Wednesday, 31 December 2025

Warhammer - Orcs & Goblins 1.61 out now!

A fairly large update with a lot of changes here, so let's go through the most important ones. 

Tusker Charge has seen a nerf to Mighty Blow 1 instead of 2, making it a bit less over the top which was a concern raised by some when Boar Boyz moved to core, and also in line with TOW. 

Warchanters can now be Savage Orcs, offering a new option there. They now follow the rules for other "priests" meaning they need to pass a Ld test for the effect to come into play.

Crossbows have been removed from the Arrer Boyz - while it was a historical option in 4-5th ed, I agree with the critics that it feels "un-Orcy" to have them be commonly available, and not really in line with current lore. Therefore it's now limited to Ruglud again, so people can still field their models that way.

Forest Goblins have seen a nerf after complaints about poison being too good on them - they no longer have access to regular poison as a result, but can now take the Spider Banner for 25 pts in any regular unit of them - without double poison stacking.

Netters have been nerfed and limited so their effectiveness now depends on the size of your unit, which reduces the amount of attacks they stop, while being cheaper overall.

Goblins also now pay regular prices for their great weapons and polearms, increasing their total cost by up to 25% to reduce spam, which was another concern. They can no longer take regular bows which was requested by a large number of people.

Black Orcs have a new equipment system which allows them to take two options without paying full price for them. They cannot take three or four options as before to balance it out, but this puts them closer back to their previous version, addressing feedback about them being overcosted otherwise.

Common Goblins now have access to Monstrous Cavalry in the form of Dire Wolf Riders, allowing players to field the new Snarlfang Cavalry models in their army. 

Lastly, I've decided to cull several the Orc special characters - most of these were just Warbosses with unique magic items or one special rule at best - their items have been moved to the magic item pool, allowing you to still build them if you wish - just without the clutter of having them taking up space in the special character section.

Next up: High Elves!



Patch Notes: 

  • In the turn a Waaagh! is called, every combat involving friendly Orc units within 12" of the General adds +1 to its combat resolution for the rest of the player turn. In addition, every friendly unit within 12" of the Army General adds their rank bonus to the result rolled on the Animosity table.
  • "I've Forgot!" The Wizard permanently reduces his Wizard Level by 1 and may not cast any further spells this phase.
  • Replaced Mighty Blow on Boars with Tusker Charge: Mounts with this special rule have the Mighty Blow (1) special rule in any turn that they charge.
  • Foot of Gork scatters D3".
  • Acidic Bile scatters D3".
  • New Magic Items: Rotting Dankhold Spores, Crunchy Shinies, Glareface’s Grin, Moonhoned Shiv, Moonstone Medallion
  • The wearer of the Magical Warpaint may re-roll failed Ward saves from their Warpaint. Costs 5 pts.
  • Removed Guff's Flag.
  • Nogg's Banner of Butchery costs 10 pts.
  • Da Angry Ladz Flag costs 25 pts.
  • Gork's Waaagh! Banner costs 25 pts.
  • Warchanters do not have armour by default, may be upgraded to Savage Orcs.
  • Warbeats: A Warchanter knows the three Warbeats listed below. They may attempt to use one at the start of each of your turns by taking a Leadership test on their own unmodified Leadership. If passed, the Warbeat is answered and take immediate effect. Each Warbeat lasts until the start of your next turn. A friendly unit can only be under the effect of one Warbeat at a time.
  • Orc Boyz are Unit Size 15+.
  • Removed crossbows from Arrer Boyz.
  • Boar Boyz cost 14 pts.
  • Forest Goblin: The model gains the Forest Strider special rule. Do not have Poisoned Attacks. Is a free upgrade.
  • Goblins cannot take bows.
  • Increased cost of polearms and great weapons on Goblins.
  • May upgrade one Goblin Git to a Netter for every 5 models in the unit. Roll a D6 for each Netter in your unit; for every 4+, an enemy model has become entangled. Costs 3 pts for each Netter. Netters are always the last models to be removed as casualties (excluding any Command Group models); the nets are picked up by other Night Goblins in the unit should they be slain.
  • If the Fanatic ever ends its move over a unit, place it 1" beyond the unit in the direction it was moving. If this is also over a unit it should be placed 1" beyond that unit, repeating the process until it is no longer touching any models. When this happens, units between where the Fanatic ended its move do not take any damage.
  • Wolf Riders cost 9 pts.
  • Giant Spiders have Natural Armour (6+).
  • Additional hand weapons/great weapons cost 2 pts each for Big 'Uns/Black Orcs.
  • Big 'Un Boar Boyz cost 17 pts.
  • Boar Chariot costs 75 pts.
  • Black Orcs cost 15 pts. May take one equipment option for free/discounted, may take a second option discounted. May not take more than two options total.
  • Nasty Skulkers may take throwing weapons.
  • New Special Unit: Dire Wolf Riders
  • Wolf Chariots have W4, costs 60 pts.
  • Spear Chukka costs 30 pts. Fixed bug with Spear Chukka missing Slipshod.
  • Rock Lobba costs 80 pts.
  • Gigantic Spider Riders cost 35 pts.
  • Trolls pay 6 pts for great weapons.
  • Gore-gruntas cost 53 pts.
  • Maw-grunta costs 225 pts.
  • Orc Bullies cost 10 pts.
  • Giants/Bonegrinder Giants have Natural Armour (6+). Costs 180/385 pts. May take Warpaint.
  • Jump Up and Down: Otherwise, it will instead use the Stomp (2D6) special rule this turn instead of its normal Stomp.
  • Idol of Gork: Friendly Orcs and Goblins that start the turn within 6" of the Idol can re-roll failed charge distance rolls.
  • Gorbad Ironclaw has heavy armour, costs 340 pts.
  • Da Immortals have Hatred, costs 16 pts.
  • Grimgor's 'Ardboyz: If your army includes Grimgor, the restriction on duplicate units for Black Orcs is halved (rounding up).
  • Snagla Grobspit costs 80 pts.
  • The Deff Creepers: In addition, they cause Fear on any turn that they charge.
  • Removed Grotfang Skab, Gordrakk, Morglum Necksnapper, Gorfang Rotgut. Moved their Magic Items to the item pool.

Tuesday, 30 December 2025

Warhammer - Warriors of Chaos 1.62 out now!

This ended up being much more than just a planned hot fix for 1.61 - instead I ended up redesigning the whole Eye of the Gods special rule to make it better balanced, avoiding such things as Spawndom, Daemon Prince ascension and crazy characteristics stacking. It now gives you access to a random tier level of Mutations & Powers (now called Gifts of the Gods like in 7th ed) depending on your roll, and you then pick one Gift of your choice from that tier level. This also means that most of the results on the old Eye of the Gods table are now purchasable as Gifts for your characters instead of just random rewards. The reason for this was because technically the old Mutations & Powers are also gifts from the Chaos Gods, hence it made little sense to have two completely different sections for them.

Will of Chaos is also changed to give you the Cold-blooded rule when taking Panic tests, making it stack together with the re-roll from the Battle Standard. Mark of Slaanesh has been buffed by allowing them to re-roll the lowest dice instead of just 1's. Lastly, Call to Glory is now a bound spell for the Warshrine, being replaced by Veil of Gloom in the Lore of Chaos.

 

Patch Notes:

  • Will of Chaos: Models with this special rule have the Cold-blooded special rule when taking Panic tests.
  • A Daemon of Tzeentch has the Hatred (Daemons of Nurgle) special rule and a 6+ Ward save. Wizards with the Daemon of Tzeentch upgrade can also re-roll channelling results of 1.
  • 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.
  • Reworked Eye of the Gods to a D6 roll with only 6 results. Each result allows the player to pick one choice from the Gifts of the Gods section between 5-30 points. A model can have several Gifts of the Gods, but can only have each Gift once. If a Gift cannot be applied, the roll has no effect.
  • Moved most options from the Eye of the Gods table to the Gifts of the Gods section.
  • No model may choose more than three Gifts of the Gods (excluding results from the Eye of the Gods rolls).
  • Replaced Call to Glory with Veil of Gloom: Veil of Gloom is an augment spell with a range of 18". The target unit gains a 5+ Ward save against missile attacks until the start of your next Magic phase.
  • Fixed bug with Fold Reality causing D6 Wounds.
  • Enchanted Aura: Enemy models in base contact with the character are subject to the Always Strikes Last special rule. Costs 20 pts.
  • Helm of the Oppressor: All enemy units in base contact the wearer of this helmet must roll an additional D6 when taking Leadership tests and discard the lowest result.
  • Chaos Daemonsword: However, every To Wound roll of a 1 made by this character in close combat is resolved against themselves.
  • Removed Rod of Torment.
  • Reworked the results of the Chalice of Chaos.
  • Chosen of the Dark Gods: Models with this special rule may re-roll 1's To Hit and To Wound in close combat.
  • Giver of Glory: If a friendly model or unit is within 12" of one or more Warshrines when they roll on the Eye of the Gods table, you may re-roll the result. In addition, the Warshrine has an innate Bound Spell, Power Level 3. Remains in Play. This is an augment spell with a range of 12". Choose one Leader; while the spell is in effect, that model gains +1 Weapon Skill, Strength, Toughness, Wounds, Initiative, Attacks and Leadership and is treated as a Character in all aspects, though they may not leave their unit.
  • Favour of Slaanesh: The unit gains the Unbreakable special rule.
  • Light armour for War Mammoth costs 15 pts.
  • Rot Beasts are not Daemons.
  • Consort of the Blood God: If Valkia the Bloody is required to roll on the Eye of the Gods table, do not roll any dice. Instead, she always gains +1 Strength.
  • Wrath of Khorne: Arbaal must always issue and accept challenges. In addition, if Arbaal flees for any reason but is not killed, he will be turned into Spawn of Khorne. Make the flee move with Arbaal as normal, and then replace the model with a Spawn of Khorne, facing the same direction.
  • If Sigvald the Magnificent is required to roll on the Eye of the Gods table, do not roll any dice. Instead, he always gains +1 Attack.
  • Throgg has normal Regeneration. 

Saturday, 27 December 2025

Warhammer - Warriors of Chaos 1.61 out now!

A bit of a larger update here, but nothing too controversial I think. The Mark of Slaanesh has seen a change to swap Stubborn for improved charge and pursuit ranges, thus making Slaanesh models a bit faster.

I've also renamed a lot of units to get away from everything being called "Chaos X" which is really superfluous and generic. The new names are pretty much all based on GW lore; either used in novels, video games or WFRP.

There have been quite a few tweaks to the various Monstrous Cavalry units, with Daemonic Steeds and Juggernauts both losing a point of Strength, and the former plus Rot Beasts gaining +1 Attack. Both Varanguard and Skullcrushers have also seen points increases to account for their large amounts of armours.  

Lastly, this update sees the inclusion of two new Special Characters: Frydaal and Styrkaar.

Next up: Orcs & Goblins!

 

Patch Notes:

  • Mark of Slaanesh: Models with the Mark of Slaanesh have the Immunity (Psychology) special rule and may re-roll 1's on their charge and pursuit distances. 
  • Reworked cost of Mark of Chaos for many units.
  • Updated Daemonic rules to be on par with Daemons of Chaos.
  • Fold Reality recovers/loses D3+1 Wounds.
  • Grandfather Nurgle's Circle of Life: For each unsaved Wound caused, one friendly unit within 6" of the caster instantly recovers 1 Wounds' worth of models slain earlier in the battle, just like a summoning spell.
  • Added multiple new Mutations & Powers.
  • Added multiple new Magic Items.
  • Fixed bug with Unspeakable Foulness.
  • Armour of Morrslieb costs 35 pts.
  • Crimson Armour of Dargan costs 30 pts.
  • Idolatrous Plackart costs 25 pts.
  • Foetid Shroud costs 20 pts.
  • Banner of the Demagogue costs 50 pts.
  • Warp Mirror: All bonuses that are not from Magic Items, spells or mounts that occur in the first round of close combat (such as Charge Bonus, Mighty Blow, Devastating Charge, Impact Hits etc.) are given to the opposite side for both the bearer of this item and any unit they are with as well as any enemy unit in base contact with the bearer.
  • Chaos Lord renamed to Warlord.
  • Exalted Hero renamed to Exalted Champion.
  • Wizards may take Lore of Beasts and Heavens.
  • Chaos Sorcerer Lord renamed to Soulflayer.
  • Chaos Sorcerer renamed to Maledictor.
  • Fixed bug with base size for Daemon Prince.
  • Chaos Steed renamed to Warsteed.
  • Daemonic Mount renamed to Daemonic Steed. Have S4, A3.
  • Chaos Knights renamed to Doom Knights.
  • Chaos Chariot renamed to War Chariot. Removed Gorebeast Chariot, Gorebeast is an upgrade to the regular chariot. Added options for great weapons and flails.
  • Additional hand weapons for Warriors/Chosen cost 1.5 pts.
  • Marauders are Unit Size 15+.
  • Forsaken have medium armour, cost 14 pts.
  • Warhounds are M8, costs 7 pts. Are Unit Size 10+.
  • Trolls pay 6 pts for great weapons.
  • Fixed bug with Varanguard base sizes. They do not have Devastating Charge. Costs 70 pts. Reduced cost of Ensorcelled Weapons.
  • Dragon Ogres are Loners.
  • Doomfire is a Flaming Attack.
  • Giant Spined Chaos Beasts renamed to Giant Spinehound.
  • If a misfire is rolled, the Warpfire Dragon suffers a Wound with no saves allowed.
  • War Mammoth may take light armour.
  • Juggernauts are S4.
  • Skullcrushers cost 80 pts.
  • Rot Knights are Unit Size 3+.
  • Rot Beasts are Daemons. Have A3.
  • Death Heads have 6" range. Cost 5 pts.
  • Slickblade Seekers are Monstrous Cavalry, unit size 3+.
  • New Special Character: Frydaal the Chainmaker
  • Atarus costs 195 pts.
  • Wulfrik the Wanderer counts as a Marauder Chieftain for the purpose of taking Marauder Champions.
  • Marakarr Blood-Sky is a Hero, costs 155 pts. 
  • Lokjar Bjoergir counts as a Marauder Chieftain for the purpose of taking Marauder Champions.
  • Throgg is a Loner, Monstrous Infantry (bug fix)
  • Tamurkhan is Stubborn.
  • The Mirror Guard: If your army includes Sigvald the Magnificent, one unit of Chaos Chosen with the Mark of Slaanesh may be upgraded to be the Mirror Guard for +1 point per model. This unit must be armed with hand weapon and shields, and may re-roll failed Parry saves.
  • Galrauch does not have a 6+ ward save, costs 500 pts.
  • Scyla Anfingrimm is a Monstrous Creature, costs 145 pts.
  • New Special Character: Styrkaar of the Sortsvinaer 

Monday, 22 December 2025

Warhammer - Skaven 1.91 out now!

Another fairly small update here. The lore attributes have been changed to be more effective against enemy targets, but cannot stack for balance reasons. Likewise, I've done a bit of tinkering with the spell levels and effects.

Plague Priests have been separated into fighter and caster characters like they are in the Lustria campaign, instead of being hybrids. Skrolk can still cast spells though the Liber Bubonicus (which fits his lore as well), but otherwise Nurglitch is now the dedicated caster special character for Pestilens.

As for new things; the Brood Terror (really wish GW could have been more creative with the name...) from AoS adds another rare choice, and you have two new special characters from AoS as well. 

Hope you enjoy the update, and thanks for your continued support! Next up: Warriors of Chaos!

 

Patch notes: 

  • Clan Enmity: Characters from one of these Clans may not join a unit containing models from another Clan.
  • Ratling Pistols have Rapid Fire.
  • If one or more spells from the Lore of Ruin affects an enemy unit, the target suffers -1 to their Leadership (to a minimum of 1) until the start of the caster's next magic phase.
  • If one or more spells from the Lore of Plague affects an enemy unit, the target suffers -1 to their Weapon Skill and Initiative (to a minimum of 1) until the start of the caster's next magic phase.
  • If one or more spells from the Lore of Stealth affects an enemy unit, the target suffers a -1 penalty to their armour saves until the start of the caster's next magic phase.
  • Warpstorm affects enemy units on a 3+.
  • Cloud of Corruption is a lvl 4 spell, 12+ to cast.
  • Wither is a lvl 3 spell, 11+ to cast.
  • The Brass Orb does not ignore Regeneration, does not centre on the bearer if a 1 is rolled. 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".
  • Staff of Rightful Supremacy costs 20 pts.
  • New Magic Items: Icon Of Great-Total Supremacy, Warpstone Innards
  • Renamed Warlords/Chieftains to Clawlords/Clawleaders.
  • Plaguelords/Plague Priests/Lord Skrolk are not Wizards. Cost 105/60/250 pts.
  • New Lord: Plague Pontifex (level 3 Wizard)
  • New Hero: Festering Chantor (level 1-2 Wizard)
  • War-litter gives Inspiring Presence (6), costs 30 pts.
  • Clarified that Plague Furnace Wrecker Attack is S5. Fixed bug with incorrect number of Crew.
  • Bug fix: If your Army General is a Clan Moulder Character, the requirement to take Clanrats does not apply.
  • Giant Rats are Unit Size 10+.
  • Wolf Rats have M9, costs 8 pts. 
  • Bloated Mutants: The unit gains +1 Toughness but suffer -1 to their Movement and Initiative. Cost 1 pt.
  • Doomflayer has Impact Hits (D3).
  • Grind Attack: The Doomwheel has the Stomp (D6) special rule like a Monster in any turn it does not charge, but only against units to its front.
  • New Rare Unit: Brood Terror
  • New Special Character: Krittok Foulblade, Clawlord of Clan Verminus
  • New Special Character: Vizzik Skour, Prophet of the Horned Rat
  • Spinetail has medium armour.
  • Warp Fleas: All enemy models in base contact with Morbus suffer a -1 To Hit penalty in close combat.

Friday, 19 December 2025

Warhammer - Dwarfs 1.61 out now!

Not a huge update here either, but it does change a few important things. First up, Natural Resistance has been replaced with Magic Resistance (1). This means Dwarfs in other armies also benefit from it, and is in line with how TOW works as well. 

I've also removed a bunch of special characters that had barely any unique rules or items - these can pretty much be built using the existing options anyway, so were pointless to keep from a gameplay perspective.

The rest of the changes are pretty minor overall, mainly fine-tuning some rules and adding more options. Thanks to my Patreons for your continued support!

 
Patch notes:

  • Ancestral Grudge does not include Trolls.
  • Removed Natural Resistance. All Dwarfs instead have Magic Resistance (1).
  • Rune Lore: A unit can only be under the effect of one Rune at a time.
  • Added Runic Tattoos for Slayer Characters.
  • Added new Engineering Runes.
  • Increased the cost of great weapons.
  • Renamed Lords to High Thanes.
  • High Thanes have Royal Clansmen: You may upgrade one unit of Dwarf Warriors with heavy armour for +1.5 points/model for each model with this special rule in your army.
  • Runelords and Runesmiths may take heavy armour.
  • Adjusted cost of armour for High Thanes, Thanes, Runelords and Runesmiths.
  • Brewmaster does not have the Beer Gut special rule. Costs 70 pts.
  • Brewmaster may take a Beer Cart mount. A Beer Cart allows the Brewmaster's Beer Casks special rule to affect all friendly units within 6", rather than just the unit they are with.
  • Strike the Runes: Instead of using the Runes from their Rune Lore special rule, a model mounted on an Anvil of Doom can use the following Ancestor Runes once each at the start of each of your turns.
  • Anvil Guards have hand weapon, heavy armour, shield.
  • Ancestor Rune of Valaya: Choose one friendly Dwarf unit within 24". The target regains D3+1 Wounds' worth of models slain earlier in the battle, just like a summoning spell.
  • Dwarf Warriors cannot take heavy armour by default.
  • Quarrelers and Thunderers cost 12 pts.
  • Underground Advance: When they enter the battle in the Remaining Moves sub-phase, they do not move onto the board as reinforcements in the normal way. Instead, when a unit of Miners enters the battle, place a small marker (such as a coin) anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit. 
  • Miners may take a Miner Cart. A Miner's Cart is a Shrine which is placed in the second rank of the unit rather than the first. A unit with a Miner's Cart can use Blasting Charges every turn rather than just once. However, if the Miner's Cart is destroyed from a close combat or missile attack, place the large round template on top of it before removing it. All models under the template suffer a Strength 4 Hit with the Armour Piercing (1) and Flaming Attacks special rules. 
  • Longbeards have the Hatred special rule, costs 14 pts.
  • Troll Slayers and Giant Slayers have hand weapons by default, cost 8/13 pts. Can choose additional hand weapons and/or great weapons for additional cost.
  • Firethrowers cost 45 pts. Firethrowers have a Unit Strength of 2.
  • Drakefire pistols have 9" range.
  • Gyrocopters and Gyrobombers have Quick Turn: A model with this special rule may pivot on the spot like a Lone Model despite being a chariot.
  • Brimstone and Clatterguns have Rapid Fire.
  • 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.
  • Slayer Pirates cost 14 pts.
  • Josef Bugman may take a crossbow.
  • Burlok Damminson costs 120 pts. Must take Burlok's Ingenious Offensive New-matic Integrated Constrictor Arm or Range Finding Optics + Rivet Gun.
  • Burlok's Hammer is inscribed with the Master Rune of Swiftness and a Rune of Fire.
  • Removed Kragg the Grim, Brok Stonefist, Drong the Hard, Helgar Longplaits, Kadrin Redmane, Krudd Mad-Mattock, Skag the Stealthy, Grung Grudge-Bringer & Crazed Khargrim 

Saturday, 13 December 2025

Warhammer - Dark Elves 1.72 out now!

Not a huge update here, and not really controversial either! The main stand-out changes are to the Bloodwrack Shrine and Cauldron of Blood. The former has seen a nerf to a -1 penalty instead of -2 since the latter was found too much for many players. The Cauldron has been reworked to a more similar role from 7th ed - instead of having one aura, one unit ability and one bound spell, you now choose one aura ability instead, and the unit gains Stubborn. This also makes it a lot cheaper than before. The rest are minor reworks as shown in the patch notes.

Thanks to my Patreons for your support as usual! Next up: Dwarfs! 

 

Patch notes:

  • Models who are Khainites (except models deploying using the Hidden special rule) may only join units which are also Khainites, and models who are not Khainites may not join Khainite units.
  • Shroud of Despair is a hex spell that affects all enemy units within 12".
  • New Magic Items: Blood Blades and Doomsinger.
  • The Darkstar Cloak gives the Wizard +D3 Power dice in each of your Magic phases. Only they may use these extra dice. Costs 50 pts.
  • Master renamed to Dreadmaster.
  • Slavemaster: Each unit of Slaves must take a leadership test at the start of each of their turns. If failed, the unit will suffer D6 Strength 3 Hits.
  • Disciple has Magical Attacks.
  • Disciple of Khaine has Orgy of Slaughter: The model and any unit they join gain the Hatred special rule. This replaces Blessing of Khaine.
  • Catechism of Murder: This additional Attack cannot generate further Attacks.
  • Beastslaver: Unless they are mounted, a Beastmaster can join units of Monsters with the Mixed Unit special rule. A Monster that is joined by one or more Beastmasters, or a Monstrous Creature mounted by a Beastmaster, gains +D3 Attacks.
  • Scourgerunner Chariot for Beastmasters cost 50 pts.
  • Darkshards cannot take shields.
  • Cold One Chariots may be upgraded to a standard bearer.
  • Shades may take additional hand weapons.
  • Bloodwrack Stare is Quick to Fire.
  • Aura of Agony: Enemy units within 6" suffer a -1 penalty to their Weapon Skill, Initiative and Leadership (to a minimum of 1).
  • Bloodwrack Shrine costs 135 pts. Has Impact Hits (D3).
  • Cauldron of Blood has Impact Hits (D3). Costs 135 pts.
  • Altar of Khaine: The Cauldron of Blood has a 4+ Ward save. In addition, any unit joined by it gains the Stubborn special rule.
  • Blessings of Khaine: At the start of each of your turns, choose one of the Blessings below. The effect applies to all friendly Dark Elves within 6" and lasts until the start of your next turn. A unit can only be affected by one Blessing at a time. 
  • Bloodshield of Khaine: All affected units gain a 6+ Ward save. 
  • Fury of Khaine: All affected units gain the Frenzy special rule. 
  • Strength of Khaine: All affected units re-roll failed To Wound rolls in close combat.
  • Amber Amulet: This item restores 1 Wound lost during the game to Morathi at the start of each or your turns.
  • Morathi costs 380 pts.
  • The First Sorceress: In addition, she can choose her spells from all the Lores of Magic available to her, in any combination she wishes. Note that she always has the Doombolt of Kharaidon as her Signature spell.  
  • Fixed bug with Krethusa missing Hekarti's Blessing.
  • Fixed bug with Malus and T'zarkan's Hatred.
  • Sisters of the Singing Doom: If Crone Hellebron is included in your army, you may upgrade one unit of Witch Elves to the Sisters of the Singing Doom for a cost of +1 point per model. This unit gains the Fear special rule.
  • Ravagers of Rakarth: If Rakarth is included in your army, you may upgrade any Scourgerunner Chariots to the Ravagers of Rakarth for a cost of +5 points per model. These models gain the Poisoned Attacks special rule.
  • Blades of the Blood Queen: Tullaris must be accompanied by a unit of Har Ganeth Executioners chosen from the army list at a cost of +1 point per model. This unit has the Frenzy special rule. Tullaris may never choose to leave this unit.

Saturday, 6 December 2025

Warhammer - Bretonnia 1.61 out now!

This is another controversial update, because it's an overall nerf and regression of the army in some ways - but seeing as Bretonnia is widely considered to be one of the strongest armies in the game, it's probably not unwarranted.

The first big point is the Lore of the Lady, which has seen 4 spells removed. Summoning the Fay is iffy due to the Fay canonically being the Wood Elves, the Curse of the Lady is really supposed to be the name for Spiteful Glance, Sacred Lightning is a non-canon spell better suited to Lore of Heavens, and Burning Gaze is literally a Lore of Light spell. As such, the spell lore now instead only have spells fitting the theme of the Lady and Knights, tightening up the design overall.

Truffle Hounds are also gone, being a unit upgrade that has gone through many iterations without really ever working well. They were also never really a fitting combat unit, and were only included because they had an entry in WFRP and because the Men-at-Arms sprue including models for them. However, I've instead included Hunting Hounds as an upgrade to the Squires in special. Hunting Hounds are not something that would be commonly seen in Bretonnia's armies, hence making them a special choice upgrade felt like the best way to balance it out. This also means that Squires stand out a bit more to the Herrimaults, which otherwise had a very similar role.

In the rare section, I've deleted two units: The Spirits of the Fay and the Sacrosanctum. The former is really only based on a short lore-snippet from the 8th ed rulebook talking about "legends of fey spirits appearing from forests, lakes and other natural places to aid the Bretonnians - otherworldly guardians, ghostly bowmen from ages past, the souls of long-lost knights, and even the translucent spirits of the land itself", which means it's not really a normally occurring phenomenon. If anything, it makes the Green Knight feel less special if Bretonnia have a bunch of ghost knights appearing each battle, and Battle Pilgrims already fill the anvil role.

As for the Sacrosanctum, it's completely non-canon, and does not really fit with Bretonnia very well in my opinion - they already have the Grail Reliquae filling the shrine role, and from a gameplay perspective, it was not great either: the +1 Ward save stacking with the Lore of the Lady was not good for balance, Radiant Light is just a generic Light spell, and Renewed Valour giving the Blessing back took away the consequences of playing "cowardly".

For the few players who have models for these units; I'd recommend just keep using the old rules for them, use the Sacrosanctum as a baggage train, or the Spirits as Spirit Hosts or similar. I'm aware the majority of people on Discord who were vocal about the removals might be disappointed, but there's just no way of pleasing everyone, and I'm choosing to tighten up the rules from both a lore and gameplay perspective here.

I hope most of the other changes are appreciated though, and thanks as always for your continued support!


Patch notes: 

  • Lance Formation: When casting a direct damage or magical vortex spell that originates from the Wizard's base, draw this spell from the base of the model in front of the Wizard instead.
  • The Army General no longer has to have a Vow.
  • Models with the Grail Vow gain +1 Weapon Skill and Attacks (if taken as an upgrade), as well as the Immunity (Psychology) and Magical Attacks special rules. Increased cost accordingly.
  • Removed Summoning the Fay, the Curse of the Lady (the name is now used for the Spiteful Glance spell), Sacred Lightning and Burning Gaze.
  • The Lady's Gift is the Signature spell. Steed of the Lady is a Lvl 2 spell. The Lady's Virtue of Valour renamed to Chivalric Onslaught.
  • Gromril Great Helm is infantry or cavalry only.
  • Sirenne's Locket costs 65 pts.
  • Banner of Defence: The unit carrying this standard may re-roll failed Ward saves from the Blessing of the Lady against missile attacks.
  • New Magic Item: The Grail Banner
  • Renamed Lords to Barons.
  • Men-at-Arms are Unit Size 15+.
  • Bidowers are Unit Size 10+. Slings are free.
  • Peasant mob may take shields with spears. May take polearms. Removed Truffle Hounds.
  • Fixed bug with Pegasus Knights and Hippogryph Knights missing heavy lances and Fly (8/9).
  • Hunting Hounds: Hunting Hounds are War Beasts (Canine). A unit of Squires with Hunting Hounds follows the rules for Mixed Units, with the Squires being the handlers. You may include up to two Hunting Hounds per Squire in the unit.
  • Battle Pilgrim light armour costs 0.5 pts.
  • Brigands cost 6 pts. Ambushers cost 1 pt.
  • Removed Spirits of the Fay.
  • Removed Sacrosanctum.
  • Bombard costs 90 pts.
  • The Beastslayers of Bastonne: If Bohemond the Beastslayer is included in your army, you may upgrade one unit of Foot Knights to the Beastslayers of Bastonne for a cost of +1 point per model. This unit gains the Multiple Wounds (2) special rule. The unit must be equipped with polearms.
  • The Companions of Quenelles: If Tancred II is included in your army, you may upgrade one unit of Knights of the Realm to the Companions of Quenelles for a cost of +1 point per model. This unit gains the Immunity (Psychology) special rule and a 5+ Ward save against Flaming Attacks.
  • The Girdle gives Morgiana the Fay a 5+ Ward save.
  • Suliman may never be the Army General.

Friday, 5 December 2025

Warhammer - Grand Cathay 1.71 out now!

A bit bigger than a typical hot fix, this update changes Cathay's army special rule a lot. Nearly all units now have Will of the Dragon, and it works the same as in TOW. This means that the characters that previously had it has gone down in price.

I've also revised the Yin/Yang aligned lores a bit so they follow the official lore from TWW, which was apparently discussed in some Youtube interviews. As a result, the special characters have returned to their previous magic lores. 

 

Patch notes:

  • Will of the Dragons now applies to all units with Yin/Yang: A unit with this special rule may re-roll failed Panic tests caused by friendly units breaking from combat or getting destroyed within 6" of them, or when it is fled through by a friendly unit.
  • Nuku Cho’s Crossbow has Rapid Fire.
  • Staff of Wu Xing costs 25 pts.
  • Clockwork Compass: Once used, all Remains in Play spells within 24" of the bearer that are currently in play are automatically dispelled, and the effects of all other spells within 24" of the bearer immediately come to an end. 
  • Seal Of Xing Po: The bearer of this item may choose spells from both the Lore of Yin and Yang in addition to the spells from their other lore. Costs 5 pts.
  • Scrolls of Astromancy cost 35 pts.
  • The Great Celestial Banner gives a 5+ ward save.
  • Lore of Beasts is Yin-aligned, Lore of Heavens is Yang-aligned.
  • Dragon-Blooded Shugengan costs 245 pts.
  • Dragon Descendant costs 365 pts.
  • A Dragon Descendant/Miao Ying/Zhao Ming/Yuan Bao must always be the Army General. 
  • Dragon Descendant may not take spears.
  • Magistrates may take light armour.
  • Jade Warriors cost 3.5 pts.
  • Gunpowder bombs: However, if a 1 is rolled when rolling To Hit, the model suffers a single Strength 4 Armour Piercing (1) Hit itself instead.
  • Fixed bug with missing S value for Skylantern/Sky-junk.
  • Onyx Crowmen may take Leaders.
  • Grand Cannon has Thunderous Impact: Place the small round template with the centre where the cannon ball lands before the bounce. All models touched by the template that are not struck by the cannon ball suffer a Strength 3 Hit. Costs 150 pts.
  • Wu Xing War Compass is an Arcane Item.
  • Miao Ying is a Level 4 Wizard who uses spells from the Lore of Life. Costs 530 pts.
  • Zhao Ming is a Level 4 Wizard who uses spells from Lore of Metal. Costs 480 pts.
  • Yuan Bo is a Level 4 Wizard who uses spells from the Lore of Heavens and the Lore of Light. Costs 460 pts.
  • Fixed bug with Liu Yun having I5 instead of I6.
  • Hua Gongzhu has a Celestial blade. Costs 200 pts.