal Attacks, models with this special rule inflicts one automatic Strength 4 hit which Ignores Armour Saves after resolving all their normal Attacks. This cannot be used with supporting attacks.
  • Dragon Ogres are Loners.
  • Cockatrice is a Monstrous Creature, has W4. Costs 165 pts.
  • Petrifying Gaze does not suffer any To Hit penalties.
  • Manticore is a Monstrous Creature, is a Special Unit.
  • Ghostsight: The Cygor may re-roll any failed To Hit when fighting Undead, Wizards, models with Magical Attacks, Ward saves (excluding Dodge and Parry) or any sort of magic item.
  • Hurl Attack: If the target unit contains one or more models mentioned in Ghostsight, you may re-roll the scatter dice.
  • Cygors have A4.
  • Regenerative Snacking: For every model killed in close combat by the Hag Tree, roll a D6. On a 4+, the Hag Tree regains one wound previously lost in battle.
  • The Cloak of the Beastlord gives Gorthor a Ward save equal to the Strength of the attack that hit him, to a minimum of 6+.
  • Taurox has the Natural Armour (2+) special rule and light armour.
  • The Sons of Ghorros: Ghorros must be accompanied by a unit of Centigors chosen from the army list at a cost of +1 point per model.
  • Moonclaw is a Loner.