Sunday, 1 March 2026

Large update wave out now!

Going over the upcoming updates for the non-official books, I felt that since they are all going to be pretty quick ones with little discussion required, I might as well publish them all at the same time so I can get started on the Main Rulebook sooner.

The plan is to publish another quick update wave again for the official books next week, so stay tuned for that. 

 

Albion 1.61:

Main change is the removal of Son of Ogmios - it was added last update, but frankly does not work well considering full Giants are still WS3 - meaning Half Giants as characters suddenly being WS5 is very inconsistent. Regular Half Giants have gotten a bump to T5 making them consistent with regular Giants, and can now take a command group.

  • Removed Son of Ogmios.
  • Shieldbearers give Inspiring Presence (6), costs 25 pts.
  • War Hounds have M8.
  • Shields and light armour for chariots cost 4 pts.
  • Half Giants have T5, I3, costs 37 pts. Added command group options. May take javelins.
  • Giants and Bonegrinder Giants may take Woad Paint for 30/50 pts.
  • Stone Thrower has 3 crew.

 

Araby 1.72: 

  • Cleric has Magical Attacks.
  • Bowmen can take bucklers, not shields.
  • Janissaries have bucklers by default, cost 7 pts. Can replace them with shields or other weapons. Cannot take shields in combination with other weapons.
  • War Elephant causes D3+1 Impact Hits. Spike Chain increases this to D6+1. Costs 120 pts. Can take light armour and/or barding, not armour plates.
  • Khalil al-Zahir has Inspiring Presence (6), costs 305 pts.


Estalia 1.22: 

  • Tactical Supremacy: Any unit with this rule has the Cold-blooded special rule when taking tests to March, Reform, Redirect Charges, Restrain from Pursuit and when using Support Fire.
  • Warrior Priests have Magical Attacks.
  • Fixed bug with Hidalgos missing Tactical Supremacy.
  • War Dogs are M8.
  • Knights of the Blazing Sun: The model must be armed with heavy lance, shield and barding. Whenever a unit where the majority of models have this special rule makes a successful charge, the enemy unit being charged suffer -1 Weapon Skill and Ballistic Skill for the duration of the turn.
  • Isabella Giovanna Luccelli has Magical Attacks and Magic Resistance (2).


Halflings 1.21:

Two larger changes - Treemen are now Monstrous Creatures and solitary units, like in the Wood Elf book. This is also more in line with how they worked historically, and solves the inconsistency issue between the two books. I've also decided to remove the Halftank - it being a miniature steam tank with completely different rules made little sense, and I did not feel it was right to just copy the Empire's most unique unit wholesale. It's also more akin to a special character than a unit since there's only one Halftank, and it does not really play into the rest of the Halfling theme at all. Hence it's being relegated to a historical foot note rather than a common battlefield unit.

  • Hobilars may take javelins.
  • Shearers have scythes.
  • Treemen are Monstrous Creatures, Unit Size 1.
  • Removed the Halftank.

 

Hobgoblins 1.22:

  • Fixed bug with Orlok statline.
  • Merged Cutthroats and Archers into a single unit.
  • Dire Wolves renamed to Snarlfangs.
  • Hobhounds are M8, have Frenzy.
  • Ravagers cost 11 pts.
  • Kheshig poison only applies to close combat attacks.
  • Mangudai poison costs 2 pts.
  • Fixed bug with Nergui's statline.

 

Kingdoms of Ind 1.21: 

  • Thronebearers give Inspiring Presence (6), costs 30/20 pts.
  • Royal Chariots may take up to three additional Crew.
  • War Elephants may take light armour and barding.
  • Giant Bows and Jingals are slow to fire.

 

Kislev 1.22:

  • Supreme Patriarchs have Magic Resistance (2).
  • Kossars are Unit Size 15+. 
  • Fixed bug with Winged Lancer stats.
  • Strength of the Great Bear: Ilja may forfeit his normal attacks in favour of doing a special attack. This attack has the Multiple Wounds (D6) and Ignores Armour Saves special rules.

 

Nippon 1.31:

Katanas now follow the rules for "Oriential longswords" in both Cathay and Dogs of War, so they are consistent with each other. It's now the Samurai's defensive weapon with Parry, and Armour Piercing on top (even if the latter does not really make much sense). Way of the Warrior has seen a bit of a nerf so it's more in line with the Knight's Vow in Bretonnia, and also makes the Warrior Monks stand out more. 

 

  • Katanas give Armour Piercing (1), Parry (6+), Requires Two Hands.
  • Way of the Warrior no longer re-rolls failed Psychology tests.
  • Clan Mons count towards the Magic Item limit.
  • Uesigo Clan Mon: Yamabushi may re-roll failed Leadership tests when using Prayers of the Kami. Costs 15 points.
  • Warriors Monks and Yamabushi have Magical Attacks.

 

Norsca 1.21:
  • King renamed to Jarl.
  • Jarl renamed to Hersir.
  • Bondsmen, Marauders, Reavers, Shieldmaidens are unit size 15+.
  • Jarls, Hersirs, Marauders and Horsemen may take flails.
  • War Wolves are Unit Size 10+, cost 7 pts.
  • War Wolf Chariots may replace javelins with throwing axes
  • Great weapons for Trolls cost 6 pts.
  • Fixed bug with Werebeast's stats.
  • Frost Giant’s great weapon costs 10 pts.
  • War Mammoth may take light armour.
  • Fixed bug with Styrmir Rimefrost missing.
  • Jora and Bjorn may not be the Army General.

 

Pirates of Sartosa 1.31:

  • Multiple minor bug fixes. 

 

Zombie Pirates 1.51: 

  • Updated Red Thirst and Necromancy to be on par with Vampire Counts.
  • Fixed bug with Vampires being listed as Undead.
  • Syreens are Loners.
  • Bloated Corpse is Expendable.
  • Scurvy Dogs have M8, WS/I2.
  • Necrofex Colossus does not have Magical Attacks.
  • Magical Void: Luthor Harkon channels dispel dice on a 4+ rather than a 5+.

Wednesday, 25 February 2026

Warhammer: Kislev 1.21 out now!

A medium sized update here, featuring a lot of bug fixes. I’ve trimmed a few units by merging them instead, so Kossars and City Guard are now the same unit, just like in Total War. Likewise, Ungols and Kossivites are also merged, starting with a hand weapon with options for other two hand weapons or shortbows. 

Streltsi have seen a bump in both BS and I, marking them out more as an elite unit. Bears now only has a 6+ Natural Armour like most other similar creatures. Lastly, there is a new lord choice in the form of Supreme Patriarch.

Next up: Zombie Pirates 

  

Patch Notes: 

  • Steady in the Ranks does not allow models to fire within the charging unit's Movement characteristics. 
  • By Our Blood: A unit with this special rule is Steadfast in the first round of close combat (including Skirmishers) even if it has fewer ranks than the enemy. If the unit has more ranks than all individual enemy units in base contact, it instead becomes Stubborn in the first round of close combat. If the unit is already Stubborn, it instead becomes Unbreakable in the first round of close combat.
  • Heart of Winter, Stormcall and Cursed Cauldron scatter D3".
  • Crystal Sanctuary is remains in play, lvl 4 spell. 12+ to cast.
  • New Magic Item: Dazh's Flint
  • Father Niklas Mantle: The unit carrying this standard may re-roll Dangerous Terrain tests. Costs 10 pts.
  • Increased the cost of great weapons.
  • Boyars/Atamans can take polearms.
  • New Lord: Supreme Patriarch.
  • Patriarchs cost 90 pts. Have Magical Attacks.
  • Ice Witch has A1 (bug fix).
  • Droyaska has A4 (bug fix).
  • Merged Kossars and City Guard into one unit. May take additional hand weapons and pistols.
  • Merged Ungols and Kossovites into one unit entry, starts with hand weapon at 10 pts.
  • Bows for Ice Guard costs 4 pts.
  • Streltsi have BS4, I4, cost 13 pts.
  • Gryphon Legionnaires are S4 (bug fix). Barding costs 1 pt.
  • Removed handguns from Sibyrian Hunters.
  • Light War Sleds may be taken in units of 1-3.
  • Heavy War Sled has Natural Armour (6+)
  • Snow Leopards have M9 and Natural Armour (6+), cost 22 pts.
  • War Bears have Natural Armour (6+), cost 37 pts.
  • Bear Tamers cost 10 pts.
  • War Bear Riders have S4 and Natural Armour (6+).
  • Elemental Bear has Natural Armour (5+), costs 220 pts.
  • Clarified that the Tzar Cannon uses the small round template.
  • Kostaltyn has Frenzy. 

Monday, 16 February 2026

Warhammer: Chaos Dwarfs 1.72 out now!

Pretty small update overall - you have the addition of several new magic items from AoS to play around with as the main addition. Heavy armour for Warriors is now restricted similarly to the Dwarf book, rather than being essentially a default upgrade. This was done both to better represent them as common warriors rather than elites, as well as limiting the amount of heavy armour generally available in most army books. Warriors can also take spears like in AoS.

The Blunderbussers are now called “Razers” like in AoS, since the old name really does not match their other weapon options (as well as just not being a very good name for a unit to begin with).

Lastly, the Dreadquake Mortar now uses the large template to make it stand out more compared to the Hellfire Cannon since they both otherwise used S5 round templates, and is more in line with how other large mortars work.

Next up: Kislev

 

Patch Notes: 

  • Updated Treacherous Gits to be on par with the Hobgoblin book.
  • Added several new Magic Items.
  • Magma Armour costs 35 pts.
  • Talisman of Obsidian costs 35 pts.
  • Spell-Wrought Sceptre costs 35 pts.
  • Overlords have Infernal Cohort: You may upgrade one unit of Warriors or Razers with heavy armour for +1.5 points/model for each model with this special rule in your army.
  • Daemonsmiths can take blunderbusses.
  • Palanquin gives Inspiring Presence (6), costs 25 pts.
  • Warriors may take spears. May not take heavy armour by default.
  • Blunderbusses renamed to Razers. May take Flamehurlers. May not take heavy armour by default.
  • You may not take 1-2 Devastators as a single Special choice.
  • Merged Cutthroats and Archers into a single unit choice.
  • Updated Black Orcs to be on par with the Orcs & Goblins book.
  • Doomfire is a Flaming Attack.
  • Dreadquake Mortars are S4, uses the large round template.

Monday, 9 February 2026

Warhammer: Tomb Kings 1.61 out now!

Another fairly small update, though it adds a few important things. First up is "Indomitable" which is the same rule as "Animated Construct" in 8th ed, except that it only affects characters and lone models for balance purposes. In short, it means that your lone models now won't crumble as easily if they lose combat.

Other than that, I've done a few adjustments to the archers and cavalry - the former was a bit overpriced due to complaints, and the latter was underpriced also due to complaints - despite the math not really supporting it. They should now hopefully be priced a bit more accurately for what they bring to the table when compared to other units.

Tomb Scorpions are now Monstrous Creatures which fits how it worked back in 6th ed, which makes it more useful as a lone model. The Tomb Barque has been moved to Rare Units which is more in line with similar units in other armies, and Necroserpents are now S4, also in line with most other Monstrous Cavalry mounts.

Next up: Chaos Dwarfs!


Patch Notes:

  • New Army Special rule: Indomitable: Models with this special rule suffer 1 Wound less than they normally would due to the Unstable special rule, or following the death of the army's Hierophant. Applies to most characters, MB, MCr and Mo.
  • The unit carrying the Icon of Rakaph may attempt to make a Swift Reform at the start of their Movement phase instead of the Remaining Moves sub-phase.
  • Skeleton Warriors are Unit Size 20+.
  • Skeleton Archers cost 7 pts.
  • Skeleton Horsemen have WS2, cost 11 pts.
  • Horse Archers cost 11 pts.
  • Transmogrifying Gaze is Quick to Fire.
  • Tomb Scorpion is a Monstrous Creature, has W4, costs 100 pts.
  • Tomb Barque is a Rare Unit.
  • Necroserpents have S4. Necropolis Knights cost 50 pts.
  • Casket of Souls does not have a Ward save. Costs 125 pts. Clarified Light of Death is a Magical Attack.
  • Vortex of Souls: The Casket of Souls can use one of the following abilities at the start of your Shooting phase as long as the Keeper of the Casket model is alive, is not engaged in close combat, and has not moved this turn.
  • Light of Death only works on unengaged units. 

Wednesday, 4 February 2026

Warhammer: Daemons of Chaos 1.72 out now!

Minor update here, mostly serving to make the rules up to par with WoC and Beastmen in terms of Magic and stats, as well as some minor balance changes.

Next up: Tomb Kings

 

Patch Notes: 

  • Updated spell lores to be on par with Warriors of Chaos and Beastmen.
  • Staff of Change only affects enemy models.
  • Chromatic Tome costs 10 pts.
  • Daemon of Slaanesh for Daemon Prince costs 15 pts.
  • Juggernauts have Strength 4.
  • Palanquin gives Inspiring Presence (6), costs 30 pts.
  • Brimstone Horrors costs 10 pts.
  • Bloodcrushers costs 55 pts.
  • Blood Chariot costs 145 pts.
  • Death Heads have range 6". Do not cause Multiple Wounds. Each Hit from a Death Head is multiplied into D6 Hits.
  • Epidemius costs 190 pts.
  • Scrolls of Sorcery only roll a D6. 

Saturday, 31 January 2026

Warhammer: Beastmen 1.72 out now!

Small update that sounds larger on paper than it is in play. I've gone ahead and removed Beastmen Ambush as an army special rule - this rule is another legacy rule from 7th ed, before Ambushers became a normal special rule. The only unique thing about it in WAP was gaining +1 to the roll - which only affected the first roll of the game anyway. Beastmen also already have two magic items and one special character affecting the chance to Ambush, so the additional rule was largely redundant.

I've also limited Ambush on Characters - almost no one would be taking their Shamans in ambush to begin with since it will cost you 1-2 Magic phases, and taking your General in ambush means the whole army will suffer from low Ld in the first 1-2 turns. Thus Ambushers is now an optional upgrade for Beastlords, Wargors and Warhoofs rather than being granted by default.

Bloodgreed now works like in 7th ed and TOW regarding the pursuit distance - the old version had no effect since they would pursue 2D6 anyway. 

On a positive note for Beastmen players, I've gone ahead and added a bunch of new "Chaos Mutations" from AoS - these are more "traits" or "instincts" than mutations, but they serve to give Beastmen characters some new suitable upgrade options that extends the rather limited selection they previously had. 

 

Patch Notes: 

  • Removed Beastmen Ambush – it now uses the rules for normal Ambushers. Most characters are not Ambushers by default.
  • Models with Bloodgreed only roll one D6 for their pursuit distance.
  • Clarified that Tusker Charge applies to the porcine models only.
  • Added multiple new Chaos Mutations (now called "Mutations & Traits") from AoS.
  • Uncanny Senses gives +2 Initiative.
  • Brayblast Trumpet: When used, all friendly units with the Ambushers special rule gain a +1 bonus when rolling to see if they enter the battlefield that turn.
  • Preyseeker costs 10 pts.
  • Renamed Khazrak's "Ambush" rule to Bestial Cunning. 

Wednesday, 28 January 2026

Warhammer: Beastmen 1.71 out now!

A bit of larger update here, containing a few nerfs for the army overall due to Beastmen being considered a bit too oppressive by many players.

Minotaurs are wildly considered one of the best MI units in the whole game due to having high Strength, Impact Hits, stackable Frenzy (up to 8 Attack each), the ability to take Marks and even being fieldable as Core Units, so Bloodgreed is now limited to only lasting one turn at a time, rather than the whole game - this means less stacking, less bookkeeping, and that Mark of Khorne is not worse than the other Marks. In addition, Minotaurs can no longer be taken as Core Units unless Taurox is in your army.

Thunderous Charge now follows the rules for updated Tusker Charge in the Orcs & Goblins book, which brings down the impact damage of the porcine units a bit, for which they have been compensated by lower points cost.

Chariots are now Special Units, with Razorgor Chariots being upgrades rather than standalone units. There frankly was no logical reason for Beastmen to have Chariots in Core other than it being a legacy rule. The only other armies with Core chariots are Tomb Kings and Albion who field light chariots in units. Tuskgor Chariots on the other hand are heavy chariots like Orc Boar Chariots, which are Special Units. Chariots still remain a Core option if Gorthor is leading your army, however.

As for a few other unit changes; Harpies are now Core like in Dark Elves, but still limited due to Expendable. Warhounds are now on par with WoC with Unit Size 10+ and Movement 8. Bestigors no longer have armour by default to better accommodate the new Pestigor models, but can still choose armour as normal. The Ghorgon has gained +2 Attacks to better represent its extra arms, and also compensates for it no longer being able to stack on multiple attacks from Bloodgreed.

Next up: Daemons of Chaos!

 

Patch Notes:

  • A character may only join a unit with the same Mark of Chaos, and characters without a Mark of Chaos may not join units that have one.
  • Mark of Slaanesh: 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.
  • Bloodgreed: Whenever a model with this special rule wins a round of close combat, it gains the Frenzy special rule until the end of the next close combat phase.
  • Thunderous Charge replaced with Tusker Charge: Mounts with this special rule have the Mighty Blow (1) special rule in any turn that they charge.
  • Updated Magic Lores to be on par with Warriors of Chaos.
  • Chaos Mutations: Each can only be chosen once per army, and no model may choose more than three.
  • Added multiple new Magic Items.
  • Reduced cost of great weapons for S5 models.
  • Doombulls and Gorebulls have Impact Hits (1).
  • Doombulls cost 230 pts, Gorebulls 155 pts.
  • Ungor Herd may take a magic standard.
  • Warhounds are Unit Size 10+, have M8, cost 7 pts.
  • Tuskgor Chariots are Special Units, costs 75 pts. Razorgor Chariots are upgrades.
  • Harpies are Core Units.
  • Bestigors do not have armour by default.
  • Minotaurs pay 3 pts for additional hand weapons. All Marks except Nurgle costs 4.5 pts. May not be taken as Core Units.
  • Centigors may take javelins.
  • Razorgors cost 42 pts.
  • Endless Malice: If the Preyton has killed one or more models that round of close combat and the enemy unit Breaks, it may not pursue.
  • Cockatrice has S5, T5.
  • Petrifying Gaze is Quick to Fire.
  • Ghorgon has A8, costs 240 pts.
  • Ramhorn costs 240 pts.
  • Bagrar the Tamer: If Gorthor is mounted on a Chariot, he may re-roll all Charge, Flee and Pursuit distance rolls.
  • Chariot Master: If Gorthor is included in your army, you may take Tuskgor Chariots as Core Units instead of Special Units.
  • Scion of the Dark Gods: At the start of each friendly Magic phase, randomly generate a spell from the Lore of Chaos up to Level 2. Gorthor may use this spell during this Magic phase as a Bound Spell, with a Power Level equal to half the casting value of the spell, rounding up.
  • The Hordes of Morghur: In addition, you may upgrade any Gor Herds or Gor Raiders to Warped Gors for +1 point per model. Warped Gors have the Chaos Mutations special rule (see Mutants).
  • Malagor may use the Lore of Chaos.
  • Taurox has Impact Hits (1), costs 320 pts.
  • Brass Body: Taurox has a 2+ armour save. However, if Taurox suffers an unsaved Wound from an attack that rolls a natural 6 To Hit and then a natural 6 To Wound then he will be slain outright.
  • Slaughterer's Call: Any friendly unit of Minotaurs that is joined by Taurox gains the Frenzy special rule. In addition, if Taurox is included in your army, you may take one unit of Minotaurs as a Core Unit instead of a Special Unit.
  • New Special Character: Kralmaw, the Prophet of Ruin 

Sunday, 25 January 2026

Warhammer: Ogre Kingdoms 1.61 out now!

Another minor update, mostly fixing a few bugs. You do get the option for new Big Names, and the Stonehorns/Thundertusks now have more build options with the choice of 1 or 2 riders, as well as more equipment options.

Next up: Beastmen! 

 

Patch Notes:

  • Harpoon Launchers are ponderous, not move or fire.
  • Blood Vultures have 24" range and the Sniper special rule.
  • If the Voracious Maw is successfully cast again, the spell ends and the template is removed.
  • Added two new Big Names.
  • Reduced cost of great weapons for S5 models.
  • The Fang of Ghur: The wielder of this weapon gains the Frenzy special rule. In addition, no Ward saves can be taken against it (except Dodge, Parry and Regeneration).
  • A Tyrant/Bruiser mounted on a Rhinox War Chariot loses the Natural Armour (6+) special rule.
  • Hunters may ride Thundertusks.
  • A Honcho may never be the Army General.
  • A Slaughtermaster with a Mawpot has a Unit Strength and Line of Sight value of 2.
  • Ironblasters are great cannons and cause D6 Wounds, not D3.
  • Stonehorns and Thundertusks start with one Beast Rider with light lance, may take additional Beast Rider with separate weapon options.
  • Added new upgrade options to Stonehorns and Thundertusks.
  • Thundertusks cost 245 points. 

Wednesday, 21 January 2026

Warhammer: Dogs of War 1.51 out now!

Very small update here overall, mainly just making the rules on par with other more recently updated books. There are some new magic items from the Razing of Westerland Arcane Journal, and Norsemen can now take flails so the new Marauders can be fully utilized (as much as I personally don't think flails fit for Norse).

Next up: Ogre Kingdoms! 

 

Patch Notes: 

  • Added multiple new Magic Items.
  • The Crucible of Horrors: All models Hit suffer a hit with a Strength value of 2D6 minus the target's Toughness and the Ignores Armour Saves special rule.
  • Shield of Faith: The model and any unit they are with gain a 5+ Ward save in close combat until the start your next turn.
  • Paymaster's Bodyguard costs 12 pts.
  • Norsemen cost 5 pts. May take flails.
  • Updated Hobgoblins to follow the current Hobgoblin book.
  • Grind Attack: In any turn in which the Land Ship does not charge, it inflicts D6 Stomps like a Monster.
  • Beorg has Regeneration (5+), Bear Fang gives 6+ ward. Costs 175 pts. Bearmen cost 8 pts.
  • Updated Anakonda's rules to follow the current Amazon book.
  • Slayer pirates cost 14 pts.
  • Red Thirst: Roll a D6 at the end of each Close Combat phase in which one or more models was slain by a Vampire with this special rule. On a 5+, the Vampire recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules.
  • Ogre pistols cost 6 pts. Great weapons for Maneaters cost 6 pts.
  • Additional crew for war machines cost 5 pts.
  • Hiiyaaarrghh! If Ghazak Khan 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. Ghazak Khan himself, and any unit he joins, adds +D6 to their charge move instead. In addition, every friendly unit within 12" of Ghazak Khan add their rank bonus to the result rolled on the Treacherous Gits table.
  • Ghazak Khan has a bow.
  • Sphere of Alchemy: 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".
  • 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.
  • Updated Skaff's profile to that of a Maneater.

Sunday, 18 January 2026

Warhammer: Vampire Counts 1.72 out now!

Just a small update here, mostly fixing some bugs and minor balance changes. There are a few larger ones regarding some core units, so let's go through those in detail.

Glooms have been removed, instead Spirit Hosts have been made into Core Units. The book just had too many similar Ethereal units, and with Wraithwisps already being a Special Unit, the iconic Spirit Hosts just did not stand out enough by comparison. Likewise, it was not much of a point in having both Glooms and Spirit Hosts in the Core section either, so I decided to cut the former - Glooms can be proxied as Spirit Hosts anyway.

Another change is that of the Fell Bats, which are no longer undead. The lore for the Fell Bats has been really inconsistent in this regard, with them sometimes being described as being a living species of giant bat that must be lured with food, sometimes being clearly undead, and sometimes even "part alive and part undead", which really feels like the authors just gave up on trying to make it work. Instead, I've chosen to go the lore that describes them as alive, which both makes them on par with the Bat Swarms, explains their high-ish stats and gives them a different role to the Dire Wolves now that they can march and flee.

Lastly, I've had a closer look at the Dire Wolves and noticed both how inconsistent and frankly overpowered they were for their points. For starters, I've removed Slavering Charge, which is a rule that no other wolves in the game have. Secondly, I've lowered their WS/I to 2 like other undead - there's frankly no logical reason why undead wolves somehow retain the same WS/I while undead humans and horses don't. This puts them on par with Skeleton Horsemen for their cost - the old version gave Dire Wolves +1 M, WS, I and Mighty Blow, whereas the benefits of the Horsemen were +1A, 6+ save, half a fast cavalry rule and US2 while costing 2 points more. In short; with the old profile, Dire Wolves should have costed 8-9 pts, not 6.

The rest of the changes are mostly related to Vampiric Powers and Magic Items, with a few new additions for the latter.

Next up: Dogs of War

 

Patch Notes:

  • The Red Thirst: On a 5+, the Vampire recovers a single Wound, up to their starting value (excluding additional Wounds from mounts).
  • A Death Shriek is a special attack that can be used against a single unit in the Shooting phase, even if the model has marched, charged, or the target is engaged in close combat.
  • Master of the Dead works on Skeleton Archers.
  • Master of the Black Arts costs 15 pts.
  • Beguile: At the beginning of the Close Combat round, all units in base contact with the model must take a Leadership test with a -3 modifier. If the test is failed, the Vampire can only be Hit on 6's this turn.
  • New Magic Items: Stave Of Suffering, Mirror Of Echoing Failures, Brazier Of Nagashizzar, Talisman Of The Nadir
  • Reaper of Sorrows: All attacks with this weapon automatically Wound with no saves allowed. Costs 15 pts.
  • Armour of Bone: This armour may be taken by Necromancers despite them normally not being allowed to take armour.
  • Cloak of the Waxing Moon: The wearer of this item can only be Hit on To Hit rolls of natural 6's. Costs 15 pts.
  • Blasphemous Tome is an Arcane Item, not an upgrade for the Mortis Engine. The bearer of this item gains a +2 casting bonus when using the Lore of Necromancy. However, if they Miscast, they must roll on additional D6 on the Miscast table and discard the lowest result. Costs 30 pts.
  • Blood River Chalice costs 15 pts.
  • Liche Lords cause Terror, costs 290 pts. Mortis Engine costs 200 pts.
  • Cairn Wraiths have Ignores Armour Saves. Chill Grasp causes D3 Wounds. Cost 60 pts.
  • Removed Glooms.
  • Dire Wolves have WS2, I2, do not have Slavering Charge.
  • Fell Bats are not Undead.
  • Spirit Hosts are Core Units.
  • Black Coach does not have Chill Grasp.
  • Evocation of Death: Immediately after the total number of power dice is determined in each player's turn, you may discard one dice from the magic pool from both players for each Black Coach on the battlefield.
  • Scrying Pool is an Enchanted Item.
  • Completely Enthralled: Every model in the enemy unit makes a single close combat attack, resolved against its own unit. Roll To Hit, To Wound and take saves as normal. The caster may choose which of the unit's weapons is used for these attacks. Parry or Dodge save does not apply, and neither do any special rules that only applies in the first round of close combat. Affected units may not otherwise shoot or attack this turn.
  • If Lady Olynder is your Army General, Spirit Hosts are no longer Expendable.
  • If Kurdoss Valentian is your Army General, you may take Wraithwisps as Core Units instead of Special Units. 

Thursday, 8 January 2026

Warhammer: Wood Elves 1.62 out now!

A smaller update here, mostly focused on fixing a bunch of bugs from the previous version. As for new things, the Lore of Athel Loren has seen some changes with spells from AoS getting replaced with new spells from TOW, making it more aligned with classic WHFB. There's also a bunch of new magic items from TOW included.

As for new units, Spite Swarms are a new core option, meaning you now have some actual use of all those extra spite models from the 6th ed plastic kits! The Treeman has been downgraded to a Monstrous Creature in the Special section which better fits the 5th and 6th ed models, and the old Treeman Rare unit has seen a boost to a Treelord with more T and W. 

Lastly, Treekin has seen a nerf to T4 which makes the T values for all the Tree-like Forest Spirits scale better, and is also better suited to the rather spindly models as well. However, they have seen both a price drop and gotten weapons options that allow players to proxy them using the Kurnoth Hunters from AoS. The Sylvan Hunters unit has therefore been removed from the Rare section - it was nearly identical in stats to the Treekin anyway, only with +1WS and -1T - despite them actually being bigger models (which was not very consistent or logical). So while the Treekin are a bit squishier now, you have more options to kit them out without taking up a Rare choice.

Next up: Vampire Counts! 

 

Patch Notes:

  • Note that a model can only have one kind of Enchanted Arrows.
  • Replaced The Reaping, Metamorphosis and Unleash Spites with Spiteful Torrent, Durthu's Wrath and Sapping Blight. 
  • Added multiple new magic items.
  • Treelord Ancient has S6, costs 250 pts.
  • New Core Unit: Spite Swarms
  • Fixed bug with Warhawk Riders missing Fast Cavalry.
  • Treekin have I3 and T4, costs 45 pts. Can take great weapons, polearms or greatbows.
  • New Special Unit: Treeman (Monstrous Creature)
  • Waywatchers are Unit Size 5+ and Skirmishers (bug fix).
  • Removed Sylvan Hunters.
  • Old Treeman renamed to Treelords. Have S6, W6, A6. Costs 260 pts.
  • Removed Thalandor Doomstar. Moved his items to the Magic Item section.
  • Araloth has the Spear of Talsyn: This weapon has the Armour Piercing (1) special rule.
  • Araloth may take 75 pts of magic items.
  • Updated Skaryn the Eye Thief and Skaw's falcons to be on par with Aldebrand's Hawk.
  • Araloth costs 190 pts.
  • The Lady of Vines may not take spites/magic items. 

Saturday, 3 January 2026

Warhammer: High Elves 1.61 out now!

The main changes for this update have been to the Lore of High Magic, which is now much more Asur-flavoured with the spells getting their names from 6th and 7th ed back, rather than the generic games GW gave them in 8th ed so they would also work for Lizardmen and Wood Elves. It has also seen several balance changes overall, mainly the new Glamour of Teclis spell replacing Corporeal Unmaking.

Other than re-balancing the spells a bit, the second biggest changes is that of the Elven Honours, which have been tweaked seen some heavy price drops overall. Anointed of Asuryan and Lothern Sea Helm are now Honours instead of separate character choices, which felt pretty straight-forward given that they would have had the same stats as a Prince/Highborn anyway. Elven Honours also no longer count towards the Magic Item limit.  

Lastly, Storm Weavers are a new Lord choice, and both them and Mist Weavers are now Priests of Mathlann rather than Wizards, giving them prayers instead of regular spells.

Next up: Wood Elves!

 

Patch Notes:

  • Swordmaster: Models with this special rule ignore Initiative penalties from great weapons and gain the Dodge (6+) special rule against non-magical missile attacks with Strength 3 or below (except templates).
  • Renamed many High Magic spells to their original High Elf names.
  • Drain magic is 6+ to cast.
  • Coruscation of Finreir is a Lvl 3 spell and 8+ to cast, Fortune is Fickle is a Lvl 1 spell. Courage of Aenarion is a Lvl 2 spell.
  • Removed Corporeal Unmaking. Replaced by Glamour of Teclis.
  • Glamour of Teclis is a hex spell with a range of 24". While the spell is in play, the target unit must pass a Leadership test while rolling one additional dice (discarding the lowest result) at the start of each of their Movement phases. If the test is failed, the casting player may choose to move the unit instead.
  • Vaul's unmaking automatically destroys the magic item.
  • Tempest does not affect units that do not use Ballistic Skill to fire.
  • Elven Honours no longer count towards the Magic Item limit.
  • Anointed of Asuryan and Lothern Sea Helms are Elven Honours, not separate character choices.
  • Shadow Stalker can use magical bows.
  • Bladelord costs 10 pts.
  • Tiranoc Chariot Master costs 5 pts. The model may roll an additional D6 for their Impact Hits and pick the highest result. In addition, they may re-roll failed Dangerous Terrain tests.
  • Guardian of Yvresse: If this model is in a unit of Sentinels or Wardens, that unit gains the Fight in Extra Ranks (1) special rule. Costs 10 pts.
  • Ellyrian Outrider: The model and any unit of Ellyrian Reavers they join may re-roll 1's for their flee, pursuit and charge distances. Costs 5 pts.
  • The bearer of Moranion's Wayshard and one friendly Infantry unit they must deploy with has the Ambushers special rule. Instead of arriving as Reinforcements, they may choose to deploy in any non-impassable terrain feature in the turn they arrive. Costs 35 pts.
  • Standard of Balance costs 30 pts.
  • New Magic Items: Amulet Of The Tempest, Banner Of Resilience, Banner Of Lothern, Banner Of Confidence
  • Noble renamed to Highborn.
  • New Lord: Storm Weaver.
  • Mist Weavers are Priests of Mathlann, have Prayers instead of spells.
  • Rangers may take bows, great weapons and be upgraded to skirmishers.
  • War Lions are M9, S4, have Mighty Blow (1).
  • Eagle Claw Bolt Thrower may take medium armour.
  • Phoenix Guard have Immunity (Psychology), do not cause Fear.
  • Drakemasters cannot be taken in units.
  • Fixed bug with Attuned to Magic making it unable to roll the worst result. Removed the +1 Initiative result.
  • Eltharion the Grim costs 335 pts. Has Guardian of Yvresse.
  • Eltharion the Blind costs 245 pts.
  • The White Sword is a great weapon.
  • Way of the Swooping Eagle: Eltharion may re-roll failed To Wound rolls and gains the Killing Blow special rule.
  • Alith Anar has the Shadow Stalker special rule.
  • Belannaer the Wise may take light armour.
  • Aislinn has Mask of the Merlord, costs 190 pts. May take 75 pts of magic items.
  • Korhil has Mighty Blow (1), costs 180 pts.
  • Caradryan costs 180 pts.
  • New Hero: Ishaya Vess.