Riddle of Steel

New Games Workshop Spay Gun

One of the more aspects of the hobby is painting. When you buy a box of figures, for whatever game, you are given a chance to paint them before they hit the table. Now many people dont bother to paint them. They do not feel bad about putting bare metal or plastic on the table. I do not see this as much in historical games but its wide spread in Fantasy / Sci-Fi games.

Games Workshop has a number of tools to help out the painting hobbiest. A time back they had a some what good air-brush kit. They have now just released a new kit. They even posted a tutorial which is very nice.

Not only does the new Spray Gun look awesome, but it’s also a highly effective tool. Its primary function is to basecoat your models with Foundation paint, or shade them with Citadel Wash.

 I have a old one but really need to update what I have, it does help when you want to paint terrain or have say a hundred gaunts to paint up.

October 31, 2008 Posted by Swordbrother | Science Fiction, fantasy, miniatures | , , | No Comments Yet

New Chaos Codex Review!

From one of the Yahoo groups thought you’all might be interested

Yeah kids I got the Chaos Codex/ArmyBook/CODEX-SOUNDS-COOLER-THAN-ARMYBOOK-PEOPLE/Whatever. Now Reviewing this Bad boy going to be a little lengthy so hey brace yourself. Several Rumors (which were mostly validated) have left out
some subtle details that vastly change the mood of certain models, complaints and other factors. Its also neat to see the Theme of the Army slowly changing.

I will say this much anyone who thinks that there is a Typecast way to
play this Army is an absolute Moron. Granted we no longer have Beasts
or Daemons but there’s dozens of ways to play even the simple Goal
Objective of “Run up to the enemy and Butcher Him,” throughout this
review I’ll try to show some of the new ways I’ve thought of. Simple
Thinkers beware.

Right, let’s do this:

Part 1: First Impressions/Mood
“An Armies Book of Malevolent Intent.” Thats the First sentence I can
read Right after the Title. Its as if the Writer (Phil Kelly by the
way) wanted to set the Army as something Other than the Stereotypical
“Black Knight” that is so tempting by the Chaos Warriors themselves.
For me, at least, this is important. The Description of the Items and
Units sets a Certain Mood beyond the mechanics of the Items and Units.

Maybe an example of this would help express what I mean. The Whip of
Subversion is nice for 25pts Magic Weapon and the rules are as follows:

“If an enemy character or monster takes an unsaved wound from the Whip
of Subversion and that model has not yet made its attacks for that
round, then the Chaos player may force it to allocate its attacks upon
other models from its own side. Wounds caused count towards the owning
model’s combat resolution.”

So does he get his attacks if he’s dead? Does he get to attack
friendly models if he’s locked in a challenge? Would an Ogre count as
a monster? Depending on how these questions go this weapon could range
from Awesome to Incredibly Stupid! It would only affect Characters and
Monsters but the bonus of getting ONE WOUND on a Dragon (who usually
are slow with Initiative Three) would mean having said Dragon tearing
its Rider Apart!!!

Fairly neat but then read how the Book Description goes:

“The Whip of Subversion is a snaking strap of spiked leather soaked in
the spittle of hundred she-demons. It can turn a champion into a
traitor or a priestess into a whore but with a single caress.”

EEK!!! OK that is officially creepy. And how Slanneshi can you get?
Its also inserting to note how much more ecumenical this Book is
compared to the Past Reincarnations. Any Chaos Champion can possess
the Whip or any other item independent of Marks, the sole exception
being the Book of Secrets banned from Khorne worshipers.

Actually a Khorne Champion seems to be able to lead Slanneshi
Regiment, take Slanneshi Items and be a General over an otherwise
Slanneshi Army. And any possible permutation thereof. This would beg
the question: Why would the Slanneshi suffer a Khorne leader? Don’t
they want to kill each other?

Well this is my reaction for whatever its worth: Yes and no. They want
the Favor of their God. Sure the one way to Impress Khorne is to
Slaughter Followers of Slannesh but using them to Slaughter People in
General works just as well. Likewise the Slanneshi may not like the
Dumb Brute and his acts of pointless Rage but if he leads them to
victory thats means there’s Spoils of War for the post-Battle Orgies
and they’re happy. Likewise Khorne may not like Prince Sigvald’s petty
vanity but every time the Prince slaughters and rapes the local
villagers over the weather that Tuesday it feeds Khorne as well as
Slannesh so maybe Khorne gives the odd helping hand by sending a
Regiment of Knight, or maybe Nurgle sends help because the resulting
desolation leads to a new Disease, or maybe Tzeentch because he’s
plotting with Slannesh…or against him.

The Artwork plays a Huge role in all this and its just plain Awesome.
It gives a sense of Exotic Menace. Something that is no longer really
Human and wants to butcher you for the Sin of being Born and it has
the Muscles, Brains and the Drive to do just that and works out by
Street Fighting with Bloodletters!

Part 2: ENOUGH OF THE STUPID WARRIORS!!!!
Geez! Okay! Okay! Relax! We’ll come back to more fun with Chaos
Warriors but first lets talk about what else you can do with this Codex.

I already exalted the virtues of a Marauder based army, they’re
cheaper than ever and can be marked like Warriors and this can be a
GREAT Solution for some of the worst Psychology problems. In case you
didn’t get that let me spell it out:

Mark of Slannesh: 10pts

Its inserting to note that the mark of Slannesh does NOT give the
Immune to Psychology rule. That means you can flee combat if you wish,
something that powerful for Marauder Calvary’s baiting tactics and
makes the Foot Marauders FAR MORE Controllable.

Speaking of Marauder Calvary HOLY CRAP! The most Versatile unit in the
Army got even MORE Versatile!!! What can I use them sure? Oh let me think:

a) Cheap Shock Calvary
5 Marauder Horsemen. Mark of Khorne, Flails, Light Armour. Full
Command 130pts

b) Gunline Exterminators
5 Marauder Horsemen. Mark of Nurgle, Flails, Light Armour. Full
Command 130pts

c) Harassment/Mage Killers
5 Marauder Horsemen. Throwing Axes, Light Armour. 75Pts

d) JUST DOGPILE/FLANK A UNIT
Any Horsemen Unit with Flails really + Hero or Chariot Support

AND with their Horselords Special Rule its a good chance anything that
Breaks will get run down. Now that the Horselords are back in Core you
can have an ENTIRE ARMY of Horselords with Mounted Slanneshi Heroes on
Steeds of Slannesh Blitzing Infantry to Death by the Second Turn!

Part 3: Less than Human, More than Equal
Now I was going to talk about the Heroes and Special Characters later
on but frankly Throgg deserves Special Commentary along with the new
Vistas including him opens for the Chaos Player. By himself Throgg
would be welcome enough, at 175pts he’s fairly cheap for his Fighting
Skills which are often equal to and often exceed a Chaos Lord but its
his Special Rule “Lord of the Monstrous Horde” where he truly shines,
enabling the normally Stupid Trolls to pass some of those Stupidity
checks and get to work.

Actually there’s lots of ways a Troll Army could be powerful. Keep in
mind Throgg does NOT have to be the Army General. He can do his own
thing and do it fairly well with his Leadership 8. Since Trolls Count
as Core Choices you can keep small, expendable units of them and at
45pts a model a small units of Three spread around can lead your enemy
to be vary of your “Tentacle” units, as long as the General leads half
of them and Throgg leads the other half.

And since Trolls can roll on the Eye of the Gods table if they
Regenerate two or more wounds (Which will be happening all the time
frankly) they can VERY QUICKLY get Special Bonuses.

Whats the worst that can happen? They roll Insanity? Whoopee!

Part 4: Multiple Ways to Die
Going back to the Warriors again the best thing about the new Codex is
one of its unsung Virtues: Multiple Chosen Warriors and Knights.
Previously we were forced to ONLY have one unit of Chosen Warriors and
one unit of Chosen Knights. Thus we (or at least I) was forced to
restrain my Chosen Fetish to a single, easily shot up Unit of Knights.
Now we can have Multiple units of Knights.

We can have small units of five or a FIST of Seven lead by an Exalted
Champion (like I had in my “Clinic” article). More and more I’m
leaning towards the Small Units school of thought but, again the name
of the game is OPTION!!! The fact they also cause Fear is very
welcome, there’s NOTHING worse than a needed Knight Charge held up by
the Undead being Undead.

Some WarSeer posters have lamented that Chaos’ Special Units are
limited to Chaos Knights but I disagree. The Dragon Ogres are a second
Option (That O-word again) for Chaos. A small Detachment of Dragon
Ogres is every bit as equal to a unit of Knights and in some ways
superior. You’re clearly sacrificing Defense for Raw Power and when
that Raw Power comes in the form of 3 Strength 7 attacks it WILL
Punish more heavily armed enemies.

Or heck why not take both? Even in a 2000pts game you have 0-4 Options
and I’m NOT overwhelming impressed with the Forsaken or the Chariots.
The Forsaken make good flankers with Movement 6 but seriously GW,
we’re Spoiled for Heavy Infantry in this Army!!! As for the Chariots
if they were a two-for-one slot option I’d give them more favor, as is
they’re a waste.

As for the Chosen….meh. Thats all I can think of. Meh. Despite the
AWESOME (AND EXPENSIVE) Models I don’t care about the unit. Actually
I don’t care about the Models Compared to the Knights. If you have
some points to burn the upgrade might be worth making the 3pts/model
upgrade, for a unit of 15 a cost of 45pts is worth a roll of the Eye
and that extra Weapon Skill is…nice and the Chosen Champion having a
25pts Magic Weapon adds Potency to the Unit. Its more of a bonus than
being necessary really and the Regular New Warriors are frankly
Awesome enough!

Then again I’ve always liked Chaos Knights. I have 30 of them! I LOVE
The Brutal First Strike Abilities of the Knights/Dragon Ogres. Oh
well. Lets move on.

Part 5: Special Characters
“The history of the world is but the biography of great men.” -Thomas
Carlyle

I start off this part of my review with this quote because I think it
reflects, in some part, the playing Style GW was thinking of when they
made this Codex. No matter how good the Soldiers are its the Leaders
that make the Army what it is. And in Part 5 I’ll going to review the
Codex Heroes, Lords and Special Characters. Now I already did some
work on them in part in previous Articles but hey you always learn
something new so lets analyze these guys!

Archaon
Archaon for me just one massive disappointment. No, not because he
does everything he did before and better. No not even because there’s
anything wrong with the model. Its because GW gave him so many cool
ideas and didn’t give them for anyone else.

For example. His Slanneshi gift lets him give his leadership of 10 to
any unit within 18” of him if he’s the General. THAT’S AWESOME! Why
couldn’t GW do that for a Chaos Gift? Do they really think anyone is
going to take Distendable Raw instead? WHAT WERE THEY THINKING?!?!?

“Yeah if we’ll let Lords have a special attack where they only get ONE
attack and even if it hits we’ll allow the enemy to take an Initiative
Test.” BRILLIANT!!! Because we ALL know Heroes and Lords don’t have
Initiatives of 5 or more. EVEN THE DWARF LORD PASSES 2/3rd OF THE
TIME!!! Abandon ALL Thought all Ye who Enter here!

OK Sorry about that. Went off on a Tangent. This is a Great Codex but
its a little boneheaded at times. Back to Archaon.

Weighting in at 685pts Archaon’s price tag is now more reasonable and
he’s the best General for Team Chaos with Leadership 10 AND the Crown
of Domination’s Expanded 12” radius. Now that Dorghar can’t be
targeted its going to be a Beast of a time slowing him down. Ladies
and gentlemen he IS the Lord of the End Times. Sadly GW hasn’t
advanced the Story of what the hell he’s been doing after Storm of
Chaos and Crom has been Missing in Action but hey we can do that later.

Galrauch
He’s…..a dragon. Now we simplified rules about “Spirit of Galrauch”
and all his cool Daemonic Gifts stripped away he feels a
little….bare. I got the model but honesty I didn’t give Galrauch
much game time before and nothing about this has changed my opinion.
Honesty he lost his 5+ Ward Save! ARGHHH!!!

Still if you want a Chaos Dragon and a Sorcerer Lord AND a Chaos Lord
here you go. Its inserting to note he CAN be the General of your Army
and he’s fairly good at it with Leadership 9 but honesty its probably
easier to buy the individual Dragon and Lords.

I don’t know, go for one of the other Special Characters. At 616pts
he’s a little pricey when others can do his job better.

Prince Sigvald
The Vain One himself. When Slannesh wants to have a kid you can guess
the results won’t be pretty. And yet for all his Excess he’s actually
one of the better Generals in the game. Leadership 10 AND Stubborn!!!
The Giant is the only thing more stalwart. For a Slanneshi this guy is
pretty Disciplined! His leadership 10 also means Stupidity isn’t THAT
much of a problem. All this for 425pts!

WHERE CAN YOU GO WRONG?!? Well actually he does have problems
Considering that he’s not a Heavy Hitter by Chaos Lord Standards.
Strength 5 is going to have some problems with the Heavier Monsters
and Armour but he does get get Seven swings and Always Strikes First.

And then there’s his lack of Speed. He can’t have a Horse so he’s
probably going to have to come in the Second Wave with the Marauders
and Warriors. If he gets play them its probably going to be helping
out the Marauders where his effeminate yet effective Muscle is going
to help out.

The Prince might have a place in my army but I need that Chaos Lord to
shed blood on the Second Turn, Third at the ABSOLUTE LATEST! Not the
Fourth.

Valkia the Bloody
The GoreQueen is an often Contradictory Model. Many think she’s a
Daemon Prince because she has wings. She isn’t. Many think she SHOULD
Frenzy because she’s a Khorne Worshiper. She doesn’t. The Slanneshi
thought she would make a great sex slave. She didn’t.

With Leadership 9 and her “Inspiring Presence” rule she’s a great
Khorne General Equal to Prince Sigvald. Unlike Sigvald her leadership
is in the first wave and she’s first and foremost to Shed Blood and
with her Strength 7 AND Armour Piercing on the Charge she’s good at
it. She’s nothing less than a Knight Killer on her charges and works
great holding back until its time for the assault. All this for 410pts
and a Illumination in Khorne’s taste in women.

Kholek Suneater
Yeah yeah yeah a Big Shaggoth. How bad could he be? *looks at Kholek*
Errr…….Mommy!

This is one of the most Disgusting….things ever to come out of Games
Workshop. Its like they were watching Godzilla Movies and decided they
wanted to make 605pts of…this!

I’m honesty at a loss at how to stop this…thing but the most absurd
part about this monster is the thought of him being chased away BY
SKAVEN CLANRATS!!! Think about it he/it gets Seven attacks. 1/3th of
that will swing and miss so lets say four hits. Odds are good for ONE
roll of one so we got three VERY Splattered Skaven….AND KHOLEK LOSES
BY 2!!! *LMAO!!!*

That being said the more Elite troops you bring the worse damage
Kholek can inflict but against Hordes he’s going to have problems.
He’s a Monster, albeit one that is a Shaggoth on Steroids but still
one none the less.

Viltch the Curseling
Another one of those “Combo Characters” that this Codex seems so fond
of. This one combines a Sorcerer Lord with Chaos Warrior Champion.
That makes him passable in a Melee but just barely. It is however nice
to punish enemy Wizards with his “Vessel of Chaos” Special Rule but
his 395pts price tag is costly.

His Special Rule and his Automatic Knowledge of All Six Tzeentch
Spells Costs 100pts! That could be worthwhile to, if nothing else,
control what spells you have and Viltch has a place in a Magic-Heavy
Chaos Army which can be POTENT as the tail end of a Magical assault.

With Options like Book of Secrets, Conjoined Homcunlus, The Mark of
Tzeentch and Power familiar a Chaos player can sap a lot of Dispel
Scrolls and Dice quickly. Viltch makes it more dangerous and forces
the enemy to think “Do I risk Fueling his next Spell or do I use my
Dispel Scrolls or do I accept the Damage?” When he has to make
decisions under duress you win.

The only problem? His Leadership of 8 is useless for the Battle
Hardened Warriors and not THAT GREAT for the Marauders. Then again hey
we do better on Panic Checks these days, worse comes to worse we can
give Mark of Slannesh to everyone.

On a tangent its Inserting to note how Chaos Sorcerer Heroes and Lords
have the same Mount Options their Warrior Counterparts do. Chaos Mages
can mount Chariots Dragons AND Manticores! Sure you can Pimp slap a
Chaos Lord in Melee by himself but try that when he’s bringing his
Dragon Friend with him.

Festus the Leechlord
On another tangent its inserting to note how Chaos Mages are getting
more Tender Loving Care than before. This marks the second Chaos Mage
to give out some Unit wide Love. On the Surface he’s a Simple Level 2
Mage for Nurgle for 185pts, not terrible. He also gives out a weaker
yet still nice 5+ Regeneration and Poisoned Attacks and his own 4+
Regeneration keeps him from getting hurt.

The problem with all this is his D6” pursuit roll. Its pretty sad
when Dwarfs can outrun you and even worse if you cant get out of the
way of a Counterattack.

Wulfrik the Traveler
Chaos Miners?!? Wulfrik makes simple Marauders a very….strange unit
for 185pts. His “Gift of Tongues” and “Hunter of Men” rules also makes
rigging Challenges a sweet skill to have. However that skill aside
he’s a simple Exalted Champion so its probably best to try to bully
other Hero-level Enemies…

Or you can just chew up Gunlines. Heck why not?

I already covered The Troll King and Scyla Anfingrimm is too boring
for Commentary. Lets move on to Regular Heroes and Lord.

Part 6: Lords and Heroes
I kinda got hung up this part of my review because I did some research
into a Thought I was having: How much weaker Standard Lords and Heroes
are compared to Special Characters.

Part of the WHINING on WarSeer about this Codex is how much our Gifts
and Magic Weapons suck. Upon reflection I disagree. Its not that our
Magic Arsenal is so Bad per say its that EVERYONE’S ARSENSAL SUCKS!

Think about it: Grab other Armies Army books and skim the items, the
latter the better. What can give a 4+ Ward Save for example:

The Best the Orcs can do is “WarBoss Umm’s Best Boss At” and that’s
only a 5+ ward for 30pts.

The Dwarfs gets “Master Rune of Spite” for 45pts.

Even the High Elves have the “Armour of Protection” (45pts) and
“Vambraces of Defense” (55pts which means Heroes are banned from
having it). And these are the High Elves!!! With their near Universal
Toughness 3 they get wounded and have to make Armour Saves even if you
give them a dirty Look!

My point in all this? Our Item list isn’t THAT terrible. Most other
armies have the same problems we do. Actually we’re fairly spoiled in
getting Ward Saves since we have multiple Paths to take:

1.Crown of Everlasting Conquest (4+ Ward as long as the enemy blade
isn’t Flaming for a mere 50pts)
2.Mark of Tzeentch + Collar of Khorne/Talisman of Protection. Hey its
the Same save as the Greater Daemons!
3.Golden Eye of Tzeentch for 25pts. NOW For everyone. It doesn’t help
your mount but if your mount can’t be targeted (Chaos Steed/Daemonic
Steed) who cares?

OK I’m really giving the guys at WarSeer a hard time here but you know
what? They deserve it! I’ll try to be more constructive.

One of the other compliments that actually has merit is the idea of
Chaos Sorcerers being forced to answer/Issue Challenges. I already
gave out the idea of putting him on Horseback and sending him on
shooting sprees but you know what? There’s better ideas in this army.
Remember how I told you that Chaos Wizards get the same Mount Options
the Warrior Heroes do? Well that’s right: Your Dragon can have a
Sorcerer Lord Ride it. Ditto for the Manticore. Alternatively he can
hinge a ride on a Chariot.

Now some might say that Front Line action is dangerous for a Wizard,
even foolhardy but I beg to differ. Lots of Spells and Weapons reward
an offensive wizard. Drain Life, Hellshriek, Aura of Acquiescence even
Bloodcurdling Roar are EXCELLENT weapons to use in Close Combat. Keep
in mind, Bloodcurdling Roar only has to kill ONE KNIGHT to make up its
value. For those of us who LIKE Our Mages doing their damage
themselves the Blasphemous Amulet is a nasty 25pts surprise, the
Bloodskull Pendant isn’t much nicer. Costly? Yeah but MAN! What a mean
way to say “Oh you wanna bully a poor weak Chaos mage?”

>From the Pure Magic Prospective lets see some Power Mages:

Idea 1: Chaos Sorcerer. Mark of Tzeentch, Level 2, Book of Secrets 190pts

This mage can fire off “Flicking Fire” on one die on a 3+, THEN cast
Fireball on a 4+ AND he has a second spell he can use and The pool and
his Power Familiar for his Third Spell! WHAT A JERK!!!

Idea 2: Chaos Sorcerer. Mark of Tzeentch, Level 2, Spell Familiar,
Conjoined Homcunlus 175pts

Meanwhile this guy has has improved change to cast Infernal Gateway
AND can improve his chances of casting it by adding 2-4pts to the
casting roll on three dice. Which makes it feasible to cast IG every
turn. HE’S A JERK TOO!!!

And hey why stop with the mages? With TWO Blasty, Blasty Items in the
Form of the Banner of Wrath and the Rod of Torment you can PUNISH
enemy units. If you don’t have a Shooting Phase you CAN make up for it
in the Magic Phase.

Now another complaint I’ve seen is our inability to have Dispel
Dice….compared to who? But hey if some guys have problems with
Countering Spells USE DISPEL SCROLLS! Heck get two mages with Scrolls
and Block the enemy magic.

You only have to block the first two-three rounds of magic fire until
your Knights get their Infantry support and you start the
Bloodletting. Remember kids you’re playing the arguably most
Offense-based Army in WarHammer now, he has to use magic to stop you,
you don’t have to stop him. And sometimes you have to take a hit or
two. If he fires off a Fireball at your Warriors let him, he’s making
a mistake.

OK I think I handled the Mages pretty well. Let’s talk about the
Warrior Heroes. Frankly there’s less to say here. They stomp whole
units. Destroy. Crush, its a holistic Battle Strategy!

Generally speaking Exalted Champion can buy a simple Halberd and/or
Flail and that’s just fine. They exist to add extra PUNCH to a unit
and with their abilities for as cheap as they are. Now give them a
Horse can they can QUICKLY bring the pain to enemy units or, better
yet, try this trick. For 140pts you can have a Slanneshi Hero with a
Steed of Slannesh he can hunt down War Machines and/or add additional
muscle for a Close contest. Maybe we don’t have Furies but that’s a
nice substitute.

I will ask one thing that’s strange. I notice the Chaos Marks Cost are
way down yet the Price of the Exalted Champion went up a little. Is
this how GW is going to nudge me away from Undivided Armies? Oh well,
its only 10pts. Who cares?

Part 7: Overall
Overall I’m perplexed how whiny a lot of the Internet is about this
Codex. Yes they lack Skirmishes and Flies but LOTS OF ARMIES Lack
Skirmishes and Flies and you don’t see them having a spaz about it.

Our Magic Phase is GREATLY improved, Chaos Warriors finally get the
sense of AWE portrayed in the Fluff, We have an inventive motivation
to act out the role of Chaos Lord/Champions without being Overpowered.
We now have LOTS of Interesting and Powerful Special Characters.

We definitely kept more than we lost. Sure we don’t have Flies or
Skirmishes and we have problems getting Dispel Dice but everyone has
this problem. What we have is RAW BRUTE POWER!!! Sure we lost of the
Daemons, the Beast Herds and I really miss my Furies but I’m happy
with this.

I challenge ANY of you to make an coherent argument that this Codex
“Warriors of Chaos” is inferior to what we had before in “Hordes of
Chaos.” Not to say they didn’t have some boneheaded ideas at times but
the Genius outranks the Stupidity. Its clear that Games Workshop had
put some quality time into balancing this Codex that would be fair for
other players AND Create a sense of Power for the Player and I’m
greatly relieved after the Absolute Failure they had with Chaos
Marines in the 40K Universe. This Codex is diverse, offers multiple
ways to play AND Powerful. As I said, simple thinkers beware!

Worst Codex Ideas:
- Laughable Chaos Gifts
- The Daemon Prince. A Daemon could run AWAY from Combat?!?
- “NO I’M NOT PAYING 205pts FOR A HELLCANNON/GLORIFIED STONE THROWER!!!”
- Disappointing Forsaken. Could have been SO MUCH MORE!!!
- WHAT HAPPENED AFTER STORM OF CHAOS DAMNIT?!?!?

Best Codex Ideas:
- THE WARRIORS ARE MONSTERS!!!
- Chaos Knights are your Apocalypse!!!
- Scary Fluff!
- Very Powerful Magic Phase
- Eye of the Gods
- Will of the Gods = One of the most Brilliant ideas in GW history
- “OH MY GOD!!! LOOK AT THE MODELS!!!”
- Archaon 2.0
- Marauders, with or without marks

Final Grade: A[/i]

October 29, 2008 Posted by Swordbrother | fantasy, miniatures | , , | No Comments Yet

Warhammer Fantasy Battle Rumormongering

Here is a short list of upcoming books according to Internet rumors although I have also been told that both Brets and Tome Kings wont be seeing a new book any time soon. It was said that there is nothing wrong with both books. I know a number of players who might disagree but never the less here is the dates for the next army book releases.

Lizardmen (feb 2009)
Skaven (apr/may 2009)
Beasts of Chaos (autumn 2009)
Tomb Kings (late 2009 or early 2010)
Ogre Kingdoms (late 2009 or early 2010)
Bretonnia (late 2009 or early 2010)
Dwarfs (2010 or 2011)

8th ed Fantasy Battle 2010-2011

October 27, 2008 Posted by Swordbrother | fantasy, miniatures | , , | No Comments Yet

Modular Battle Gameboard

Talked about this a little while back that GW was about to come out with a moduler gaming board. GW has posted this under their advance order  Modular Battle Gameboard.

“The Citadel Realm of Battle Gameboard is a truly portable gaming surface that can be painted and modelled in the same way as the rest of your miniatures. The six distinct board sections are highly detailed and can be arranged to create three styles of board: a central hill, a large valley or an open plain. You can arrange the sections in a number of different ways to create further variation within these three types.”

So for $290 the set contains six 2×2 unpainted boards with a handful of connectors (much like Geo-hex) You should be able to put together a 6×4 board pretty well. However at that pice be sure to take a gander at your local Home Depot and pricing out pink foam boards.

October 21, 2008 Posted by Swordbrother | fantasy, miniatures | , , , | No Comments Yet

Warhammer Fantasy Advance Orders

Well the first wave of new  Chaos Warrior releases are out and its a good long list. With the Warriors of Chaos new book to be released in about to weeks the GW machine is cranking out a lot of new models. Add to that a bunch of new rules we might be seeing a new top dog on the block. We shall see thou, thinking that the Daemons will still be number one but WOC will be along the lines of the High Elves and Dark Elves.
 
 $25.00  Warhammer Armies: Warriors of Chaos
 $30.00  Chaos Lord on Daemonic Mount
 $15.00  Nurgle Chaos Sorcerer
 $15.00  Khorne Chaos Champion
 $22.00  Chaos Marauder Horsemen
 $22.00  Chaos Warhounds
 $22.00  Chaos Knights
 $20.00  Chaos Ogre Mutant
 $20.00  Chaos Ogre Standard Bearer
 $20.00  Chaos Ogre Musician
 $15.00  Wulfrik the Wanderer
 $15.00  Sigvald the Magnificent
 $30.00  Khorne Chaos Lord on Juggernaut
 $30.00  Chaos Warriors Chosen Command
 $30.00  Chaos Warriors Chosen
 $90.00  Warriors Of Chaos Battalion

October 17, 2008 Posted by Swordbrother | fantasy, miniatures | , , | No Comments Yet

New 40K rules FAQ and Errata

Games Workshop has just released the new FAQ for 40K. Take a look….

October 14, 2008 Posted by Swordbrother | Science Fiction, miniatures | , , , | No Comments Yet

New Lizardmen Army Rumors

Latest rumour Lizardmen army book is printed and release for the armybook is late march 2009. Army models to follow 2nd week of April. 

Sotek:
For units: They get +1 A on the turn they charge.
For Characters: Frenzy (still have to take test for Stupidity)

Xthol: 5+ ward, in addition, If:  For units: they use this mark during the battle phase, then they can choose only one Save “Scaly skin or this”  For characters: If they cannot save a wound, then the unit that attacks the character with this mark take S4 hit on a D6  Limited to; Saurus Warriors, Temple guards, Skinks (skirmesher/cohorts) and Saurus Calvary.

Tlazcotl: this you take this mark: Units: Immune to Psychology (still suffer from stupidity and frenzy)
Characters: Immune to Psychology (doesn’t suffer stupidity or frenzy) and are consider stubborn in battle
Limited to: Saururs Warriors, Skinks(Cohorts/Calvary only), Temple Guards, Kroxigors, and Saurus Calvary.

Tzunki: +1 I in addition, If: For units: They become aquatic and doesn’t suffer any penelty for walking on water. For characters: They become aquatic and have First strike rules (possible, not sure.)
Limited to; Saurus Warriors, Temple guards, Skinks (skirmesher), and Kroxigors.

Huanchi: +1 WS  Limited to; Saurus Warriors, Temple guards, Skinks (skirmesher/cohorts), Saurus Calvary, and Kroxigors. Note: you cannot take up the same blessed mark in the same unit.

Ruling of how blessed mark is taken:  Not all units can they up to two, for some they can up to one (i.e Saurus Calvary) while other can take up to three (unknown). If they take one, they stay as core/special. If they take up two, they move to special/rare.

Lore of the Old ones is coming back. 

Special Characters:
Lords:
Kroq-Gar
Venerable Lord Kroak
Tehenhauin, Prophet of Sotek
Geomancer Lord Mazdamundi
Nakai, the Wanderer

Heroes:
Oxayotl, Firstspawned Stalker
Ten-Zlati, Herald of Kroak (bought as upgrade for Kroak)
A Skink on a special HornedOne.
Lotl Botl (tough champion upgrade)
New Skink hero, blessed of Tlazcotl, with a special mirror (?)
New (intelligent) Saurus hero, blessed by Tepok, wears the skin of a feathered serpent.

ARMY WIDE Jungle Fighter: All models move through jungle, woods, and forest as open ground and do not suffer any penalty. (Excluding Mounts) 

*Temple Guard: The 0-1 choice per Slaan will be gone, though you won’t be able to bring an entire army of them…maybe 1 per 1 Saurus unit? Also can have upgrade (or come with it?) that all their Attacks count as Magical!

*Terradons: Cheaper, still Unit Strength 1, 2 Spawnings available to them (Quetzel/Sotek).

*Saurus Warriors: 2 pts cheaper, Magical Banner for 1 unit if you’re lead by Saurus Old Blood (as general), one of the Spawnings is changing-move through Difficult/Woods as if it were open.

*Saurus Cav: 4 pts cheaper, can take one Spawning only, limited to Quetzel, Sotek, and 2 others…

*Temple guards will be cheaper by 2 points, plastic instead of metel, going back to being special (With slann on the field CORE). Better options (blessed mark, carry great weapon, light armour) and still able to carry magic banner

*Skink will have th option of cohorts or skrimisher, will have “hate skeven”, able to mount on horn ones once again(in that case, they will have light armour and sheild). carry blessed mark (yay!) and will have the option of kroxigor/skinks skirmisher as a unit

*Skink preist and Skink Chief will have the option of blessed mark (including Itzl), have the option on mounts (terradon, horn ones, or cold ones) Not bad so far! There’s more.

*Predetory fighter will change into what might give the saurus warriors the advantage in combat. Something to do with stubbornness (I’ll get more info later on)

*Kroxigors will or might get light armour

*Arcanodaon will become a real model

*Snakemen will be introduce as archer with poison attack and are not slow in terrain.

October 13, 2008 Posted by Swordbrother | fantasy, miniatures | , , , | 12 Comments

2008 Chicago GT Final Standings

Big battles up in the Windy city, check out the final standings for 40K, Lord of the Rings and Warhammer Fantasy

2008 Chicago GT Warhammer 40,000 Final Standings

2008 Chicago GT Warhammer Final Standings

2008 Chicago GT The Lord of The Rings Final Standings

October 6, 2008 Posted by Swordbrother | fantasy, miniatures | , , , , | No Comments Yet

NEW Chaos Warriors Update

Thanks for Ironfist for the update, enjoy.

Rules:
- “Will of Chaos” rule, army wide re-roll panic
- Mark of Khorne causes Frenzy, +1S for Giant and Spawn
- Mark of Nurgle causes -1 WS in combat and to hit with shooting
- Mark of Slaanesh benefits the unit with immunity to fear, terror and panic, also gives ASF to rare choices
- Mark of Tzeentch gives +1 to ward save (6+ ward to models without one), also +1 to cast for sorcerers
- Note that the price of marks may be different for some units
- Eye of the Gods table, roll 2D6 for the following:
- Characters roll every time they win a challenge or kill a large target
- Chosen roll once at the start of the game
- Trolls roll every time they successfully regenerate two or more wounds at once
- 2: Stupidity (chosen re-roll)
3: +1 Toughness
4: +1 Strength
5: +1 Attack
6: +1 Armour (max. 0+)
7: Nothing (chosen re-roll)
8: Magic Resistance (3)
9: +1 Leadership
10: Cause fear (cause terror if already cause fear)
11: Cause terror
12: Stubborn and 4+ Ward Save
(note: duplicate gifts must be rerolled)
- Chaos characters may now take Chaos Gifts on top of Magic Items, much like the VC’s Vampiric Powers
- NEW
- Lore of Slaanesh

1. Lash of Slaanesh. 5+ to cast. 24″ D6 S3 hits. Units that take wounds cannot march in their following movement phase.
2. Hellshriek. 7+ to cast. Every enemy unit within 18″ make take a panic test.
3. Hysterical Frenzy. 8+ to cast. Remains in Play. Make a unit (friend or foe) within 24″ frenzied. Takes D6 S3 hits at the start of every turn while effected.
4. Titillating Delusions. 8+ to cast. Remains in Play. 24″ range. Unit must follow to a point on the table.
5. Aura of Acquiescence. 9+ to cast. Make a friendly unit within 18″ cause fear or terror if already causing fear. Enemies fighting the target must pass a Ltd test to attack it in CC.
6. Ecstatic Seizures. 12+ to cast. Enemy unit within 24″ takes T tests for every model. Those who fail take a wound with no saves of any kind.

- Lore of Nurgle

1. Magnificent Buboes. 5+ to cast. Choose an enemy single model. It loses a wound if within 24″.
2. Fleshy Abundance. 7+ to cast. Give regeneration to a friendly unit within 18″.
3. Plague Squall. 8+ to cast. Attack as Stone Thrower. Any units touched by the template take 3D6 S1 hits with no AS.
4. Cloying Quagmire. 8+ to cast. All models in unit must take an I test. Those who fail must then take an armour save. If they pass the armour save after failing the I test, they die. No effect on flyers, ethereals, or amphibians.
5. Curse of the Leper. 10+ to cast. Remains in Play. Add a counter to the target unit every turn. Take the number of counters each turn from the units S and T. If either reaches 0 remove the unit from the table.
6. Rot, Glorious, Rot! 13+ to cast. D6 SD6 hits with no armour saves to every unit within 18″.

- Lore of Tzeentch

1. Flickering Fire of Tzeentch. 4+ to cast. 18″ range. D6+1 SD6+1 flaming hits.
2. Baleful Transmogrification. 7+ to cast. Target within 24″ takes a Ltd test. Takes wounds equal to how much they fail by with no AS.
3. Pandemonium. 8+ to cast. Remains in Play. Enemy units cannot benefit from their general’s Ltd, enemy wizards miscast on any doubles.
4. Treason of Tzeentch. 9+ to cast. Target a unit within 24″ and NOT Itp. Each model in unit attacks itself (does not effect characters or steed). Chaos player decides what weapons are used and HW + Shield bonus is not allowed. Panic tests are taken if 25% casualties sustained.
5. Call to Glory. 12+ to cast. Remains in Play. Make one normal warrior within 18″ an Exalted Champion with HW and Shield.
6. Infernal Gateway. 15+ to cast. 2D6 S2D6 hits. If 11 or 12 is rolled for strength, remove the target unit from play.

- All Chaos models must challenge in combat if they can; characters must accept challenges;
- Spellcasters may take spells from lores of Fire, Shadow, Death, or Heavens, or the lore of their God if marked
Models:
- new plastic Knights (5 for 17.50EURO)
- new plastic Horsemen (5 for 17.50EURO)
- new plastic War Hounds (10 for 20EURO)
- new metal Chosen with Great Weapons
- new upgrade sprue for Chaos Warriors (direct only) containing GWs, Halberds, and God-specific bits
- new metal heroes:
- Wulfrig the Wanderer
- Sigvald
- Nurgle Sorcerer
- Khorne Champion
- Khorne Lord on Juggernaut
- Undivided Lord on Chaos Steed
- plastic Daemon Prince
- Spearhead is released on October 18th (170EURO); contains all the definite models listed above (bar the Daemon Prince) aswell as the army book
- main release for November 1st; battalion will be available with 12 Chaos Warriors, 16 Marauders, 5 Horsemen, 10 Hounds
- plastic Chariot in the works for a second wave release
Special Characters:
- Archaon 685pts
M4 WS9 BS5 S5 T5 W4 I7 A5 Ltd10
Dorghar M8 WS4 BS0 S5 T5 W1 I3 A3 Ltd9
Level 2 Tzeentch sorcerer, +1 to cast, immune to poison, -1 to hit in combat and with shooting, Itp, leadership range is 18″, MR(2), at least one unit of Knights must be included and if Archaon joins them they are Itp; ignore difficult terrain (does not pass to unit); Armour of Morkar, Slayer of Kings and Eye of Sheerian are all the same as before; Crown of Domination range now 12″
- Galrauch 616pts
M6 WS6 BS6 S6 T6 W6 I6 A6 Ltd9 AS3+
Level 4 Tzeentch wizard; terror; fly; dragon sorcerer; breath attack; Mark of Tzeentch; has Chaos Dragon’s breath weapons but once per game one head may use the Breath of Change, which causes those hit to test their T or die instantly with no saves of any kind; must take a Ltd test every turn, if failed will not shoot cast magic or move and in combat will direct half his attacks against himself
- Sigvald 425pts
M4 WS8 BS3 S5 T5 W3 I7 A7 Ltd9 AS1+
him and any unit he joins may always march and may ignore difficult terrain; stupid; regeneration; ASF
- Wulfrig the Wanderer 185pts
M4 WS8 BS3 S5 T4 W2 I7 A4 Ld8
“Gift of Tongues” may force enemy character into a challenge; “Hunter of Men” may select an enemy character at the start of the game and is at +2S and gets re-rolls to hit against that character in combat; “The Seafang” Wulfrig and his unit of Marauders may move on from any board edge – Turn1 = 5+ roll, Turn2 = 4+ roll, and so on.

- Valkyrie the Bloody 410
M4 WS9 BS3 S5 T5 W3 I8 A6 Ltd9 AS3+
fly; fear; units within 12″ may reroll failed break tests; +2S and killing blow on the charge; all attacks against Valkia at -1S
- Kolek Suneater 605pts
[color=red]M8 WS8 S8 T6 W8 I1 A7 Ltd8 AS2+
Large Target; Itp; Terror; Storm Rage; may never join units; in shooting phase pick a target unit and roll a D6, on a one Kolek gets hit and is subject to Storm Rage, on 2-6 hits the enemy unit targeted and causes D6 S6 hits; causes D3 wounds; attracts Lightning attacks within 12″
- Throg the Troll King 175pts
M6 WS5 BS2 S6 T5 W4 I2 A5 Ltd8
makes Trolls core, monsters may use his Ltd in 12″ even if he’s not the general and may re-roll failed break tests; vomit attack does D6 S5 hits with no AS, may be used once per game as a S5 breath weapon with no AS
- Scyla Anfinngrim 105pts
M3D6 WS4 BS0 S5 T5 W4 I3 AD6+2 Ltd10
may still challenge; may roll on Eye of the Gods table when he wins a challenge or kills a large taret; MR(3): 6+ ward
- Vilitch the Curseling 395pts
M4 WS5 BS1 S5 T4 W3 I5 A3 Ltd8
Level 4 wizard, knows all spells from lore of Tzeentch, +1 to cast, when an opponent fails to cast a spell Vilitch takes the dice used as DD, when they fail to dispel a spell he takes the dice as extra PD
- Festus the Leechlord 185pts
M4 WS4 BS2 S4 T4 W2 I2 A2 Ltd8
regenerate; Mark of Nurgle; Level 2 Nurgle Wizard, automatically knows Curse of the Leper, randomly rolls for other spell as normal; rolls only 1D6 for pursuit but units caught are worth double VP; gives 5+ regeneration to a unit he joins and gives them poison attacks
Magic Items:

Banner of the Gods – 125pts
unit cause terror and all units within 6″ are stubborn
Doom Totem – 75pts
all enemy units with LOS to the banner suffer -1 to their leadership
Banner of Wrath – 45pts
Bound spell (4); 24″ in range MM causing D6 S4 hits
Blasted Standard – 40pts
5+ ward save against ALL attacks made in the shooting phase
Banner of Rage – 35pts
frenzy that can never be lost
Festering Shroud – 25pts
models in B2B with the banner holder at the start of the Chaos magic phase who do not have the Mark of Nurgle must pass a T test or take a wound with no AS
Rapturous Standard – 20pts
any break test that rolls a double or a 1 on a dice counts as having rolled insane courage

Chaos Daemon Sword – 75pts
+D6A, +D3S; 1’s hit the bearer and may never be re-rolled
Hellfire Sword – 75pts
flaming attacks; causes D3+1 wounds
Sword of Change – 65pts
+1S; any model taking a wound from the sword must make a T test or turn into a Spawn which causes S4 hits to all his own models within B2B and then dies
Chaos Runesword – 50pts
+1WS, +1S, +1A
Berserker Sword – 50pts
models on foot only; +1A for every model in B2B
Ethersword – 50pts
ignores AS
Rapier of Ecstasy – 45pts
when the Rapier causes a wound the target may pass a S test or be removed from the game
The Father of Blades – 40pts
any to hits rolls against the bearer that roll a 1 hit the attacker instead
Axe of Khorne – 45pts
+1S; killing blow
Filth Mace – 35pts
poisoned attacks, once the bearer kills a model in CC he cause terror for the rest of the game
Rending Sword – 30pts
re-roll wound rolls (not 100% on this one)
Whip of Subversion – 25pts
if the bearer wounds an enemy character of monster who has not yet attacked yet, the enemy model attacks his own side on models of the Chaos players choosing
Glaive of Putrifaction – 25pts
any models that suffer a wound from the Glaive are reduced to S2 and T2 for the rest of the game

Skinhidden Plate – 60pts
+1T
Chaos Runeshield – 50pts
negates enemy magic weapons
Armour of Damnation – 45pts
enemies must re-roll successful hits in CC
The Crimson Armour of Dargan – 40pts
immune to killing blow; can never take multiple wounds
Armour of Morrslieb – 35pts
Chaos Armour; 4+ ward save against non-magical attacks
The Bronze Armour of Zhrakk – 15pts
Chaos Armour; is immune to psychology, killing blow and poisoned attacks, but no unit may ever use his Ltd

The Beguiling Gem – 50pts
all enemies in B2B with the bearer in CC must pass a Ltd test at the start of the phase or may not attack this turn and are hit automatically
Crown of Everlasting Conquest – 50pts
regeneration
The Black Tongue – 50pts
one use only; bearer takes a wound to convert an enemies failed casting into a miscast[/color
Blasphemous Amulet - 25pts
[color=red]at the start of the Chaos magic phase, enemies in B2B with the bearer must pass a T test or take a wound with with no AS
The Collar of Khorne – 25pts
6+ ward save; MR(2)
Golden Eye of Tzeentch – 25pts
4+ ward save against all missiles
Necrotic Phylactery – 10pts
immune to poison, and spells from the Lores of Death and Nurgle, also auto passes all characteristic tests bar Ltd

Skull of Katam – 50pts
bearer and any wizards within 3″ add +1 to their casting rolls
Infernal Puppet – 35pts
bearer may modify miscast rolls of all wizards on the field by D3
Blood of Tzeentch – 30pts
bearer may re-roll one casting dice per turn so as long as it’s not a 1
Power Familiar – 25pts
adds 1 PD to the pool
Warriors Familiar – 20pts
inflicts one S5 hit against an enemy in B2B with the bearer at the start of the CC
Spell Familiar – 15pts
bearer knows an additional spell

Rod of Torment – 45pts
bound spell (3); magic missile of 18″ inch range, 2D6 S3 hits
Bloodskull Pendant (models on foot only) – 45pts
instead of normal attacks may make one S8 killing blow hit on each model in B2B
Book of Secrets – (no Mark of Khorne) 25pts
knows a random spell from Fire, Shadow or Death, generates one PD and rolls 1D6+1 on miscast table
Helm of Many Eyes – 25pts
ASF; stupid
Pendant of Slaanesh – 20pts
each unsaved wound suffered by the character gives him +1A for the rest of the battle
Death’s Head – 20pts
one use only thrown weapon of 12″ range; hits on a 2+, target takes D6 T tests, each failed is one wound with no AS
Favour of the Gods – 5pts
when rolling on the EOTG table, bearer may change his result by 1 unless he rolled snake eyes

Gifts of the Gods: NEW

Mantle of Chaos – 75pts
when been targeted by any shooting attack roll a D3 and subtract it from the S of the attack. If it is reduced to 0 the attack is ignored
Tendrils of Tzeentch – 60pts
may reroll one PD or DD per player turn
Distendable Maw – 40pts
special attack may be made instead of normal attacks against a single man sized infantry model. Must pass an I test or die.
Word of Agony – 40pts
once per game at the start of the CC phase, a model in B2B takes D6 S4 hits with no AS
Diabolic Splendour – 35pts
any fear, terror, or panic tests caused by the bearer are at -1 Ltd
Stream of Corruption – 20pts
once use only breath weapon, at S3 and -1 to AS
Third Eye of Tzeencth (Sorcerers only) – 25pts
in magic phase may choose an enemy spellcaster within LOS, knows all this wizards spells bar summoning or healing spells for the rest of the turn, may not use own spells if this ability is used
Sopoforic Musk – 20pts
units fleeing from this character roll an extra D6 and discard the highest roll
Bloodcurdling Roar – 20pts
12″ range shooting attack that cause 2D6 S1 hits with no AS
Conjoined Homunculus (Sorcerers only) – 20pts
once per turn may add D3 to a casting roll but must test for stupidity next turn
Fury of the Blood God – 20pts
Magic Resistance(2); 4+ ward save against wounds caused by spells; may not carry magic items
Acid Ichor – 15pts
when the bearer loses a wound in CC, the causer takes a S4 hit for each wound caused
The List:
Lords

Chaos Lord 210pts
M4 WS8 BS3 S5 T5 W3 I7 A5 Ltd9
GW 12pts
Flail/Halberd/XHW 8pts
shield still costs 10pts
Mark of Khorne 15pts
Mark of Nurgle 20pts
Mark of Tzeentch 10pts
Mark of Slaanesh 5pts
100pts of magic items; 50pts of gifts; mounts are Chariot, Chaos Steed, Daemonic Steeds, Chaos Dragon and a Manticore aswell as God specific Daemonic mounts which are mark dependent (note the Chariot does not take up a special choice)
Sorcerer Lord 235pts
M4 WS5 BS3 S4 T4 W3 I5 A3 Ltd8
Mark of Nurgle 20pts
Mark of Tzeentch 20pts
Mark of Slaanesh 5pts
100pts of magic items; 50pts of gifts; mounts are Chariot, Chaos Steed, Daemonic Steeds, Chaos Dragon and a Manticore aswell as God specific Daemonic mounts which are mark dependent (note the Chariot does not take up a special choice)
Daemon Prince 300pts NEW
M8 WS8 BS0 S5 T5 W4 I7 A5 Ltd8
Mark of Khorne 10pts
Mark of Nurgle 30pts
Mark of Tzeentch 15pts
Mark of Slaanesh 5pts
Magic levels are 40pts each up to level 4
100pts of Chaos Gifts; stubborn; fly; terror; US3; not effected by Eye of the Gods; 5+ ward save; may not join units

Mounts NEW

Chaos Dragon 360pts
M6 WS6 BS0 S6 T6 W6 I3 A6 Ltd8 AS3+
Fly; Terror; Large Target; two breath weapons, may use both in the same turn, one is S4, other is S2 at -3 to AS; extra hero slot
Manticore 200pts
M6 WS5 BS0 S5 T5 W4 I5 A4 Ltd5
Fly; Killing Blow; Terror; Large Target; rider must test Ltd every turn or him and Manticore subject to Frenzy that turn, if rider dies Manticore is subject to “Raaargh” on monster reaction chart
Daemonic Steed 50pts
M8 WS4 BS0 S5 T5 W1 I3 A2 Ltd8
Cause Fear
Juggernaut of Khorne 50pts
M7 WS5 BS0 S5 T4 W1 I2 A2 Ltd7
Fear, MR(1), adds +3 to it’s riders AS
Palanquin of Nurgle 50pts
M4 WS3 BS0 S3 T3 W1 I3 A6 Ltd7
Fear; Poisoned Attacks
Steed of Slaanesh 25pts
M10 WS3 BS0 S3 T3 W1 I5 A1 Ltd7
Cause Fear; Poisoned Attacks; Fast Cavalry
Disk of Tzeentch 20pts
M1 WS3 BS0 S3 T3 W1 I4 A1 Ltd7
Causes Fear; Flaming Attacks; Fly
Chaos Steed 24pts (16pts for hero choices)
M8 WS3 BS0 S4 T3 W1 I3 A1 Ltd5
Heroes

Exalted Champion 110pts
M4 WS7 BS3 S5 T4 W2 I6 A4 Ltd8
GW 8pts
Shield 5pts
XHW/Halberd/Flail 4pts
Mark same as Lord of Chaos
50pts of magic items; 25ptsof gifts; may be a BSB for 25pts; if BSB takes a magic banner then he cannot carry any other magic items; can have any of the God specific steeds and the daemonic steed, aswell as the chaos steed
Sorcerer 85pts
M4 WS5 BS3 S4 T4 W2 I5 A2 Ltd8
Marks cost same as for Sorcerer Lord
50pts of magic items; 25ptsof gifts; mounts as above

Core

Warriors 15pts
M4 WS5 BS4 S4 T4 W1 I5 A2 Ltd8 AS4+
Shield/XHW/Halberd 1pt/model
GW 2pt/model
Mark of Khorne 30pts
Mark of Nurgle 30pts
Mark of Tzeentch 20ts
Mark of Slaanesh 10pts
Musician 6pts
SB/Champ 12pts
Magic Banner 50pts
Marauders 4pts NEW
M4 WS4 BS3 S3 T3 W1 I4 A1 Ltd7
Marks same as Warriors
Shield 1pt/model
Flail 1pt/model
Light Armour 1pt/model
Great Weapon 1pt/model
Champion 8pts
Standard Bearer 8pts
Musician 4pts
Hounds 6pts NEW
M7 WS4 BS0 S3 T3 W1 I3 A1 Ltd5
may be given scaly skin (6+) for 1pt/model or/and poisoned attacks for 3pts/model
Horsemen 13pts
M8 WS4 BS3 S3 T3 W1 I4 A1 Ltd7 AS6+
can re-roll pursuit rolls
Marks and command same as Warriors
LA/Shield/Spears/Throwing Spears 1pt/model
Flail/Throwing Axes 2pts/model

Special

Knights 40pts
M7 WS5 BS4 S4 T4 W1 I5 A2 Ltd8 AS1+
Have magic weapon that confers +1S basic; thus making them S5, may be upgraded to a lance for 5pts/model; CAUSE FEAR
Marks same as Warriors
Command same as Ogres
May take magic banner for 50pts
Chariots 120pts
M7 S5 T5 W4 AS3+
scythed wheels
Marks same as Warriors
A chariot taken for a character does not take up a special slot but must have the same mark as the character riding it
Chosen Warriors 18pts
M4 WS6 BS4 S4 T4 W1 I5 A2 Ltd8 AS4+
“Chosen of the Dark Gods” allows a roll on the Eye of the Gods table at the start of the game, re-roll results of “Insanity” and “The Eye is Closed”
Minimum unit size 5+
Must take at least one weapon upgrade
Great Weapons 2pt/model
Shield/XHW/Halberd 1pt/model
Marks same as Warriors
Musician 10pts
Champion 20pts may take 25pts of magic items
SB 20pts may take magic banner up to 50pts
Forsaken Warriors 18pts
M6 WS4 BS4 S4 T4 W1 I5 AD3+1 Ltd8 AS5+
Frenzy – included in profile
Minimum unit size 5+
Trolls 45ptsNEW
M6 WS3 BS1 S5 T4 W3 I1 A3 Ltd4
Stupid; Regeneration; Fear; Vomit Attack
Ogres 35pts NEW
M6 WS3 BS2 S4 T4 W3 I2 A3 Ltd7 AS5+
heavy armour; Fear
Marks same as Warriors
Chaos Armour 5pts
Great Weapons 10pts
Extra HW 5pts
Musician 10pts
SB/Champ 20pts
Dragon Ogres 65pts NEW
M7 WS4 BS2 S5 T4 W4 I2 A3 Ltd8 AS4+
fear; storm rage (as before); light armour; may take a unit champion for 20pts
XHW 8pts/model
GW 12pts/model

Rare

Spawn 55pts
M2D6 WS3 BS0 S4 T5 W3 I2 AD6+1 Ltd10
can once again take marks, however more expensive to do so than before; fear; unbreakable; lurching horror; flailing appendages; 2 for 1
Mark of Khorne 20pts
Mark of Nurgle 30pts
Mark of Tzeentch 10pts
Mark of Slaanesh 20pts
Giant 225pts
M6 WS3 BS3 S6 T5 W6 I3 A* Ltd10
may now be marked; marks differ; stubborn; *special attacks; Itp; longshanks; large target
Mark of Khorne 30pts
Mark of Nurgle 40pts
Mark of Tzeentch 20pts
Mark of Slaanesh 40pts
Hellcannon 205pts
M6 WS4 BS3 S5 T6 W5 I1 A5 Ltd4
Dwarfs M3 WS4 BS3 S3 T4 W1 I2 A1 Ltd9
Must test Ltd at the start of any turn it’s not in combat, if failed moves 3D6″ to the nearest enemy, charges if able; stone thrower S5(10), models under the template must test for panic at -1 to Ltd;
Misfire chart:
1. Every unit within 3D6″ takes D6 S5 hits and then remove the cannon.
2. Remove the crew.
3. All Wizards immediately suffer a miscast.
4. Remove D3 crew.
5. Rampage (as above).
6. Fires a normal shot, all models under template hit at S10 not just the centre, Hellcannon cannot fire for the rest of the game afterwards.
Shaggoth 265pts NEW
M7 WS6 BS3 S6 T5 W6 I4 A5 Ltd9 AS4+
terror; large target; ItP; light armour; storm rage (as before)
GW 20pts
XHW 10pts
Chaos War Shrine 130pts NEW
M4 WS5 BS3 S4 T6 W4 I5 A5 Ltd8 AS4+
chariot base, moves and fights like a monster; 4+ ward; can be marked; in the shooting phase give one unit within 12″ a roll of the EOTG table; effect is RiP, if you try to bestow another benefit on any unit, then the previous effect ceases to work; unit champions may roll on the table when they win challenges (much like characters can do normally) provided there is a War Shrine on the table (this includes Ogre and Dragon Ogre champions)
Marks same as Warriors

October 1, 2008 Posted by Swordbrother | fantasy, miniatures | , | No Comments Yet