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Warhammer Battle Reports 7th / 8thNauticans / Design Fantasy Gallery

Slann Mage Priest Generations (Lizardmen character selection tactics)

The slann generations special rule for Warhammer Lizardmen Armies allows the player to 'upgrade' his slann mage priest into a much more powerful mage.



5th Generation (the youngest slann)

This is the default level and is paid for in the basic slann cost when selected from the Lizardmen army list.

All slann are at least 5th generation and so they can choose to roll for spells from 1 ot more Lores of magic - you must still roll randonly for the spells though. All the other usual spell rolling rules apply, ie. Being able to swap a spell for the default (1st spell in the list)

All slann gain +1 to attempts to both cast and dispel.


4th Generation Slann

As above, plus these chaps never have to roll on the miscast table, the spell simply fails to work. A very handy and worthwhile attribute in larger and longer games.


3rd Generation Slann

Benefit from all of the above and also the addition of the Drain Magic spell to their magic knowledge. A highly potent spell which helps to negate the effectiveness of a magic rich army.

Drain Magic cast by a Slann reduces the number of high dice rolls made my enemies when they cast spells. The Slann can cast this at 3 levels. The most powerful level prevents the enemy caster from using any dice rolled which landed as 4, 5 or 6 ! (more powerful levels of the spell having progressively higher casting values. The one above (negating 4s, 5s and 6's needs 9+ to cast)

The problem with 3rd generation slann is that they use up an additional hero slot. This is quite a high cost to pay plus the extra 85 pts for the 3rd generation upgrade.

There's another downside too, if your Slann is killed your enemy gets an extra 100 victory points. This is offset a little by the extra wound this level of Slann gets.

Having said that...you should upgrade your Slann to a 3rd generation if you're facing a High Elf army, you will need to keep their magic powers under control - you won't regret it !

Personally, I wouldn't take a 3rd gen Slann into a 2000 pt battle unless I knew my enemy was bringing a lot of spell casting ability to the battle.


2nd Generation Slann (the oldest Mage Priests)

Are extremely good at spell casting and difficult to kill (+1 wound and +1 dice to casting attempts)

These benefits are in addition to all of the above.

Not bad heh ?! An additional wound, making a total of 8 (!) gives this guy that extra bit of longevity.

If you take him keep him well protected with a beefed up Temple Guard unit.

I wouldn't use him in a 2000 pt game. It's not the extra points, it's because he uses up a Lord slot, hero slot and a rare choice (ie you can't take salamanders or a stegadon). You can probably live without those rare units but you really will be putting all your eggs in one basket. You would be better off taking a Steg with a hero to hold up your enemy's core units while the rest of your army tries to outflank.

In a 3000 pt game, go for it ! Take the second gen slann and watch your enemy quake in their boots ! Especially if they've invested heavily in magic users.

Warhammer Battle March on Xbox 360 - coming in 2008

Wow - how cool does this look ! Click for a great high definition image with featuring , unless I'm very much mistaken, a unit of High Elf White Lions of Chrace against Dark Elves.

They'll never beat the real thing though ;)

You can take control of 6 races (which sound true to the "real" game) – Chaos, Dark Elves (new), Empire, High Elves, Orcs & Goblins (new) and Skaven.

Armies can be customised as can characters and they evolve by acquiring additional powers during the game.

Up to 4 gamers can battle in multi-army 4 ways fights or team-based battles.

It's sounding pretty good to me so far - worth a look if you don't often get a taste of the "real thing" ;)

Warhammer Battle Unit Deployment Order

This is your first opportunity of the game to try and outwit your enemy.

Many players put less thought than they should into unit deployment before play begins. Some, myself included, get carried away by the excitement of the imminent conflict and forget about key plans they made before the battle.

Here are the key things to bear in mind before the battle begins.

1) Are any of your units already commited for any reason (eg a unit which must be used to protect an artillery piece) ?

2) Which units should be close to your army general and/or the army battle standard ?

3) Which units should be in the front of your lines and which in the rear ?

4) Which units should be deployed close to one another to maximise their effectiveness ?

5) What size frontage do you want and is the battlefield big enough to accomodate this ?

Now, when your enemy starts deploying you'll find that half your plans have to be adjusted (or maybe) abandoned to cater for their unit positions.

Note: your opponent's deployment should take precedence (as a rule of thumb) over the plans you had before you saw his/her army.

The most important aspects to observing their deployment are these :-

1) Where is the enemy strength 'hotspot' and does it look likely to advance or defend ?

2) Can you spot any weaknesses in your opponents battle lines ?

3) How will you engage or counter the enemy's long range weaponry ?

These are all just key points to consider, if I tried to write about all eventualities this post would end up extremely long !

The final thing to consider is your order of deployment.

If you have a key 'would like to try this' plan then you need to keep it as secret as possible during your deployment. Eg. Don't position your flyers directly opposite a stone thrower as soon as your enemy places it on the table (unless it's a bluff)

Also, deploy your strongest most important units last of all. This particularly applies to cavalry, even though they can move more quickly ypur enemy will want to take as many shots at them as possible before they get into combat.

Observe the terrain aswell. If there's a hill on your side and you have artillery you may aswell place that unit first because your enemy knows you would be mad not to put the arty on the elevated position. By placing the artillery you are not giving away anything your enemy does not already know or cannot guess.

May Sigmar Heldenhammer be with you (unless you're a greenskin or chaos of course !)

Warhammer Battle Royale - fight 8 is now online !

Warhammer Battle Royale is back !


Fight 8 is now online:-

There will be a fight posted on YouTube every 7-10 days from now on.

Thanks for being patient I hope your patience is rewarded with 2 minutes of quality...

Warhammer video entertainment.

Watch this space.

All the best,
Sigmar

PS. Thanks for all the great encouragement you've given me by commenting on YouTube. I really appreciate it and am pleased to say that my small video fights have now been watched over 22,000 times.

New Vampire Counts Miniature Gallery 2008 (pictures of all the Vampire Counts model range from Games Workshop)

Link for all the Vampire Counts models including :-



LORDS AND HEROES


Vlad von Carstein
Count Mannfred
Konrad von Carstein
Necromancer
Vampire Lord
Winged Vampire Lord
Vampire Lord
on Zombie Dragon
Wight Lord


CORE UNITS


Zombie Horde (20 Plastic Models)
Skeleton Warriors (10 Plastic Models)
Crypt Ghouls (10 Plastic Models)
Dire Wolves (10 Plastic Models)
Bat Swarm (2 Metal Models)
Corpse Cart


SPECIAL UNITS


Grave Guard (10 Plastic Models)
Black Knights
Fell Bats (2 Metal Models)
Spirit Host (1 Metal Model)


RARE UNITS


Varghulf
Cairn Wraiths
with Banshee
Blood Knights (5 Metal Models)
Black Coach



Varghulf Image is © Games Workshop Ltd. All rights reserved. Used without permission.

Warhammer Fantasy Roleplay (WFRP) and Dark Heresy support to end in 2008 ?

Sad news but Black Libraries have decided to concentrate on their Warhammer Fantasy and 40k fiction instead.

Note:- Dark Heresy : Disciples of the Dark Gods will still be released in Spetember but that's the end.

There is no news yet as to who (if anyone) has got the licence to continue WFRP.

read more at Black Libraries Publishing forum :-
forum.blpublishing.com/forum_posts.asp?TID=4024

Warhammer Tactics - Ways to confuse your enemy (humour)

Alternative Warhammer Tactics !

I wet myself laughing over these ideas. There's some inspired genius in this Warhammer Blog entry. Let me know if you employ or have already used any of these suggestions :)

Check it out :-

Winning at Warhammer - alternative Battle tactics ! (copy below link into address bar)
marginalizedactiondinosaur.net/?p=2678

Warhammer Battle Tactics (practical tips for playing the game)

Do you ever finish a game or, worse, lose a battle and suddenly begin to recall all the things you forgot to do during the game. You know the type of things, bound items you forget you had, magic item modifiers you forgot to apply, embedded magic users you forgot all about until the unit got into combat or even missiles and artillery you neglected to use in the heat of battle ?

Most game players, or the ones I know, accept that once a phase is complete there's no going back to retrospectively do anything you previously should have thought about but didn't.

All but the very best, non-intoxicated - we usually get the beers out when we have a game :) - pros will forget some of the above on occassions.

Here, I'm going to give you some tips that will help you remember.

Army List of units and characters.

First off, make sure you create a summary army list before the game, you should have a list anyway unless you have a photographic memory !

Turn sequence (phase) list

Also, before battle begins create a sequence list showing all the phases in the game. At the top of each phase write any army wide special rules (eg. +1 dispel dice) Then under each phase write the special rules you might need to remember for each unit. For example, unit X has a magic banner +D6 inch charge for 1st charge of game.

After battlefield deployment but before any battle comences give each unit / character a number on your army list summary going from your left most unit to your rightmost unit / character. This will be the general order in which you move / fire etc with your units.

Now when battle begins simply check the phase list first for any army wide special rules and then check the unit number that you are about to deal with on the sequence list to jog your memory of any special rules or items you need to consider.

I hope that makes sense, if it doesn't please let me know and I'll include some photos of a sample army list and sequence list.

It might not win you any battles - although you never know ! What it will do is wipe out those feelings of frustration at having forgotten something important.

Vampire Counts Sneak Peeks Crypt Ghouls, Dire Wolves & Blood Knights

Six more Vampire Counts Pictures

It looks like they've done a very fine job on these new miniatures.

Here's a taster (click to enlarge in a new window)...




Images are © Games Workshop Ltd. All rights reserved. Used without permission.

Warhammer Online Age of Reckoning Preview

Warhammer Online Age of Reckoning - it's looking good !

Here's the review:- computerandvideogames.com/article.php?id=180578

This looks like a Warrior Priest against a Yhetee
(click image to enlarge in a new window)

Warhammer Model Painting Videos

Various painting, basing and miniature preparation tips on video from various different providers (covering all types of Warhammer and Games Workshop miniatures). There are some useful tips, mainly for the beginner.



Click on the links below to open the videos in a new browser window which you can resize to suit you.





a technique for removing paint from miniatures
basic miniature model painting guide - Ogre example
non metallic "metal" painting
miniature painting - Lord of the Rings
miniature dry brushing
Warhammer 40k miniature - Tau painting tutorial
miniature basing techniques

Warhammer Fantasy Battle Desktop Wallpapers - for all Warhammer Armies / Races

these are free from Games Workshop and totally awesome artwork.

update 18Th Oct 2008 : the below wallpapers which used to exist on the old GW site do not exist on the new one. I will populate this post when (or if) the new site is updated with wallpapers.

There are a mixture of desktop wallpapers, some photos of minis, some army book artwork and some other pictures I haven't seen before - some of which are awe-inspiring. The hardest decision is which one you'll put on your desktop !

Downloadable and Free Desktop Wallpapers

Beasts of Chaos
Bretonnia
Empire
High Elves
Hordes of Chaos
Lizardmen
Skaven
Tomb Kings

no desktop wallpaper found at GW UK but here's some artwork instead:-
Dark Elves
Dwarfs
Ogre Kingdoms
Orcs and Goblins
Vampire Counts
Wood Elves

Vampire Counts 2008 Preview by Games Workshop

click to enlarge image in new window

Check out this excellent 5 page Vampire Counts preview from Games Workshop UK.

Also see and all the available release dates and prices in my
Vampire Counts Rumours & News Thread.


Image is © Games Workshop Ltd. All rights reserved. Used without permission.

Warhammer Fantasy Army Standards and Banners (free pdf downloads from Games Workshop UK)

Find all the free downloads of Warhammer Army banners produced by Games Workshop right here, in one place:-

Beasts of Chaos
Dark Elves

Updated 18th Oct 2008 : The below banners which were found on the old website have not been transferred to the new one. When (or if) they are I will update this page.

High Elves
Hordes of Chaos
Skaven
The Empire
Tomb Kings

no banners found at GW UK for:-
Bretonnia
Dogs of War
Lizardmen
Ogre Kingdoms
Orcs & Goblins
Vampire Counts
Wood Elves

Slann Mage Priest (Lizardmen Army Tactics - characters, the importance of the Slann Mage Priest)

A Slann Mage Priest has a lot of options available to him (or her or it !) and is an essential character in your Lizardman Army.

The Slann can act as the army general and the battle standard bearer (indeed, it has ro be the battle standard bearer if there is only 1 slann in the army).

The Slann can be upgraded to an earlier more powerful generation. Any generation of slann can select 100 pts of magic items (excluding armour and weapons) and/or plaques and sacred blessings.

The slann also gets a bodyguard of Temple Guard (if you choose to take them) and can be placed in the second rank out of harms way but still able to cast spells while the unit is engaged in combat over the top of the front rank.

Additionally, the slann can use any skink mage for line of sight when casting spells although the slann must still be in casting range if the target unit. It can also choose spells from one or more lores of magic and benefits from +1 on attempts to both cast and dispel.

Wow - how cool is that lot ?!

When I tell you the Slann is 325 pts you might think it's actually over priced. It cannot launch hand to hand attacks and can only defend itself (thanks to a very loyal and probably frightened skink attendant).

However, keep reading...

...the slann has a toughness of 5, a weapon skill of 4 and 6 wounds. Even if you think you've hurt it there is still the Shield of the Old Ones to overcome which gives the Slann a 4+ ward save. Given that the slann spends most of a battle in the second rank, out of combat, this character is officially VERY HARD TO KILL !

One final thing...

The slann has a leadership of 9 (better than 10 when you take cold bloodedness into account), carries the battle standard (which the enemy will find very hard to capture) and thus makes an excellent general and will be by far the hardest character for your enemy to find a way to counter.

This makes the Slann a must use addition to a slann army. The only time I would contemplate taking a Saurus Old Blood in a 2000pt armyinstead is if I really wanted to use Kroqgar and Grymlok or, maybe, if I was fighting a High Elf army which can calm the winds of magic to a virtual breeze if they invest heavily in their magic users.

In the next slann post I'll explore the slann mage priest options available to you and be making some suggestions on what to spend your magic item points on.

Image and miniature is © Games Workshop Ltd. All rights reserved. Used without permission.

Skink Skirmishers (Warhammer Lizardmen Army Tactics - Core Unit)

Skink Skirmishers are an essential elemet within all Lizardman armies.

These cheeky chappies make excellent skirmishers because of their high move rate and low cost (6pts or 7pts if you turn them into scouts)

They are needed at the very least to act as a missile shield for your core fighting units, the Temple Guard and Saurus units.

I personally never swap their blow pipes for javelins and shields. The shield does not benefit you at all against any str 4 or higher missiles and you will be trying to keep your skinks out of combat most of the time. Also you get 2 str 3 shots from your blowpipes with a range of 12", while your javelins only provide 1 str shot over a measly 8" (by the way, both are poisoned missiles) [note see excellent comment below by Warphammer]

The scouting ability for an extra 1pt is worth taking for a couple of units or more if the enemy has a lot of war machines or if you expect there to be battlefield terrain or features to hide behind or within (as close as 10 inches from the enemy !)

The thing with skinks if you need to learn how to skirmish well. Use them as missile shields and also skirmish behind units you don't want to be charged (the skinks can run around your unit with their 12" charge to prevent the enemy engaing you first)

One last thing to remember... if you do need your skinks to fight try to charge the enemy in the front and use other units to engage flanks and (if you're lucky) the enemy's rear. Skinks do not negate an enemy's rank bonus by attacking their flanks.

I usually take units of 13 which means that an enemy firing on them would have to cause 4 casualties in a phase before the unit of 13 has to test for panic. If you took 12 it would be 3. A unit of 13 gives you the same 'panic buffer' as a unit of 14, 15 or 16. A unit of 13 is also more maneuverable and you can take more units as missile shields. Even if they do panic with a cold-blooded leadership of 6 they're likely to rally before they run screeching from the battle ground.

May your skinks be blessed by the...

Mark of the Old Ones !

muhahahaha.....(in a deep wisened other worldly voice)

Saurus Warriors and Sacred Spawnings (Lizardmen Army Core / Special Unit)

Saurus should form the core of your army. They are reliable and above average fighters (even possibly elite)

Saurus warriors are considerably cheaper than Temple Guard (12 pts vs 17 pts) and they do not have to be fielded with a Slann Mage Priest.

You might want to consider giving one Saurus unit a Sacred (sometimes called Blessed) Spawning to further boost their abilities. Note that taking a spawning will turn the unit into a special unit choice (taking 2 will make it a rare unit choice so don't do this !)

You can afford to give one unit a sacred spawning if you choose not to take Saurus Cold One Riders Cavalry.

If you're fighting Wood Elves or over a battlefield with a lot of wooded terrain you definitely need the blessed spawning of Huanchi to negate movement penalties.

Otherwise your favoured and exceptionally cheap choice (30 pts) should be the blessed spawning of Sotek which provides +1 attack on charging. A unit with this spawning should be deployed as a support unit to engage enemies already tied up in combat - this is to make sure you get to charge and use the charge bonus as many times as possible. Place this unit next to your Temple Guard which will usually be the main core unit for taking the fight to the enemy (note: you don't have to do so when fighting Dwarfs because you should always be charging 1st anyway)

Saurus will hold their own in fights against nearly all rank and file opposition. They are your key to victory so you should take several units of 15 or 20 including standards and musicians in a 2000 pt game (I'd recommend 3 units of 15 plus a larger Temple Guard unit)

Saurus can be given spears for +2 pts each, don't bother with these because you will usually be the army on the attack. Take them however if you're facing Bretonnians or you expect Empire knights or any other fast moving opposition which are likely to charge 1st.

Happy hunting my lizard friends.

Dark Elves Army Book (Initial Impressions)

The Dark Elf Army may not be as bad as many people think...

Before we go into the detail, here are my initial impressions of the Warhammer Fantasy Dark Elf Armies book itself.

First and foremost, this is a brooding book, it's suitably dark in artwork and painted figures. The cover is one of the best, only rivalled in my unartistic opinion by Tomb Kings, High Elves and Bretonnia (I don't care for many of the other covers - althought I love the content of most of them).

The Dark Elf models themselves are well proportioned, like Wood Elves and High Elves and there is plenty of characterisation in the army's looks.

The model painting in the book itself is good but the photos are sometimes disappointing with a lack of zoom shots and it's hard to see detail because they're all painted so black !

Anyway, I've only just started skipping through the book so I'd thought I'd let you know what I thoguht so far.

I hope my thoughts are useful for people new to the game, that's what this blog is all about really.

Warhammer Blog and my Warhammer Battle Report Forum and Fantasy Battle Videos

Folks,

I have been having a good look at my blog stats and who's been clicking where.. Also, I'm taking notice of my Blog poll and what most people would like to see more of on this site.

I'm getting loads of clicks on the videos so, as a result, I will be spending a lot more time on Videos of Battle Reports. I will continue to post a couple of articles a day but free time at weekends will be set aside for running, photographing and movie making Warhammer Fantasy Battle Reports.

I need to finish my Battle Royale first so I'll be speeding up the production process somewhat. The good news is that I'm totally free this weekend so I'l be able to make plenty of progress.

Be sure to check back once every 7 days or so to see a new video.

I'd really appreciate it if you would consider joining my warhammer forum to talk about my battle / skirmish and battle royale videos. It's free and you will not get spam in your in box. Talk is not restricted to battle reports, any Warhammer or war game threads (feel free to set them up) and posts are welcome.

Thanks for reading,
Sigmar

Lizardmen Temple Guard (Warhammer Lizardman Army Core Unit)

Temple Guard are great and an important core combat unit to include in your Lizardmen army.

You need to field a Slann Mage Priest per Temple Guard unit and they always accompany him into battle until their last breath (or hiss) because of their 'Sacred Duty' (special rule).

This is not that much of a limitation because you're likely to include a Mage Priest in your army in any case and the Temple Guard benefit from another facet of the Sacred Duty rule which makes them Stubborn (ie they never suffer a minus to their break test rolls due to a lost combat resolution). With a leadership of 8 (read '10' due to cold bloodedness) you'd have to be VERY unlucky to fail a break test.

If you so choose you can turn this unit into an uber death dealing battle winning SAS / Delta Force outfit. It's very much a case of all your eggs (or a lot of them) in one basket but the basket is armour plated and full of protective bubble wrap.

You can make this unit hard because of the presence of the slann priest who can have 100 pts of magic items, can carry the army standard and is a level 4 wizard with access to any of the lores of magic (note: you can roll on different Lore lists for each spell choice if you wish).

I'll deal with the Slann options in a future post, they can dramatically empower your unit (especially by providing them with greater resilience). For now let's get back to the Temple Guard.

The Temple Guard carry halberds (+1 strength) so they cannot use shields in close combat but can carry them to fend off unwanted missile fire while out of combat.

They can also carry a magic banner (you should take the Sun Standard of Chotec -1 to hit for enemy missiles against most armies but maybe not chaos or Bretonnians). You should also take a musician - this is one of your most important units so it's a case of no expense spared.

Their initiative is low so it's a shame you cannot opt for great weapons but on the bright side you'll at least strike first againt enemy great weapon units and, if you're fighting Dwarfs which also have an initiative of 2 you'll probably strike 1st in the first round (on your charge) and have 50% chance of striking first in subsequent rounds.

The best thing about Saurus Temple Guard, other than their stubborness, is their 2 attacks and toughness of 4. With scaly skin (5+ armour, better than the usual Saurus scaly skin armour save of 6+), these warriors mean business.

Make sure you take a large unit (I'm talking 25+), there are plenty of options to protect this unit and 'soup' it up (which you'll find under a future Slann Mage Priest post). Invest heavily in this unit and it will pay you risch rewards on the field of Fantasy battles.

I thought I'd better promote this unit, Saurus are far too modest and unemotional to speak out for themselves :)

Vampire Counts Name Generator

For a bit of blood sucking fun and so you can pre-prepare your new Warhammer Vampire Fantasy names, try this:-

Warhammer Vampire Counts Fantasy name generator

Dark Elves (Dark Elf Warhammer Army List / Book)

The new Dark Elves Army book is pencilled in for release in 2008 (rumour has it, after the Daemonic Hordes book - which will combine Hordes of Chaos and Beasts of Chaos).

We can expect a release sometime in the Autumn / Fall 2008.

This is all stuff from the rumour mill, nothing has been confirmed yet but the new Dark Elves will certainly be out after Vampire Counts which is imminent (March 2008).

Anyway, because I'm keen to add the Dark Elves to my army book collection, I decided not to wait and have purchased the rather old but still most recent 2001 edition.

I'll be doing my usual kind of random army analysis picking out some tips and potential tactics.

My friends at Games Workshop tell me that Dark Elves are now somewhat less powerful in comparison will the newer more recently updated armies (ie all of them !)

So, it's going to be my objective to really get deep into this book to find some tips for beating those other 'stronger' armies. I'll also be in a better position to comment on the new book and the changes that have been made when it's finally released.

Right, I've got some reading to do !

I'll be back !

Image is © Games Workshop Ltd. All rights reserved. Used without permission.

Games Workshop report a loss but sound upbeat about positive business changes - Good Luck to the new CEO at GW.

Games Workshop say they are making progress cutting costs (overheads) however...

...while revenue remained static for the 6 months (in comparison with the previous year) there was a loss before tax of £0.2 million, compared to a profit of £0.1 million in 2006. Operating profit remained at £0.5 million.

The Chairman (and former CEO I think) Tom Kirby and Mark Wells (the new CEO) said: “These half-year results are encouraging; we have re-established constant currency sales growth in the UK, the Americas and Asia Pacific, our gross margins remain strong, and our cost reduction programme is delivering the overhead reductions we expected.
“We remain a growth business and are now getting benefits from the efforts our staff have been making. There is still much to do, and we are united in our determination to do it”.

I'm not sure I like the sound of all of this....

Personally, I think they would be onto a winner if they just cut costs by selling through other shops and online and lowered the prices a lot to encourage more new starters (£8 is a lot of cash for a single metal hero model on foot !)

Still, I suspect they have now recovered from the shock in falling LOTR sales. When (if) I can get some kind of management accounts, I'll let you know what they are making their money on - I just pray they never back out of the Warhammer Fantasy World !!!!

Everyone get down the shops and buy some figures quickly - try the new Vampire Counts Spearhead set - that should keep everyone happy :)

Comments anyone ?

Jungle Swarms (Lizardmen Army Core Unit)

I usually love all kinds of swarms, not the models (they're too small to paint !) but the way that your enemy end up tearing their hair out as their best laid plans are ruined by a mindless writhing 40x40mm base of annoyance :)

Yep, swarms are often a great addition to your forces.

I do have some reservations about jungle swarms though and my concerns are about the cost (not because I'm a cheap skate with deep pockets !), the points cost.

When I first paid attention to the jungle swarm points value I was suprised they were 60 pts. It seemed a lot to me.

Let's do a comparison to help me make my point.

Tomb Swarm

The same profile except a lower movement of 4 rather than the jungle swarm's move of 5. In addition, Tomb Swarms benefit from the 'it came from below' special rule. This can be used if the player chooses and provides extra flexibility during deployment


Rat Swarm

Again, the same profile except ratties can move an extra inch (ie 6 inches rather than 5). Rattie swarms are also expendable (special Skaven rule) so don't cause panic if they get squished. (Big rats simply don't give a tossed piece of moldy edam for their lesser brethren)

So, what does that tell us ? Not a lot until you see this...

Tomb Swarm 45pts
Rat Swarm 45pts
Jungle Swarm 60pts (?!)

This is why I cannot unreservedly recommend the use of Jungies.

Right, having said all that I should say that all swarms do remain great additions to your army. They are 'unbreakable' (for unbreakable you can read 'indisposable' or 'almost pricelss' if you like)

Unbreakable is such a tactical benefit that it's difficult to leave any of these types of troops at home - in their aquariun in the case of jungies :)

In a 2000pt game I would probably still take at least 2 bases of Jungle Swarms in 1 unit (you can only have 1 unit of any type of swarm, for all armies. Yes, they're that useful !)

Don't underestimate the ability to hold up a key enemy unit and flank them and fire over the top of your swarm too !

Take this awesome fantasy unit but know that you're being a bit ripped off so don't take too many !

Saurus Cavalry 'Cold One Riders' (Warhammer Lizardmen Army Special Unit)

In a nutshell, I do not believe that Saurus Cavalry are an absolute necessity for a 2000pt Lizardmen Army. Yes, they are good with 3 strength 4 attacks but so are rank and file Saurus or, even better, Saurus Temple Guard (which share the same 'elite' profile as the cavalry without the cold one).

Most armies deploy cavalry because they are fast and can engage enemy missile troops, skirmishers, war machines quickly or for a hard hitting unit with a high armour save.

Saurus Cavalry are not as great an advantage for a Lizardmen army because:-

  1. the army is fast moving anyway with cheap, fast skinks (both skirmishers and terradons) who can hit 'soft' targets.
  2. Saurus infantry are resilient anyway (T4, scaly skin - esp temple guard 5+) and good on the offensive.

Because of the above 2 factors the benefit of cavalry in a Lizardmen army is lessened.

Add to this that Cold One cavalry do not get +2 str on the charge but +1 because they have spears rather than lances and there is some justification for leaving them out of your army altogether.

As always in Warhammer Fantasy Battle games though, it very much depends on which enemy army you are facing.

If it is 'rich' in missile or Artillery troops (like all Elves, The Empire or Dwarfs) then you might need units to close the Battlefield gap and enter combat sooner.

If the enemy is likely to be coming for you, eg. Chaos, Skaven, Orcs and Goblins, Ogres and Bretonnians (and maybe High Elves and Tomb Kings) then you can probably safely ignore Cavalry. They won't be needed for attacking war machines, protecting flanks or for outmaneuvering because your skinks are capable of this. You would benefit more by bolstering the core units or taking additional combat heroes.

If you do take Cavalry to counter enemy missile troops be sure to equip them with the Sun Standard of Chotec so shots fired at them are at -1 to hit.

Also, because they cause fear, I would make the unit sufficient to outnumber enemy units if you do take them (so a unit strength of 20 or more, costing 350 pts - excluding standard bearer and musician - which you should probably add to the unit). This starts to make this unit prohibitably expensive.

All in all, unless you have a specific plan in mind which requires cavalry I'd recommend you leave them out of a 2000 pt Lizardmen Army. I would always include them in a 3000+ pt game for the added flexibility that cavalry can bring to your battle plans.

There is one further reason you might decide to include Saurus Cavalry...

...the figures are totally awesome ! Check these out (click to enlarge)...




Image is © Games Workshop Ltd. All rights reserved. Used without permission.


Hordes of Chaos Warhammer Army book review


This is the beginning of my analysis of the Hordes of Chaos Warhammer Army book.

My initial impressions are good. There are some interesting differences between this book and the other Warhammer Army books:-

General Observations

1) It's a much bigger book and a longer read. There are 112 pages which is 40% longer than mos of the other army lists, most of which are 80 pages long.

2) The painted miniature diorama photos are probably the best of any of the books. As are the battle standard bearer miniatures.

3) The chaos army, particularly Hordes, lends itself to conversions - the wierder the better ! If you like converting models then this is the army for you.

More soon when I'll be getting into the specifics of the army itself.

Image is © Games Workshop Ltd. All rights reserved. Used without permission.

Chameleon Skinks (Warhammer Fantasy Lizardmen Army)

Chameleon Skinks...don't leave home without them.

Lizardmen benefit greatly from the skirmisher scout rule. Both normal skinks and chameleon skinks can scout.

Chameleon skinks are a lot better at scouting though.

They can be placed within sight of the enemy (more than 12 inches away). Which means that you'll always be able to shoot on turn 1 (you may not even have to move if your enemy comes after your skinks)

There are several qualities that make chameleon skinks great:-

  • Bs 4 (Bs 5 for the sharp shooter unit leader which you should always take for a paultry +6 pts)
  • Movement 6 which keeps you pretty safe unless the enemy wastes their expensive cavalry to come after you. Make sure you don't deploy right in front of them - make them chase you around !
  • Blowpipes with 12 inch range firing 2 poisoned darts - rolling a 6 to hit means there you automatically wound (armour saves still allowed). This makes them great against the likes of Dwarf Slayers and any lightly armoured enemy.
  • A leadership of 6, which is about the equivalent of 8 (taking cold bloodedness into account). This is useful for psychology tests not break tests because you will usually want to flee if charged (keep them out of combat !)
  • Best of all a -2 to hit modifier. This means that most enemies (excepting Elves) will only hit you on the roll of 6.

I'd recommend you always take Chameleon Skinks to war with you. Against any army except those with a lot of cavalry like Bretonnians (use ordinary skinks to act as a shield and flee to allow Saurus to counter charge).

You are only allowed 1 unit of 10 chameleons (for good reason - they're so good !)

Make sure you take all 10 for 156 points (because you want that sharp shooter with Bs 5 aswell).

Love your chameleons and they will serve you well.

Some good fun and free browser games

I've added a link to a site with some good fun browser games on it. I haven't expored the site fully yet but there appears to be some videos and music there too.

I've added it to my friends list. Or you can go here:-

Some good fun and free browser games
gns2.php0h.com

How times have changed since I was excited about getting my 48k ZX Spectrum !

Warhammer Inquisition ! (just some Fantasy Battle Questions and hopefully answers !)

Hi folks,

I hope you people don't mind this but I've put up a few polls on my blog. I think they're interesting - I hope you do. I'm particularly interested in which army figures people like the look of most.


You never know, if we feed this info back up the chain then maybe the bosses at GW will use it in their decisions.

Anyway, for the meantime... it's just for fun :)

Miniature Painting of the Very Highest Quality (Warhammer and other War Game Models)

Check out the below site for some examples of outstanding artistry and craftsmanship. These people are every bit as good as the Games Workshop Eavy Metal crew and, in some cases, better.

The painting has to be seen to be believed. Click on the artist nickname or choose the pictures on the left.

Some Expert Warhammer Miniatures Painting
coolminiornot.com/topartists

Warhammer Fantasy Fiction from the Black Library - Time of Legends

Have you ever ventured down the road of Warhammer Fantasy Fiction ? I habven't but I'm soon going to - as I seem to be running out of Army Books to read !

I read in White Dwarf WD338 (Feb 2008) that a new series is coming from the Black Library and it will be covering Warhammer history, monumental events and legendary heroes. The first book is about Sigmar (wheyhey that's me !), then Nagash the Sorcerer.

I thought I'd check this out because I plan to get the first book to see what it's like - I hope it's fun reading and maybe even useful background info for the battles. Here is a link to the coming releases :-

Warhammer Fantasy Battle Fiction from Black Library
blacklibrary.com/product.asp?prod=60100281044&type=Book

Has anyone else tried any of the Warhammer Fantasy fiction novels ? If you have please let me know if they're worth a read.

Thanks,
Sigmar

Warhammer 5th Edition was pants - it all started to get better again with edition 6

I recall playing several games against my Dwarven friend with the 5th edition. Oh dear, ridiculous powers all round. I remember saying we should just get 3 heroes and have a ring of death on the local pub table instead of bothering with the meaningless rank and file.

The game was broken, well and truly.

Here's a great link I found which reminded me of the bad old days...

Warhammer 5th Edition vastly improved with Edition 6 and 7:-
gamesfirst.com/reviews/rick/Warhammer6ed/rules.htm

White Dwarf February 2008 (WD338 from Games Workshop Monthly Mag Feb 2008) - My analysis

White Dwarf WD338...

...proves to be a good read if you like Warhammer Fantasy Battle AND Lord of the Rings.


LOTR

For Lord of the Rings lovers there is a long feature (almost 40 pages) around the LOTR Strategy Game - Harad. There's a very long battle report with some nice photos and lots of large Mumakil. I like it but I don't know anything much about the LOTR wargame so I won't comment anymore.



Warhammer Fantasy Battle


Some additions to the miniatures collection range, including:-


Empire Captain with Gory Blade (£7)
(looks like a very gory blade to me !)
A nice figure with the captain wiping his blade with a cloth with an orcs head at his feet.


He would make a nice Greatswords leader.





High Elf Noble (£7)
Wielding a sword in his left hand pointing in a quite "determined" manner. A nice figure but it's not quite unique enough to make it great.

The Blessing of Sigmar (£8)
This actually looks like a Warrior Priest is holding his hand out to bless a kneeling human holding something (it's either a scroll or a gun !). Sorry I cannot make it out any better.


A very small (2 page) feature on Warhammer's 25th anniversary
nice battle photo of Humans vs Chaos.


Tactica on Empire Infantrymen (6 pages)


4 Pages of excellent Dwarf 'Eavy Metal Painting


A very nice diorama picture on the inside back cover of some previously unseen Vampire Counts (I haven't seen them anyway !)
There appears to be some ghosts, scythe wielding robed skeltons (I don't know what they are), zombies and a mounted dragon. I am not an expert though on Vampire Counts.



Black Library

4 books. I have to confess I have never read one before (although I plan to). Here are the names of the books:-

Empire in Chaos - Anthony Reynolds
Scourge the Heretic - Sandy Mitchell
Oathbreaker - Nick Kyme
Grudgelore - Nick Kyme and Gav Thorpe


Miniature photo © Games Workshop Ltd. All rights reserved. Used without permission

Vampire Counts Release Dates and Prices (New Warhammer Vampire Counts 2008)


Here are all the Vampire Counts release dates and prices for the upcoming miniatures and the Warhammer Armies Vampire Counts Book


the picture is the Spearhead set (you also get the Army Book) click the piccie to enlarge it in new window


23rd Feb 08




Vampire Counts Spearhead Set
($185 usd, £105, euros160, Denmark 1250dkr, Norway 1650nkr, Sweden 1500sek)


8th March 08

Warhammer Vampire Counts Army Book
($22 usd, £12, euros 22.50, 175dkr, 200sek, 225nkr)

Skeletons (10 plastic)
($22 usd, £12, euros 20, 140dkr, 170sek, 200nkr)

Grave Guard (10 plastic)
($25 usd, £15, euros 22.50, 175dkr, 200sek, 225nkr)

Crypt Ghouls (10 plastic)
($25 usd, £12, euros 20, 140dkr, 170sek, 200nkr)

Corpse Cart
($25 usd, £25, £15, euros 22.50, 175dkr, 200sek, 225nkr)

Dire Wolves (10 plastic)
($25 usd, £12, euros 20, 140dkr, 170sek, 200nkr)

Blood Knights boxed Set
($75 usd, £40, euros70, 500dkr, 600sek, 600nkr)
(I don't know if these are plastic or metal or a combination, check with GW)

no confirmed European/Scandanavian prices for:-
Mannfred Von Carstein
Mannfred, Count of Sylvannia
Konrad Von Carstein
Vlad Von Carstein
Winged Vampire Lord
Vampire Lord
Necromancer

confirmed $ usd prices for:-
Mannfred Von Carstein - $25
Mannfred, Count of Sylvannia - $12
Konrad Von Carstein - $12
Vlad Von Carstein - $12
Winged Vampire Lord - $12
Vampire Lord - $12
Necromancer - $12


22nd March 08

Vampire Counts Battalion *
($90 usd, £50, euros 80, 650dkr, 750sek, 750nkr)
I cannot confirm precise contents but they are rumoured (per Warseer) to be:-

20 skeletons
20 Zombies
10 Crypt Ghouls
1 Corpse Cart


no confirmed European/Scandanavian prices for:-
Varghulf
Blood Knight
Blood Knight Musician
Blood Knight Standard Bearer
Blood Knight Kastellan

Confirmed US Dollar prices for:-
Varghulf - $25
Blood Knight - $17
Blood Knight Musician - $17
Blood Knight Standard Bearer - $17
Blood Knight Kastellan - $17



Note: the USD equivalent is about $2 USD per £1 GBP. I cannot confirm all prices in all currencies but you should be able to work out the rough prices using that exchange rate.

Also note that, the usd prices were provided by another person on Warseer, I do not have the US White Dwarf so I cannot confirm for certain that these are absolutely correct. The European prices were taken from the UK White Dwarf and these are now definitely correct.


I love these models, I was thinking of going for Ogre Kingdoms next but now I'm not so sure !

See further down this page for unofficial photos and pictures of what some of these minis might look like.

Vampire Counts Spearhead Contents, Price and Release Date (confirmed)

Here are the confirmed contents and prices of the Vampire Counts Spearhead boxed set.

Release Date 23rd February 2008

1 Army Book
1 Vlad von Carstein
1 Vampire Lord
10 Skeletons
10 Crypt Ghouls
10 Dire Wolves
10 Grave Guard
1 Corpse Cart
1 Varghulf

UK £105, European Euros 160, Denmark 1250dkr, Norway 1650nkr, Sweden 1500sek

Names for Warhammer Fantasy Battle Miniatures and Units

Ever considered naming all your miniatures, units and customised heroes. Or even better, creating a background and history for them ?

I named quite a few units when I first started playing and it has it's benefits !

Not only is it quite fun to oil your frontal lobe with imaginary juices but it's better when your enemy remembers which of your models 'wronged him in the last fight.

The named models almost create their won history for you through their exploits on the battlefield.

I have decided to ressurect this tradition and write a name on the base of all my future combatants.

I'll let you know how Llanelius 'ouch, mind your spear' gets on in his next fight :)

Vampire Counts Army Book Magic Items and Vampire Powers (rumours)

All the new Vampire Counts Army List 2008 edition magic items and powers can be found in the link below.

Note: this is a rumour which was posted by someone on Warseer who claims to already have the army list - there's no way of knowing for sure until the book hits the shelves but in case you're interested then visit the below link to librarium-online. The best thing to do is just buy the book when it comes out :)

Courtesy of Necor Nurgle on Warsser and posted by Jared van Kell at librarium-online (one of the best Warhammer Forums)

Terradons (Lizardmen Warhammer Army Special Unit)

Aha, flying Lizards are an essential addition to your Warhammer Fantasy Army if you're fighting...

Dwarfs, The Empire, High or Dark Elves, Bretonnians or Ogre Kingdoms

Why have I picked these armies you may ask, or you might not care but I'll tell you anyway.

You need the terradons to quickly neutralise the enemies artillery or, in the case of Bretonnians and Ogres, to march block them.

Terradons are quite fairly priced in points terms. You might think that 35 pts is a lot per terradon but don't forget, they have wings !

They're actually ok in close combat too and more than a match for the enemies war machine crews (except maybe the Gnoblar Scrap Launcher and Rhinox)

They have the usual kit of poisoned javelins and benefit from a neat 3 strength 4 attacks when in hand to hand melee.

I recommend you take the option of promoting a skink rider to brave. It's only one more attack but you will proabably only want to take one of these units into battle in a 2000 pt game so it's worth making them as strong as possible.

You'll need to be ultra careful with these guys. They only have 2 wounds and a toughness of 3. Do not fly headlong into bolt throwers or ranked up missile troops.

Remember that these guys cannot be joined by any characters, unless you want to move at 2inches a turn ! (non of them have the option to have a terradon mount - it's a shame really)

The way to avoid missile fire is to put your enemy under a more immediate threat with cavalry plus skink skirmishers (to draw off some enemy units) then tempt him into firing at your ranked troops rather than your terradons. When I say the above I'm really talking about bolt throwers and especially repeating bolt throwers which will be your arch enemy, as far as your flyers are concerned (make sure you land them behind cavalry or better, skirmishers on your initial approach).

One of the tactically interesting facets to terradons is their 'hit and run' rule. This means that they never rout or have to take a rally test on the turn they charge or are charged. If broken in combat they simply fly off (treated exactly like fleeing but it's called 'falling back') and, importantly, the enemy cannot pursue. If you're fighting war machine crew they would be silly to pursue and lose a turn making their way back to their machine anyway.

What the hit and run means is your terradons are:-

1) harder to kill outright
2) they can fly around the enemies lines disruptiong war machine crew and reducing their fire rate without having to kill them / die trying or be killed / routed and lose 1 or more turns continuing to rout or rallying.

The hit and run makes your terradons more flexible for taking on enemy war machines and moving from one to the next more quickly.

Terradons are not brilliant in any respect but if you're facing an enemy with any kind of long range capabilities they can be useful in disrupting the enemies fire especially when used in conjunction with your other fast movers like cold one riders or even skink skirmishers.

On their own terradons do remain very vulnerable to missile fire so back them up and encourage your enemy to target better armoured troops or just annoying skinks :)

Warhammer Fantasy Special Characters vs Customising your own Lord, Hero or Mage

Many Warhammer veteran game players never take special characters, at least not into tournament battles.

The arguments against special characters are:-

1) They are too well known by the enemy who will be well aware of all their strengths & weaknesses.

2) They are expensive because you may pay for attributes, items, special rules that you might be unlikely to be able to use during the game - possibly because of the enemy's type of army.

3) They don't fit into your tactical plan.

I am not however of the opinion that special characters should always be excluded - even in tournament games.

Here are my reasons :-

1) Special characters often have access to abilities that cannot be replicated by customising your own character - take the High Elf Teclis for eample, he knows every spell in the Warhammer World. You have to choose a Lore of Magic before the battle but he still knows all 6 spells.

2) Some special characters give you a combination of items that cannot be repeated through customisation because a similar combination would exceed the maximum allowable points value for magic items.

3) Some characters are outrageously tough or useful. Take Grimgor Ironhide for example. Or the leadership qualities of Settra the Imperishable or the the unique Army composition that Skrag the Slaughterer gives you access to.

4) Characters have history which is great for the battlefield banter :)

I am not particularly keen on tournaments, I'm always too worried I'm meet a rules lawyer or someone who can't bear to lose. They can easily wreak a game for me. I prefer to play amongst friends with some friendly banter, a pizza and a few beers. Because of that I usually take at least one special character particularly is they have got a 'lot of previous' against the enemy army.There's nothing like building on that 'previous' until your enemy will do anything in the next battle just to kill your character.

I guess it all depends on what kind of game you want to play. In a lot of serious competition situations you might benefit from customising your own characters to give you the benefit of suprise. I guess it's also a bit more fulfilling to win a battle with all your own tactics and characters.

The choice is yours, I'm split 50/50 on this one :)

Salamander Hunting Packs (Warhammer Lizardmen Army Rare Unit Choice)

I used to love salamanders, I have 3 hunting packs, under the edition 6 army rules. They used the small template and had a range of 24" (if my memory serves me well)

Sadly, I now think they are overpriced with the reduced 15" range. Maybe they were simply too good before ?

They might still hold a place in an army but only against certain enemies like Dwarfs and Humans. They are capable fighters and their initiative of 4 holds them in good stead against many opponents.

They are however, as they always have been, rather vulnerable to missile fire. I wouldn't take them into combat against any kind of Elf army or an army I thought would be using a lot of missile troops unless I was confident I could shield them as they slinked across the battlefield.

If you can get them into the enemy lines or around the flanks you could be rewarded because they cause fear.

3 salamanders together will give you a unit strength of 18, just about enough to worry your opponent after he's taken a few casualties.

Use them as support troops not as a core attacking unit.

If you choose to use them, don't take a unit of one ! Take a full unit of 3 because you'll probably need those extra wounds.

Overall, I do feel they are a touch too expensive though. 55 pts would be nearer the mark in my mind.

Stegadon (Warhammer Lizardmen Army Rare Unit)

The Stegadon is a strange kind of a Warhammer

"all rounder" on the battlefield.

Stegadon miniature © Games Workshop Ltd.
All rights reserved. Used without permission
It is not brilliant at any one thing but it does bring with it some flexibility in tactics which may be difficult for your opponent to second guess.

As you would expect from a Warhammer Fantasy version of a Triceritops (I hope I spelt that correctly) the Stegadon is tough. As tough as your regular draon in fact at T6. Not only that, it has a 4+ scaly skin save so it won't be easy for a standard rank and file unit to kill.

The Stegadon is crewed by 5 skinks, they also benefit from the Stegadon's howdah (like a small wooden castle turret) that provides a very handy 2+ armour save.

What all this means is that you can expect the Stegadon to stick around in a fight.

If your giant beast of burden does get hurt (keep him away from Great Weapons !), you can have a moderate degree of confidence that he will stick around and not 'leg it'. Thanks to being stubborn he will always roll against a leadership of 5, ordinarily this would seem rubbish but with Lizardmen special rules of cold bloodedness it's more like having a leadership of 7.

I guess the important thing is to not put the beast in a position against an enemy who is likely to win the combat resolution.

The stegadon has quite a few special rules and attributes giving it some interesting battlefield options:-


1) Mobile fire support

With the giant bow mounted on your Steg (which is treated just like a bolt thrower) you can go hero/monster hunting. At short range you'll hit 50% of the time with S5 causing D3 wounds. You can see over units too, so can keep your Steg in reserve behind the rest of your army.

2) The Mobile Skink Castle

Mount a skink chief or a skink priest in the howdah and give him the...

Sacred Stegadon Helm

It will cost you 40 pts but it will crucially add +1 to the skink's (and therefore Stegadon's) leadership. If you take a skink chief his Ld will become 7 which is the equivalent of about 9 when you take into consideration cold-bloodedness.

This is quite a big gain for a stubborn Stegadon ! Actually, it's a very big gain although you will lose your giant bow and the 5 skinks who usually crew the howdah.

Remember though that while a skink chief is never going to be as hard as most enemy characters, he will be harder than most rank and file troops.

So, if your Steg steams into combat first you'll get D6+1 Str 5 impact hits. 4 str 5, Ws 3 attacks from your Stegadon and 3 str 4, Ws 4 attacks from the skink chief.

That won't quite win you any wars but it can cause routs amongst even highly ranked standard rank and file. If you can't rout them then your stubborn stegadon should be able to hold the enemy up long enough to get in a flank charge to eliminate their rank bonus.

A big unstoppable mount for your Skink Priest Assassin

How about this... Mount a skink priest on a Stegadon, give him the...

Staff of the Lost Sun

....which is a 3x shot short bow with a strength of 5 and the...

Bane Head

...which allows you to double unsaved wounds which your priest causes against an enemy character. You have to nominate that character at the start of the battle. Then go and assassinate that enemy character :)

Obviously, the enemy can easily counter this tactic because his character can simply join one of his units for missile protection so choose one which is likely to be impeded by joining another unit.

Remember your priest can use his magic aswell and that will also cause double damage on the nominated enemy character. A skink prieest always uses Lore of the Heavens, make your priest a level 2 wizard and then pray !

If your prayers are answered then you will have got either :-

Uranon's Thunderbolt

...which you can cast on any enemy in sight (no range limitation) D6 str 4 hits with no armour save and then double the damage done !

or

Forked Lightning

...which does the same as above but allows an armour save.

How cool is that ?!

Don't forget that on top of your Stegadon your priest will be able to see possibly the whole battlefield.


3) The Stubborn Mule

Because your Stegadon is so great at sticking around, you could always launch him right into the enemy core and let them fight it out with him. They will converge on him, trust me, they always do.

Let them, it doesn't matter if you lose your Stegadon, you just need to mess up those enemy lines and use the rest of your forces to get in those flank charges.

With a toughness of 6, armour save of 4 and 5 wounds your Stegadon will not be easy to shift. He just needs to survive long enough for the rest of your cavalry and hard hittin saurus to turn up.

You may aswell leave normal skinks in the howdah because there's a high chance of death but you should be able to deal out some damage using this stubborn mule tactic before you go off Warhammer's version of a Jurassic graveyard.

I hope you found some of that interesting and/or useful.

In Summary, the only thing I have against Stegadon's is.....nothing really. They're reasonable value and a handy addition to your tactical choices.

Note:
3 other things that might add to the persuasive power of Stegadon's are :- cause terror, immune to panic and unit strength of 8. All very useful, especially the terror.

Stegadon miniature © Games Workshop Ltd 2008. All rights reserved. Used without permission

Beasts of Chaos (Warhammer Army - initial impressions)

The interesting and, I believe, unique attribute of chaos armies is that you can select them from both Hordes of Chaos and Beasts of Chaos. There are restrictions though which, on a quick browse of the Beasts book, appear to relate to which general you choose. The type of general, beast human or daemon, determines the composition of your forces by limiting special unit choices.

As a result of finding this out, I am postponing my Chaos Armies analysis until I have purchased the Hordes of Chaos book (probably next week)

Games Workshop to upgrade it's online storefront in 2008

The online presence (hopefully both the sotrefront and the rest of the site) will be upgraded by Art Technology Group a leading e-commerce platform vendor. I hope they do a good job because I rather like the current version !


GW said :-

"We chose ATG to create a robust, multi-lingual, multi-currency online
storefront that will allow us to interact with our hobbyists from all over the
world and build on our reputation for great customer service. In addition, ATG
will enable us to better harness the web channel as we look to more effectively
personalise our product offers, helping us to recruit new gamers of all ages and
keep existing customers involved in the hobby." (Paul Lyons)


Some other interesting things in the press release:-

  • GW has 340 dedicated stores and 4000 independent retailers ! and are expecting their customer base to expand.


I liked the sound of what ATG had to say...

"By offering a highly flexible e-commerce platform and effective
personalisation tools, ATG is in an excellent position to help Games Workshop
take that customer experience to the next level"


I wonder if these "personalisation tools" can be used to remember which armies you collect and which product lines you're interested in etc.


Here's an idea for Games Workshop...

How about being able to upload piccies aswell GW and even better how about an online register of commanders and wins/draws/losses. You could have a person post the details up with a brief battle report, photos of the opponents, their armies and the battlefield and then the opponent could confirm the details. Some people are bound to abuse it but I think it might work and be a nice league table.

A New Warhammer Army - competition

I was thinking about holding a small competition to see who could come up with the best totally new Warhammer Army. Including Core, Special, Rare units, all the magic items, special characters and army specific special rules.

I think we could have a lot of fun with this. I'm working on an an army with an Atlantean type theme so it will predominantly be a water/sea based type of army. Maybe they have emerged from the Icy depths because an ancient prophecy of Chaos doom has come true (the emergence of a Kraken from a thousand year sleep maybe).

Anyway, if anyone is interested and think they can come up with an army worthy of discussion and maybe a 2000 pt battle please reply to this post (click on 'comment' below - you don't have to sign up, you can comment anonymously). I'll happily post all the army details on my site and a poll so the readers can choose their favourite. We can even forward the details to Games Workshop and hey, you never know what might happen then !

I'll be working on my crab men, giant flying fish and Atlantean trident guard tonight :)

Casket of Souls, Carrion & Tomb Swarms (Tomb Kings Tactics)

The casket of souls is an excellent 'weapon' against low leadership and/or slow moving enemies.

The casket has limitless range and all enemy units in line of sight suffer the effects of looking into despair itself !

The casket is like an incantation and so is always cast successfully with a power level of 2D6 (ie an average of 7). The enemy can attempt to dispel as usual.

The problem with the casket is 3 fold:-

1) If the enemy expect you to bring one he or she we do the utmost to negate it's powers by bringing dispel scrolls or by fielding multiple spell casters.

2) needs to be kept out of combat otherwise you cannot use it. This reveals a 'hidden cost' to the casket. You will need to deploy a unit specifically to protect it. If the enemy has flyers you will need to take carrion to hold them up (remember your carrion cannot be routed but they are not great in combat so will be destroyed quickly unless you take them in numbers)

3) it's a rare unit so no screaming catapult if you are playing a 2000 pt game ! This is a big loss.

4) It is only effective against lower leadership units (8 or lower). An enemy with a leadership of 9 will only lose 1 wound per unit (no armour save) every other turn (on average) IF the casket 'spell' is not dispelled.

Despite these drawbacks remember that the casket is a great battlefield addition. Personally, I would only use it in larger 3000 pt battles against lowish leadership enemies like humans, skaven or gobbos.

Note: It is fantastic against enemy artillery crews. You should always have line of sight (if they're on hills) and their leadership is never great unless they are accompanied by a character.

New Vampire Counts Spearhead Boxed Set (2008)

(double click to enlarge photo in new window)

"Unofficial" contents of Vampire Counts Spearhead box:-

Corpse Cart
10 Ghouls
10 Skeletons
10 Grave Guard
10 Dire Wolves
Varghulf
2 Vampires

plus the Vampire Counts Army book

Settra The Imperishable and his magic items (Tomb Kings Special Characters)

Settra is a stronger fighter than Queen Khalida.


This is partly due to his impressive profile, ie Ws 7, S5, T5, Attacks 5 and always strikes 1st rule thanks to his Blessed Blade of Ptra.

Not only that but he has an armour save of 2+ that cannot be modified to worse than 4+* and a 4+** ward save, so only 1 in 4 wounding hits will actually hurt him !


The Armour of Golden Magnificence (*)

The Crown of Nehekhara (**)


Other handy attributes:-

His magic weapon can reduce an enemy units Weapon Skill to 1 when they take hits (and can cause extra hits on enemies with low leadership)

He rides in a heavy chariot with scythed wheels (D6 +1 str 5 impact hits before combat begins)

If he dies, nearby units will suffer lots of str 2 hits.

And here's the big one...

Settra the Imperishable is the Army General AND the Army Hierophant, he takes up 2 Lord choices and you cannot take any more liches (but you won't really need to !)

All in all the above makes Settra one of the most powerful and difficult to kill individuals in the Warhammer World but that's not the best bit.

Settra is probably one of the most effective army generals even when you ignore his fighting skills (providing you like to field chariots, heavy cavalry and Tomb Guard - who doesn't ?!)

50% of your army must consist of Tomb Guard, chariots and heavy cavalry if you field Settra but the good news is that he can use 'My will be done' Tomb King special abilitiy on any or all of these units without range restriction and once per turn each.

The enhanced 'Thy Will Be Done' rule makes Settra's army very fast moving (Mankara's Incantation of Urgency - extra movement in Magic phase) and much harder hitting thanks to :-

Horekhah's Incantation of Righteous Smiting


...an extra round of close combat every magic phase.

Settra makes a great addition to a predominantly combat oriented Tomb King army. At marginally over 600 pts he costs a lot but I wouldn't regard this as overly expensive given the powers he brings with him.

Note that because Settra uses 2 Lord choices he cannot be used in battles of less than 3000 pts, that's the only real bummer :(


Settra Photo © Games Workshop Ltd 2008. All rights reserved. Used without permission

Ogre Enchanted Items (Ogre Kingdom Army Magic Items)

There are 6 enchanted items

One of the items is a must have if you're fighting a Chaos or Skaven army because they suffer -3 on their rolls as a result of any psychology tests they have to make as a result of the bearer or unit he is with - remember Ogres cause Fear.

If you're fighting Skaven or Chaos you must take this item. It's called the Brahmir Statute.

There are 2 other items of note.

Greyback Pelt

... that can only really be used by a Hunter or an independent Tyrant and only if you have no Yhetees in the army. It allows you to treat difficult terrain as open ground and you're character gets a -1 to hit in close combat.

Useful, particularly against Wood Elves hidind in Forests ! But expensive for 35 pts.

The other items that could come in handy to find out where the enemy's magic items are is :-

Rock Eye

...1 unit in line of sight of the bearer must reveal to the bearer all the magic items and hidden things within the unit (no need to say who carries what for magic items)

This would be very useful before you enter combat - to help avoid or counter any 'nasty suprises' the enemy has up his sleeve.

Notes:
particularly useful against 'magic heavy' or hidden assassins/special rule units. Like all Elves, Vampire Counts, Tomb Kings and Skaven. Or where you are specifically trying to avoid a certain magic item such as Van Horstmann's Speculum (Empire).

High Elf Drain Magic vs Tomb Kings Incantations (Rule Clarification)



Rule Clarification (unofficial, by me !):

The new edition 7 High Elf Drain Magic spell works perfectly against a Tomb King Army Incantation but...

Has no effect whatsoever !

...because Incantations are atuomatically cast and are not dependent on casting values.

Photos of miniatures © Games Workshop Ltd 2008. All rights reserved. Used without permission

Miniature Painting - how do you paint Warhammer Fantasy Battle miniatures ?

I am about about to embark on a rather large painting exercise - a whole new 2000 pt High Elf Army !

It's been quite some time since I last painted any figures, over 7 years in fact.

I was wondering how people go about such a big project and I'm looking for some advice.

I was thinking of under coating the lot in white. I assume this is the best thing to do if you want them to stand out and look 'bright' rather than using a black undercoat. I have never undercoated in white before.

I'm also not certain what order to go in. I was thinking of painting the front rank of each unit first. Then, once I'ce got my eye in again, I will try to take some of my characters.

I have stuck my lion chariot together for a battle I played a few weeks ago and now the idea of painting it fills me with dread.

Should I try to prise it apart or use some kind of 'solvent' to weaken the superglue or should I just paint it, as it is ?

Any advice you can give covering the above would be most appreciated.

Thanks very much,
Sigmar

Ogre Arcane Items (Ogre Kingdoms Magic)

I'm sorry to say the Magic is not an Ogre's speciality - they're great at pie eating contests though ! Only halflings come close :)

There are 5 arcane items and (although I'm no wizard), in my opinion all but 1 of them either have signifiant drawbacks, are not powerful enough or are too expensive.

My top pick of the lot would have to be:-

Skullmantle

This costs a mere 20 pts and deducts -1 from the leadership of any enemy that has to take any kind of leadership test due to the bearer of the skullmantle or any unit he (or she - do you get fenale Ogres ?) is with.

I think this is quite a nice little bargain for 20 pts. A warbanner costs 25 pts and that only affects combat resolution. This item is for break tests and all other leadership tests

Combine this with a nice powerful unit and we're taliking about the enemy failing a lot more leadership tests that they normally do (around 20% more, depending on their unmodified leadership)

So if you rout 1 enemy unit thanks to the effect of the Skullmantle in the course of a 5 turn battle then providing that enemy unit was worth 100 pts or more it was points well spent.

Just make sure you combine it well with other items which can improve your combat resolution.

Talismans for Ogre Kingdoms Armies

There are only 4 talismans, they are quite cheap but they are nowhere near as awe inspiring as the magical weapons or armour :-

I thing the Spangleshard and Gnoblar Thief Stone are probably the most useful.

Cathayan Jet

- ward save against spells and bound items (except High and Dark Magic)

Spangleshard

- nullify wounds if roll more than the to wound roll to save a wound (good against high strength attacks)

Wyrdstone Necklace

- 5+ ward save but gets a wound on a roll of 1 immediately after deployment

Gnoblar Thiefstone

- +1 to magical resistance, can take up to 3

Not great overall but more than compensated for by the awesome magic weapons and good armour choices available.

Ogre Magic Armour (Ogre Kingdoms Army Rules)

There are 5 Ogre magic armour items all of which are quite useful but they're not, generally, as impressive as the magic weapon items.

The following 2 are my top picks and personal favourites :-

Gut Maw (30 pts)

This allows your Ogre character to restore wounds to his profile by killing an enemy opponent in a challenge. This is a great piece of kit bearing in mind that Ogres usually should issue challenges to benefit from the overkill rule. Then you have more chance of winning the combat resolution and your Ogre characters should be tougher than the average enemy character in any case.

When you kill an enemy opponent in a challenge you gain the wounds which the enemy opponent had on his starting profile up to a maximum of your starting wounds +1.

I like it !

Greedy Fist (20 pts)

This is a sneaky subversive kind of defence (the sort of thing you expect a goblin to use, althout he probably wouldn't be able to lift it).

It's a gauntlet and soaks up enemy magic. If you're attacked by a magic weapon then, if you make a successful armour save, the magic weapon loses all it's magical properties for the remainder of the battle and counts as a mundane weapon. Best used against Dwarf runic weapons with multiple runes on :)

Not only that but any wizard 'struck' (which I assume means hit) but the Ogre with the Greedy fist gauntlet in his possession loses a magic level per successful hit (which could reduce a level 4 wizard to a non-wizard in a single round of combat)

If you take this item, which you probably should for 20 pts ! , make sure you have the full works when it comes to armour (ie. Heavy Armour + Shield)

Ogres... You just have to love them :)

Rhinox Cavalry ! ! Ogres on Rhinox !


Yes they exist, for real !

For me this is the final persuader I needed to convince me that Ogres will be my next Warhamer Army investment. I guess I might wait for Vampire Counts to see what the changes are but they will have to be awesome to put my off my new found fat friends :)

I will be doing my analysis very soon, for now please enjoy this link to GW Canada for the full rules and some great piccies:-

Ogre Kingdoms Rhinox Cavalry
(kindly provided by lederhosen (Warhammer.Org.UK)


This Ogre Rhinox won the 2006 Chicago Games Day :
category 5 - Warhammer Regiment or Large Model
------- click the picture to enlarge ------

It is brilliantly painted by A Wilson
Here are the other 2005 Golden Demon Award Winners:-

Vampire Counts Rumours 2008

Some more questionable rumours from Warseer.com via Warhammer.org.uk :-

I cannot vouch for these one way or the other but in case you're interested here they are (some seem a bit far fetched to me) :-


Army

• The entire army benefits and suffers from all the special rules for the Undead.

• Vampires are more than just a character choice. Blood Knights, Black Coaches and the Varghulf are all Vampires and allow Undead within 6” to March move, reinforcing the sense of the Vampire Counts army.



Corpse Cart


• All friendly units within 6” can benefit from the Always Strike First rule
• Can be upgraded to incur a -1 casting penalty on enemy Wizards within 24”, or to add 1 to the number of wounds healed by an Invocation of Nehek spell on a unit within 6”.
• Corpse Carts are a Core unit.


Blood Knights


• Ultimate shock heavy cavalry that will give Khorne Chosen Knights a run for their money: frenzied Vampire knights with three Strength 7 attacks each on the charge
• Vampire special rule allows units within 6” to March.


Varghulf


• Bestial vampiric lone monster – impressive profile with Regeneration, causes Terror and subject to Hatred of everything!
• Vampire special rule allows units within 6” to March


Mannfred von Carstein


• At his most powerful, Mannfred knows all the Necromantic spells and all those from the Lore of Death
• Mounted on a Nightmare, can be used to represent Mannfred the Acolyte or Mannfred Count of Sylvania



Vlad von Carstein


• Powerful warrior and wizard, and almost unkillable with the Carstein Ring (4+ Ward save and returned to life after death on a 2+)
• Will go berserk if Isabella von Carstein is killed Konrad von Carstein:
• Most powerful Hero level warrior-Vampire in the army list
• Hates everything, and stands a chance of succumbing to either Frenzy or Stupidity each turn.
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