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Post by dg1 on Aug 5, 2014 16:16:37 GMT -6
The book is out. Warhammer Nagash is a two volume set. The first book sets out the history and bases for the advancing of the timeline for Warhammer Fantasy forward from 8th edition. It does discuss the historic armies and many special named characters. It is described as the "first chapter of the End Times story" and begins with the return of Nagash. If you read some of the special characters discussion in the Tomb Kings and Vampire Counts army books closely you can see a forshadowing of the events leading up to and beginning this "chapter". So, it is pretty clear that this was in the works for a while now or at least builds off prior fluff in the 8th edition army books. As I read and revise, I will, as we have done in the past, revise the below thread with the book in hand.
Additionally, the smaller second book is the rules book. It is described as new Warhammer rules and clearly states "These are new rules you can use in any game of Warhammer that allwo you to recreate haunted landscapes and underground battles." A total of nineteen scenarios are provided in the rule book.
Darkest Depths: described rules for underground battles. Special rules include: Cave-in; Falling Stalactites; Glood & darkness (range of all shooting and magic is 24" and -1 to hit for long range for ALL shooting attacks beyond 6"); Low Ceilings (no indirect fire by stone throwers; dangerous terrain for flying); Monstrous Denizon; Noxious Fumes; Pitfalls; Trolls & Cave Squigs; Tunnel Fighters (not affected by some of the special rules); Uncertain Footing (dangerous terrain for cav, monstr cav and chariots when march, charge, flee or pursuit); Underground Maze (stupidity affects all units in designated areas).
Haunted Battlegrounds: special scenario and rules for haunted battlefield making it easier to cast necro spells and undead more resilient. Special Rules: Death on the winds (casting costs for spells from Lores of death, Undead, Vampires, and Nehek are reduced by 1 to min of 3+); Undead Ascendant (-1 to Unstable wounds for undead).
Haunted Forest: special scenario and rules for haunted forest terrain features. Special Rules: Heavy with death (wizards within 6” of a haunted forest roll 2 extra channeling dice if they know spells from Lores of death, Undead, Vampires, or Nehek); Shade Haunts (ethereal units gain +1S if at least partially in a Haunted Forest)
Haunted Garden of Morr: terrain includes Statue of Morr, 3 restless crypts, and several sections of Ghost Fence. Special rules: Ghost fence (soft cover, grants fear to defending unit in first round of combat); Statue of Morr (every Undead unit within 6” rolls a D6. On a 6, the unit suffers D6 S4 magical hits); Restless Crypt (unit inside gains fear, wizards within 6” summon up to 25 points more of models ith summoning spells); Domain of the Dead ( -1 to LD of all units not Undead within 6” of the Garden; Undead units gain 6+ regen with 6” of the Garden); Fresh Corpses to eat (crypt horrors, crypt haunters, varghulfs, terrorgheists, and strigoi ghoul kings re-roll regen saves within 6” of the garden); Heavy with Death (wizards with 6” of the garden roll 2 extra channel dice if they know spells from lores of Death, Undead, Vampires, or Nehek).
Note: don't see these being played much but might expect to see them in the magical terrain lists and scenarios in 9th edition.
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Post by dg1 on Aug 13, 2014 10:58:42 GMT -6
Undead Legions army special rules and notes:
The army wide special rules from the Vampire Counts and Tomb Kings army books do not apply to this army. That includes the Slain Generals and Hierophants special rules that can dissipate the army if the generals knowing Vampiric Lore or Hierophant dies. Undead: all undead units have the Unbreakable, Unstable, and Fear special rules. Units subject to this rule (with the exception of vampiric units) cannot march unless within 12” of the general or 18” of a large target general. Vampiric: any models or riders with this rule may march (mounts need not be vampiric if the rider is). Undead BSBs: -1 to wounds caused by Unstable special rule if within 12” of the BSB. Animated Construct: 5+ AS, -1 to unstable rule wounds (and may accumulate with other modifiers such as -1 for BSB in range) Arrows of Asaph: ignore all bonuses or penalties to hit when shooting regardless of the source of the modifier (BS3 means hits on 4+, BS2 means hits on 5+, BS1 hits on 6+) Entombed Beneath the Sands: pretty much same as before Resurrecting fallen warriors: pretty much same as before, champion resurrected first, then musician (standards are never resurrected), then rank and file by wound (method for resurrecting multiple wound models with each one fully restored before another can be created). Cannot take a unit beyond its starting size unless otherwise stated in the rules. Unless specifically stated in the rules, characters and their mounts cannot recover lost wounds. Animated Constructs, Vampiric, Ethereal and Large Target models/units can only recover one wound per successful spell that restores lost wounds.
[There is a designers note on page 18 of the Undead Legions book that says one should replace that Nehekarian Undead special rules with the phrase Undead Legion in the context of the TK book and replaces the army wide special rules in both books. By contrast, the VC book typically uses the term Undead throughout without being specific to VC models and will, thus, generally apply special rules for certain models and units and its magic lore to TK models in an Undead Legions army. When you read some of the fluff in the VC book it seems to refer to and anticipate the themes and timeline in the End Times Nagash chapter. Also, with Liche Priests you have access to Lores of Life, Death, and Nehek; Vampires Lords on Death, Shadow, and Vampire; Necromancers have Lores of Death and Vampires. Given the fluff, I would have taken away the option to take lore of light on Liche Priests but the Liche Priests are more expensive than the Necromancers and Necromancers can take Master of the Dead which has some value if one generates skeleton warrior units with summoning spells. Also, the ability to use the Vampire Lore attribute to recover a wound on a model within 12" on each successful casting effort and the bubble effect of Invocation of Nehek is of particular value in an Undead army compared with the Nekek lore attribute of D3+1 wounds recovered on each Nehek Undead unit targetted with augment spells only.]
Army List: (N-Nagash; TK-Tomb Kings; VC-Vampire Counts) Changes to allowances: Lord can be up to 50% of army points allowed. Heroes can be up to 50% of army points allowed. You still have to spend 25% of max allowance on core and can spend up to 50% on special and up to 25% on rare with the usual limits on numbers of duplicate units in special and rare. Lords: Nagash-N Mannfred, Mortarch of Night-N Arkhan, Mortarch of Sacrament-N Neferata, Mortarch of Blood-N Krell, Mortarch of Despair-N Vlad, Mortarch of Shadow-N Vampire Lore-VC Master Necromancer-TK Strigoi Ghoul King-VC High Queen Khalida-TK Tomb King-TK Liche High Priest-TK (missing Heinrich Kemmler-VC; Khatap-TK; Settra-TK, replaces named characters in books with N book characters when N is behind the name) Heroes: Necromancer-VC Vampire-VC Wight King-VC Cairn Wraith-VC Tomb Banshee-VC Prince Apophas-TK Tomb Prince-TK Tomb Herald-TK Liche Priest-TK Necrotect-TK (missing: Herald Nekpah-TK; Ramhotep-TK; Isabella-VC; Konrad-VC; Mannfred Acolyte-VC; Krell-VC replaced by Mortarch) Core: Zombies-VC Skeleton Warriors-VC Crypt Ghouls-VC Dire Wolves-VC Skeleton Warriors-TK Skeleton Archers-TK Skeleton Horsemen-TK Skeleton Horse Archers-TK Skeleton Chariots-TK (Note all core options from TK and VC books. Skeletons are the only overlap: VC Sk warriors cost 1 point more with LA+shield and free option to replace handweapon with spear; TK Skellies are 1 point cheaper because they have the option to upgrade to shields for 1 pt and spear for an additional point and have +2LD over VC skellies, given this, always take TK SK warriors except when wanting both light armor and spear options or you really need/want a 25pt magic banner on the unit for VC sk but not TK sk)
Special Options: Corpse Cart-VC Grave Guard-VC Black Knights-VC Crypt Horrors-VC Fell Bats-VC Bat Swarms-VC Spirit Host-VC Hexwraiths-VC Vargheists-VC Tomb Guard-TK Necro Knights-TK Tomb Scorpion-TK Ushtabi-TK Tomb Swarm-TK Carrion-TK Khemrian Warpshinx-TK Sepulchral Stalkers-TK Morghast Harbingers-N
(You have all the options of the combined VC and TK books plus Morghast Harbingers. Not so much overlap in options. Fell bats v Carrion: Probably take carrion (+1S.,+1T, +1A, +1LD, +2M, 50% greater points cost per model) over fell bats for the boosts unless you expect to see a lot of S6+ attacks and magic . Probably take bat swarms over tomb swarms for +3I, hover, no unique ambush rule ( but -7LD and no poison) if goal is to chaff something. Tomb Guard vs Grave Guard is probably the only substantial overlap of consequence; almost same base stats and same base points cost for killing blow on each but TK TG have +2LD and BS3 while VC TG have 4+AS in combat while KT TG have 5+ AS with shield in combat; TG can upgrade to halberds without taking shield for 1ss but GG can replace shield with great weapon for .5 ss. I give up LD and pay for great weapon for 5+AS and +2S in GG over TG. Necro Knights v Black Knights is another interesting tradeoff. Both units have base 3+ AS riders with KB but necroknights have +1Ws, spear, +2LD, and 2A (for a 40mm 3 wound model). Per wound, BKs are .67ss cheaper in base cost than NKs, but BKs can increase to 2+ AS for a 1.5ss cost and add a lance for 1ss. What turns the issue in NK favor a lot is the mount. The NK mount has -1M (offset by barding if taken for BK), +1Ws, poison, +2S, +1I over the BK mount. Plus NK get a stomp each. Additionally, being Animated Constructs, NKs crumble slower than Black Knights if they lose combat. At that point, the only real advantages for BK arecheaper to rank up, +1AS, and ability to take a magic banner. In sustained combat, NKs will offer far more hits and wounds to opposing models from the front rank than BKs can offer.
Rare Units: Varghulf-VC Blood Knights-VC Cairn Wraiths-VC Black Coach-VC Terrorgheist-VC Mortis Engine-VC Necrolith Colossus-TK Heirotitan-TK Necrosphinx-TK Screaming Skull catapult-TK Casket of Skulls-TK Morghast Archai-N
(Note that the Undead Legions rules do not appear to replace the Nehekharan Undead phrase for the Hierotitan special rule given +D3 to casting attempts by TK Wizards. Thus, unless clarified that special rules specific to models and units may still apply only to model in the TK book. The casket is an obvious addition, as is the screaming skull catapult to the VC list. Terrogheist and Necrophinx probably compete for rare monster slot.]
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Post by dg1 on Aug 19, 2014 12:40:41 GMT -6
Nagash- 1000 points-Lord M6 WS7 BS7 S7 T7 W7 I6 A6 LD10 Monster (special character); Large Target; Terror; Undead Undead Legions Army
lvl 5 Wizard; Lore of Death; Light, Nehekhara, Vampires, Undeath Arch-Necromancer: you may re-roll the result of a miscast but must accept second roll
Death Magic Incarnate: Nagash and Undead units within 12" suffer two fewer wounds than normal due to Unstable special rule (this stacks with Morghast Heralds of the Accursed One special rule)
Supreme Lord of Undead: when casting a summoning spell from Lore of Undead Nagash triples the points' worth of models that he can summon, including any additional points generated by Raise the Dead counters. Lore of Undead spells have triple their usual range.
Alakanahs, the Staff of Power: Arcane Item, the staff can be used to store up to four power dice for use in future magic phases. The stored dice can be used to cast a spell in addition to the normal dice used (allowing him to through up to 10 dice at a spell by using the 6 normal plus up to 4 stored dice). Stored dice may not be used in the magic phase in which they are initially stored. Dice stored must be discarded in order for Nagash to attack. Each discarded dice confers the Heroic killing blow special rule to one of Nagash's close combat attacks.
Morikhane, the Black Armour: magic armour, 4+ AS and 4+ ward
Nine Books of Nagash, Arcane item, Nagash knows nine spells. First is always Ryze-the Grave Call from Lore of Undead. The 8 other spells are generated from Lores of Death, Light, Nehekhara, Vampires, and Undeath in any combination declared before they are generated.
Mortis Blade: Magic Weapon, +1S and D3 multiple wounds special rule.
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Post by dg1 on Aug 21, 2014 19:27:51 GMT -6
White Dwarf "When talking about the Warhammer: Nagash book, as well as containing the rules for Nagash, his Mortarchs and the Lore of Undeath it says: "There's also guidelines for using the Undead Legion, the unified army of Tomb Kings and Vampire Counts Nagash draws to him in his mission of conquest."."
The undead lore appears to have summoning and regrowth abilities based on points costs and the ability to summon is related to the wizard lord (levels?).
Nagash is on the big 150mm x 100mm base. He is a big model.
Moghasts may be a dual kit of Archai and Harbingers, different abilities and weapons.
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Post by dg1 on Aug 22, 2014 14:35:10 GMT -6
Morghast Harbinger 40ss per model, 2+ model size, base stats: M6, WS5 BS3, S5 T5 4W I4 A3 LD10, monstrous infantry, two hand weapons, heavy armour, killing blow, float (or hover), undead, terror Heralds of the Accursed One: reduce unstable crumble by one for all friendly units with Undead rule within 12" (may be played in either a VC or Undead army)
Morghast Archai: 45ss per model, 2+ model unit size, baset stats: M6, WS5 BS3, S5 T5 4W I4 A3 LD10, monstrous infantry, halberd, armour of ebony (black armour; 4+ armour save), killing blow, hover, undead, terror. Heralds of the the Accursed One: reduce unstable crumble by one for all friendly undead units within 12" (may be played in either a VC or Undead army)
Three Mortarchs are all mounted on monsters and have a combined profile. They all cost 325ss. Lords can be up to 50% of army points in a Legion of Undead army.
Arkahn the Black, Mortarch of Sacrament, 325ss, Base Stats: M6, WS4 BS3, S5 T6 8W I3 A7 LD9 Monster (special character) , Fly, Large Target, Terror, Undead Razarak (abyssal terror mount) First of Mortarchs: Arkhan takes 1 less wound than normal for unstable, can always march regardless of the undead rule, and it seems he also summons double points worth of stuff from lore of undeath. Feaster of Souls: At the end of each combat phase, if caused an unsaved wound, roll a D6 and recover a lost wound on a 6 [std vampire rule] Arkhan- level 4 wizard. Knows Lore of Death and Undeath. Any combo must declare before generating. Mortarch of Sacrament: Arkhan doubles the number of points raise with the Lore of Undeath. Zefet-kar, the Tomb Blade: magic weapon, Each unwound caused in combat restores one lost wound to a maximum of 4 per phase. Khenah-an, the Staff of Spirits; Can store up to 2 power dice from you power pool in any magic phase. Can then use those dice in a subsequent magic phase to cast a spell (can use up to 8 dice in one casting attempt).
Neferata, Mortarch of Blood 325ss, Base Stats: M6, WS8 BS6, S5 T6 8W I9 A8 LD10 Monster (special character), ASF, Fly, Large Target, Terror, Undead, Vampiric Nagadron (abyssal terror mount) Neferata; Level 3 wizard, access to Death, Shadow, Vampire, and Undeath, and can mix and match. Feaster of Souls: can regain a wound on 6+ like Arkhan. Mortarch of Blood: If she kills a model in challenge, this first time you succeed you get a free Vampire that you place within 12 inches with no upgrades. Twilight’s Allure: Enemy are at -1 to hit her, except for Khalida. Akmet-kar, The Dagger of Jet, magic weapon, If she wounds in challenge, the enemy losses 1S, 1T and 1A permanently to a min of 1. But a model can only be affected once by the dagger. Aken-seth, the Staff of Palm: Arcane item, When Neferata cast a magic missile, a direct damage or a hex, the target suffers an additional D3 S5 hits.
Mannfred Von Carsten, Mortarch of Night, 325ss, Base Stats: M6, WS7 BS5, S5 T6 10W I7 A9 LD10 Monster (special character), Fly, Large Target, Terror, Undead, Vampiric Ashigaroth (abyssal terror mount, stats including in the combined profile) Level 4 wizard, Can choose spells from Lores of Undeath, Death, and Vampires. Any combo of lores, must distinguish before generating. Master of Black Arts (may re-roll one of winds of magic dice during friendly magic phase). Dark Cunning: can choose to add or remove up to three dice from his power pool in friendly magic phase. For each dice subtracted, add one attack to his profile until the next friendly magic phase (can exceed 10 attacks). For each dice added to the power pool, subtract one attack from his profile until his next friendly magic phase. Only Mannfred can use the added power dice. [Note that this does not necessarily limit him and he does not have to equalize over turns in that he can add 3 power dice on turn one when not in combat, turn two if not in combat, etc.] Feaster of Souls: At the end of each combat phase, if caused an unsaved wound, roll a D6 and recover a lost wound on a 6 [std vampire rule] Mortarch of Night: double the range on spells from Lore of Undead Gheistvor, Sword of Unholy Power-magic weapon, Each unsaved wound caused in a combat phase by this sword gives him an extra magic dice in the next magic phase up to a maximum of 5 (dispel dice if the next opposing magic phase, power dice if next friendly magic phase). Armor of Templehof: magic armor, 5+ AS (4+ with mount) and adds 2 wounds to profile already in profile
Krell, Mortarch of Despair, 125ss, Base Stats: M4, WS5 BS0, S4 T5 4W I5 A4 LD10, Infantry (special character), Killing Blow, Terror, Undead Champion of Nasgash: He gains Heroic Killing Blow if in the same combat as Nagash. Mortarch of Despair: Krell recovers 1 lost wound if an enemy unit within 12” fails a fear, terror, or Break test. Armour of the Barrow: magic armor, 4+ AS. If a character with a magic weapon causes a wound but is saved by armor save roll, then the magic weapon loses its special rules and become a mundane version. The Black Axe of Krell: +2S, ASL, Multiple wounds D3. If a model suffers an unsaved wound from the Black Axe then at the start of each of its subsequent turns, it must roll a D6 and suffer an additional wound with no armor save if the roll exceeds the number of remaining wounds.
Vlad Von Carsten, Mortarch of Shadow, 250ss, Base Stats: M6 WS7 BS5, S5 T5 3W I7 A5 LD10, Infantry (special character), Heavy armor, Terror, Undead, Vampiric Level 3 wizard, Can choose spells from Lores of Undeath, Death, Shadow, and Vampires. Any combo of lores, must distinguish before generating. The Hunger: if caused an unsaved wound in combat, roll a D6 and recovers one wound on a 4+ Mortarch of Shadow: all enemy units within 12” suffer -1LD, all shooting and close combat attacks are -1 to hit Vlad or his unit. Blood Drinker: magic weapon, +1S (also makes him acquire wounds of 4+ with Hunger rule) The Carsten Ring: 4+ ward save, If removed from play first time, his is restored on a 2+ with one wound (place in front rank of unit within 12”, if no such unit to join then removed)
Valten, Herald of Sigmar, 165ss, Base Stats: M4, WS7 BS6, S4 T4 3W I6 A4 LD9 Infantry (special character), two hand weapons, ITP May replace two hand weapons for 72.5ss to gain full plate armor, barded steed, and the Ghal Maraz magic weapon in the Empire rule book (autowounds if hit with no armor saves, D3 Multiple Wounds) Awesome Presence: grants stubborn to friendly units within 6'. Chosen of Sigmar: grants a 4+ ward save, can once per battle add D3 to his WS, S, T and A. Iron Resolve: when he is killed he can make a LD check to ignore the first wound that would kill him, but only once.
Crom the Conquistador, Herald of the End Times, 115ss, Base Stats: M4, WS9 BS3, S5 T5 3W I8 A5 LD9 Infantry (special character), two hand weapons, chaos armour, shield Eye of the Gods (warriors of chaos special rule) Immense Pride: must always issue challenge and accept if possible, even if another eye of the Gods model in same unit or combat. Way of Warrior: may choose weapon and shield or 2 hand weapons at the beginning of each combat phase. The shield gives +2 AS and 5+ parry save. If he uses two hand weapons, he gains +3 attacks ( not just +1).
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Post by dg1 on Aug 22, 2014 15:23:33 GMT -6
Lore of Undead Summoning spells are a new spell type. Such spells create new units to be placed on the battlefield under a player’s command. Units summoned are referred as “summoned units” in the rules. The summoned unit must be placed entirely within the spell’s range and cannot be placed with 1” of another unit, building, or impassible terrain. The summoned unit need not be in the caster’s line of sight or forward arc and can be in any legal formation with any facing. If the summoned unit includes five or more models, it must have at least five models in the front rank. Summoned units cannot be dispelled (not remains in play spells) and grant no victory points under any circumstances. If a summoned unit cannot legally fit within the rules (range, width, and 1” spacing) it cannot be placed on the battlefield but the lore attribute still applies [note that the summoning spells say up to xx points, so one could theoretically choose to summon a smaller unit that does fit]. Also, the summoned unit must be a legal unit consistent with the minimum unit size and allosw for the points to be spent on upgrades and other items allowed in the army list for that unit or model.
Lore Attribute: The controlling player gains a Raise the Dead counter whenever a friendly sorcerer successfully casts a Lore of Undead spell. If a friendly Sorcerer subsequently successfully casts an summoning spell (not dispelled and met casting cost), the wizard may choose to spend one or more Raise the Dead counters in the controlling player’s possession. For each counter spent, increase in the points value of models summoned by +10 points for that summoning spell.
Signature Spell-Ryze-the Grave Call, 12" range, 9+ cast, summoning, create an Undead Legions infantry unit of up to 50 points; if boosted to 14+, the wizard summons up to 100 points of Undead Legions models in a summoned Undead Legions infantry unit; if boosted to 16+, the a summoned Undead Legions monstrous infantry unit of up to 150 points may be created. 1. Morkharn-Breath of Drakenss, 6+ cast, augment, 12" range, recover 1D3+1 wounds worth of models in a targeted Undead Legions unit following the Resurrecting Fallen Warriors rules. In addition, if the unit is not engaged in combat, it may make a normal move as if in the Remaining Moves subphase 2. Sulekin-The Hand of Dust , 7+ cast, augment, cast upon the wizard. In close combat, the caster can choose to exchange all of his normal attacks for one Hand of Dust attack against one enemy model in base contact. Of the roll to hit is successful, then the Hand of Dust attack causes a wound with the D6 Multiple Wounds special rule with no armour save allowed. If the Hand of Dust attack slays an enemy character in a challenge, then you immediately gain D6 Raise the Dead counters. [Note this is probably better than I expected, but very situational. If facing something with really high T or a superior armor save (after taking into account S), then this spell is probably worth taking since a hit is an autowound with no armor saves. So, for example, a lowly Liche Priest with this spell in a unit with a Tomb King and hatred would have a very good chance of hitting and putting a number of wounds on a steam tank in close combat.] 3. Khizaar-The Soul Stealer, 8+ cast, direct damage, 12" range, roll 2D6+2. For each point where the result exceeds the Leadership of the target, that target will suffer 1 wound with no armor saves. If this spell causes at least one unsaved wound, you gain D3 Raise the Dead counters. [Another situational spell. Good against lower LD models with high T or decent armor saves. Short range limits the usefulness.] 4. Razkhar-the Abyssal Swarm, summoning, 10+ to cast, 12" range, create a summoned Undead Legions unit of war beasts or swarms worth up to 75 points; boosted to 16+ creates a summoned unit of Legion of Undead monstrous beasts of up to 150 points. 5. Kandorak-the Harbinger 10+ to cast, 12" range, summoning, summons a single Undead Legions character worth up to 65 points [initially must be on its own?]. Boosted to 24+ summons a single Undead Legions monster, chariot or war machine worth up to 200 points 6. Akar'aran-the Dark riders, 16+ to cast, 12" range, summoning, summon a single Undead Legions unit of cavalry, chariots, or monstrous cavalry worth up to 150 points.
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Post by dg1 on Aug 28, 2014 11:46:20 GMT -6
Will have the book tomorrow and will do the usual thumbnail in detail summary and replace some of the prior posts but a few things are out.
"There are no new magic items, each unit and character is restricted to the options in 'their' army book. So, a Tomb King could not pick items from the Vampire Counts armybook. Except for Crom and Valten - no new rules. Khalida can be chosen as a Lord in Undead Legions, but has no new rules. No idea if she's a Mortarch."
"Regarding Balthasar Gelt - the szenario suggests that he isn'T a necromancer in the classic way, but was misled into believing some assassin is about to kill Karl Franz, and raises an Undead Army to kill Valten, whom he believes to be a shapeshifter. It's a bit confusing...
You can heal sphinxes and any other constructs by 1 wound per succesfull spell. The death of the general has no further impact on your army. There is an introduction to the end times for every army. (WoC and DoC got one combined). Archaon is leading them."
"I'm done with Chaos, High Elves and Dark Elves. Malekith postponed the latest attack on Ulthuan to repel Valkia's Army. He has ordered Malus Darkblade to aid Morathi. They also hinted towards a VIP (Very improtant Prisoner) in the hands of one Drane Brackblood.
Finubar has locked himself by magical means, Tyrion leads the High Elven army to cleanse Ulthuan from Daemons. Teclis has entered Finubar's sanctum, but told noone what he found in there. Imrik has declared Caledor would only fight for it's own survival. Ariel is dying in Athel Loren, but the High Elven everqueen has made a bargain to save her. A host of Wood Elves is to support the attempted rescue of the Queen's daughter from Sylvania. The Brettonian King is rather missing then dead. Dwarves are brooding over whether to meet the darkness head-on or as to cover behind their gates. Wurrzag realizes that maybe it requires two great Warbosses to unite all of the greenskins.
Ogres are indeed leaving their mountain home as the volcanoes everywhere errupt."
The new rules read like a supplement to warhammer rules, as opposed to a campaign, but whether the new Undead Legion and Lore of Undead will be allowed, along with the new special characters or revised rules for existing special characters is intended to be allowed in all WHFB games is unclear.
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Post by dg1 on Aug 31, 2014 20:26:14 GMT -6
I have revised the rules summaries based on the new army book. There are a series of nineteen special scenarios designed to replay battles in the larger Nagash End Times novel.
The rules read as a supplement or new rules for Warhammer. It is clear that they suggest you "may" play them in Warhammer Fantasy. Whether such rules are allowed at tournaments is an open question. My sense is that the special characters will be tough to assess and would lead to uneven games (if they die, you lose; if they live, you win if you play them).
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Post by dg1 on Sept 2, 2014 19:24:02 GMT -6
There is a designers note on page 18 of the Undead Legions book that says one should replace that Nehekarian Undead special rules with the phrase Undead Legion in the context of the TK book and replaces the army wide special rules in both books. It similarly makes all special rules in the VC book specific to Undead models applicable to all Undead Legions models. This basically means one can run Hierotitan for +D3 to cast and caskets for additional power dice.
Additionally, Necrotects give hatred to their units and units may use the WS of Tomb Prince and Tomb Kings. You could end up with a large unit of zombies or skeletons with hatred and WS5 and with shadow lore on vamps mindrazor. Hatred is particularly useful for ghouls with re-rolls to hit with poison.
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Post by dg1 on Sept 4, 2014 15:24:15 GMT -6
The points value approach of the new summoning spells is interesting and prevents potentially the abuses that can occur when summoning or recovering wounds relates to wounds on models and not points values. In that context, it would seem logical that, as long as one summons a unit with no more than the number of points allowed per the spell plus Raise the Dead counters, one could spend those points as desired on the models summoned as long as allowed in the army book. Grave Guard can therefore be summoned with or without great weapons. Black knights can be summoned with or without barding or lances. Also, the Raise the Dead counters "increase the points worth of models summoned" and the summoning rules say explicitly "Summoned units can be upgraded to include any options listed in their army list entries, but must adhere to their minimum unit sizes as normal." Broadly read, since the option to take a magic banner or magic item is included in the options listed for a model or unit, then those options can be taken.
The minimum unit size restriction is not something I've seen previously mentioned. This means you cannot summon a unit of grave guard with the base signature spell (Ryze-The Grave Call) with only up to 50 points of models allowed or even with the boosted version of that spell to summon an infantry unit with only up to 100 points allowed given the 10 minimum model size of a grave guard unit unless one had and spent at least one Raise the Dead counter after successfully casting the spell to get to 110 points. Similarly, one cannot raise a unit of skeleton archers (TK) with the base signature spell unless one has a used at least one Raise the Dead counter after successfully casting the spell to create a unit of 10 archers. Another example of this is when casting the number 6 spell and intending (not sure it is a great idea but anyway) to place three skeleton chariots in a unit on the table one would have to have and spend two raise the dead counters to place the unit or would have to place a different unit given the base points cost of a skeleton chariot and the minimum unit size of 3+.
This suggests that someone playing this lore should plan ahead and calculate what units can and cannot be summoned reliably with the spells given and the Raise the Dead counters available. The number 4 abyssal swarm spell using its base costing cost, for example, is almost ideal for a unit of 3 carrion models, 2 bat swarms, or 4 fell bats, but unless one has Raise the Dead counters does not allow for a minimum size unit of 2 Tomb Swarms. One can summon a single spirit host with the spell but you will leaves a lot of points unused when casting the spell. The boosted signature spell to create monstrous infantry, for example, works well for 3 Ushtabi, 3 Vargheists, 3 Crypt horrors with one upgraded to a chempion or 4 Crypt Horrors if one has a single Raise to Dead counter to use to boost the points limit by 10.
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Post by dg1 on Sept 5, 2014 9:14:44 GMT -6
One of the old leakers and teasers on Warseer showed up again:
"The idea behind Year Zero is that all culture and traditions within a society must be completely destroyed or discarded and a new revolutionary culture must replace it, starting from scratch. All history of a nation or people before Year Zero is deemed largely irrelevant, as it will (as an ideal) be purged and replaced from the ground up. It was made clear to me that that was what were were talking about for warhammer. Everything that existed being completely destroyed (or discarded) and something new replacing it from scratch ... purged and replaced from the ground up. I hinted in various posts that they would be getting rid of the existing timeline, the existing map, etc. (In an effort to soften the blow. ) I am going to get this a bit wrong because I honestly can't remember where I heard it but to confirm the three book rumour .... I did hear the "End times" were going to be spread over three books. Nagash was the first, followed by Malekith followed by Glotkin." He later admits it might be four books. "Might have been 4 .... I did say I honestly can't remember. Might have been "End Times" AND the three other titles? Or Might have been three titles in the 'End Times series'?"
Another post"Originally Posted by Tozudos a Dieces
New "Spanish rumors" for you, coming from Spanish blog Tozudos a Dieces. I'll translate them for you so you don't lose anything on translation
-9th edition first quarter summer 2015 -20th September Pre order WEOT starter special kit edition, and expanded rules -6 months window release End of Times. Three more books. 13 circa special characters units plastic kits moar. -Sword of khaine plastic big kit wielded by an old elven friend Or foe. -Great chaos.dragon with sc on mount. -Plastic Vermin Lord. -Exalted N Kari and Lord of Change. If this is taken as an indication of the waves of destruction that will be visited upon the Olde World. You have to ask yourself .... What will remain of the world as we know it when it has been ravaged in turn by the Undead, the Dark Elves, Skaven and Chaos? Originally Posted by Tonny
Starter set as a set with new plastic miniatures in the same way as IoB? Yes. Two armies as per usual."
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