Saturday, 6 June 2020

Large update wave out now!

Rather than splitting this into 20-something different updates, I'll just make one large post for the whole thing. Nothing major in any of these, just bug fixes and minor balance adjustments.

Albion 1.25:
  • Renamed Gaels to Albionites (which was the official term for people of Albion by GW in the 80's).
  • Falian Ambusher upgrade only applies to Infantry.
  • Renamed Light of Protection spell to Shield of Light.

Amazons 1.13:
  • Clarified Shield of Thorns spell.

Araby 1.25:
  • Sunstrike is a direct damage spell.
  • Sandstorm is a hex that also affects friendly units.

Beastmen 1.37:
  • Razorgor Chariot causes normal amount of Impact Hits, rather than D6+2.
  • Most Nurgle and Slaanesh spells have no effect on Animated Constructs. Phantasmagoria affects Psychology tests only.

Bretonnia 1.23:
  • Spirits of the Fay are Animated Constructs.

Cathay 1.14:
  • Brush of a Thousand years: Every time the bearer rolls any duplicate dice (except 1's and 6's), he may choose to take a Leadership test at his own, unmodified Leadership. If this test is successful, every duplicate dice (except 1's) counts as a 6 for the purpose of the Ultimate Power rule.

Chaos Dwarfs 1.24:
  • Rocket Battery has two Crew by default, can upgrade to 3 crew. Cost 95 pts.
  • Hobgoblin Spear Chukka has two Crew by default, can upgrade to 3 crew. Cost 30 pts.

Daemons of Chaos 1.24:
  • Most Nurgle and Slaanesh spells have no effect on Animated Constructs. Phantasmagoria affects Psychology tests only.
  • Enrapturing Gaze: Units in base contact with the Daemon must use their own Leadership value.
  • Death Heads have the quick to fire special rule.
  • Cloak of Constriction: All models attempting to strike Shalaxi Helbane in close combat must pass a Strength test or lose 1 Attack.
  • Characters take magic weapons from the BRB.

Dark Elves 1.34:
  • Repeater crossbow does not have AP. Cheaper for Dark Riders (3 pts).
  • Reaper Bolt Throwers may take extra crew.

Dwarfs 1.23:
  • Clarified that you randomise missile hits between the crew and the runelord for the Anvil of Doom.
  • A standard bearing the Master Rune of Valaya confers a +1 bonus upon all attempts to dispel magic by the owning player. Cost 40 points.
  • A model with the Master Rune of Spellbindning gets +1 to all attempts to channel dispel dice.
  • Brewmaster is T5, costs 85 pts.
  • Weapon options for Rangers are more expensive.

The Empire 1.23:
  • Huntsmen cannot take a standard.
  • Clarified that repeater pistol is a pistol.
  • Runefang costs 70 pts.
  • Karl Franz costs 320 pts.
  • Kurt Helborg costs 310 pts.
  • Boris Todbringer costs 270 pts.
  • Aldebrand Ludenhof costs 205 pts.
  • Valmir von Raukov costs 225 pts.
  • All war machines have option to take extra crew.
  • Added swivel guns to implaceable steam tank (see Steam Tanks expansion).

High Elves 1.23:
  • Bow of Averlorn has Flaming Attacks.
  • The Dragon Armour of Aenarion grants Tyrion a +1 armour save. Costs 485 pts.
  • Great Eagle costs 65 pts for heroes.
  • All models in a unit that carries the Banner of the World Dragon have the Magic Resistance (5) special rule.
  • Reaver Knights have cheaper equipment options.
  • Eagle Claw Bolt Throwers may take extra crew.

Lizardmen 1.24:
  • Fixed bug with Stegadon Giant Bow referring to old Poison rule.
 
Ogre Kingdoms 1.23:
  • Clarified Deathcheaper and Greedy Fist sequencing (when they take effect).
  
Orcs & Goblins 1.24:
  • Fixed bug with Mawcrusher having wrong price.
  • Mork's War Banner renamed to Mork's Spirit Totem.

Skaven 1.54:
  • Models with whips may make supporting attacks equal to their Attack characteristic.
  • Whenever a spell from the Lore of Stealth is cast, all enemy units within 6" of the caster suffer a -1 penalty to their armour saves until the start of the caster's next magic phase. 
  • Most Skaven Spells of Plague have no effect against Animated Constructs.

Tomb Kings 1.23:
  • In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to the Unstable special rule, or following the death of the army's Hierophant.
  • Entombed Beneath the Sands: If the marker is under an enemy unit, you may place your unit into base contact with the enemy unit in their front arc; your unit will counts as charging this turn.
  • Settra's Chariot has a 6+ save.

Vampire Counts 1.24:
  • In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to the Unstable special rule, or following the death of the army's General.
  • Grave guard can take shields as option. Cost 10 pts by default.
  • Lahmian Vampires has +1 Leadership. Cost +5 pts.

Warriors of Chaos 1.23:
  • Most Nurgle and Slaanesh spells have no effect on Animated Constructs. Phantasmagoria affects Psychology tests only.
  • The Book of Secrets costs 40 pts.
  • Death Heads are quick to fire. 

Wood Elves 1.22:
  • Fixed bug with Warhawk price for Wizards.
  • Deepwood Coven: The unit receives an additional +1 to cast for each rank of 5 or more models it has.
  • Soporific Breath: All models in a unit (except Animated Constructs) that suffers one or more hits from Soporific Breath gain the Stupidity special rule for the remainder of the game.
  • Waywatchers can upgrade to have Traps for 2 pts/model.
  • Alters animal form only lasts during their own turn (so they cannot be in animal form the whole time).
  • Tree Singing is an Augment spell.
  • Thalandor Doomstar has a 4+ Parry.
  • Glade Guards cost 12 pts.
  • Deepwood Scouts cost 14 pts.
  • Glade Riders cost 17 pts. May take shields and light armour.

13 comments:

  1. Hey Matthias just a short thought: Why are dark elf crossbows without armour piercing wheresas an elven bow which has more range and multuple shots for the same points is armour puercing. This is immbalanced and irrational. Dark elf x-bows are allready completely senseless. Without beeing armour percing the do not have aby usefull task.

    Kind regards

    ReplyDelete
    Replies
    1. We are discussing this on the Discord quite a bit; they will likely get AP back with a slight price increase. Elven bows cannot move and fire at all, making the repeater crossbow more mobile.

      Delete
    2. *Cannot fire multiple shots if moving.

      Delete
    3. But with 6 inch more range you do not need to move 'cause you can already fire in the opponents starting zone. In my opinion they are already overpriced. If you want to change something increase the shield price. Shields is something what makes them hard.

      Kind regards

      Delete
    4. There are still situations where the unit will need to wheel in order to get all models within range or LoS, in which case bowmen cannot fire MS that round.

      You can't have a situation where the crossbowmen have medium armour for free, because then they are point for point superior to the archers. They even have the medium armour at a discount right now.

      Delete
  2. Say Matthias, I have a question. Will the new "Sons of Behemat" be added to the Orcs and Goblin army book? Or will they be added to Ogres? Also, regarding the Fimir, Will there be allied army rules for them? Like, will they be allied to chaos, Norse, or the Greenskins like in AoS?

    ReplyDelete
    Replies
    1. Not as an army no. They can either be used as normal Giants, or Bonegrinder Giants, so no need to make new rules for them.

      Delete
    2. Maybe. The Sons of Behemat have a few interesting traits to consider. Bonegrinder Giants are actually taller then them. Gatebreaker Giants actually use pieces of fortification as armor and weapons. Krackeneaters use cannons tied together as clubs. Not sure on Warstompers. Still, what ya do with the new units in AoS is up to you. By the way, I know you said some units from AoS will be used in these army books while others will not, but if you felt like it, would you include the rest in a separate expansion? Random thought aside, good luck on future rule books.

      Delete
  3. Albionites may be original but sounds crap. Why not go with the british tribal feel of Alboni ....imho sounds cooler...Albionites sounds like an old desmond decker record or something out of a clive barker novel

    ReplyDelete
    Replies
    1. Shouldn't that be Albioni? Albionite is the proper term, used both by GW, Fable and several other sources.

      Delete
  4. Hmmmm. Seems like Chaos armies (Daemons and warriors) got nothing but nerfs. Yet steam tanks can swivel and shoot. Still seeing the bias against chaos that has always existed and is unwarranted. Warmachines get extra crew ...because hellfire volley guns fr Empire and dwarves are so fun to play against? Can Hellcannons swivel and shoot? I am tired Chaos getting nothing but nerfs.

    ReplyDelete
    Replies
    1. I recommend reading the notes again, because they did not only get nerfs, and the nerfs they got were very minor.

      An option for some war machines to pay for extra crew is not really a buff, just an option.

      Anyway, some of changes might get reversed so more spells will affect animated constructs for balance reasons.

      Delete

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