Tuesday 18 June 2024

Warhammer Orcs & Goblins 1.6 out now!

This was looking to just have a few fixes from the beta, but it ended up being a much bigger final version! In order to streamline the book a bit and make it easier to navigate, a lot of the units have been merged into a single unit entry with upgrades that allow you to tailor them into each sub-species of Orcs and Goblin. This means there is just one entry for Bosses, Shamans, Orc Boyz, Goblin Gitz etc, rather than 2-3 of each. This in turn means there are 20 pages less of redundancy. 

I've also removed some things that were superfluous, including two units and some magic items that were just copies of other magic items. I have also rebalanced the spells quite a bit so they are more useful, especially for the units that need them. There's a lot more changes than those mentioned in the patch notes below, so make sure to read through the army list properly!

Patchnotes:

  • Rebalanced several of the spells and points cost of multiple magic items.
  • Merged multiple Orc & Goblin characters and unit into a single entry.  
  • Night Goblins have I2 and Ld6 like other Goblins.
  • A Night Goblin Wizard may eat a Magic Mushroom once per Magic phase, before casting a spell. This adds another D6 to the casting result. This dice does not count as a power dice, and cannot contribute to Ultimate Power. However, if you roll a 1 on this dice you must roll a further D6. On a roll of 4+ nothing else happens, but on a roll of 1-3 the Wizard suffers a Wound which Ignores Armour Saves, and the spell automatically fails.
  • Forest Goblin Shamans may re-roll one dice per Magic phase when casting spells. However, any time they Miscast, they will also count as having failed a Stupidity test (if they survive).
  • Brutes cost 26 pts.
  • Brute Ragerz have a Unit Size of 3-5, are Skirmishers. Costs 26 pts by default.
  • Cave Squigs cost 9 pts.
  • Warchanters cannot take mounts. Cost 75 pts.
  • Removed Savage Orc Warchanters.
  • Violent Fury: Any Orc unit joined by a Warchanter may re-roll 1's To Wound in close combat.
  • Warbeats: At the start of each of your turns, the Warchanter can use one of the following Warbeats which affect themself and the unit they are with. Each Warbeat lasts until the start of your next turn. A unit can only be under the effect of one Warbeat at a time. Fixin' Beat: The unit gains the Regeneration (6+) special rule. Get 'Em Beat: The unit gains the Swiftstride special rule. Killa Beat: The unit may re-roll 1's To Hit in close combat.
  • Gruntas can take barding. Barding is free for Boars and Gruntas.
  • Savage Orc Arrer Boyz is a separate unit. Cannot take longbows.
  • Increased BS of all Goblin Bosses.
  • Squig Gobba costs 75 pts.
  • Colossal Squig costs 150 pts.
  • Removed Black Orc Boar Chariot.

Saturday 8 June 2024

Warhammer Orcs & Goblins 1.6 (beta) out now!

Coming in at a whooping 103 pages, this is by far the longest of the new army lists. In order to make it easier to navigate, the book has been divided up by greenskin type, so you will find everything in order of Common Orc, Savage Orc, Black Orc, Common Goblin, Night Goblin, Forest Goblin and Miscellaneous units, with Special Characters at the end as usual. This update contains a lot of new units, both from Age of Sigmar but also 5th edition, along with multiple new weapon options for your units (mostly from 5th edition). There are also a bunch of new magic items available for you to tailor your characters, as well as additional spells that gives you more options than ever before! Hope you enjoy the updated rules, and many thanks to my Patreon backers for your continued support!

 

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Patch Notes:

  • Reworked Animosity to allows Wizards to cast, removed the chance of multiple units being affected by Get 'Em, and increased the chance of rolling We'll Show 'Em.
  • The Waaagh! Miscast table now scales the same as the BRB miscast table, rather than rolling 2D6.
  • New Magic Lore: Lore of Troll Magic
  • Added multiple new spells to the existing spells, and reworked the existing lores.
  • Savage Orcs can use Lore of the Big Waaagh! Night and Forest Goblins can use Lore of the Little Waaagh!
  • Added dozens of new magic items.
  • War Boars and Giant Wolves for Bosses may take barding.
  • Orc Big Bosses and Warchanters may take Gruntas.
  • Orc Boyz may take great weapons and polearms. Do not have shields by default. Cost 5 pts.
  • Arrer Boyz can replace bows with longbows or crossbows. Cost 8 pts by default. You may not have more units of Orc Arrer Boyz with crossbows than you have units of Orc Boyz.
  • Boar Boyz are a Core Unit. Cost 16 pts.
  • Big 'Uns are a separate unit. Big 'Uns are Special Units. Cost +3 pts than normal Orcs for infantry, +4 pts for cavalry. You may take once unit of Big 'Uns or Boar Boy Big 'Uns for each Orc Warboss in your army.
  • Orc Big 'Uns have light armour by default. Cannot take bows.
  • Orc Boar Chariots do not have scythes or light lances by default. Cost 80 pts. May take a Standard Bearer.
  • Brutes may take polearms.
  • New Rare Unit: Orc Brute Ragerz
  • New Rare Unit: Maw-grunta
  • Savage Orc Warboss costs 150 pts.
  • New Hero: Savage Orc Warchanter
  • Savage Orcs can take great weapons, cost 8 pts.
  • Savage Boar Boyz do not have shields by default, costs 18 pts.
  • Black Orc Warboss/BigBoss have hand weapon by default, costs 170/95 pts.
  • Black Orcs have hand weapons by default, cost 14 pts. Can take shields, spears, additional hand weapons and/or great weapons.
  • New Rare Unit: Black Orc Boar Chariots
  • Goblin Bosses have BS4.
  • Goblins can take shortbows or bows. Can take great weapons and polearms. Do not have shields by default. Cost 2 pts.
  • A Jester counts as being part of the unit's command group. A unit joined by a Jester gains +1 Leadership and may re-roll failed Animosity tests.
  • Nasty Skulkers may be taken as upgrades for Goblin Gitz.
  • Goblin Wolf Chariots costs 45 pts. Only have hand weapons by default. Have 2 crew.
  • New Hero: Night Goblin Squigboss
  • You may include one Fanatic for every 10 models in the Night Goblin unit.
  • Twackwheezer Puffshrooms works against Animated Constructs.
  • Squig Herd has Random Movement (3D6). Does not have Animosity.
  • One Herder must be included for every five Cave Squigs in the unit.
  • Squig Hoppers have Vanguard.
  • Forest Goblin Bosses do not have armour.
  • Removed Creeping Assault from Gigantic Spiders. Removed mention of them counting as a single model since it is based on US, not number of models.
  • New Core Unit: Spider Swarms
  • New Special Unit: Forest Goblin Gigantic Spider Rider
  • Catchweb Spidershrine only affects channelling attempts of the Forest Goblin Shaman.
  • Snotlings have the Mimic special rule. They may take Explodin' Spores as an upgrade.
  • New Hero: Dankhold Trollboss
  • Dankhold Troll is a Monstrous Creature, not Monster. Has considerably weaker stats and lower cost.
  • Giant River Troll Hag is a Lord, can be upgraded to a Lvl 3 Wizard. Costs 270 pts.
  • Trolls may take additional hand weapons or great weapons. Cost 44 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.
  • New Special Unit: Badlands Ogres
  • Snotling Pump Wagons have 4 crew by default, may add up 6 additional crew. May take scythes.
  • New Rare Unit: Bonegrinder Giant
  • New Special Character: Grotfang Skab
  • New Special Character: Ogdruz Swampdigga
  • New Special Character: Ruglud Bonechewer
  • New Special Character: Zoggrok Anvilsmasha
  • New Special Character: Kiknik Toofsnatcha
  • Grom does not have a chariot by default. Grom may include a unit of Goblin Gitz chosen from the army list at a cost of 4 points per model. This unit has +1 Weapon Skill and wears medium armour.
  • Skarsnik have W3, costs 200 pts. May take up to 50 pts of magic items.
  • New Special Character: Trugg the Troll King
  • Removed Bigfeet Bonehead. His weapon can be picked by any Savage Orc.