Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Wednesday, 23 April 2014

Wood Elves: Denizens of Athel Loren Incoming

At Last: Wood Elves on the Horizon



Athel Loren are finally heading our way. Rex Foote must be rapped! He's been waiting so long!

They have now access to all the 8 colleges of magic, and Elven Dark and High. Call me cynical, but is this a push to make the WEs more popular ?

The latest White Dwarf ends with: "If you go out to the woods today... ...you'll be in for a big surprise."

From across the net:
Arriving in May Only a two week release - Armybook, magic cards and three plastic kits. Not a total overhaul and their fine cast kits - even the cavalry plastic-finecast-kits - stay valid. The only exception is the eternal guard. These have been dropped completely.

As expected, the new kits are multi-purpose, so it can be used for several different units.
Builds: Three hawk riders, which are one hawk and two surfers or three giant owl-like stonefeathers and six waywatchers. On top of that you can build a hero on hawk or on foot.

The second kit is a war dancer combination kit. The second unit wears varying animal masks and shields made of pelt on wooden frames. They have animal claws as weapons.

The last kit is tree ancient and meadow hag. The former is a giant-sized tree man with a huge beard made of bark. The latter has a crown of leaves and she has a skirt of roots instead of legs. Her hands grow into a web of thorns. The rest of the range stays as it is

The wood elves have very dynamic poses because almost all their units are skirmishers again and the sculptors didn't have to worry about spacing. Skirmishers work seamlessly with other regiments in 9th edition, so there will be no problem with this play style.




Durthu Rules

Durthu [WS7 BS7 S6 T6 W6 I2 A6 LD 10]  Lvl 1 Wiz, 2D6 shooting attack at S2 2D6 hits  or he can nominate a enemy single enemy model and force a I test if failed; D6 Wounds no AS.

A combo kit for Eternal Guard or whatever their name would be) -they look similar to all the new elf Shadowarrior/Sisters kits with their legs and armor -they have hoods on and halberds/scythes instead.

Araloth, another SC that has the Stubborn Special Rule and 5 attacks as well as when he's a alone he is Unbreakable. He has some magic items that are niche but some are clinical as well. For Example his "shooting attack": at the start of your turn nominate a single enemy model within 18in', they take a S4 hit. If the wound is unsaved and the to wound roll was a 6 they lose -5 WS and I for the rest of the game.

Additionally Forest Spirit gives: +6 Ward Save, ITP, Magical shooting and close combat attacks.




Araloth and rules




The Pics of Wood Elves

http://imgur.com/a/NrfK2/noscript#0
http://imgur.com/a/Vvpga/noscript
http://www.lounge.belloflostsouls.net/showthread.php?44128-Wood-Elf-teaser-vid/page2

via Wolfen on his site (translated)
http://latabernadelaurana.blogspot.com/

*  Warhammer - Wood Elves : Army Book full color, hardcover, with background and rules distributed throughout its 92 pages, cost 39 euros .
*  Battle Magic - Elves : 16 magic cards, its cost is 6 euros .
*  Araloth the Sorcerer : New Characters in plastic, is the wizard that includes his falcon. Be sold in blister by  17'50 euros .
* Ancient Treeman : Reissue Old Man Tree, is a triple box, where we can mount three plastic figures a Tree Running Man, a Man ​​Elder Tree or himself Durthu a new character Treeman Ancient. The price of the box is 50 euros .

Army Wide Rules
via Ángel Larraz Rada on his blog (translated)
http://eltallerdeyila.blogspot.com.es/2014/04/reglas-de-ejercito-elfos-silvanos.html

Army wide rules:

  • ASF, hatred beastmen, forest strider, no penalty to move and shoot with bows, and all bows both magical and norma' l re roll 1 to hit and add +1 strength at half range.
  • Wizards have +1 to cast lore of Athel Loren
  • Wardancers and waywatchers are unchanged bar waywatcher at half eange are both S4 and have killing blow
  • Warhawks have the old hit and run rule.
  • Eternal guard are unchanged bare the weapons. The searath is a spear that gives +1 strength
  • Mantle of the Asrai gives a 6 plus ward and mantle of kurunos gives a 6 plus armour save.
  • Wild riders gain frenzy
  • Forest spirit rule gives units immune to psycology and a 6 plus ward save

Tuesday, 1 October 2013

Here it comes: DE Magic and Items, Stats, and rearranged to make sense

DE Magic and Rules, Stats incoming

Via HEROs Gaming blog (Tip your hats that way, plse. Thanks HERO)

Poss some bits lost in translation from ? Spanglese, reorganised to make more sense.



Q and A:

Rules for Assassins and Death Hags:
Are gifts of khaine surpressed or is there a list in the book?

Assassins and hags use different things, former has 3 choices of poison, latter has 3 choices of gift. Hags can only take 50 pts of magic weapons, while assassins have access to 50 pts magic items.
They are  DE hero characters, they can only take one from the three choices.
Assassins: 90 pts with poison attack. Can get two hand weapon or a Handbows. Access to 50pts magic items and one of three poisons (See below)

Shadowblades and Hellebron can have all 3 choices at their disposal simultaneously

Poison:
Black lotus: for each unsaved wounds inflicted by the character, a cumulative -1LD
Dark venom: KB
Manbane: +1 bonus to wound rolls

Gifts:
Cry of war :Cause fear, and all fear test made by the enemy unit in base contact with the hag suffer -3LD
Rune of khaine: Model gains +D3 attacks
Witch brew: She and her unit get frenzy. if they already have frenzy, they become super-frenzied with +2A. but the unit suffers -3LD when testing not to restrain from charging.

Fluff background question? What's the relationship between DEs and Slaanesh now? Does the cult of Slaanesh exist in fluff?
It looks like the warlocks(and sisters of suffering)  have something to do with Slaanesh from the captions in the pics, but I can't make it out.
No info- source doesn't know background fluff other than that the warlocks have been cursed by Malekith, if they don't find and kill the innocents, their souls will be taken by Slaanesh. so they have to kill and satisfy the dark prince all the time for survival.

Stats and rules of the cauldron. Does it have a 4+ Ward Save and does the hag get it as well?
CoB has a 4+ ward save itself; it can give the hag and witch it joins 5+ ward save, other units a 6+ ward save.
Witch Elves keep poison? Yes WE Initiative? They're I6

Sacrificial dagger and Pendant?
Yes the dagger is there. No pendant.
Everytime when u cast a spell but before dispelling, u can use the dagger. remove a model from the unit, and roll a D6, 4+ gets an extra dice and must be rolled and added to the result, then opponent tries to dispel. If you roll 1-3 then u can try the dagger again and again until you get a dice, or you can simply give up.

Does an Assassin get mundane armor? Assassins do not have access to armour. Does the missing of an armour-option mean, that an assassin cannot get a magic armor as well? No he can't
Do Assassins count against the hero slot limit? Yes

Is the Sea Drake Cloak available for all characters- or just for corsairs? Yes the cloak is available to dreadlord and master

Weapons: 
Handbow rules? What about the bleakswords?
Handbow range 12'', the rest stays the same (AP)
Bleakswords have no other rules mentioned, 9pts.
RBT now special and 70 pts, you can take four.(yes four)

Hydra and Kharybdiss:
Hydra is 6445552(3+remaining wounds) 6, cost 160 pts, 4+AS, 20pts for flame breath and 20pts for a 8'' shooting with multiple shots=remaining wounds, s=remaining wounds.
Kharibdyss is 650755456, 160 pts, 4+AS, poison attack, abyssal howl (reroll successful ld test), feast of bones(if all attack hits, auto hit D6 S7 hits afterwards.)
and one more thing... hydra and the kharibdyss both are monsters now, without handlers. though you can see two on their base, there is nothing about them in the rules.
Hydra regen rule:  Roll to regen wounds at the end of DE turn only: at the end of your phase if it still alive, you roll the number of dice equal to number of the lost wounds. 4+ regains a wound
Are the Hydra and the Karbdyss water creatures? No they don't have the sea creature rule. (Strange that one)

Harpies (Was worried that they had been canned, but sounds like they're still there )Whats the cost of harpies, do they ve any special rules like no panic ti other DE? Herpies are in special, 15pts and do not have any special rule except for fly.

Shades are 16 pts, hand weapon and repeater crossbow, no armour. Can take great weapon or two hand weapons for  2pts per model.

All lores for small sorceresses (2 lvl) too? Is she 80 pts?
Strange but certain. Small sorcerer can also take all 8 lores. and she's 80pts.

Whats about the rules of the Black Guard?
BG have eternal hatred of all enemies, that means rerols of all failed rolls to hit every round. They keep other rules per 7th Ed.(Warrior elite replaced by eternal hatred)

Points and options for black guard and cold ones: What does the medusa chariot thing do?
BG 15 pts, EX 12 pts, Cold one knight 30pts.
The Medusa chariot:  All DE within 6'' +1LD, and all others -1LD, Called Aura of Agony.

Do executioners still have Killing blow or are they now D3 wounds: Still KB, not D3 wounds.

Which special characters are in, which are out?
They stay the same. No new special characters. (Though Lokhir would go - Ed)
Does Malekith get cheaper? Yes, he's only 510 pts on foot. Didn't change much of his rules, now the circlet grants him an bonus dice if failed his casting/dispelling attempts once per magic phase

Fleet Admiral and the Beastmaster characters?

Lord choices: Fleetmaster is 155 pts with 566433739. Two hand weapons, light armour and sea dragon cloak. 50pts magic items. have a special rule called show no weakness that if he's fighting in a challenge or killed a character and still alive, the unit he joins become unbreakable till the end of that turn.
Sea dragon cloak upgraded in this edition: Now a 5+ scaly skin.

High beastmaster is 300pts 577433839 including mount (Manticore or scourgerunner chariot) Spear, light armour and sea dragon cloak. 100pts magic items. Special rule called Beastslaver: At the start of each of your turns, choose a friendly monster within 3''.That monster gets +D3 A till the start of your next turn.

Scroungerunner's cost includes the bolt thrower, I'm quite sure the High Beastmaster can man the bolt thrower.Yes, he takes place of one crew. His BS 7.
Special or rare? Special, cost 150 pts, profile is S4 T4 W4 with 5+AS, M9, two crew with spear and repeater crossbow,  a harpoon launcher, like a bolt thrower but far more powerful. it's S7, 24'' range, and cause D3 wounds. if a monster suffer any wounds from it, the monster will be dragged D6'' directly towards it. If D6 > 3, the monster suffer another wound with no AS.


Scroungerunner



Magic items aren't that great but everything else seems awesome.

Malus Darkblade:  Daemon now gives him +1 to WS,S,T,I and frenzy. Any to hit roll of 1 hits a friendly model in base contact.
Supreme sorceress is 185pts with lvl3, dreadlord 140pts. sorceress 80pts with lvl1.

Kuran and Tullaris
Kouran 596432739 joins BG to make them unbreakable. Comes standard with  +2S crimson death, and a 5+AS with Armour of Grief which delivers a S5 hit every time an opponent hits him.

Tullaris 566432739 joins EX gives them frenzy. Magic great weapon called the First Draich:  5+KB

Are they still champions or moved to hero slots ? Moved to hero slot, W2 each.

SoS vs WE:
Sisters of Slaughter
Rare choice with very impressive state 564331629. 15pts model, with shield and hand weapon. Can have a magic banner up to 50pts. 4+ward save in close combat, and every close combat phase it can choose an enemy unit in base contact: They lose parry and rank bonus in combat result.(still can steadfast). If any enemy model in base contact with them have higher basic WS or S (before weapon modifiers), they get +1 to their to hit and wound rolls.


Click to see full-size


Are they Khanites and do they get the same bonuses from CoB as WE's?
No they're not brides of Khaine, they're arena fighters. COB can give them 6+ ward save if join them... but still if they're 6'' within COB they can reroll all the failed rolls to wound. and COB have a bound spell can make them frenzied.

Magic item section look like? Do I still have access to the Hydra Banner (fingers crossed)

From my first glance they're not as good as HE. Only 10 items, including one 100 pts nearly useless sword (hydra blade, +D6 A, every close combat phase u must make a -2LD test or suffer -5WS, but gain HKB.) and one 100 pts useless banner (Banner of Nagarythe, makles the unit unbreakable). Hydra banner is not there any longer.

Magic: How does Power of Darkness work? Available lores?
Power of darkness is one of the two signature spell, which cast on 8+, target the caster's unit. all models in unit get +1S until the caster's next magic phase, and recover D3 casting dice, if you rolled 3 dice, the caster suffers a wound that cant be saved by armour. Dark elf have access to all eight lores this time, cheers. (Yeehaa! and thank you very much, ouch! - Ed)
DE sorcerer casting dark magic gain +1 bonus in casting value. It's called HEKARTIS BLESSING

What would you say is the best magic item the DE's got?
The dagger sounds pretty nice, how much does it cost?
25pts. DE have some "OK" items IMO

click to enlarge

Looks like the Dark Riders now have shields? Is this a default now, or still an option which causes loss of Fast cav? Upgrade with 1pts/per model. DR can have both light armour and shield without losing fast cavalry rule. 16 pts per model with light armour. 1pts for shield, 3 pts for crossbow.


Warlocks

Warlocks: Fast cavalry in rare Stats 544431528, and M9 on horse. 25ptsper model. Only have hand weapon, but have 4+ward save except for wounds caused by model with mark of Saanesh or daemon of Slaanesh. they're considered to be level2 wizard which is used like pink horrors. (+1 for casting value for each extra rank except the first, to a max of +3) They know 2 spells, one is doombolt from DE army book, the other is Soulblight from lore of death. (Think we'll be seeing a bit of this- Ed)

Basic DE warrior cost ? Core infantry comes with shield and sword or spear.  9 PTS for spearmen and swordsmen. RXB is 12 pts without shield upgrade (+1PTS)


Click to enlarge

Tuesday, 26 March 2013

Chaos Daemon on Daemon action...finally

Chaos Daemon on Daemon action...finally

Finally got the elusive Daemon on Daemon action going at the Kapiti Wargames Club against Sam last week. My Nurgle army is still decidedly lacking in Numbers, so I decided to make up numbers with Slanneshi Daemonettes, and Fries. I mean Furies, here we go again with my food preoccupation....

Allowed my personal pride to overcome my need to field the Rot-flies, as they are still a WIP, as is my Cannon of Khorne (Can o' Khorne). I generally avoid to field unfinished models or proxies (just a personal foible)


Skulls for the Khornflake God!



Furies and Daemonettes. The Children of Nurgle were not to be seduced

The new rules certainly throw a few spanners in the works, as did Sam, fielding Great Unclean One, two Cans of Khorne, (or their proxies, as he's still working on 'em) and two Units of Plaguebearers, one being a bunker for Epidemius (sigh) with a champion, command and a Herald; 2 x Free-range Nurgle Beasts, and a unit of 4 Nurgle beasts, and a unit of 3 bloodcrushers. Though I'd indulge him, as we were still findin' out way with the new rules. He's only had 2 games with them, and this was my first...

I ran 30-40 each Khorne Bloodletters, Slaaneshi daemonettes, each with a Herald and Locus, a Tzeench Herald on disc, and a Bloodthirster, Furies as chaff/ diverters. Oh yes, and Karanak with 15 of his Daemondog buddies that ambushed so well that they never turned up for the whole of the game!

Used my Furie fries to block advancement of his plaguebearers and bloodcrushers for one entire round, the first, lol, before being flattened (Bit rusty on the daemon lore, forgot that daemons can't flee as a charge reaction), then he rolled on gifts that summoned a handful of plaguebearers, which he promptly used to block my Daemonettes, sucked them into a useless combat for the rest of the game, flank charged by Gr Unclean One, and they just sat there.




What the?  Hey? Where did they come from?

Cans of Khorne luckily did not do much damage, but I had to charge my Bloodletter into a unit to stop the two infernal machines from shooting at him.


Come on Epidididdaddy! Right here, right now! Don't just sit there counting...
What do you mean you've let the dogs out?  

Not really having much choice I attacked his bunker with my Bloodthirster, hoping to hack my way through to Epidemius. Challenged first by Champion,made mincemeat of him...then Herald, and while all of this was happening his brutishness was side-flanked by a  damn daemon dog, who then also issued a challenge. 
(Don't you just hate that new rule?)

Sucked in, sucked down and overwhelmed by Papa Nurgle..
into a tar-pit of attrition by ranks, from which there was no escape
 My Bloodletter had a snowball's chance.

Lessons: 
1. Don't agree to proxies if you feel strong about WYSIWYG when it comes to compiling your own army.    
    What's good for the goose...is only good for the gander by negotiation.
     (Different though if you're helping a mate prepare/play test an army for tournament.)
2. If you buy hatred for your bloodletters, (via herald) remember to use it.
3. Furies can't feign flight or flee as a charge reaction. No daemons can.
4. Nurgle seems the way to go if you have Epidemius on your shelf (as I do) and enough plaguebearers
5. -1 AP on Daemonettes is useless against Nurgle Daemons (Even with the 2 attacks) Against softer targets I think it may be worth taking them still - Empire/Elves of all description etc - man-strength/toughness creatures in other words.


Friday, 15 March 2013

Alas, alack, no Daemon on Daemon action

Alas, alack, no Daemon on Daemon action


After my enthusiastic post about "Pandemonium"  coming last night I got a text from Sam asking if I could give Fern and her Night Goblins a game, as she was preparing for Natcon, and needed more games to practice. 
(Having played against his Daemons a lot, she needed another army to face off against) 

Last night also saw the start of a Mordheim campaign at the Kapiti Wargames Club.
I stood firm, as I have too many things on the boil at the moment, and had resolved not get sucked into Mordheim, much as I love the game. (WHFB Daemons and 20mm Flames of War Armies being built)

From the looks of it everyone was having a grand ol' time. Almost got tempted to join in.

So my Dark Elves stepped up to the mark, and my Daemons continued to languish on the shelf, and the DoC Army Book glowed red-hot in anticipation.All for the common good...

I played my DE list from NZTC with the exception of swapping the Death Hag's Manbane for the Sacrificial Dagger, and both mages running Lore of Shadows this time round. NatCon rules, so limitations of numbers of dice, shooter numbers and number of Hydras.


Took a while for Fern to prise herself from Mordheim, as one of her sons was just having so much fun in the last scenario being played. 

Waiting for her allowed me to continue with my assembly of Rot-flies, so I'm not really complaining.  We finally got underway, and the vagarities of playing greenskins once again added much entertainment. Pretty gutsy on her part,  I think, taking a goblin only army to Natcon. Fielded 4 trolls, 2 doom divers and 2 rock lobbers, 2 mangler squigs, 2 units of bowmen, 2 squig herds, 2 huge phalanxes of spearmen bunkering lvl 4 mage, and characters. I had 2 units of 16 and 15 ea Xbowmen, 30+ bunker of corsiars w my 2 mages, 2 repeater bolt throwers, Dreadlord on Black Dragon w Pendant, Magic Weapon (halberd) and Hydra. 2 units of 6 shades each.

Dang, I do hate mangler squigs and fanatics!. Thank goodness for multiple shot crossbows and DE bolt-throwers.Could have made a real mess of my closely packed units! Only lost a unit of Shades.Nice conversion in the making there!




No significant misfires the whole game. Got dangerously close to taking out my Hydra. Lack of leadership proved a problem, with several failed panic tests and her Goblin General Falling to the Daggers of Death Hag and her retinue. Winds of magic not exceptionally potent throughout the game, and no really spectacular spells getting off. 




Maybe a small exception in casting pit of shades with small template on her large spearman unit.

Gobbos held the Dark Elves pretty well, and may have done more damage if their hordes had got in to swamp the crossbowmen and corsairs earlier. Sea serpent standard and hatred, with an extra attack granted from the Cauldron equates to an absolute hail of attacks. Low Ld on the Gobbos proved to be an achilles heel once the General was gone, and they were out of range of the BSB. 


Failed panic test ? Wonder why. 
(Didn't play any cold ones this game, but this looks suspiciously like Malus Darkblade on Spite)

We finally had to abandon the game at the end of turn 3, (just before 12 midnight)  as time had run out (and brain fatigue was also setting in) Think I won by a narrow margin having killed her General. Very enjoyable game.