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Safety Factor
Oct 31, 2009




Grimey Drawer


What is Warhammer: The Old World?
This game is a continuation/resurrection of Warhammer Fantasy Battles, Games Workshop’s original tabletop wargame. Put simply, it’s a rank-and-flank game set in a high fantasy setting. It’s not as relentlessly grimdark as Warhammer 40,000 and has more of a sense of humor about things. Normal humans take center stage instead of genetically-modified super soldiers.

More specifically, this game is set in the year 2276 in the prelude to the Great War Against Chaos and the ascension of Magnus the Pious as Emperor – about 250 years before the End Times. If you don’t know what that means, don’t worry about it too much. The key things are that the human Empire is divided and a huge chaos invasion is coming in the near future. In the meantime, we have the Tomb Kings attacking Bretonnia.


Wait, what is Warhammer?
Warhammer is kind of the blanket name for the games produced by Games Workshop, one of the biggest names in tabletop wargaming. It comes in both fantasy and sci-fi flavors with many offshoots. The core is always similar though and the main games focus on the clash of armies and powerful characters. Maneuver your units around a battlefield, roll a bunch of dice, and try to outplay your opponent!




Why should I play this game?
If you’re a returning grog, you know exactly why you should play this game. For the rest of you:
  • Let’s be honest, it’s the setting. Warhammer Fantasy is beloved by many and has only picked up more of a following since its death back in 2015. Games like Vermintide and Total War Warhammer have brought more and more fans into the fold.
  • The models! GW is producing new models to go with every core faction. The first real Warhammer Fantasy models in years. The new sculpts look great while still tying back to the existing ranges. Many old models are being brought back and while some definitely show their age, they also hold up surprisingly well with modern paint jobs. If this line is successful we can likely expect old kits to be refreshed as time goes on. The new Bretonnian Knights of the Realm on foot are an example of what we could see in the future.
  • Rank and flank! Form up your units and outmaneuver your opponent. Movement plays a key role in this game and positioning wins (or loses) battles. Most models move in formation with their unit and getting the hang of this can be a little tricky but very rewarding. March, wheel, turn, reform, and charge!
  • A fully revamped ruleset inspired by every Warhammer Fantasy edition to date, cherry picking the best mechanics and coming up with some new ones. This is a new, modern edition of an old classic.
  • The hobby - building and painting armies is genuinely rewarding. Don't be intimidated, there are plenty of tools, new paints, and techniques to get your models tabletop ready quickly. Or you can embrace your artistic side and create unique works of art. Finding a happy medium is genuinely encouraged for armies this large though.
  • The community – Warhammer (of all types) is played around the world and as long as you’re in a decently sized city you should be able to find an active group. There are also tons of events, particularly in the UK, the US, Canada, and across Europe. Even something as small as a local store’s game day can be a lot of fun.

How does this game play?
Warhammer: The Old World uses an I-go-you-go system similar to 40k or AoS. One player gets to activate their units and then their opponent does the same. There are no alternating activations here, but there are still ways to respond to your opponent’s actions.

The basic turn sequence is as follows:
1. The Strategy Phase
The active player may cast Enchantment or Hex spells and can make use of certain special rules that trigger in this phase, such as warrior-priest prayers. Then they may attempt to rally any fleeing units.
2. The Movement Phase
This phase begins with the declaration of charges and charge reactions, then the movement of any charging units. Next comes any compulsory movement. Finally, all remaining movement is done and wizards can cast any Conveyance spells they have available.
3. The Shooting Phase
The active player can fire any missile weapons, war machines, or cast any Magic Missile or Magical Vortex spells. Pretty simple.
4. The Combat Phase
Units fight in hand-to-hand combat, taking turns to strike in initiative order. Wizards can also cast Assailment spells. Units that have lost combat will need to take leadership tests and may be driven back, fall back in good order, or break and flee. The winning unit(s) can opt to follow up or pursue with heavy consequences for fleeing units.

You probably noticed that spells are split into different phases instead of having their own separate phase. This is a big change for returning Warhammer Fantasy players, but this should be smoother in some regards. Casting and dispelling have also been simplified and the old minigame of wagering dice is gone. Spells have casting values that you must beat by rolling 2d6 plus your wizard's level. For example, a level 2 wizard casting a fireball would require an 8+ and would roll 2d6+2. The opponent would then have the option to attempt to dispel it using a similar roll. I want to note here that miscasts (double 1s) are now possible on dispel rolls as well as casting. This is a big change for returning players and might mean that it's not always worth attempting a dispel. A quick summary of spell types is included below:


Movement is more complex than 40k or AoS. Units are generally ranked up in blocks and maintain those formations as best they can. You are not moving single models and this means that maneuvering can be complicated. While units can simply turn on the spot, this tends to eat up a lot of movement. Instead, units can wheel as they move forwards – minor adjustments to a unit’s facing. Getting the hang of this is critical and an example graphic is included below. On the plus side, moving a unit tends to be quicker as you are not picking and moving every single model. Assuming you have movement trays. Please get movement trays. There are plenty of third party options available if you don’t like the ones offered by Games Workshop. I'll try to include some links in the future as more options become available.


Leadership really matters in this game. Your general can lead from the front, inspiring your troops with their presence. Standards wave at the front of every infantry block or cavalry unit. These aren’t just thematic, they have real tangible benefits here. Combat is decided not just on damage output. Well ordered ranks can play a large part in winning.

As a good example, losing combat has three different possible results.
  • If a unit passes their leadership test after modifiers they Give Ground and fall back 2” while maintaining their facing. Their opponent can then follow up and the combat will continue as normal next turn.
  • If a unit passes their leadership test before modifiers, but would fail with modifiers applied, they Fall Back in Good Order. They fall back 2d6” with the option to drop the lower of the two dice, then they automatically rally and reform. If their opponent pursues and catches them they are not wiped out. Instead, the combat continue the next turn, but the pursuing unit will count as charging.
  • If a unit fails their leadership test before modifiers are applied then they Break and Flee. They turn around and run 2d6”. If they are caught by a pursuing unit, they are completely destroyed. Units that don't suffer this fate will need to test to rally in their next Strategy Phase or continue running. If they run off the edge of the board they’re gone.

In addition to these leadership mechanics there is a whole slew of various special rules and psychological effects such as Fear, Terror, Stubborn, Stupidity, Frenzy, etc., etc. Expect a lot of Universal Special Rules (USRs). Many units will also have rules unique to them and these will be detailed in their unit entries.

All that's well and good, but how do you actually win? Victory points in GW's other games tend to be objective-based with bonuses for destroying your opponent's units. The Old World looks like it'll be the inverse of that. Most of your victory points will come from killing or routing your opponent's units with bonus points gained from the scenario's particulars. I'm not saying ignore the scenario here, those bonus points can easily be the deciding factor. Additionally, killing your opponent's general and stealing their banners are worth extra points. You need at least a margin of 100 points to claim victory, otherwise it's a tie.


How do I get started?
Currently, there are two starter boxes announced – one for Bretonnia and one for Tomb Kings. Both of these come with a large number of models as well as a full size copy of the rulebook, templates, and even red whippy sticks. You will also need either the Forces of Fantasy or Ravening Hordes books. I’ll get to those in a minute.

If you’re not playing one of those factions, your best bet is to hold off a bit. It seems inevitable that there will be additional launch boxes for the Empire, Orcs and Goblins, Wood Elves, etc. For now, nab a rulebook and your relevant army book. Keep an eye on ebay or local stores with old stock. Your time will come, be patient.



Who are the Forces of Fantasy?
  • The Dwarfen Mountain Holds – They’re dwarfs. You likely know what you’re in for here, but just in case, here goes: Doughty, stubborn, and short with a love of beards, beer, and firepower. One of the only factions in Warhammer without wizards, they rely on runes instead. They also don't use normal magic items. Instead, they have highly customizable runic items. Dwarf lords can be built to take on almost anything.
  • The Empire of Man – The beating heart of the setting. The Empire is beset on all sides and is struggling to hold back the darkness. This faction is for anyone that wants to play normal, run-of-the-mill humans fighting monsters with guns and halberds. Overall, they have medicore stats as they are the baseline everything else is judged against. However, they have a broad range of models and can field almost anything. While they can focus on one aspect like knights or artillery, they’re best as a combined arms force. Poofy sleeves, large hats, faith, gunpowder, and steel.
  • The High Elf Realms – The snooty elves that live on an island in the ocean. They’re superior, elite, and fragile. High elves have a wide range of units available, but they are almost universally more expensive than their equivalents in other factions. You can expect higher stats and to usually strike first against your opponents. They especially rely on their high initiative. However, your units can’t take a hit so once something goes wrong it tends to go very wrong.
  • The Kingdom of Bretonnia – Another human faction. Bretonnia is a land of honorable, brave nobles and a horribly oppressed peasant underclass. If you want knights in shining armor, this is your faction. You have knights available in more variety than anyone else and have some of the best in the game with grail knights, supernaturally empowered heroes blessed by the Lady of the Lake herself. You don’t have the options available to the Empire, but you don’t need them. Bretonnia has unique access to the lance formation to boost their cavalry and a faction-wide ward save as long as they are willing to go second.
  • The Wood Elf Realms – The tricksy elves that live in an enchanted forest. Expect little to no armor, a lot of archers, and semi-feral wood spirits. The elves themselves tend to play as light skirmishers though they have some fairly strong (and very maneuverable) cavalry as well. The wood spirits – dryads, treekin, treemen, etc. – are your heavy hitters.






Who are the Ravening Hordes?
  • The Beastmen Brayherds – tribes of half human/half beast creatures that lurk in the woods, praying to the dark gods and doing what they can to chip away at civilization. Goatmen, minotaurs, and a bunch of other freaks, mutants, and monsters. They have broad access to deployment tricks like ambushing, vanguard, scout, etc.
  • The Orc and Goblin Tribes – You know ‘em, you love ‘em, they’re Games Workshop’s classic greenskins. Orcs, goblins, and squigs of all sorts. There are different variants and themed lists possible here, such as the savage orcs or the night goblins. There's a huge range here and they've always been a crowd favorite.
  • The Tomb Kings of Khemri – legions of undead soldiers led by liche-priests and mummified royalty. The basic skeletons are chaff, but the army has more variety with chariots, cavalry, and archers. They also feature animated stone constructs as Khemri was once a nation of builders and architects. This is an army that relies on its characters for magic, buffs, and raising the dead.
  • The Warriors of Chaos – The iconic bad guys of the setting. Their units can range from relatively normal humans to the blessed warriors of the gods encased in plate armor all the way to demonic champions or mewling balls of flesh. What they lack in ranged firepower they tend to make up for in either magic, speed, durability, or raw strength, depending on their god of choice.



Are there any other factions available? Weren’t there more in old Warhammer?
Yes, there were more factions and some notable ones are missing from the Old World. However, all of them will be supported with pdf rules. This is partly due to the narrative scope of the setting and likely majorly due to Games Workshop’s desire to keep the production scope reigned in until they’re certain the game is successful. These rules are primarily meant for people with existing armies as they won’t be getting any attention for a while. That said, most of these factions are still supported by the AoS range so it shouldn’t be too difficult to figure things out.
  • Chaos Dwarfs – The twisted cousins of the dwarfs, the chaos dwarfs were lost during a great cataclysm and turned to the god Hashut for guidance. They are few in number and reinforce their armies with enslaved orcs and goblins.
  • Daemons of Chaos – The missing piece of the chaos trifecta. They may not be relevant yet, but expect them to return in full force during the Great War Against Chaos.
  • Dark Elves – The elves no one likes to talk about. They’re isolated on a different continent far from the action right now. They play similarly to the high elves, but have more of a focus on close combat, blood magic, and being evil.
  • Lizardmen – Small lizards, big lizards, and bigger lizards ruled over by a caste of morbidly obese frog wizards. Dinosaurs. Lizards riding dinosaurs. Expect elite troops backed up by fragile, fast skirmishers and heavy hitting monsters. As well as some of the strongest wizards in the game. They have a good amount of variety, but everything is melee-based or short-ranged.
  • Ogre Kingdoms – Big and meaty and always hungry. Ogres are monstrous infantry with all that entails. Your units will be smaller, but each model will have multiple wounds and attacks. Armor tends to be light and ogres get by on their stats instead of their wargear. They are supported by gnoblars (even worse goblins) and a variety of wild animals from their mountainous homeland.
  • Skaven – mischievous, conniving ratmen that live underground. Just as likely to kill each other as the enemy. Expect a lot of models with low stats and poor leadership. This is a horde faction reinforced by monsters, unstable technology, and insane wizards on crack. Fighting fair is for losers.
  • Vampire Counts – The classic vampiric undead faction, the counterpart to the Tomb Kings. This is where your zombies, ghouls, ghosts, etc. reside. One of the more gimmicky factions in the game, and one that relies heavily on magic and powerful characters to win. They have zero shooting. Their troops may be lower quality, but they can always raise more.

How do I build an army?
Warhammer: The Old World doesn’t use a force organization chart nor does it follow 40k’s or AoS’s examples. Instead, we’re using percentages!
  • Characters – Up to 50% - Your lords, heroes, and wizards. These folks have broad access to a variety of magic weapons, armor, and other items. They are very customizable and there's really opportunity here to make them your own.
  • Core – Minimum of 25% - The most basic troops at your disposal and the ones that form a core part of a faction’s identity
  • Special – Up to 50% - Typically your more elite infantry, shock cavalry, basic artillery, maybe a smaller monster or two or a flying unit
  • Rare – Up to 25% - The most powerful units in your list. This may be the elite of the elite, truly scary creatures, or unique weapons of war
  • Mercenaries – Up to 20% - we don’t know much about these yet, but presumably they’ll be similar to the old Dogs of War and be a pool of units available to most factions. Mercenaries can be unreliable and there is a chance they don’t perform quite as advertised.
  • Allies – Up to 25% - Your ally options will depend on your faction and different grades of allies will be available. For example, the Bretonnians may view the Wood Elves with suspicion, but they can still fight alongside each other from time to time. An allied contingent has to follow their own composition rules so even if you're only taking 500 points you still have to start by including 125 points of core.
As a great example of what an army list looks like, here’s the Kingdom of Bretonnia Grand Army Composition:

If you're familiar with other GW games, you've probably noticed that there are a fair number of restrictions here. You're forced to take a unit of Knights of the Realm and a unit of peasants before anything else. There are a number of 0-1 or 0-1 per 1000 points options as well. This is done for narrative reasons as well as to avoid weird skew lists at lower points.

A typical game will be about 2000 points, but there is no reason not to play smaller or larger games as you like. The percentage system will scale as needed. Just be mindful that 3000+ points can make for a pretty long game and you'll want a larger board to accommodate everything.

Also worth noting is that every core faction will be receiving alternate lists in the form of Armies of Infamy. These will be slight tweaks that focus on specific units or themes. For example, the Nehekharan Royal Host is all about chariots while the Bretonnian Exiles open up new, possibly dishonorable options to Bretonnian players.


Hang on, why do these models look old?
Games Workshop is using the old Warhammer Fantasy range to launch the Old World. Some models, such as the Bretonnian Knights of the Realm, date as far back as 5th edition. Don't look up when that came out. There’s no sugar coating this, some of the models are old, but they hold up fairly well. Some of them are even charming in their own way. Cynically, this helps reduce Games Workshop’s costs, but it also means they can get the factions out quicker. If this is successful they can slowly revamp old kits in the years to come.


Are those pewter models???
Yes, some kits are returning in pewter and even as pewter/plastic hybrids. For nostalgic hams it’s a return to the old days. For newer players used to only plastic this might be a nuisance. It will generally be reserved for special and rare units and will be used for units with low model counts. Most of the ranges have enough plastic options that you can avoid pewter entirely if you’d like. This might lock you out of certain units, but this problem can be solved with a little thought or creativity. A unique paintjob or conversion might be enough.

Some of the larger metal kits will be redone in Forge World resin rather than in pewter. One example is the Bretonnian trebuchet. Resin can be kind of a bugbear for some folks, especially after the Finecast debacle, but it's a good material. A little more difficult to work with than plastic, but still easier than metal.


I have an old army from 20 years ago, can I still use it?
Yes! All of your old models are still valid with only a few exceptions like named characters. Yes, the base sizes are changing, but there’s no reason you can’t give the game a spin with your old army and then decide if you want to go to the trouble of rebasing. It won’t matter for friendly games and will likely only be enforced at tournaments and other more official events. Basically, don’t worry about it and try things out.

The legacy rules can be found here:
https://www.warhammer-community.com/2024/01/22/old-world-almanack-download-the-legacy-pdfs-here/

Safety Factor fucked around with this message at 16:42 on Jan 22, 2024

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Safety Factor
Oct 31, 2009




Grimey Drawer
USEFUL LINKS
(I’ll update these as we get more)
GW’s online store
https://www.warhammer.com/

GW’s community site. Generally the best source of info for new releases.
https://www.warhammer-community.com/

Click through for a series of articles detailing the game
https://www.warhammer-community.com/2023/10/30/old-world-almanack-your-first-look-at-the-rules/

Downloads, including the legacy army lists
https://www.warhammer-community.com/the-old-world-downloads/

Tips for metal and resin models
https://www.warhammer-community.com/2024/01/19/old-world-almanack-how-to-get-the-best-out-of-your-resin-and-metal-models/

A small battle report from GW’s community team. 1250 points – Bretonnians vs. Tomb Kings
https://www.youtube.com/watch?v=LfRUV9KA1ZM

GW's official site for the game
https://theoldworld.com/

Goonhammer’s initial coverage:
https://www.goonhammer.com/warhammer-return-to-the-old-world/
https://www.goonhammer.com/old-world-new-tricks/
https://www.goonhammer.com/warhammer-the-old-world-expanding-on-the-bretonnian-starter-box/
https://www.goonhammer.com/warhammer-the-old-world-expanding-on-the-tomb-kings-starter-box/


GENERIC MAGIC ITEMS
This is a list of items available to every army and I'm including it here for ease of reference. It covers most things though the individual army lists have more specific/thematic options available.

Normally, a character can take only one item of each type and only one of each specific item can be included in a particular army. For example, a lord takes a Dawnstone and is then unable to take a Talisman of Protection on top of it. Additionally, no one else in the army can take a Dawnstone.

This edition has a new category,: Extremely Common Magic Items. These are marked with an asterisk (*). Contrary to the usual rules these can be taken alongside items from the same category and can be taken multiple times in the same army. They can even be taken multiple times by the same model. For example, a wizard could take a Wand of Jet and two Dispel Scrolls. All three are Arcane Items, but the scrolls are common.

Magic Weapons
Ogre Blade - 65 points
S+2 AP-2
Armor Bane (1), Magical Attacks, Multiple Wounds (D3)

Sword of Battle - 60 points
S+1 AP-1
Armor Bane (1), Extra Attacks (+1), Magical Attacks

Duellist's Blades - 55 points
S AP-1
Extra Attacks (+2), Magical Attacks, Requires Two Hands

Dragon Slaying Sword - 50 points
S AP-
Magical Attacks, Monster Slayer

Headsman's Axe - 45 points
S+1 AP-1
Killing Blow, Magical Attacks, Requires Two Hands

Spelleater Axe - 35 points
S AP-1
Magical Attacks, Magic Resistance (-2)

Giant Blade - 30 points
S+1 AP-
Armor Bane (2), Magical Attacks, Multiple Wounds (2)

Sword of Swiftness - 25 points
S AP-
Magical Attacks, Strike First

Berserker Blade - 20 points
S+1 AP-
Frenzy, Magical Attacks

Sword of Might* - 20 points
S+1 AP-1
Magical Attacks

Biting Blade - 15 points
S AP-2
Armor Bane (1), Magical Attacks

Sword of Striking* - 15 points
S AP-
Magical Attacks and the wielder gains +1 to hit in combat

Burning Blade* - 5 points
S AP-
Flaming Attacks, Magical Attacks


Magic Armor
Armor of Destiny - 70 points
Heavy armor with a 4+ ward save

Bedazzling Helm - 60 points
Can be combined with other armor. Increases the wearer's save by +1 and any enemy that attacks the wearer suffers -1 to hit in close combat

Armor of Silvered Steel - 40 points
Gives its wearer a 3+ armor save that cannot be improved in any way

Glittering Scales - 35 points
Light armor. Additionally, once per turn you can make your opponent re-roll a single To Hit roll made against the wearer.

Shield of the Warrior True - 30 points
Shield that also gives the bearer a 5+ ward save against shooting attacks

Spellshield* - 25 points
Shield that also gives the bearer a 5+ ward save against magic missiles, magical vortices, or assailment spells

Armor of Meteoric Iron - 20 points
Gives its wearer a 5+ armor save that cannot be improved nor reduced in any way

Enchanted Shield* - 10 points
Shield that provides its bearer with a 6+ ward save against any non-magical attack

Charmed Shield* - 5 points
Shield that gives its bearer a one-use 5+ ward save against a single wound. Once it's been used it become a normal, non-magical shield


Talismans
Dawnstone - 35 points
The bearer may re-roll any armor save rolls of a natural 1

Talisman of Protection - 30 points
Provides the bearer with a 5+ ward save

Paymaster's Coin* - 25 points
Single use. The bearer may re-roll any failed rolls to hit in the Combat Phase.

Obsidian Lodestone* - 20 points
A model may purchase up to three of these. Each provides a stacking magic resistance buff up to -3.

Luckstone* - 15 points
Single use. The bearer can re-roll a single failed armor save roll.


Magic Standards
Banner of Iron Resolve - 50 points
A unit carrying this banner gains the Stubborn special rule

Razor Standard - 40 points
A unit carrying this banner gains the Armor Bane (2) special rule

Rampaging Banner - 30 points
A unit carrying this banner may re-roll its charge roll

The Blazing Banner - 25 points
A unit carrying this banner gains the Flaming Attacks special rule

War Banner - 25 points
A unit carrying this banner gains an additional +1 to combat resolution


Enchanted Items
Wizarding Hat - 45 points
The wearer becomes a level 1 wizard and knows one randomly generated spell from a lore of magic of your choosing. However, they also become subject to Stupidity.

Flying Carpet - 40 points
Infantry or heavy infantry only. The bearer gains Fly (8) and Swiftstride, but cannot join a unit.

Healing Potion* - 35 points
Single use. The bearer can consume the potion during the Command sub-phase of their turn and immediately regains D3 lost wounds.

Ruby Ring of Ruin - 30 points
The wielder can cast the Fireball spell from the Lore of Battle Magic as a bound spell with a power level of 2

Potion of Strength* - 25 points
Single use. The bearer can consume the potion during the Command sub-phase of their turn and gains +D3 strength (up to 10) until the end of that turn.

Potion of Toughness* - 20 points
Single use. The bearer can consume the potion during the Command sub-phase of their turn and gains +D3 toughness (up to 10) until the end of that turn.

Potion of Speed* - 10 points
Single use. The bearer can consume the potion during the Command sub-phase of their turn and gains +D3 initiative (up to 10) until the end of that turn.

Potion of Foolhardiness* - 5 points
Single use. The bearer can consume the potion during the Command sub-phase of their turn and gains the Immune to Psychology special rule until the end of that turn.


Arcane Items
Feedback Scroll - 60 points
Single use. The bearer may use the scroll instead of making a dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+ the casting wizard loses a single wound.

Scroll of Transmogrification* - 50 points
Single use. The bearer may use the scroll instead of making a dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting wizard's level on a single d6. If they fail, the wizard turns into a frog.

While transmogrified, the wizard cannot cast or dispel any spells, cannot use any of their equipment, and reduces all of their characteristics (excluding wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified wizard in their army. On a roll of a 4+, the wizard returns to normal.

Wand of Jet - 45 points
The bearer may apply a +1 modifier to any of their casting or dispel rolls. However, if they roll any natural double when making a casting or dispel roll the wand is destroyed and cannot be used again.

Lore Familiar - 30 points
The owner of this familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore, including that lore's signature spell.

Power Scroll* - 20 points
Single use. The bearer may use the scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.

Dispel Scroll* - 20 points
Single use. The bearer may use the scroll when attempting a Wizardly Dispel. If they do so, roll an extra D6 when making the dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the wizard is outclassed in the art.

Arcane familiar - 15 points
The owner of this familiar knows spells from two lores of magic rather than one. When determining the spells the wizard knows you must roll for each lore separate, re-rolling duplicates as normal. The wizard may discard one randomly generate spell as normal, replacing it with the signature spell of the same lore of magic.

Earthing Rod - 5 points
Single use. Should they miscast a spell, a wizard can use the earthing rod to re-roll the result rolled on the miscast table.

Safety Factor fucked around with this message at 16:42 on Jan 22, 2024

Mohawk Potato
Jan 15, 2008



Pre-ordered the big Bretonnia box can’t wait to rank up units again

Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord
Following this thread to see if I want to rebase from The 9th Age to TOW. I'm rooting for this game to succeed!

TTerrible
Jul 15, 2005
Dwarfs are coming and so am I.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
I have some Beasts, High Elves, and Warriors of Chaos so I appear to be in a good position.

Eggplant Squire
Aug 14, 2003


Nice write up! I want this game to succeed really bad but I won't be able to play unless the restricted lists are at least viable.

I hope the influencer YouTube accounts ignore the nonsense about unsupported armies and play stuff with everything so that they maintain a little presence. The theme is going to get a little state if it's just Good Guys versus Chaos Warriors with Tomb Kings and Orcs and Goblins to shake that up.

Lucinice
Feb 15, 2012

You look tired. Maybe you should stop posting.
Does it seem like the new chaos warriors for AOS will fit on the new listed base size?

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Lucinice posted:

Does it seem like the new chaos warriors for AOS will fit on the new listed base size?

They are on 30 by 30s so yes they look to fit.

serious gaylord
Sep 16, 2007

what.
https://imgur.com/a/ULFK2np

I've been through the 5th Ed Bret book and taken some photos of the heraldry pages.

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Just here for the Beastmen.

:hehe:

Cease to Hope
Dec 12, 2011
If we wanted to play a good game, we wouldn't be playing Warhammer.

https://youtu.be/RbhcRKsRwFM?t=71

If this doesn't work out, ask me about Conquest TLAOK!

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Lord_Hambrose posted:

Just here for the Beastmen.

:hehe:

Dragon Ogres are part of the Beastmen again so you have extra options.

ChrisAsmadi
Apr 19, 2007
:D

Lucinice posted:

Does it seem like the new chaos warriors for AOS will fit on the new listed base size?

On that note, if I wanted to make a Warriors of Chaos army for both AoS and TOW, am I better off with round bases or squares?

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.

ChrisAsmadi posted:

On that note, if I wanted to make a Warriors of Chaos army for both AoS and TOW, am I better off with round bases or squares?

Check which are the smallest (probably square) and search the net for base adapters or converters.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Great Book of Grudges gives all Base Sizes it seems

https://www.youtube.com/watch?v=HsMCDM_84l0

Cease to Hope
Dec 12, 2011

MonsterEnvy posted:

Great Book of Grudges gives all Base Sizes it seems

putting this in the form of a video is extremely obnoxious

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Cease to Hope posted:

putting this in the form of a video is extremely obnoxious

I just pause the video and jump to different sections. I don't need to listen to him, I can just look at the images.

Cease to Hope
Dec 12, 2011

MonsterEnvy posted:

I just pause the video and jump to different sections. I don't need to listen to him, I can just look at the images.

i mean it's not your fault

Safety Factor
Oct 31, 2009




Grimey Drawer
Guerilla Miniatures Gaming has all of the army lists up as well. I strongly suggest muting the video and scrolling around to the sections you want to see. Every time I've seen these they come across as "man reads book for first time on camera" rather than any actual commentary.

Core Rules - https://www.youtube.com/watch?v=d4A2Vx6Hx9k

Bretonnia - https://www.youtube.com/watch?v=xosk46Ye9c0
Dwarfs - https://www.youtube.com/watch?v=PGekqvTWf5w
Empire - https://www.youtube.com/watch?v=FAnA144-9Vw
High Elves - https://www.youtube.com/watch?v=06MYY5levGo
Wood Elves - https://www.youtube.com/watch?v=ylTiayshNbg

Beastmen - https://www.youtube.com/watch?v=2h3tf3EQRxM
Orcs and Goblins - https://www.youtube.com/watch?v=GEbg_GxGR5w
Tomb Kings - https://www.youtube.com/watch?v=fFMOSGvDhAs
Warriors of Chaos - https://www.youtube.com/watch?v=o92GRoIDs8U

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.
I've checked some lists and it's funny to me that detachment is now a universal special rule instead of the Empire's own thing, they literally have no unique army rule afaik, the most vanilla faction. On the other hand, demigryph knights now count as a special unit instead of singular with no other restrictions, I love them.

Issaries
Sep 15, 2008

"Negotiations were going well. They were very impressed by my hat." -Issaries the Concilliator"
0-2 Goblin Bolt Throwers per 1000p
and
0-1 Goblin Rock Lobbers per 1000p

:argh:
It is not like they are OP or anything. I have like 6 BTs and 3 RLs.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
A good new rule is that you can now wheel and maneuver through your own units.

This for example would have been impossible in the older versions.

Gambrinus
Mar 1, 2005
Pre-ordered the big box of skeletons. Absolutely stoked for this.

I think the infantry should be fairly easy to knock out with an undercoat and some inks but that big bastard dragon thing looks a bit tricky.

Do mummies still exist? Wouldn't mind having some of them as well.

Leperflesh
May 17, 2007

Well I'm in the queue for US orders, it says I have a 40 minute wait but it was 51 minutes about four minutes ago which I am going to guess means a lot of people are finding some stuff is already sold out. I just want the core book and the tomb kings supplement so I'm optimistic books might have more stock than the big model sets.


Gambrinus posted:

Do mummies still exist? Wouldn't mind having some of them as well.

They weren't in print in 8th and so I would say not, but I use my mummies as unit champions and I think that's a good way to extend the size of your purchased units a bit. Or use them as characters, a mummy would make a fine liche priest or tomb prince.

Leperflesh fucked around with this message at 19:37 on Jan 6, 2024

Admiral Joeslop
Jul 8, 2010




I don't think mummies as a unit or character have existed since 5th edition, besides TK characters being mostly mummies by coincidence.

Leperflesh
May 17, 2007

Yeah I got mine because I bought someone else's TK army back at the beginning of 8th and he had a half dozen of them. I did paint them up anyway, they're just generic looking mummy models so not particularly special, but if you have some already you can make use. Actually there's a lot of third-party "egyptian undead" stuff that can be proxied reasonably into a tomb kings army. In particular if you don't want to shell out big bucks for the box set just to get the centerpiece dragon thing, all of the other stuff is just skeletons with bows, skeletons with spears, skeletons on horses with bows or spears, and chariots, and you can get decent to excellent proxies for all of that from third parties.

A 50S RAYGUN
Aug 22, 2011
got a starter kit for me and my friend each and i think i preordered one of everything for brets. now i need to find my old whfb boxes...

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.

Admiral Joeslop posted:

I don't think mummies as a unit or character have existed since 5th edition, besides TK characters being mostly mummies by coincidence.

Mummies were still a thing in the beginning of 6th edition because they appeared as an option in the original Ravening Hordes suplement, but they weren't included in the Tomb Kings book so they disappeared forever after that.

Gambrinus
Mar 1, 2005
That's a shame. I'll have a gander for third party mummies then.

Old Citadel metal ones on eBay are horrendously expensive, as usual.

Safety Factor
Oct 31, 2009




Grimey Drawer

Angry Lobster posted:

I've checked some lists and it's funny to me that detachment is now a universal special rule instead of the Empire's own thing, they literally have no unique army rule afaik, the most vanilla faction. On the other hand, demigryph knights now count as a special unit instead of singular with no other restrictions, I love them.
Yeah, I kinda got the same feeling at first, but after looking through the other lists it looks like only the high elves get detachments and it's only on their basic militia units. The Empire are still the primary faction to use them and they seem to have wide access to the Drilled special rule that lets units redress the ranks for free before moving. There's definitely something there and I'm very interested to see how they do in a battle report or three.

ro5s
Dec 27, 2012

A happy little mouse!

Safety Factor posted:

Yeah, I kinda got the same feeling at first, but after looking through the other lists it looks like only the high elves get detachments and it's only on their basic militia units. The Empire are still the primary faction to use them and they seem to have wide access to the Drilled special rule that lets units redress the ranks for free before moving. There's definitely something there and I'm very interested to see how they do in a battle report or three.

They’re in a tabletop tactics one right now, though I didn’t notice them doing anything fancy like that.

Leperflesh
May 17, 2007

Gambrinus posted:

That's a shame. I'll have a gander for third party mummies then.

Old Citadel metal ones on eBay are horrendously expensive, as usual.

They're really not worth paying significant money for.

Here's six of them, with my very bad paint job from 2013, for a closeup look. While my painting isn't great, I didn't fill detail - this is how much detail the metal models had.





mostly OK but the skull faces are sort of molten. And you can see the sculptures are using different heads and weapons on the same three bodies.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Leperflesh posted:

They're really not worth paying significant money for.

Here's six of them, with my very bad paint job from 2013, for a closeup look. While my painting isn't great, I didn't fill detail - this is how much detail the metal models had.





mostly OK but the skull faces are sort of molten. And you can see the sculptures are using different heads and weapons on the same three bodies.

Yeah looks like they would make decent champions for some Skeletons or Tomb Guard.

Issaries
Sep 15, 2008

"Negotiations were going well. They were very impressed by my hat." -Issaries the Concilliator"
Anyone noticed what the 'Impetious' special rule on Orcs and goblins do?
I assume it's the animosity rule replacement.

Lucinice
Feb 15, 2012

You look tired. Maybe you should stop posting.

MonsterEnvy posted:

They are on 30 by 30s so yes they look to fit.

Nice, I was thinking of making a chaos army since they're the only "evil" faction and I'm looking for a faction I can play with until the empire or dwarves return.

I also have a bunch of unpainted kairic acolytes, I wonder if I could fit them on 25 mm bases and run them as tzeentch marked marauders.

Lucinice fucked around with this message at 20:07 on Jan 6, 2024

Leperflesh
May 17, 2007

OK I got in on the US store and the main rulebook is out of stock. Ravening Hordes is still available to preorder but I'm not preordering it without the rulebook so welp.

Also a box of three Ushabti is $85, lmao

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Issaries posted:

Anyone noticed what the 'Impetious' special rule on Orcs and goblins do?
I assume it's the animosity rule replacement.

I think it's they have to charge if they can if they fail a leadership test, with some characters being able to negate it.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Leperflesh posted:

OK I got in on the US store and the main rulebook is out of stock. Ravening Hordes is still available to preorder but I'm not preordering it without the rulebook so welp.

Also a box of three Ushabti is $85, lmao

Rulebook will be available via Epub.

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Robviously
Aug 21, 2010

Genius. Billionaire. Playboy. Philanthropist.

Am I missing where to find the old army rules or am I misthinking that they were going to give us rules for forces other than Brets/Skeles via pdf?

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