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Showing posts with label 8th edition. Show all posts
Showing posts with label 8th edition. Show all posts

Friday, December 10, 2010

Whispers of the blood god...

Khorne has been whispering sweet murder musings in my ear over the past few weeks. This has led me to come up with a list that incorporates the WoC models I currently have with a couple of new additions. Very straight forward, punch you in the face style gameplay but I think it could be fun...



BEHOLD! KHORNE!

LORDS: (403)
Chaos Lord - Mark of Khorne, Juggernaut, Halberd, Helm of Many Eyes, Dragonhelm, Talisman of Preservation, Favor of the Gods, Diabolic Splendour (403)

A down right nasty example of Khorne's chosen sporting 6 ASF S6 attacks (with another 3 S5 from his mount), a 4+ ward save (2+ vs flaming attacks), a 0+ armor save, and a few nasty Chaos tricks to boot. He'll live in the unit of Chaos Knights for one hard hitting Khorne-powered steamroller.

HEROES: (314)
Chaos Sorcerer - Infernal Puppet, Talisman of Protection (135)
Exalted Hero - Mark of Khorne, Fury of the Blood God, BSB, Halberd, Shield (179)

The Sorcerer isn't "fluffy" in the list but he will be modeled in a way that matches the Khorneyness of the army (hahahah). He will actually be the puppet - a sort of head and torso being controlled by one of Khorne's chosen and there simply to protect his forces (and manipulate the miscast table for extra fun.. especially when the Hellcannons misfire). The BSB is a must in an all Frenzy bonanza such as this and a nice opportunity to use the Fury of the Blood God gift in a fluffy and functional way. The BSB will deploy in the Warriors while the Sorcerer will live in with the "Marauders".

CORE: (683)
Chaos Marauders x 39 - Mark of Khorne, Musician, Standard, Champion (176)
Chaos Warriors x 24 - Mark of Khorne, Halberds, Musician, Champion, Standard, Lichebone Pennant (459)
Chaos Warhounds x 8 (48)

Two big fat units of nasty fighty things. I skipped the flails on the "Marauders" as I will be using Beastmen instead and I don't think the flails look good on them. If only they had the additional hand weapon option...

The Warriors are pretty basic but I wanted them to have the Halberds as a way of really dealing some serious damage to incoming heavies, plus a little magic protection in the form of the MR1 standard. Hmm... I should look into how MR works in a unit for 8th (as the BSB has MR2 already and I might be able to use those 15 points on a character elsewhere).

SPECIAL: (440)
Chaos Knights x 8 - Mark of Khorne, Musician, Standard, Blasted Standard (420)

Common 8th edition WoC tactics say... DON'T TAKE KNIGHTS!! To hell with that I say! Sure they aren't quite as impressive as they once were, but used in the right way this unit can still deliver one hell of a punch. I've given them the 5+ ward vs shooting banner to ensure that most (if not all) of them make it through til the Turn 2 charge that will get them into CC. Overall this unit could probably be seen as a Chaos Lord delivery system.

RARE: (410)
Hellcannon (205)
Hellcannon (205)

Yup. I went there. The Hellcannon is just so damn cool and the only thing cooler than one Hellcannon is TWO! I played a one day tournament last year (or was it at the start of this year?) with Goatboy's WoC models and I had a blast with two of these guys running around the field. Unpredictable, deadly, and fun to field. Yes it can suck to be on the receiving end of a Hellcannon but I am counting on most players learning how to deal with the evil bastards. 

Total Points: 2,250 (of 2,250)

So there you have it.. my "all Khorne" Warriors of Chaos list that features both Magic and Shooting. I like the idea of a Khorne army twisting these two hated things to their advantage and best of all I only have to buy another 4-5 models to make this list a reality.

It's been quite a while since I had much WHFB content here and even longer since I wrote a new army list (for 8th no less). If you have critiques and/or feedback I would love to hear from you.

Sunday, November 21, 2010

Sunday, sunday, sunday!

Stopped by the local game store today to see what the WHFB Sunday folks were getting up to and discovered a slew of new armies and generals playing the game! There must have been 14 people in the store playing Fantasy when just a month or two ago there was only a handful (4 or 5 of us at the most). This is most exciting!

I didn't manage to get in any games as everyone was finishing games in the store's first escalation league (which I wasn't able to participate in due to work and life restrictions) but I did meet some new folks and learned a few things about 8th ed as well. 

For instance... did you know?
  • Units fleeing in subsequent turns no longer flee towards the nearest table edge - they continue moving forward until they run into something or run off the board.
This one was new for me... just one example of how I really need to play more 8th ed especially if I am going to attend any tournaments or events in the coming months. 
In the meantime I picked up a couple boxes of models for my next Blood Bowl project:


I'm not crazy about the standard BB Orcs so I will be making my own out of these boxes of 40k Ork Boys and WHFB Black Orcs. For what team you ask? Why for the Trailer Orc Boyz of course!!


This week is going to be really hectic with lots of work and long long days. I hope to get some WIP shots of the Orcs up as well as some pictures of my (mostly) painted Nurgland Germs. Until next time...

Friday, August 20, 2010

Ogre Kingdoms in 8th edition - Podhammer and me.

I've been meaning to get to a post about Ogres in the latest edition of Warhammer, but Trent “Hammer” Denison has beat me to it with a post of his own on his blog Stop, Hammer Time. Read his thoughts, come back, and I will lead you through my own thoughts on my favorite fatties (with a bit of commentary on Trent's commentary). 

All set? Okay, here we go... to put it simply Ogre Kingdoms in 8th edition WHFB are better all around. Don't believe me? Well let's go over some of their major weaknesses in 7th and see how they stack up this time around:
  • Small army size: Yes your armies of Ogres will likely still have less units in 8th but the overall effectiveness of each unit has increased with abilities such as Steadfast and Stomp attacks, not to mention easier access to ranks for you Ogre units. You'll probably still be outnumbered but without the Outnumber rule to doom you to static CR death you have a better chance to winning each fight you encounter.
     
  • Magic and shooting attacks: In some ways the bullseye on your Ogre heads has gotten even larger when it comes to these attacks but we have new ways of dealing with them - mainly Gut Magic! Access to a Slaughtermaster greatly increases the effectiveness of your Gut Magic while also increasing your magic defense by virtue of his +4 to dispel attempts. Throw in buffs that stack and you have a chance at building some really nasty Ogre units. Also, in most cases you will be able to get into close combat on Turn 2 which is where Ogres are safest from these types of attacks.
     
  • Out and out speed: Remember the funny little game of chicken you always had to play with your Ogre units when facing down a line of cavalry? Well not anymore! Now that both units move 2d6" you stand a much better chance of slamming into that unit of knights before they ram headlong into you. Better yet, with a longer charge range possible for your enemies you are more likely to get off a devastating Bull Charge as well (since they won't always have to be as close to get their infantry charge off).
     
  • Maneuverability: Another huge deficit for Ogres in 7th edition, the addition of the Swift Reform rule has made Ogres much more maneuverable overall in 8th edition (also making bellowers even more mandatory for each unit). Being able to quickly reform and then move is a massive boost to the wide frontage most Ogre units bring to the table. Learn to love it, and use it as often as needed!
     
  • Lack of static CR: In 7th edition it was quite hard for Ogres to play the static combat resolution game. With the addition of smaller ranks in 8th it has gotten a little easier. Throw in the necessity of a BSB, and scenarios that reward units with standards, and suddenly your Ogres have a little bit of static CR of their own to throw around. It's not the greatest out there but it is certainly better.
     
  • Average to low leadership: The changes to BSBs in 8th makes even the crappiest Gnoblar capable of so much more! With a Tyrant and BSB in your list (and likely a Toothcracker or two making their units Stubborn) you face a much lower chance of failing most any leadership test that comes your way. A great thing for an army who was previously so prone to panic checks ruining a close game.
     
  • Low Weapon Skill: Not a lot can be done about each Ogre's crappy WS stat - the good news is the new stat to have is Ini and Ogres suck at that too! Instead of complaining about not being able to hit anything you can complain about not having a chance to hit anything even after you charge in! But seriously, the addition of support attacks from back ranks of Ogres, and the Stomp Attack for all Ogres, has greatly increased the effectiveness of all Ogres. Still not the best, but absolutely better.
So there you have it, a few of the biggest weaknesses the Ogre Kingdoms had in 7th edition and how things are looking up after the release of 8th. I mentioned at the start of this post that I would leave a bit of commentary on Trent's thought regarding Ogres, but let me get one thing out of the way before I start. 

I think Trent is often the best part of Podhammer, especially when it comes to list building and creating interesting synergies. For example - I blatantly ripped off his Warriors of Chaos Exalted Hero on a disc and changed it a bit into my own beloved build (see my Malal army for more details). While I respect his opinion on matters related to this game my thoughts on the state of the Ogre Kingdoms are just a bit different. I'm not going to repost everything on Trent's blog so if you are wondering what the hell I am talking about you should go read his post first.

On Tyrants - flying 4+ ward save builds are fun and all but as the heart of every Ogre army I find he is much more valuable near the center of the force. His leadership is needed to make the BSB really shine, and his ability to crush most RnF troops is an added bonus when dealing with more attacks coming in from basic infantry. I also think that in general the GW is a waste of time. I much prefer the CLS for it's boost to WS and Ini. Combine that with a potion or a Bullgorger (or two) or even the Giantbreaker big name and you have one mean fat summabutch.

On Slaughtermasters - Grut's Sickle? No. Just no. With a 4+ to cast and a basic casting cost of 3+ what the hell could you possibly need that +1 to a spell for? Not to mention the cost of a Bull putting each use at a meaty 11 to 12 points. If you want a crappy +1 to a spell just take the equally worthless (but cheaper) option of Tooth Gnoblars.

On Hunters - yes they are still not as good as they should be. I would consider taking one if he could be the BSB, but the changes to the battle standard bearer have made it almost mandatory for all lists to include which means less points available for the poor Hunter. I think he may still have a place in some lists but I haven't found one for him in mine (yet).

On Gnoblars - 40 Gnoblars is still just that; 40 Gnoblars. The changes to thrown weapons have greatly decreased their effectiveness, and while Steadfast is cute it won't matter much when your opponent is killing 20+ a turn with their own attacks. Not to be overlooked, but I certainly won't be putting 3 units of 40 in my lists. Kudos for mentioning the awesomeness of Trappers!

On Bulls - for slightly less points you get what is basically the same as a unit of Ironguts. Add in light armor and ironfist and you have a much more resilient Ogre that is still cheaper. If you want the high strength attacks there is always Bullgorger. Don't overlook the original in favor of their flashy brothers in blub.

On Ironguts - attacks coming at Ogres tend to be high strength which usually negates one of the big advantages these guys have in heavy armor. Striking last isn't that big of a deal (since they are base Ini 2 anyway) but their crappy WS still makes it hard to hit elite infantry. Good shock troops but I don't see much advantage to ranking these guys up (with the exception of their higher Ld and ability to carry a magic banner). Without characters backing them up the Ironguts are just a bunch of Ironwimps.

On Yhetees - they are still crap. You are absolutely right. 

On Leadbelchers - overall I would say there is even less reason to take these guys in 8th. With the changes to reforming units it makes it much harder to keep these guys in a position of power. Their role in 7th was to support with flank charges and deal with incoming flank threats. Swift reforms make this much easier for Ogres without spending the massive point cost for a Bull with a crappy cannon. I don't see them living in my lists very often.

On Scraplaunchers - you say it is too many points for a chariot, and too many points for a stone thrower, but what about a unit that is both!? Not to mention the large blast template with S3 and KB!? I am pretty sure most armies would kill for something like that. Imagine the Empire with a weapon that was S3 and KB. Sure it can be unpredictable but if you are already planning on taking 3 units of 40 Gnoblars I think you know how valuable something like the Scrappy can be. With horde units being more prevalent I say don't leave home without it!!

On Gorgers - they are bad and have only gotten worse in 8th edition. Most things will be able to quickly reform and blast them off the table before they ever get into combat. With more attacks coming in once it does make it T5 and 4 wounds will only last so long. Now if it had Thunderstomp...

On Maneaters - certainly not as strong a choice as they once were, I think there is still some value to be had here. Take a small unit, add a character or two in front of them, and BAM ... instant ItP, Stubborn, and awesome support attacks. If you are running a solo (non-flying) Tyrant try throwing one with a GW or CLS behind him for laughs. 

On Slavegiants - don't be so quick to overlook this choice. He still has the highest Ld in the OK army, and with the addition of Thunderstomp he can really wreck small units of infantry. Worst case you take one to give your main unit of Ogres a break from being shot to bits by artillery for a turn or two and benefit from the Giantbreaker big name.

Besides the things listed here I agree with the rest of Trent's overview, and I too would say the Ogre Kingdoms fall somewhere between a Tier 2 and Tier 3 army. Hopefully a new book this year will put them firmly in the top tiers eating the small fleshy ones!

Saturday, August 7, 2010

Progress report - nothing doing 8/7/10.

Why hello there neglected blog and neglected blog readers!

Summer still has me stewing in a variety of work and personal activities, none of which relate directly to my tabletop hobbies. I do have a strong desire to paint and work on the construction of my WoC army, and I just added a sixth Ogre to my BB team, so there is a good possibility of more interesting updates to come soon.

In short here is a quick progress report for the past few weeks:
  • Played several games of 8th edition with my Ogre Kingdoms and won every one of them. While my current playing field has limited variety (only Empire, Skaven, Warriors of Chaos, and Bretonnians at the moment) the lists are still pretty damn hard. Still working out what my "normal" 2,500 list would be but currently we play a lot of 1,000 and 2,000 point games so it hasn't been as important.
  • Played a few games of 8th edition with my Vampire Counts and lost about half of them. I find it much harder to keep my general alive with the increased amount of attacks coming at him and/or the severe miscast penalties when rolling double 6's. Had a lot of fun but not as many wins as I have had with my Ogres. One thing I have learned is the Black Coach and Grave Guard are both much better in 8th edition.
  • Lost my first game in the KUBBL I Squiqbowl with the Bultimore Bullies. Managed to get enough in my treasury to hire my sixth and final Ogre but the game was just yet another loss for my disheartening Ogre team. I find myself piling on the ball and knocking people down only to have it somehow squeeze past me to some random receiver near my end zone. This has happened in almost every match so I am not sure how to deal with it? Snotlings can't manage to keep anyone in place with their S1 and Titchyness. Leaving an Ogre in the backfield extremely hampers my offensive line and doesn't guarantee they will be where they are needed when they are needed (with their crappy agility and movement). Perhaps next season will be better?
That about covers my gaming and hobby time for the past few weeks. Additionally I have been fretting over the very empty Bellower layout for issue #3. I have a few things to slap together but I am very much on my own for content and help putting the finishing touches on the next issue. Our team really needs some new blood so if you have a creative hankering and love the Ogre Kingdoms please get in touch with me. There is plenty of stuff to write/illustrate/diagram/model/photograph so creative folks of all types are welcome!


Until next time ... have a beer review!


Stone Brewing Company - Stone Thirteenth Anniversary Ale

Beer Type: American Strong Ale

Appearance: 22 oz. brown bottle with a number 13 and a classic Stone devil inked on the glass. Poured a dark red/black/brown color with a thick off-white head with lots of lace.

Smell: Dark sweet breads, pine hops, and more sweet stuff. This smells damn fine.

First Drink: Huge rush of hops quickly followed up by the sweet "brown" flavors of roasted malt.

Mouthfeel: This is a beer with the capital "B". Thick bodied with just the right carbonation and a really nice smoothness after the first sip.

Last Drink: More citrus and banana flavors coming though now. I can taste the 9.5% ABV as well.

Drinkability: Really good but not a session brew - unlikely to happen anyway as this is a special edition beer and I have only seen the one bottle of it.

Notes: Man. This is a really good beer and its a far cry from the now typical style I have come to expect from Stone. If this is what I have to look forward to I can't wait to see what they come up with next!

Verdict: 4.75 out of 5. Well crafted, full flavored, and it left a lasting impression. Here's to another 13 years of Stone brews!

Monday, June 28, 2010

8th edition play - first impressions.


Got the chance to read through the 8th edition book and play a 2000pt game with the new rules yesterday. While I am sure there are plenty of nuances I didn't pick up on I thought it would be valuable to post briefly about my initial thoughts and impressions regarding the new rules. So here we go!
  • The game moves faster: with the changes to movement, magic, and close combat, the overall "speed" of the game seems to have increased as well. While my first game with the new rules was slower than average this was mostly due to looking up the changes to certain rules or army book interactions. Overall the game was moving much quicker and I liked it.
  • Magic is CRAYZAYY: maxing out on magic users is not always the way to go, in fact it can be a big waste of points. In the end, much of the new magic system comes down to luck. What did you roll for the Winds of Magic? Did your casters manage to channel? How badly do you need your spells to go off? What are you willing to risk? Everything you do in the magic phase has a repercussion. Don't use enough dice - you may lose your chance to cast any more spells with a particular wizard. Use more dice to cast - there is a damn good chance you will get double 6's and suffer some horrible magical backlash in the form of a miscast. Everything is different and I love it.
  • No more lame turn 2: in 7th edition most games stalled out on turn 2 as each side played their part in a game of "who gets the charge" chicken near the center of the board. No longer! With every unit essentially rolling 2d6" for their charge you have the possibility of getting into close combat on turn 2 with plain ole infantry! This greatly increases the chances of things going really well for your army or really poorly depending on how you are used to playing. Personally, I am all for it and I can't wait to break out the Ogres and use their higher movement to my advantage.
  • Measure what matters: gone are the small arguments and bickering over 1/4" and 1/8" and 1/16" short charges. You measure before you ever declare a charge so you will always have a pretty good idea if you can make it or not. Wanna risk that 16" with your unit of Night goblins? Go for it! Never again will you need to scrutinize the small measurements of a wheel and how it changes the charge - you get two free ones! If you can make it from the closest model of your unit to the closest model of their unit you make the charge! It really is that simple, and best of all it makes the game much more fun!
  • Fear not fear: no more outnumber means no more "cheap deaths" after being outnumbered and breaking from a fear causing enemy. No more "I can't charge because I am scared" setups either - fear is tested for after you are in close combat. Fear is good but it isn't game breaking any longer ... so maybe GW can stop giving it out like it is freaking candy now!!
  • Leave your toys at the door: sorry 7th edition min/maxers, the new toy in town is basic infantry. Finally - huge blocks of troops can actually do something and make a difference! Even crappy units like Gnoblars can be really scary when you are facing down 40+ attacks at WS2! Hordes, stepping up, and support attacks drastically change the way the game will be played and is far more fun this way. Lots of dudes! Attacking! Lots of dudes! Dying! Lots of fun!
So there you have it. Just a few quick initial thoughts on the new rules and my own experience with them. For those wondering what I played, it was a 2000pt  game of Vampire Counts vs Orcs & Goblins. You know things are moving in the right direction when the O&G player says "wow... playing against Vampire Counts was actually fun!".

UPDATE: For those looking for a more detailed battle report from 8th edition I recommend reading this: http://lazypaintbrush.blogspot.com/2010/06/warhammer-8th-quick-spin-with-new-rules.html

Tuesday, June 15, 2010

WHFB 8th Edition information from the Ogre Stronghold.


The internet is full of 8th edition chatter this morning as GW sent out their announcement email as well as prices and pictures of the different collectible sets available. I'm sure you've all seen this information already so I won't bother covering it here. 

However! One of our forum members (Dooks Dizzo) on the Ogre Stronghold has agreed to answer questions we put forth regarding 8th edition. Since many of you do not frequent the forum I thought it would be good to share that information here. I'll add more information as it is provided in the forum thread.
So, I am finally allowed to talk about the 8th ed book with everyone.  Hragged put together a great set of questions to get us started.
1. How does the save system work for models that have an armour save, ward save and/or regen? Same as 7th or has it changed?
You may always take your armor save (if you would be allowed one) and then if you have both ward and regenerate you will have to choose which one you want to take.

2. Can Ogres use the Flying Carpet magic item?
Oh hell yes, and I expect to see some rockin’ conversions soon.

3. Are fear causers immune to panic?
Short answer: no.
Long answer: nooooooooooooooooooooooooooooooooooooooo.

4. Do enemy units have to take a fear test every combat phase?
Yes.

5. If a unit fails a fear test, are they reduced to WS1 and A1 or simply reduced to WS1? Does it last for the remainder of the combat, until the start of the player's next turn, or does it last for that combat phase only?
WS1 and it lasts until they pass a fear test, but they must continue to test each round, pass or fail.

6. Is the Bull Charge special rule in the rulebook now? If so, has it changed from what is printed in the Ogre book?
It is not in the main rule book.  We will still follow the rules from our army book.

7. Could you please briefly outline the bonuses provided by each command group model?

Standard bearer: as 7th ed.  However a captured standard only gives up 25vp’s in 8th.
Champion: as 7th ed.  However if a champion defeats a hero or lord in a challenge +50 vp’s are awarded.
Musician: as 7th ed. Except that a musician allows for ‘swift reform’ maneuvers.  A swift reform allows a unit to make normal move (not march) after reforming and allows a unit to shoot (with the normal -1 penalty for moving.)

8. What bonuses does a BSB provide?
Same as 7th ed.  With the following bonus: allows units to re-roll ALL leadership tests within 12”.  Panic, Break, Stupidity, Primal Fury, etc.
Give 100 vp’s if slain in close combat (including being run down.)

9. How does line of sight work in 8th?
True line of sight.  Hard cover for shooting through models.  I’m not going to answer endless questions or enter debates on this one.  Get the book, read it and play through a few games before worrying about it.  All the games I have played it has worked out fine.

10. Any changes to stupidity?
Yes!  ‘Suffering’ from stupidity makes you immune to psych.  Hello Mawseeker!

11. Are models only march blocked if they fail a leadership test?
It’s more like they’re not march blocked if they pass one.

12. Any changes to how the brace of handguns works?
Just as good as ever.  ‘Over packed’ on the first shot is gone.

13. Any changes to Gut Magic under the new magic system?
Other than it being generally easier to cast, no.  Slaughtermasters gaining +4 to cast is going to be handy for example.

14. What are the rules for army construction? Any Ogre book army restrictions lifted?
Restrictions are lifted.  In a one off contradiction to the normal rules, the BRB supercedes whatever system of army selection you have in your book.  You follow the rules listed in the BRB which are as follows:
Up to 25% Lord
Up to 25% Hero
Minimum of 25% core
Up to 50% special
Up to 25% rare

1-2999 no more than 3 duplicate special choices and 2 duplicate rare choices
3000+ no more than 6 duplicate special choices and 4 duplicate rare choices

In 3000 points you could have 6 units of 2 leadbelchers and 6 scrap launchers, and whatever else you wanted so long as you did not go over your 50% special allotment.

15. How many ranks do Ogres fight in, how many Ogres make a rank, and how many Ogres are required to make a horde unit?
2 ranks like everyone else (with up to 3 attacks from the second rank per model), 3 ogres to make a rank and 6 ogres wide to make a horde.

16. How many attacks does the second rank of Ogres get, and how many attacks does the third rank in an Ogre horde unit get?
3 and 3.

17. Does the Stomp rule exist and work as the rumours suggested?
The Stomp rule does indeed exist and no it doesn’t work as suggested.  It is not an additional attack, it is an additional hit!  One per model in base contact, Always Strikes Last.

18. Is the S7 autokill vs chariots (i.e. our Scraplaunchers) rule gone?
Yes, no more S7 auto splat.

19. Can you always wound on a 6, no matter how low your S is and how high the enemy's T is?
Yes.  And with the number of ways to buff toughness out there, this is very important.

20. Can you share any more common magic items with us?
Warseer pretty much has these nailed.

21. Are the Allies rules only for games with multiple players on the same side, or do they allow you to play with multiple armies yourself?
All games are an agreement between players, so you really can do whatever you like.  The rules however were included with games consisting of more than 2 players in mind.

22. Battle Missions - how many are there and how do they work?
There are 6.
The first one is the beloved pitched battle.

23. Scenarios - how many are there and do any of them involve Ogres?
M\None that specifically involve Ogres no.  There are 11 of them with a few that have subsets for specific historical battles.

24. Roughly how much of the 500+ page rulebook is rules? What makes up the rest of the book, and in what quantity?
Roughly 200 pages is rules.  100 pages of back story for all the armies. 50 or so pages of miniature show cases.  Campaign rules, scenario’s, legendary battles…you name it.  The book is absolutely beautiful, full color and just packed with information.
There is also a picture in the Ogre back story that I have never seen before.  Looks like pencil drawn and shows a large ogre riding a massive rhinox.

Some very exciting prospects here for all armies but the new Ogre possibilities have me quite excited! Flying Hunters or Bruisers!? Mawseeker granting ItP!? BSB rerolls for all psychology!? AWESOME STUFF.

Wednesday, May 26, 2010

WHFB 8th Edition - Rulebook sneak peek from GW newsletter.

Hot off the electronic presses from the Games Workshop newsletter:
Since we announced the new edition of Warhammer back in April, the excitement has been slowly building. Across the land hobbyists have begun gathering their forces in preparation of the mighty battles that lie ahead; in hushed whispers they've talked about what might lie within the 528-pages of the new Warhammer rulebook. Well prepare to ramp your excitement up a notch - Warhammer will be available to advance order from the 15th of June. Inspired by the clockwork creations of the engineers of Altdorf, we've today added a swish countdown clock to games-workshop.com, so you'll know exactly how many minutes and seconds to go before you can order your copy.

To thank you for subscribing to our newsletter (these images won't be shown anywhere else!) we thought we'd give you a sneak peek inside the new book. And don't forget that June's issue of White Dwarf is out this weekend and contains more exclusive information and pictures from the new Warhammer rulebook.

Enjoy.

The scenario page is the most interesting to me but you can't really make out any details of the text! Looking forward to seeing more as the release date gets closer ... how about you?!

Friday, April 16, 2010

WHFB 8th Edition confirmed for July?

Read this on WarSeer and Snake Eyes Box Cars - WHFB 8th Edition might be out as soon as this July! The source is none other than next month's White Dwarf: 
"Its confirmed folks, Warhammer Fantasy is hitting us in July 2010. The source? Mays white dwarf. Double page spread that has Empire fighting Orcs with "Warhammer - July" Underneath it!"
"Also, visited Warhammer World recently and the miniatures hall is missing Skaven And High Elf armies...could this be linked to the rumoured starter box"
Looks like we'll be seeing more details about 8th Edition cropping up within the next few months. I've read through the various rumors circulating the web but I will refrain from spreading more of that possible hogwash around... time will tell...

Excited!?

Friday, January 22, 2010

Ogre Kingdoms - new army book rumors.

I am not one to normally put much stock in rumors but the word of a new book coming out for Ogre Kingdoms has been coming up quite a bit on the net recently.

Came across a few choice bits from WHFB regular tipster Avian that have me quite excited:

In a topic about what "quick fixes" the OK army needed:
"Well, at least they are getting a couple of improvements in the not too distant future."
After mention that a bump to toughness 5 would never happen:
"No indeed, but a lot of other things will happen, including a few things that sensible people have dismissed."
And when pressed for more details Avian leaves us with this:
"Look for better equipment, the option to fight in a new formation and significantly fewer restrictions."

"Shame about the changes to fear."

"I'm quite excited, both with regards to timing (though I'll have to juggle painting my chaos AND ogres while changing diapers) and the book contents. And the models."


Remember when the Ogre Kingdoms were new?

There has been word that the new OK book will hit sometime this year although a specific date has not been mentioned. With the advent of 8th edition (probably the reference to changes in Fear above) likely in July, and Orcs and Goblins with that release, it seems we could be looking at the end of the year.

There is also the possibility of May as there is currently nothing announced publicly for release after the Blood Angels book in April.

Only time will tell - but I am getting quite pumped up for new Ogre love. I'll leave you with a few other highly unofficial rumors:
"Feel free to drop a ship of salt on them as my source likes to mix facts with fiction when telling me this stuff but most should ring true."

"First of all there will be a new book this year. But don't hold your breath as we are looking towards the end of the year."

"Hunters will be able to take up to 4 sabretusks, this will let them break ranks. Also been told he will get the option for a giant cave bear style pet instead of sabretusks. The idea of being able to pull monsters towards himself after a successful shot was also brought up but he has no idea how far he will be able to pull it."

"Leadbelchers will have a unit champ who can shoot grapeshot when charged."

"Gut magic will get alot nastier. Did not say how."

"Big names will become like Vamp bloodline powers and not have to be taken from magic items allowance."

"Finally a vastly improved magic item list, with a few different banners worth taking. (Rumour of one that turns ward saves of any enemies in combat into reg saves)"