Saturday, 29 June 2024

Warhammer Wood Elves 1.6 (beta) out now!

I have not done too many changes with this update as the book was in a pretty solid state already, so a lot of work has been to simply fine-tune the wording on some things along with some new spells, units and items. As expected, I've included more spells for the Lore of Athel Loren, bringing it up to 13 spells total. The lore attribute has been changed to Glamourweaving, making it harder for enemy units to target nearby Wood Elves with missile attacks and spells. The lore has also been given some more damage spells as the Lore of Life is already very focused on augments, but it's still pretty augment-heavy. I've also included plenty more magic items from Age of Sigmar and the Old World.

Forest Spirit armies have been given more options with the Arch-Revenant now being a Lord choice with better stats, and Branchwraiths have been split into two character choices - one for combat and one for magic, thus getting away from the expensive hybrid model and giving forest spirits the option for a Lvl 2 Hero Wizard.

There are also two new Wood Elf heroes - the Eternal Warden and Wild Hunter, thus allowing players to have more Kindred characters like in 6th ed. The Eternal Warden is an Eternal Guard character that gives them an improved armour save and allows them to be taken as core units (just like Witch Elves and Death Hags), while the Wild Hunter is a mounted character that can lead Wild Riders and Great Stag Knights.

As for new units; in core we have the new Glade Guard armed with spears and shields, like in 5th edition. This allows players to use their old unarmoured models again, and offers an inexpensive close combat options for the wood elves. As a result of this, Eternal Guard are now a special unit like in 6th ed (unless you choose an Eternal Warden as mentioned above) to avoid having two spear-units in Core where the Eternal Guard are just a superior version by default. The Eternal Guard have seen a small price drop as well.

Alters have been given the ambushers special rule, representing them stalking around their prey and offering them protection from missile fire. Spite Revenants are instead scouts, representing them "awakening in the forest".

Another new unit is the Great Stag Knights, which are Monstrous Cavalry. This unit is mentioned in Storm of Magic and also featured in Total War. I had considered to include them earlier on, but since their lore is just "Wild Riders on Stags" I did not do so until now. 

Oh, and there's also Zoats now, because Zoats are fun! They are a single model unit with casting capabilities, weaker than the Storm of Magic version, but a lot cheaper as a result.

Sisters of the Thorn are now a Lvl 1 Wizard unit, thus not outdoing actual Wizards by default. As a result of the spell changes, they can now choose spells like a regular Wizard as well, giving them a lot more versatility. I've also given them light armour since that's clearly apparent on the models (no idea why GW did not include that).

Lastly, for the special characters I've removed some of the less interesting ones that also lacked official models, and given options for magic items and spites for others. This means that Araloth can now be built as an actual useful Lord choice, and Drycha has seen a boost in power and options as well.

Anyway, hope you enjoy the update, and many thanks to my Patreons for your continued support!

 

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Patchnotes:

  • All Cavalry have Elven Grace. Increased cost of most of them.
  • New Enchanted Arrow: Moonfire Shots.
  • Shooting attacks made with Starfire Shafts forces enemies to re-roll successful Panic tests caused by Heavy Casualties this turn. Reduced cost.
  • New Spite: Hagbane Spite
  • Increased casting value for bound spells.
  • Unleash Swarm of Spites moved to Lore of Athel Loren.
  • Added multiple new spells to Lore of Athel Loren and rebalanced some of the previous spells.
  • Added over a dozen new magic items.
  • Arch-Revenant is a Lord, costs 160 pts. Have WS7, BS7, I8, Ld10.
  • Warsong Revenant costs 250 pts.
  • New Hero: Branchwych
  • New Hero: Eternal Warden
  • New Hero: Wild Hunter
  • Branchwraiths can no longer be Wizards. Have A4.
  • New Core Unit: Glade Guard Spearmen
  • Eternal Guard are Special Units, cost 10 pts. Can be taken as Core Units with Eternal Warden.
  • Wardancers cost 13 pts, must take additional hand weapons and/or saerath. May take a standard bearer.
  • Alters have the Ambushers special rule.
  • Spite-Revenants have the Scouts special rule instead of Ambushers.
  • Treekin have BS0 and I2.
  • New Rare Unit: Great Stag Knights
  • Sisters of the Thorn have light armour, costs 26 pts.
  • A unit of Sisters of the Thorn is considered to be a Level 1 Wizard that can use spells from the Lore of Life, Beasts or Athel Loren.
  • Sylvan Hunters do not have weapons by default, cost 42 pts. Increased cost of great weapons and greatbows.
  • Strangleroots have Rapid Fire.
  • New Rare Unit: Zoat
  • Araloth costs 185 pts. Has a 5+ ward save and Elven Grace. Can take Magic Items up to 100 pts.
  • Thalandor has Elven Grace. Can take Magic Items up to 50 pts.
  • Naestra and Arahan are a Lord choice.
  • New Special Character: Belthanos, First Thorn of Kurnoth
  • Removed Lothlann the Brave
  • Scarloc has a normal asrai longbow, Ld8, costs 100 pts. Can take Magic Items up to 25 pts.
  • Naieth uses the Lore of Heavens.
  • Drycha has W3, costs 185 pts. Can use spells from the Lore of Shadow. Can take Spites.

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.