Sunday, 28 September 2025

Warhammer - Kingdoms of Ind 1.2 out now!

This is a medium-sized update, adding a lot of magic items and a new graphic layout, but not so much else. The rest are mainly smaller tweaks to the unit in terms of equipment and points costs, but let's go on the largest changes.

Deva now follow the same rules as forest spirits and daemons regarding their ward save, so things are consistent there. Speaking of the Devas, the Lore of the Deva has been reworked into Prayers for the new Sadhu priest. The lore itself did not have a theme beyond Hindu gods, with spells already available in the Winds of Magic, and since god-magic has for the most part been moved to Priests, it just makes sense for Ind to follow suit. However, Ind's Mantriks instead have access to all Winds of Magic, making them a lot more versatile than before.

You will also notice that Ind's troops have bucklers rather than shields by default, representing the smaller dhal shield. They can still upgrade to regular shields, however. I have also renamed quite a few units to more fitting or flavourful names.

Lastly, War Elephants are now Monstrous Creatures like in Araby, but with one Wound less. The Royal Elephant has therefore been removed from the Rare section since it would be almost identical to the regular War Elephant. However, it still remains as a Character mount for Maharajahs, albeit as a Monstrous Creature rather than a Monster.

And with that, all army books are finally updated to the new and improved format and have a full selection of magic items! From now on, each upcoming update will mostly be focused on smaller balance changes and bug fixes with me going over the community reports, so you should be able to expect 1-2 updates every single week until the wave is done, after I will start on the next main rulebook update. Many thanks to my Patreons as always, and don't forget to update your votes! Next up, Lizardmen!


Patch notes: 

  • Deva: Models with this special rule have the Fear, Magical Attacks and Unstable special rules (including mounts). In addition, models that are not mounts have a 5+ Ward save which gets reduced to a 6+ Ward save against Magical Attacks.
  • Removed Lore of the Devas
  • Added dozens of new magic items.
  • Removed Guardian Amulet (already present in Dogs of War).
  • Maharajahs and Rajahs do not have light armour by default.
  • Rajahs may ride War Elephants.
  • Mantriks can use any Wind of Magic. May be mounted on warhorses.
  • New Hero: Sadhu
  • Beastmasters are Loners. Removed Panthers. Tigers have M9, WS4, S4, Mighty Blow (1). Cost 20 pts.
  • Bengal Tigers have M9, S4, Mighty Blow (1) instead of Devastating Charge.
  • Rajputs renamed to Warriors. Are Unit Size 15+. Have bucklers by default, cost 3.5 pts. Spears and light armour cost 0.5 pts.
  • Archers may take bucklers.
  • Urumi Swordsmen bucklers cost 0,5 pts.
  • Skirmishers may take bucklers and bows. Increased cost of javelins and slings.
  • Pindari have bucklers by default. Cannot take light armour.
  • Camel Riders renamed to Sowars. Have bucklers by default. Scare Horses: Models with this special rule has the Fear special rule when fighting Equines.
  • Mansabdars renamed to Rajputs. Have bucklers by default. Are Fast Cavalry. Cost 15 pts.
  • Snake Charmers cost 5 pts.
  • Maiden Guard are Unit Size 15+, have hand weapons and bucklers by default, cost 7 pts.
  • Holy Warriors renamed to Eternals. Have Magical Attacks.
  • Sepoys are a Core unit.
  • Camel Gunners renamed to Zamburaks. Have Ponderous, not Move or Fire.
  • Royal Chariot have 2 crew by default. Have bows instead of longbows, can take light armour.
  • Bengal Riders cost 36 pts. Great weapons cost 3 pts. Have Loner.
  • War Elephants are Monstrous Creatures, cost 100 pts. Unit Size 1-3. Have 3 crew, Impact Hits (D3). Can take giant bows and small cannons (jingals). Jingals are S6, Armour Piercing (1). Do not fire like cannons. Can take light armour and/or barding, not armour plates.
  • Rakshashas, Vanaras, Garudas, Ganeshas, Nagas have the Loner special rule.
  • Rakshasha great weapons cost 2 pts.
  • Vanaras may take musicians. Blowpipes cost 3 pts.
  • Ganesha great weapons cost 9 pts.
  • Nagas may take warbows for 7 pts.
  • Yakshas are a Rare unit.
  • Great Cannons and War Rockets may take an additional crew.
  • Removed Royal Elephant from Rare, is a Monstrous Creature Mount for Maharajahs.
  • Yali has Natural Armour (5+), cost 185 pts.
  • Shesha has BS3, Spit Poison by default, cost 210 pts. Spit Poison has Rapid Fire.
  • Karishna is a Level 2 Wizard who uses spells from the Lore of Light.
  • Mhogli is a Loner.
  • Parashuruma has Pinaka: Longbow. Shots fired from this bow hit automatically and ignore Dodge saves. Costs 190 pps. 

Thursday, 11 September 2025

Warhammer - Hobgoblins 1.2 out now!

Not a huge update in terms of content, but it does contain three major changes. Firstly, Hobgoblins can now pull a "Hiiyaaarrghh!" similar to a WAAAGH!, which boosts their charge distance for one turn.

Secondly is the addition of Cunning Retreat for their fast cavalry, which allows them to flee from incoming missile fire, thus increasing their resilience against enemy shooting at the cost of movement. This should have a pretty large effect on how they play on the table - hopefully for the better!

Lastly, their magic system now follows that of other Greenskins with the Lore of da Hiiyaaarrghh! (Little Waaaagh!) replacing their old spell lores, as mentioned in Tribes and Tribulations from WFRP. The Lore of da Little Waaagh! is also a good fit for them since it has a lot of "sneaky" spells fitting their playstyle, and this makes them on par with common Goblins magic-wise. I chose not to include the Lore of da Big Waaagh! as it's too geared towards brute strength and Orcs, whereas Hobgoblins are a Goblin sub-type. 

Hope you enjoy the update, and many thanks to my Patreons for your support as always! Next up will be Ind, which will be a bit of a larger update, adding a lot of new magic items and tweaking some existing parts of the army list. That one should be out in around 2-3 weeks.

  

Patch Notes:

  • New Army Special Rule: Hiiyaaarrghh!: If a model with this special rule 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. The Army General himself, and any unit he joins, adds +D6 to their charge move instead. In addition, every friendly unit within 12" of the Army General add their rank bonus to the result rolled on the Treacherous Gits table.
  • New Army Special Rule: Cunning Retreat: When an enemy unit declares to fire at a unit with this special rule in their Shooting phase, it may choose to make a Feigned Flight move directly away from the enemy unit shooting at it. Once the unit has completed its move, the enemy unit may continue with its shooting as declared (provided they are still in range).
  • Added Lore of da Hiiyaaarrghh (Little Waaagh!)
  • Shamans cannot use Winds of Magic.
  • Laughing Skull Banner has 12" range.
  • Removed Dey Ain't Righ' in da 'Ead.
  • Dire Wolves are S4, have Mighty Blow (1). May take barding.
  • Increased cost of shortbows and bows for Wolf Raiders and Kheshig. 
  • Hobhounds are Unit Size 10+. Increased the cost of handlers.
  • Kheshig have S4 instead of Mighty Blow, cost 17 pts.
  • Wolf Chariots have W4, costs 60 pts. Does not have shortbows by default. May take scythes. May be upgraded to a standard bearer.
  • You may take 1-2 Bolt Throwas as a single Special choice.
  • Dire Wolf Riders cost 48 pts.
  • War Wagon does not have AP(1) or shortbows by default, cost 85 pts.
  • Giants have Natural Armour (6+), costs 180 pts.
  • Ghazak Khan has a bow.
  • Summon Dread Maw is a Bound Spell, Power Level 5.

Saturday, 6 September 2025

Warhammer - Estalia 1.21 out now!

Decided to make a few more changes to the existing units based on feedback. The Caballeros have back in core in the form of Hidalgos, essentially low ranking noblemen and aspiring knights. They have lower WS and Ld, and cannot take heavy armour or heavy lances.

I've also removed the Black Watchmen from the rare section, as people did not find them worth taking - and they were a bit overtuned compared to other human armies anyway. Instead, their heavy armour has been given as an option to the Royal Guard, which are now Stubborn - thus acting more like a typical guard unit.

Lastly, the Royal Guard have lost access to their handguns, but instead you have a new unit of Musketeer - BS4 troops with extra long range. This way you are not forced into paying for extra WS, Ld and medium armour for a unit that is only meant to engage from a distance, which makes them much less of an investment. 

 

Patch Notes:

  • Tactical Supremacy allows units to make a swift reform, not a full reform.
  • Renamed Spear of Myrmidia to Spear of Righteousness and Shield of Myrmidia to Shield of Honor (their canon names from Up in Arms).
  • Mace of Sacrifice: At the end of each close combat phase of which the wielder takes part, roll a D6; on a 6 the wielder suffers a wound which cannot be saved by any means.
  • Shield of Honor applies in all turns, cost 45 pts.
  • Coronet of the Conqueror gives Inspiring Presence (6) instead of +1 Ld.
  • Sword of Talabaro costs 20 pts.
  • Scintillating Shield costs 30 pts.
  • Amulet of Dawn costs 50 pts.
  • Staff of Arcane Draining: for each natural 6 rolled when channelling Dispel Dice with the bearer, you may remove one Power Dice from the enemy’s Power Pool.
  • Blessed Grenade of Aquilia works like a missile weapon. 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".
  • Banner of Santiago costs 20 pts.
  • Maestro may take throwing weapons.
  • New Core Unit: Hidalgos (medium cavalry)
  • Royal Guard have polearms by default, cannot take handguns. Can take heavy armour and great weapon. Have Stubborn instead of Immunity (Panic).
  • Sisters of Fury cannot take polearms.
  • Fixed bug with incorrect WS and Ld for Knights. Knights have heavy armour by default, cannot take pistols. Cost 15 pts.
  • Conquistadors cost 19 pts.
  • New Special Unit: Musketeers (missile infantry)
  • Grenadiers can take blunderbusses.
  • Mountain Bandits have Ld6, cost 8 pts.
  • Removed Black Watchmen.
  • Knights of the Inner Circle: If Juan Federico is in your army, you may upgrade one unit of Knights of the Righteous Spear to be Inner Circle for +2 points per model. These models gain +1 Strength and +1 Initiative.