Monday, 9 February 2026

Warhammer: Tomb Kings 1.61 out now!

Another fairly small update, though it adds a few important things. First up is "Indomitable" which is the same rule as "Animated Construct" in 8th ed, except that it only affects characters and lone models for balance purposes. In short, it means that your lone models now won't crumble as easily if they lose combat.

Other than that, I've done a few adjustments to the archers and cavalry - the former was a bit overpriced due to complaints, and the latter was underpriced also due to complaints - despite the math not really supporting it. They should now hopefully be priced a bit more accurately for what they bring to the table when compared to other units.

Tomb Scorpions are now Monstrous Creatures which fits how it worked back in 6th ed, which makes it more useful as a lone model. The Tomb Barque has been moved to Rare Units which is more in line with similar units in other armies, and Necroserpents are now S4, also in line with most other Monstrous Cavalry mounts.

Next up: Chaos Dwarfs!


Patch Notes:

  • New Army Special rule: Indomitable: Models with this special rule suffer 1 Wound less than they normally would due to the Unstable special rule, or following the death of the army's Hierophant. Applies to most characters, MB, MCr and Mo.
  • The unit carrying the Icon of Rakaph may attempt to make a Swift Reform at the start of their Movement phase instead of the Remaining Moves sub-phase.
  • Skeleton Warriors are Unit Size 20+.
  • Skeleton Archers cost 7 pts.
  • Skeleton Horsemen have WS2, cost 11 pts.
  • Horse Archers cost 11 pts.
  • Transmogrifying Gaze is Quick to Fire.
  • Tomb Scorpion is a Monstrous Creature, has W4, costs 100 pts.
  • Tomb Barque is a Rare Unit.
  • Necroserpents have S4. Necropolis Knights cost 50 pts.
  • Casket of Souls does not have a Ward save. Costs 125 pts. Clarified Light of Death is a Magical Attack.
  • Vortex of Souls: The Casket of Souls can use one of the following abilities at the start of your Shooting phase as long as the Keeper of the Casket model is alive, is not engaged in close combat, and has not moved this turn.
  • Light of Death only works on unengaged units. 

Wednesday, 4 February 2026

Warhammer: Daemons of Chaos 1.72 out now!

Minor update here, mostly serving to make the rules up to par with WoC and Beastmen in terms of Magic and stats, as well as some minor balance changes.

Next up: Tomb Kings

 

Patch Notes: 

  • Updated spell lores to be on par with Warriors of Chaos and Beastmen.
  • Staff of Change only affects enemy models.
  • Chromatic Tome costs 10 pts.
  • Daemon of Slaanesh for Daemon Prince costs 15 pts.
  • Juggernauts have Strength 4.
  • Palanquin gives Inspiring Presence (6), costs 30 pts.
  • Brimstone Horrors costs 10 pts.
  • Bloodcrushers costs 55 pts.
  • Blood Chariot costs 145 pts.
  • Death Heads have range 6". Do not cause Multiple Wounds. Each Hit from a Death Head is multiplied into D6 Hits.
  • Epidemius costs 190 pts.
  • Scrolls of Sorcery only roll a D6. 

Saturday, 31 January 2026

Warhammer: Beastmen 1.72 out now!

Small update that sounds larger on paper than it is in play. I've gone ahead and removed Beastmen Ambush as an army special rule - this rule is another legacy rule from 7th ed, before Ambushers became a normal special rule. The only unique thing about it in WAP was gaining +1 to the roll - which only affected the first roll of the game anyway. Beastmen also already have two magic items and one special character affecting the chance to Ambush, so the additional rule was largely redundant.

I've also limited Ambush on Characters - almost no one would be taking their Shamans in ambush to begin with since it will cost you 1-2 Magic phases, and taking your General in ambush means the whole army will suffer from low Ld in the first 1-2 turns. Thus Ambushers is now an optional upgrade for Beastlords, Wargors and Warhoofs rather than being granted by default.

Bloodgreed now works like in 7th ed and TOW regarding the pursuit distance - the old version had no effect since they would pursue 2D6 anyway. 

On a positive note for Beastmen players, I've gone ahead and added a bunch of new "Chaos Mutations" from AoS - these are more "traits" or "instincts" than mutations, but they serve to give Beastmen characters some new suitable upgrade options that extends the rather limited selection they previously had. 

 

Patch Notes: 

  • Removed Beastmen Ambush – it now uses the rules for normal Ambushers. Most characters are not Ambushers by default.
  • Models with Bloodgreed only roll one D6 for their pursuit distance.
  • Clarified that Tusker Charge applies to the porcine models only.
  • Added multiple new Chaos Mutations (now called "Mutations & Traits") from AoS.
  • Uncanny Senses gives +2 Initiative.
  • Brayblast Trumpet: When used, all friendly units with the Ambushers special rule gain a +1 bonus when rolling to see if they enter the battlefield that turn.
  • Preyseeker costs 10 pts.
  • Renamed Khazrak's "Ambush" rule to Bestial Cunning. 

Wednesday, 28 January 2026

Warhammer: Beastmen 1.71 out now!

A bit of larger update here, containing a few nerfs for the army overall due to Beastmen being considered a bit too oppressive by many players.

Minotaurs are wildly considered one of the best MI units in the whole game due to having high Strength, Impact Hits, stackable Frenzy (up to 8 Attack each), the ability to take Marks and even being fieldable as Core Units, so Bloodgreed is now limited to only lasting one turn at a time, rather than the whole game - this means less stacking, less bookkeeping, and that Mark of Khorne is not worse than the other Marks. In addition, Minotaurs can no longer be taken as Core Units unless Taurox is in your army.

Thunderous Charge now follows the rules for updated Tusker Charge in the Orcs & Goblins book, which brings down the impact damage of the porcine units a bit, for which they have been compensated by lower points cost.

Chariots are now Special Units, with Razorgor Chariots being upgrades rather than standalone units. There frankly was no logical reason for Beastmen to have Chariots in Core other than it being a legacy rule. The only other armies with Core chariots are Tomb Kings and Albion who field light chariots in units. Tuskgor Chariots on the other hand are heavy chariots like Orc Boar Chariots, which are Special Units. Chariots still remain a Core option if Gorthor is leading your army, however.

As for a few other unit changes; Harpies are now Core like in Dark Elves, but still limited due to Expendable. Warhounds are now on par with WoC with Unit Size 10+ and Movement 8. Bestigors no longer have armour by default to better accommodate the new Pestigor models, but can still choose armour as normal. The Ghorgon has gained +2 Attacks to better represent its extra arms, and also compensates for it no longer being able to stack on multiple attacks from Bloodgreed.

Next up: Daemons of Chaos!

 

Patch Notes:

  • A character may only join a unit with the same Mark of Chaos, and characters without a Mark of Chaos may not join units that have one.
  • Mark of Slaanesh: Models with the Mark of Slaanesh have the Immunity (Psychology) special rule and may re-roll the lowest dice on their charge and pursuit distances.
  • Bloodgreed: Whenever a model with this special rule wins a round of close combat, it gains the Frenzy special rule until the end of the next close combat phase.
  • Thunderous Charge replaced with Tusker Charge: Mounts with this special rule have the Mighty Blow (1) special rule in any turn that they charge.
  • Updated Magic Lores to be on par with Warriors of Chaos.
  • Chaos Mutations: Each can only be chosen once per army, and no model may choose more than three.
  • Added multiple new Magic Items.
  • Reduced cost of great weapons for S5 models.
  • Doombulls and Gorebulls have Impact Hits (1).
  • Doombulls cost 230 pts, Gorebulls 155 pts.
  • Ungor Herd may take a magic standard.
  • Warhounds are Unit Size 10+, have M8, cost 7 pts.
  • Tuskgor Chariots are Special Units, costs 75 pts. Razorgor Chariots are upgrades.
  • Harpies are Core Units.
  • Bestigors do not have armour by default.
  • Minotaurs pay 3 pts for additional hand weapons. All Marks except Nurgle costs 4.5 pts. May not be taken as Core Units.
  • Centigors may take javelins.
  • Razorgors cost 42 pts.
  • Endless Malice: If the Preyton has killed one or more models that round of close combat and the enemy unit Breaks, it may not pursue.
  • Cockatrice has S5, T5.
  • Petrifying Gaze is Quick to Fire.
  • Ghorgon has A8, costs 240 pts.
  • Ramhorn costs 240 pts.
  • Bagrar the Tamer: If Gorthor is mounted on a Chariot, he may re-roll all Charge, Flee and Pursuit distance rolls.
  • Chariot Master: If Gorthor is included in your army, you may take Tuskgor Chariots as Core Units instead of Special Units.
  • Scion of the Dark Gods: At the start of each friendly Magic phase, randomly generate a spell from the Lore of Chaos up to Level 2. Gorthor may use this spell during this Magic phase as a Bound Spell, with a Power Level equal to half the casting value of the spell, rounding up.
  • The Hordes of Morghur: In addition, you may upgrade any Gor Herds or Gor Raiders to Warped Gors for +1 point per model. Warped Gors have the Chaos Mutations special rule (see Mutants).
  • Malagor may use the Lore of Chaos.
  • Taurox has Impact Hits (1), costs 320 pts.
  • Brass Body: Taurox has a 2+ armour save. However, if Taurox suffers an unsaved Wound from an attack that rolls a natural 6 To Hit and then a natural 6 To Wound then he will be slain outright.
  • Slaughterer's Call: Any friendly unit of Minotaurs that is joined by Taurox gains the Frenzy special rule. In addition, if Taurox is included in your army, you may take one unit of Minotaurs as a Core Unit instead of a Special Unit.
  • New Special Character: Kralmaw, the Prophet of Ruin 

Sunday, 25 January 2026

Warhammer: Ogre Kingdoms 1.61 out now!

Another minor update, mostly fixing a few bugs. You do get the option for new Big Names, and the Stonehorns/Thundertusks now have more build options with the choice of 1 or 2 riders, as well as more equipment options.

Next up: Beastmen! 

 

Patch Notes:

  • Harpoon Launchers are ponderous, not move or fire.
  • Blood Vultures have 24" range and the Sniper special rule.
  • If the Voracious Maw is successfully cast again, the spell ends and the template is removed.
  • Added two new Big Names.
  • Reduced cost of great weapons for S5 models.
  • The Fang of Ghur: The wielder of this weapon gains the Frenzy special rule. In addition, no Ward saves can be taken against it (except Dodge, Parry and Regeneration).
  • A Tyrant/Bruiser mounted on a Rhinox War Chariot loses the Natural Armour (6+) special rule.
  • Hunters may ride Thundertusks.
  • A Honcho may never be the Army General.
  • A Slaughtermaster with a Mawpot has a Unit Strength and Line of Sight value of 2.
  • Ironblasters are great cannons and cause D6 Wounds, not D3.
  • Stonehorns and Thundertusks start with one Beast Rider with light lance, may take additional Beast Rider with separate weapon options.
  • Added new upgrade options to Stonehorns and Thundertusks.
  • Thundertusks cost 245 points. 

Wednesday, 21 January 2026

Warhammer: Dogs of War 1.51 out now!

Very small update here overall, mainly just making the rules on par with other more recently updated books. There are some new magic items from the Razing of Westerland Arcane Journal, and Norsemen can now take flails so the new Marauders can be fully utilized (as much as I personally don't think flails fit for Norse).

Next up: Ogre Kingdoms! 

 

Patch Notes: 

  • Added multiple new Magic Items.
  • The Crucible of Horrors: All models Hit suffer a hit with a Strength value of 2D6 minus the target's Toughness and the Ignores Armour Saves special rule.
  • Shield of Faith: The model and any unit they are with gain a 5+ Ward save in close combat until the start your next turn.
  • Paymaster's Bodyguard costs 12 pts.
  • Norsemen cost 5 pts. May take flails.
  • Updated Hobgoblins to follow the current Hobgoblin book.
  • Grind Attack: In any turn in which the Land Ship does not charge, it inflicts D6 Stomps like a Monster.
  • Beorg has Regeneration (5+), Bear Fang gives 6+ ward. Costs 175 pts. Bearmen cost 8 pts.
  • Updated Anakonda's rules to follow the current Amazon book.
  • Slayer pirates cost 14 pts.
  • Red Thirst: Roll a D6 at the end of each Close Combat phase in which one or more models was slain by a Vampire with this special rule. On a 5+, the Vampire recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules.
  • Ogre pistols cost 6 pts. Great weapons for Maneaters cost 6 pts.
  • Additional crew for war machines cost 5 pts.
  • Hiiyaaarrghh! If Ghazak Khan 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. Ghazak Khan himself, and any unit he joins, adds +D6 to their charge move instead. In addition, every friendly unit within 12" of Ghazak Khan add their rank bonus to the result rolled on the Treacherous Gits table.
  • Ghazak Khan has a bow.
  • Sphere of Alchemy: 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".
  • Karaghul, the Wyrmslayer Blade: Magic Weapon. Felix only. The Wyrmslayer Blade gives +2 Attacks. In addition, Felix must always declare a charge against Draconids if it is possible to do so. Against Draconids, the Wyrmslayer blade allows Felix to re-roll failed rolls To Hit and To Wound.
  • Updated Skaff's profile to that of a Maneater.

Sunday, 18 January 2026

Warhammer: Vampire Counts 1.72 out now!

Just a small update here, mostly fixing some bugs and minor balance changes. There are a few larger ones regarding some core units, so let's go through those in detail.

Glooms have been removed, instead Spirit Hosts have been made into Core Units. The book just had too many similar Ethereal units, and with Wraithwisps already being a Special Unit, the iconic Spirit Hosts just did not stand out enough by comparison. Likewise, it was not much of a point in having both Glooms and Spirit Hosts in the Core section either, so I decided to cut the former - Glooms can be proxied as Spirit Hosts anyway.

Another change is that of the Fell Bats, which are no longer undead. The lore for the Fell Bats has been really inconsistent in this regard, with them sometimes being described as being a living species of giant bat that must be lured with food, sometimes being clearly undead, and sometimes even "part alive and part undead", which really feels like the authors just gave up on trying to make it work. Instead, I've chosen to go the lore that describes them as alive, which both makes them on par with the Bat Swarms, explains their high-ish stats and gives them a different role to the Dire Wolves now that they can march and flee.

Lastly, I've had a closer look at the Dire Wolves and noticed both how inconsistent and frankly overpowered they were for their points. For starters, I've removed Slavering Charge, which is a rule that no other wolves in the game have. Secondly, I've lowered their WS/I to 2 like other undead - there's frankly no logical reason why undead wolves somehow retain the same WS/I while undead humans and horses don't. This puts them on par with Skeleton Horsemen for their cost - the old version gave Dire Wolves +1 M, WS, I and Mighty Blow, whereas the benefits of the Horsemen were +1A, 6+ save, half a fast cavalry rule and US2 while costing 2 points more. In short; with the old profile, Dire Wolves should have costed 8-9 pts, not 6.

The rest of the changes are mostly related to Vampiric Powers and Magic Items, with a few new additions for the latter.

Next up: Dogs of War

 

Patch Notes:

  • The Red Thirst: On a 5+, the Vampire recovers a single Wound, up to their starting value (excluding additional Wounds from mounts).
  • A Death Shriek is a special attack that can be used against a single unit in the Shooting phase, even if the model has marched, charged, or the target is engaged in close combat.
  • Master of the Dead works on Skeleton Archers.
  • Master of the Black Arts costs 15 pts.
  • Beguile: At the beginning of the Close Combat round, all units in base contact with the model must take a Leadership test with a -3 modifier. If the test is failed, the Vampire can only be Hit on 6's this turn.
  • New Magic Items: Stave Of Suffering, Mirror Of Echoing Failures, Brazier Of Nagashizzar, Talisman Of The Nadir
  • Reaper of Sorrows: All attacks with this weapon automatically Wound with no saves allowed. Costs 15 pts.
  • Armour of Bone: This armour may be taken by Necromancers despite them normally not being allowed to take armour.
  • Cloak of the Waxing Moon: The wearer of this item can only be Hit on To Hit rolls of natural 6's. Costs 15 pts.
  • Blasphemous Tome is an Arcane Item, not an upgrade for the Mortis Engine. The bearer of this item gains a +2 casting bonus when using the Lore of Necromancy. However, if they Miscast, they must roll on additional D6 on the Miscast table and discard the lowest result. Costs 30 pts.
  • Blood River Chalice costs 15 pts.
  • Liche Lords cause Terror, costs 290 pts. Mortis Engine costs 200 pts.
  • Cairn Wraiths have Ignores Armour Saves. Chill Grasp causes D3 Wounds. Cost 60 pts.
  • Removed Glooms.
  • Dire Wolves have WS2, I2, do not have Slavering Charge.
  • Fell Bats are not Undead.
  • Spirit Hosts are Core Units.
  • Black Coach does not have Chill Grasp.
  • Evocation of Death: Immediately after the total number of power dice is determined in each player's turn, you may discard one dice from the magic pool from both players for each Black Coach on the battlefield.
  • Scrying Pool is an Enchanted Item.
  • Completely Enthralled: Every model in the enemy unit makes a single close combat attack, resolved against its own unit. Roll To Hit, To Wound and take saves as normal. The caster may choose which of the unit's weapons is used for these attacks. Parry or Dodge save does not apply, and neither do any special rules that only applies in the first round of close combat. Affected units may not otherwise shoot or attack this turn.
  • If Lady Olynder is your Army General, Spirit Hosts are no longer Expendable.
  • If Kurdoss Valentian is your Army General, you may take Wraithwisps as Core Units instead of Special Units.