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

Black Knights Rules and Tactics (Vampire Counts Special Units)

When you're selecting a Vampire Counts Army, Black Knights and Grave Guard should be at the forefront of your plans to beat any other Warhammer Army.

Now we're really getting into the meaty part of Vampire Counts army selection.

Should you select Black Knights ?

The answer is a very easy "yes !". A well equipped and supported unit of Black Knights can win you a Battle.

Black Knights have the usual benefits and weaknesses of other cavalry. They have a great armour save (2+ if you give them barding), they will usually strike first (if you charge them into combat) and they have a strength 6 lance attack in the 1st round (better than most other knights).

Likewise, in common with most other heavy cavalry they are one of the army's more expensive units.

"Tell me something I didn't know..."...well, unlike most other cavalry units, Black Knights suffer no movement restrictions for difficult terrain thanks to their skeletal steeds. This can be a big benefit when fighting certain races or when there is a lot of interposing battlefield terrain. Take for instance Wood Elves. They can be nigh on impossible to chase down in wooded terrain, not so with Black Knights.

The second big advantage that the undead knight have that the living do not is that they will never panic from missile fire casualties or rout from combat. Being immune to psychology and never panicing is a definite bonus but never routing can be a double edged sword and, at times, work against you if your unit is charged and heavily outmatched.

Routing in my opinion is the single most influential negative that your army can suffer. It usually puts an unwanted distance between you and you opponent, it drives your army backwards away from your enemy's table quarter victory points and of course, your unit can always be cut down or run from the battlefield altogether.

There is also an advantage to a cavalry unit standing firm whether or not they are going to win the combat... it allows the rest of your army time to catch up with your forward units. Not only that but is greatly increases the chances that you will be able to charge the flank or, Dark Arts willing, the rear of the unit fighting your Black Knights.

Black Knights have one further profile attribute that sets them apart from nearly all their living equivalents - a toughness of 4. Don't underestimate this, it can make a difference when your armour save will not.

So how to use Black Knights

These heavy cavalry should be used as elite shock troops to take on the enemy's finest. Tool them up and provide them with magical and character support. Try to keep other large rank and file units nearby and charge them in while the Black Knights hold the enemy back. You will not have a deeply ranked Black Knight unit (unless you are very adventurous and into risk taking). The supporting rank and file units will give you that all important rank bonus and a flanking bonus in the multiple units scrap that will follow.


Are Black Knights the best Vampire Counts unit ?

The debate rages in the Vampire Counts thread of the battlereporter forum over which VC unit is the most influential in a battle. Some people have voted with the Varghulf, some with Grave Guard. Whatever the outcome Black Knights are certainly in the top 3 and should be included in any flexible VC army, especially a tournament army when you will not know which enemy armies you will encounter.

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

Fell Bats Rules and Tactics (Vampire Counts Special Units)

Flying creatures can be an important addition to any army. They are the fastest movers and provide you with a means of harrying the enemy flanks and posing a threat to weakly armoured war machine crew, spell casters and other isolated independent special units like the Dwarf's Anvil of Doom.

The main choices will all flying units are :-
1) whether to select them from your unit army list or to take a character on a flying mount and
2) whether you have fast moving alternatives (eg Wood Elf Glade Riders which can move 18 inches per turn)

For the Vampire Counts army you are spoilt for choice if you need a flying option.


Flying Horror Vampiric Power

Firstly, you can bestow the gift of flight on any Vampire character by giving them the Bestial Flying Horror power for 30 points. This is probably the worst option * available to you, because your Vampiric power points are probably better spent elsewhere to provide tactical options that would not otherwise be available to you.

* I can envisage one situation in particular that this could be useful. If your enemy has a strong missile defence then the chance of you getting an effective flying unit up to the enemy line might be slim. A Vampire could however deploy with a large unit of skeletons and march move towards the enemy and then leave the unit and fly over the top of interposing enemy units straight into the enemy's secondary line. There, the vampire would be unhindered for, probably, at least 1 turn to engage enemy war machines, spell casters and the like.


Hellsteed, Zombie Dragon or Abyssal Horror.

Your second character option would be to provide a monstrous mount or a hellsteed for your vampire. Heros can take a hellsteed for just 20 pts (and they are reasonable in combat - for a flying dead horse !). A Lord can take a hellsteed, abyssal terror or a zombie dragon (although these can work out very expensive and they are considered to be rare so take up an extra hero slot in your army - more on that in a future post)

Hellsteeds are actually a pretty good option as a vampire mount. They only have a single wound so they do not count as a monster that can be shot our from underneath your vamp. This means that your vampire and hellsteed is treated as a single model which will benefit from any ward or armour save given to it.

Abyssal Terrors and Zombie Dragons are beyond the scope of this post but I will return to them in future.

So, let's assume you don't want to take a flying Vampire or you want more flyers. Exactly how good are our fury flying friends ?

Fell Bats

Well, I'm sorry to say that fell bats are not great. They are however quite cheap in comparison with the flyer options most other armies have. The important question here I guess is "do my fell bats need to be great ?"

Well, my answer in short is "no, they don't providing you use them to the best of their ability". Also remember, when I said they're not great I didn't say they were bad.

Fell Bats need to be used to mess with your enemy's plans. They are not going to win you many combats. In fact Fell Bats might not win you any combats except against weak skirmishers, scouts and war machine crew.

And there's your answer. Don't attack key enemy units with fell bats. Mess with the units that don't want you there. I'm particularly thinking about war machines now.

There's one last thing. If you're facing a lot of cavalry or the enemy are fast movers like Ogres or Skaven then Fell Bats suddenly rocket in importance because they allow you to march block your enemy and hold up their advance.

So in summary, fell bats can help target the enemy war machines, are great for march blocking and only cost 20pts. They won't win you any battles but they can impede your enemy's plans - a lot !

One last thing that you should know. Unlike nearly all other flyers, Fell Bats will not get in a flap and panic under missile fire so even 5 bats for a paultry 100 pts should stand a good chance of march blocking 1 or 2 units and tying up at least 1 enemy war machine during the game.


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

Spirit Host Rules and Tactics (Vampire Counts Special Unit)

Ethereal units like the Spirit Host have a handy additional bonus - you just cannot stop them from moving.

This is especially useful for some ethereal units like the Spirit Host because it has a movement of 6. This unit can therefore move over any terrain features without penalty and is not affected at all by magic spells or effects that usually restrict units in some way. This even includes the devastating Pit of Shades spell that usually sucks low initiative units down into a muddy gaping abyss of oblivion (irrespective of their toughness, wounds or armour saves). PS. can you tell that I like the Pit of Shades spell ? :)

Ethereal units cannot be hurt by hand to hand attacks or by missile fire unless it is magic in nature. This benefit does not extend to the whole combat resolution though, enemies can still win these thanks to rank bonus and other combat round modifiers.

When a Spirit Host comes up against an enemy which outnumbers it, is highly ranked and includes a standard bearer it could be in big trouble and can lose wounds (to lost combat resolutions) at a disturbing rate.

The trouble with the Spirit Host is that is has low strength 3 attacks. If it's ethereal blades ignored enemy armour then this wouldn't matter as much but ethereal blades to not possess this quality.

Spirit Hosts act a bit like swarms in that they can be difficult to shift. However, the whole of the Vampire Counts undead army is a bit like this and Spirit hosts are quite expensive at 65pts for 4 wounds and 4 attacks.

So, what you have here is not a battle winning unit or a unit for defeating good rank and file troops or even holding up cavalry much. What the Spirit Host brings to the Vampire Counts army is a tactical advantage.

What I most like about this unit is it's ability to traverse the battlefield without taking bow fire casualties (although beware of Wood Elves with magical arrows like the Hail of Doom !) The spirits make excellent flankers, not to charge rank and file units in the side but to get around the back of armies to their artillery pieces and to dispatch skirmishers, scouts and other missile unit troops on the way.

Slow moving enemies will have particular trouble dealing with this unit. Once in the rear echelon of a Dwarf army, the Dwarf's artillery will be seriously threatened.

Not only that but, if the enemy expect to be facing a spirit host unit then it might be wasting valuable points on magic weapons and spellcasters to try to destroy the ghosts. Many of these weapon bonuses can be negated and result in a waste of points for the enemy if you just make sure your Spirit Host unit is one of the last (if not the very last) units to be deployed. Put them on the opposite side of the wargame board from the enemies most likely to have the magical attacks and watch your enemy waste valuable turns trying to hunt down and corner your Ghosts.

In in all, I do like the Spirit Host. They give your enemy something else to worry about, especially if he/she has not got much in the way of magical attacks. You can let your Spirit Hosts freely wonder the battlefield (although they would benefit from having a Vampire within 6 inches to allow them to march move - maybe a flanking Varghulf for help) and they can make a real nuisance of themselves.

Next up... Fell Bats.

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Blood Knights Rules and Tactics (Vampire Counts Rare Unit)

Let's not beat around the bush, Blood Knights are the most powerful unit in the Vampire Counts army but they come at a cost - a possibly prohibitive cost.

The blood knights charge into combat can be devastating even against high toughness units and creatures. They have 3 attacks with a handy weapon skill 5 in the first round (1 of these attacks is thanks to their frenzied state). These 1st round lance attacks are delivered with a frightening strength 7 - ouch !

Even the most hardy enemy will be hard pushed to win a 1st round of combat against Blood Knights. In fact nearly all enemies (except unbreakable units) will be taking a break test. On their charge the Blood Knights will probably wipe out the front rank of most enemies preventing any from striking back. If the enemy lost 7 models in the first round they would need to outnumber the enemy, have 4 ranks, a standard and battle standard just to draw the combat. Only one such unit in an army will be so equipped.

So, what's the downside then ?

Well, first and foremost is the high cost of Blood Knights. At 55pts per model it becomes a large investment in a 2000 pt game. "Hold on" I hear you say, "275 pts for a unit of 5 isn't that expensive." You're right, it isn't but it could be foolish to take only 5 and, if you do take more than 5 then you should probably look to provide further protection to your unit by way of a standard bearer and a magical banner.

Now my argument may seem flawed here. But I have my reasons for saying the above. Firstly, if you use Blood Knights they will become a missile magnet to every ranged enemy unit on the other side of the battlefield (which could be very bad news if you're facing bolt throwers or any other artillery units). To protect against this eventuality you should probably consider taking the Flag of the Blood Keep which provides a 4+ ward save against all ranged missiles (even magic) and was probably purposefully included for Blood Knights. The banner costs 75 pts.

Secondly, Blood Knights are duty bound due to the martial honour rule to fight challenges. In fact a Kastellan, has to issue a challenge whether he wants to or not. If you are facing a powerful enemy character or one 'tooled up' with a magic weapon (or worse, a Dwarf runic weapon) you could well lose the Kastellan (with the possibility of overkills adding to the enemy's combat resolution).

Remember, while they have a great saving throw of 2+, Blood Knights still only have a toughness of 4 and 1 wound each (they are quite vulnerable considering their points value)

So, to keep the Blood Knights effective throughout the course of a game you need to take into account the likelihood of some loses to missile fire and challenges.

I would suggest 7 Knights including a Kastellan, a standard bearer and the magic banner Flag of the Blood Keep. The unit would then cost a whopping 505 pts, or quite a lot more if you gave them a Vampire Hero or Lord to lead them (it could go over 900 pts with a 'meaty' Lord).

Conclusion

Blood Knights are fantastic cavalry, probably the finest in the Warhammer World.

They will be missile magnets on the battlefield so you need some means of protecting them from fire (a leading unit of Dire Wolves would suffice against direct missile weapons)

Blood Knights must charge into combat and should only be used against enemies you have a good chance of routing in the 1st round. Don't use them against large units of unbreakable enemies, this will either tie them up for too long and be a wasted investment and/or you run the risk of losing knights in subsequent turns of combat.

Remember that your enemy will do everything in his/her power to stop you from charging into combat. Expect enemies to use flyers to march block you or hold you while they flank with cavalry.

Blood Knights are real battle winners if you use them well and your enemy is not prepared for them. By using them you are putting a lot of eggs into one basket. Make sure you know what your remaining tactical options will be if things 'go bad' and you lose your Blood Knights unit.

If I was playing a 3000pt game I would always select some Blood Knights. In a 2000pt game the decision is not so clear cut. If you use them in numbers as I have suggested above and you make your plans well then be prepared for a glorious overwhelming victory. If your enemy is expecting Blood Knights then think carefully before using them.

Errata (kindly contributed by Pascal Rooze - see comments link below post)

One of our blog readers has quite rightly responded to this post and made me have a rethink.

Pascal has provided an alternative mindset when it comes to Blood Knights, a cost cutting unit selection policy. No champion, standard (and so no magic banner as I suggested above) or musician.

I quite like his argument aswell, in fact it is a very strong argument. I have to concede, having given it some thought, I prefer Pascals idea now over my own !

My only caveat would be, I would probably continue to use my banner idea againt strong missile/artillery armies (assuming I knew who I was facing in advance) and I would continue to use my tactic if fighting a higher points value game.

Other than that, I prefer Pascal's analysis and ideas on using Blood Knights. If you follow his plan make sure you heed his advice of shielding them with a leading unit, Dire Wolves would probably be best.

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

Warhammer, the game of Fantasy Battles - updated errata pdf (Bretonnia, Empire, High Elves and Wood Elves)

Games-Workshop Canada have posted new errata for Bretonnia, Empire, High Elves and Wood Elves on 25th April 2008. Essential reading really for any of the above army commanders:-

Warhammer Fantasy Battle errata (updated 25th April 08)

Which is the "must have" unit in all Vampire Counts armies ?

Are you a Ghoul lover, a leg munching Zombie or are you a Dire Wolf that runs with the pack ?

Join the debate...

battlereporter.freeforums.org/vampire-counts-most-efficient-unit-debate-t133.html
(paste link into your browser)

...to find the most essential Vampire Counts unit to include in every army over 1000pts.

Varghulf Rules and Tactics (Vampire Counts Rare Unit)

The Varghulf is one bestial monstrousity and makes a nice addition to the Vampire Counts and Warhammer World mythos. I was, and still am, in two minds about using the Varghulf unit in my 2000pt army - primarily due to it's points cost.

175 points seems a lot to pay for a creature with it's basic profile (I'm thinking about the 5 strength 5 attacks and toughness of 5 when I say this).

What you really have to do when deciding whether you should select this rare unit in your army is consider it's other profile attributes and, more importantly what you plan to use the Varghulf for.

If you were thinking of simply charging the Varghulf into combat against the nearest enemy unit then think again. The only time this would be a viable and effective use of points at the start of a battle would be if that enemy was cavalry and you wanted to deny them their charge bonus while your other units position themselves for a supporting charge.

Do not charge a Varghulf into combat against heavily ranked enemies (unless they are of the cannon fodder kind)

The Varghulf is on it's own is a furious flesh ripping beast. It will never run, is terrifying to behold and can regenerate wounds inflicted that turn.

Given it's toughness you can expect it to hold up most lightly ranked enemies for several turns and cause them significant damage. When the Varghulf does meet it's match though it will be quickly dispatched due to the undead rule of losing wounds in lost combats. Having multiple support units will not help either unless you win the engagement.

The Varghulf is most effective on the charge and you should try to ensure it always charges into combat. It's lowly initiative means that it will strike last against nearly all enemies in subsequent turns. The Varghulf does stand a good chance of routing lightly ranked enemies when it charges. It's hatred for everything means that when charging the Varghulf will usually score 4 hits against average opposition, at least 3 of these should result in unsaved wounds, leaving no one to strike back at your Varghulf. That would beat a unit with 1 rank and a standard bearer.

The Varghulf can also operate alone if need be because the enemy gain no bonus from flanking it or charging it in the rear. A Varghulf is a maesltrom of death and could care less which direction the enemy comes from (the official rule is actually Bestial Fury)

A possible tactical use for the Varghulf

A tactical approach I have been toying with is using a Varghulf to get my Direwolves into combat more quickly. Dire Wolves cannot normally march move unless within 6 inches of a Vampire or a model with the Vampire rule. The Varghulf does infact have the Vampire rule and can almost move as fast as a Dire Wolf (M8 vs Dire Wolf M9). This to me seems like an excellent way to get behind enemy lines.

Lead a couple of Dire Wolf units into the enemy lines. Charge with the Varghulf and use the Dire Wolves to flank the charged unit or move around the charged unit to get at war machines, spellcasters or missile troops on hills.

One word of caution with this tactic though. Dire Wolves are fast cavalry so they do not receive a rank bonus (just like skirmishers), although they still get a combat resolution bonus for a flank or rear charge (like skirmishers do) and they negate the enemy's rank bonus (unlike skirmishers which do not negate the enemy's rank bonus when fighting them in the rank or rear)*

Well, I hope that has provided some food for thought. Like I said, I'm still awaiting the jury to deliver a verdict on the Varghulf. Once I have used one in combat a few times I will come back and let you know how it went.

Next up... Blood Knights !

Errata

* many thanks to Setomidor who spotted an error in the original post which I have now corrected.

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

Cairn Wraiths Rules and Tactics (Vampire Counts Rare Unit)

Cairn Wraiths are excellent (you can't go far wrong with 3 str 5 attacks from an ethereal creature). They do have one fundamental weakness - which is probably just aswell for the enemy - Cairn Wraiths are skirmishers.




When I first got the Vampire Counts book I glanced at Cairn Wraiths and thought "hmmm... they might come in handy". At a later date when I read their profile again I thought "hey, these are awesome" and then all of a sudden "oh no !" when I realised they were skirmishers.

Cairn Wraiths are fantastic at taking on any non-rank and file units. Indeed, these non-rank and file troops probably do not even have an attack which can harm the Cairn Wraiths because they are impervious to all non-magical weapons.*

* note that this does not mean they always win combats, if the enemy has a higher combat resolution you will lose and take wounds like any other undead unit.

The enemy could have a very tough time getting to grips with your Cairn Wraiths if you use them to take out skirmishers, missile troops and artillery. With the Cairn Wraiths movement of 6 and ethereal characteristic, which means they ignore difficult ground / wooded terrain etc, they could be a difficult unit to chase down unless the enemy's magic wielding characters are mounted or flying **

** don't forget that some enemy unit attacks are intrinsically magic, eg. Wood Elf Forest Spirits (they don't need magic weapons to wound ethereal units)

Cairn wraiths are not only good for hitting non rank and file units. They are powerful in combat in their own right providing the enemy unit they target:-


  1. does not possess magical attacks

  2. is not an elite enemy unit with high toughness or

  3. does not have a starting combat resolution bonus above 4
    (eg. 2 ranks, a standard and outnumber) ***

*** I say this on the basis that Cairn Wraiths should on average be able to inflict at least 4 wounds (which would be a draw) or more likely 5 to 6 wounds against an 'average' human/orc profile level enemy.

Cairn Wraiths should avoid elite units at all costs (unless the elite unit is already engaged and the Cairn Wraiths can charge it in the flank or rear). I say this because the top elite units in an enemy army usually also house the enemy heroes who are often equipped with magic weapons. A hero or lord with a magic weapon with make short work of any Cairn Wraith in his/her path - never forget that Cairn Wraiths only have a toughness of 3 !

The Tomb Banshee

This model is an interesting quirky addition to the Cairn Wraith unit. The Banshee provides one of the very few opportunities that the Vampires has to deliver a 'missile' type attack, it has a very limited 8 inch range though and it's combat powers are weakened.

The banshee howl, scream or screech must be quite terrifying for lesser mortals because it will on average cause 2 wounds on any unit with a leadership of 7. Toughness and armour are completely ignored. Only ward or regeneration can help a unit that suffers wounds. A tomb banshee is therefore well worth taking if you're fighting an opponent like Ogres or Dwarfs or Bretonnians (in fact any higher toughness, well armoured enemies).



A closing comment for armies facing Vampire Counts

If you are facing a VC army you need a plan to deal with ethereal units because you will probably be facing one or more. If a Vampire Counts commander leaves his Carin Wraith at home he may well bring ethereal Spirit Hosts. If he/dhe doesn't bring those either then he might always choose a Black Coach (which if he positions it well, amongst his spellcasters, could well become ethereal during the course of the battle).

In short, if you are facing a Vampire Counts army, especially a larger one of 3000pt or more then you will need to ensure you have some fast moving characters or ranged magic to deal with ethereal units.

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

Vampire Counts vs High Elves 1000pts - you choose the armies for the next Warhammer Battle Video

My blog had a poll posted a couple of weeks ago asking everyone which Warhammer armies everyone would like to see in my first full video 1000pt battle report.

High Elves and Vampire Counts won the vote.

I'm going to offer my readers a chance to select the units, magic, characters etc involved. A friend and I (or maybe just me) will then run the battle over 6 turns. The battle will be run just like a real game (except I'll be taking lots of photos and notes). I'll be posting up details of the models I have to choose from.

Note: for High Elves, I have a lot of everything, except I am limited to 5 Dragon Princes, which could be used as Silver Helms or, at a push, Reaver Knights.

For Vampires I currently have the Spearhead and Battalion boxed sets, although I will be adding some rare and special units over the next month (I expect to run the battle in May)

To select the army commanders I am asking you to join my forum (which is totally free, friendly and you will not be spammed). People who are already forum members can also apply.

You need to go to this thread in the forum :-

Vampire Counts vs High Elves 1000pt video Battle

...and tell me what, in your opinion, are the strengths and weaknesses of either the High Elves or the Vampire Counts in a few paragraphs.



The Chosen Commanders...

The 2 people who win will get to choose their tabletop deployment positions (I'll take a photo of terrain placing before the battle).

Also, the commanders will be able to give their basic army instructions at the outset of the battle. You will be like a King giving instructions to your generals before they set out to war.

Note: Your enemy will not know the details of your deployment or your instructions before the battle commences.

Once I have all the details from both commanders I will post them on the blog with full army lists. For some fun, we'll get everyone to vote on who they think will win. Then I will photo the battle and make a video out of it with some narrative and stats.

I will probably post up 1 video for each turn so I can provide a detailed turn by turn breakdown on the blog.

Finally, it's still all in the planning stage in my mind so any ideas you have are greatly appreciated. If all goes well and people like the videos (and I have fun making them) I will make this a regular thing.

The Black Coach Rules and Tactics (Vampire Counts Army)


The special characteristics of the Black Coach make it quite unique in the Warhammer Fantasy World.

The coach has the ability to grow in power throughout a battle by absorbing magical energy from all nearby spellcasters (friend and foe !) plus any dice in the army's power dice pool. These dice are then turned into handy special abilities which are added to the Black Coach's profile.

As it is, the Black Coach has a very useful profile before any power dice are even absorbed ! It acts as a chariot (D6 impact hits), has a 3+ armour save and 4+ ward save. It is also controlled by a Cairn Wraith, these 'ex'-guys are quite hard (3 strength 4 attacks; mounted with great weapon). Also, the coach is pulled around by a couple of Nightmares which provide 2 more strength 4 attacks.

On top of all this, the Black Coach causes terror, is undead and therefore unbreakable and it has the Vampire special rule.

The Vampire rule gives the Black Coach two additional qualities. Firstly, the coach will not suffer wounds as a result of a Vampire General's death. Secondly, and more importantly the Vampire rule enables any other undead units within 6 inches to make a march move.

All of the above sounds pretty useful, right ? Yep, it sure is and for 200 pts it would seem reasonable-ish value for money. But hold on, I haven't even told you about the special powers the coach gets by absorbing magic power dice...

For each power dice the coach absorbs it permanently gains the following attributes (the gains are cumulative):-

total number of dice absorbed:
1 - scythes added to coach
2 - hatred* for cairn wraith driver and steeds
3 - Magic Resistance (3) !
4 - killing blow gained for cairn wraith, steeds and even impact hits
5 - Black Coach becomes ethereal**
6 - Black Coach gains the ability to fly

* reroll missed hits in 1st round of combat
** cannot be harmed by non-magical attacks.

You can see that once the coach has absorbed 5 ot 6 dice it becomes quite a formiddable weapon of war.

The thing with a Vampire Counts army which makes the Black Coach such a powerful rare unit is the number of power dice the Vampires can use.

A typical 2000pt Vampire Counts army might have 12 power dice (to my knowledge, it could have up to 17 power dice !)

If all the Vampires were in close proximity to the Black Coach then, on average, the Black Coach will absorb 2 power dice per turn. So by the time the Black Coach has charged into combat it should have gained 4 powers (and possibly all 6 powers, if the enemy forces were set up nearer their own table edge).

So, what you might well have in the Black Coach's 1st round of combat is an ethereal unit that the enemy cannot kill (especially if you use the BC to attack missile troops or artillery).

Not bad for a much overlooked and ignored unit - most people seem to favour the Varghulf, Cairn Wraiths and Blood Knights.


So what's the Downside ?

Well, two things I guess... Firstly, you're using up a rare unit choice and (as you can see above) Vampire Counts have excellent rare unit choices.

Secondly, you are limiting your tactics. The Black Coach is good but to make it truly great you need to absorb those power dice.

What is means is that your Necromancers and Vampires will have to be tightly packed around your Black Coach in the early turns. Also, you will have less power dice to cast necromancy spells and raise the dead.

A word of warning here, don't use the Black Coach unsupported against large rank and file enemies with hi combat resolution bonuses. Even if the coach is ethereal it will lose wounds if it loses a combat.


Conclusion

If you haven't considered using the Black Coach before then now is the time to ask yourself why and to go back to your army lists.

The Coach is probably best deployed against enemies with a lot of magic and against enemies that you think you have a good chance of charging before they charge you.

In smaller pt value games the Black Coach is worth considering because of the range ot tactical options it opens up.

If you can get it to absorb 6 dice then being ethereal and being able to fly is a major bonus. It means you can keep it out of harms way and there's not a lot the enemy can do about it providing you are the one selecting which units to charge.

Well, that's it folks. Next up... Cairn Wraiths and Varghulfs.


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

Dwarfs vs High Elves (2000 pt Warhammer Battle) - part I

With effortless skill the Dwarf cleaved a stone in two with a single pick blow. His two compariots heaved the stones into the barrow and wheeled it to the front of the entrenchment.

"Ok, that'll do lads" yelled the master engineer above the quarry-like din.

The defences were as complete as they could be in the spare minutes that remained. The dust cloud from the hooves of the High Elven Dragon Princes could be seen on the horizon. Mighty eagles circled the Elven host and sent high pitched cries across the battlefield.

It was time for the Dwarfs to prepare their battle lines and crew their sturdy war machines.

The Dwarfs were well prepared for the fight and had occupied a rocky outcrop allowing them to see down on the whole plain beneath them. This was fearsome defensive positon and the bolt throwers, cannon, organ gun and grudge thrower all had hardened dwarf veterans nearby for company.

"Death before dishonour" a longbeard shouted.

"DEATH BEFORE DISHONOUR" the rest of the Dwarfs boomed in response.

To be continued...

Harry the Hammer profile and rules pdf

Here's a nice colour pdf that GW put together covering Harry the Hammer, background, rules and the in house painting competition they had.

updated with link to new GW site - 18th Oct 2008

Harry the Hammer Rules pdf

All I can say is... if your opponent asks you if he can use Harry the Hammer and you are fielding an undead army then whatever you do, say "NO !"

The 25 Favourite Warhammer Miniatures and the model voted best ever Warhammer Fantasy Battle miniature


The Games Workshop staff poll to find the favourite and best ever fantasy miniature ended with Archaon, Lord of the End Times by Brian Nelson coming out on top (there he is in all his wonderful glory above).

A well deserved victory for an awesomely designed and inspiring miniature.

Personally, I went for Hrothogg the Ogre Captain (I just love him and the other Ogres that Jes Goodwin designed). My second would probably be Be'Lakor, The Dark Master by Juan Díaz. I like Juan Diaz's slann mage priest too.

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

Dwarfs vs High Elves (2000 pt Warhammer Battle continued...) - part II

Gurnisson "Beltch Hammer" passed his telescope to his apprentice...

"do you see that lad, coming over the rise ?"

Gimgum "Soft
Thumb" surveyed the Dwarf's right flank. In the distance, beyond the battle plain, he could make out the unmistakable profile of an eagle claw repeater bolt thrower being rolled into place.

"That, my lad" spoke Gurnisson, "will be our first target"

Further along the Dwarven battle lines the Dwarf Lord stepped atop his shield and was hoisted aloft by his trusty shield guard. The Lord noted the eerie silence from his own troops. No Slayers had joined the expedition (it had seemed too 'safe' to them) so the usual drunken death threats were not being shouted at the enemy today.

Likewise, the enemy seemed near silent, only the neigh of horses and the cry of eagles broke the peace.

The dwarfs were arranged in a castle formation. War machines were placed behind the lines with cannon and grudge thrower on the hill from where they had full view of the whole battlefield.

In contrast to the bunched up Dwarf squares, the High Elves had spread their line more thinly and had adopted an attacking stance.

The Elves clearly meant to hit the Dwarf's left flank with Dragon Princes and Eagles and roll up the artillery line, starting with the organ gun. "Well" mused the Dwarf Lord, "they will have to make friends with my Hammerers first won't they !"

With that thought, the first elven trumpet was sounded and the High Elf host began it's advance as eagles swooped down from on high.

to be continued....

Dwarfs vs High Elves (2000 pt Warhammer Battle continued...the Elves attack) - part III

The gods were favouring the Elves... Finuvir just knew it. The mighty Elven army was well positioned, in close striking distance and outnumbered their foe.

Besides, Finuvir with his reaver bow had never been bested before in battle and he didn't expect to be now. The Wood Elves had thrown everything they had at him in his last two battles and still, when the day was done, he had flown into the sunset on Gwindar his mighty war eagle. If his kin-cousins could not defeat him he was certain that no short, fat, ugly, dwarf would.

With a tap of Finuvar's heel Gwindar banked left and swooped down, past galloping Dragon Princes, onto the battlefield. Their quarry was the enemy organ gun - a mass of steel death waiting to fire misery into the Elven ranks.

Finuvar was still some distance from the gun when an unexpected bolt pierced the air beneath his mount and all but obliterated the unit of Dragon Princes behind him. Only a single stunned Dragon Prince remained alive, amid the mass of splintered shields, shattered armour, blood and guts.

Finuvar traced the source of the bolt as cheers went up amongst the Dwarven throngs. His eyes ended on a rune emblazoned hideously Dwarfish contraption near the center of the enemy's battle line.

Finuvar would take care to avoid the enemy bolts by using his foe's own units as a shield. Once the organ gun was removed he vowed to take a bloody revenge on the bolt thrower crew.

to be continued...

Coming updates :- Choosing a High Elf Army and a full Vampire Counts Army Analysis

Apologies to my regular readers for the lack of recent updates. Normal service will resume in 3 or 4 days.

The 2 updates I have in mind at the moment are:-

1) A full anaylsis of the Vampire Counts Army (unit by unit)
2) How I am preparing for my next Battle 2500pts High Elves vs Dwarfs

Also, I will be moving all the videos to a new blogsite because I am planning to concentrate more on video battles. Watch this space for all the details.

Dwarfs vs High Elves (2000 pt Warhammer Battle continued...the grudge stone cometh) - part IV

Bouyed by shared pride in the virtual destruction of the Dragon Princes, the remaining dwarf engineers and artillery crew set about their final preparations.

Checking, double checking and triple checking ranges, angles, wind direction and even air moisture. Preparations were only complete when the master engineer strode along the line giving each war engine a final knowing whack with his trusty hammer.

Undaunted but with heightened awareness of the danger facing them the Elves continued to advance. Quarrelers released their shafts into the oncoming Elves but were panicked and broke from the field due to the ferocity of the return fire.

The Elves were making up for the loss of their Dragon Princes with volley upon volley of longbow fire when fate once more struck a cruel blow to the Elves. The Dwarf's rune mastery had guided a gudge stone through a seemingly impossible angle directly onto a repeater bolthrower which was utterly destroyed along with it's crew.

Cries of lament errupted from the Elven units. Those slain crew members were well known and loved and had been instrumental in many victories. Countless oaths were sworn to avenge the passing of the slain Elven heroes.

to be continued...

Warhammer Legendary Battles Rules pdf

...for massive multiplayer games of Warhammer Battle


Here are the Legendary Battles Rules from Games Workshop

Dwarfs vs High Elves (2000 pt Warhammer Battle continued...the unlucky rune) Part V

On the northern flank the Elves marched forward, Phoenix guard followed by swordmasters and archers on either side. The dwarven quarellers chipped away at the units as the bolt throwers focused on the eagle rider.

Finuvir heard an agonising shriek and, glancing over his shoulder, he saw a blooded and wound striken eagle bank away from the battlefield in panic. At least the beast had diverted fire away from himself and Gwindar.

As Finuvir turned back to face the enemy, to his horror, he was greeted by the site of an organ gun being swivelled in his direction, simultaneously being primed to fire . Finuvir was staring death in the face !

As his life and past victories flashed before him a deafening boom, like a crack of thunder shattered his memories as screaming hot lead whistled towards him. Having the presence of mind and utter loyalty to his master Gwindar had reared up anticipating the danger to his master. Luckily, only 2 shots thudded into Gwindar, he was dangerously wounded but not mortally. Finuvir thanked his gods and prayed that he should survive this day to nurture his faithful mount back to full health.

Elsewhere on the battlefield the remaining Dwarf artillery was having just as little luck as the organ gun. The engineers had been directing their fire on the White Lion chariot that was moving along the Elf lines to improve their position prior to their advance.

The quarellers and Elven archers on the north flank began a shooting duel that was to last the remainder of the battle and see the destruction of one of them.

The Elves advance had been slowed with the loss of the Dragon Princes and an eagle but not been overly impeded yet. The hammerers positioned themselves on the southern flank to meet the impending Elven Eagle charge and to counter the threat of a large White Lion unit attempting to outflank them. The Hammerer's repositioning allowed the bolt thrower one final attempt at Finuvir before he clashed into the Dwarf lines but the bolt flew wildly.

The remaining brave Dragon Prince clashed into the hammerers in a suicidal bid to hold them up while Finuvir takled the organ gun crew. The organ gun had only managed to fire twice and had been grossly unlucky not to inflict more casualties. The dumbfounded organ gun crew grumbled and frowned at one another and were cut to pieces in the space of a blink as sharpened talons and Finuvir's long blade flashed in the sunlight.

The second eagle bore down on the next artillery piece, the bolt thrower that had all but wiped out the Dragon Princes.

On the north flank the Elves continued their advance and the Phoenix Guard smashed into a unit of Dwarf clansmen only to be routed within a few seconds of crazed combat.

The artilllery crews continued to fire grudge stones and cannons at the chariot that was lining itself up for a charge. The Dwarfs cannot have been praying hard enough because Grimnir the Dwarf God did nothing to help direct their fire and, miraculously, the chariot suffered only minor damage.

The battle had now truly begun. The clash of Elven steel on solid Dwarven armour and shield resounded across the battle field.

To be continued in the battle's ending...

Dwarfs vs High Elves (2000 pt Warhammer Battle continued...the end game) Part VI

The dwarf artillery continued to focus their efforts on the High Elf Lion chariot knowing full well the chaos it could inflict on the dwarf's rank and file. The organ gun and a dwarven bolt thrower were now useless, their crews having been slain. The Hammers still held the southern flank. They strode boldly forward to meet the approaching White Lions in the field and lessen the risk of their flank being overrun. The deft accuracy of the High Elf repeaters cut into the hammerers ranks and slew three of the mighty old warriors but they continued their march.

In the middle of the battlefield the Phoenix guard had realised their folly and rallied, turning to move back to the dwarven lines which remained largely in tact.

Finuvir charged into the flank of the entrenched
cannon battery and quickly slew the crew. The dwarf lord had anticipated the move and moved to protect his grudge thrower which was next in line.

The elf archers now had bow fire mastery over the battlefield. They had slain all but three of the Dwarf quarellers who still tried in vain to whittle down their foe.

Having recovered their compusure the Phoenix Guard charged into a large unit of Dwarf Longbeards holding the hill, it was all or nothing and the Dwarves soon proved their mastery. The charge opened up a gap in the Dwarf lines and the swordmasters exploited the opportunity to engage and quickly rout the grudge thrower crew. The destruction was not immediate though and the Dwaf Lord charged the rear of the Swordmasters, the combat was ferocious and merciless but the units themselves did little damage to each other. It was the Dwarf Lord who turned the tide by slaughtering several Swordmasters with mighty swings of his axe (the dwarfs later joked that it was like an Ogre against child hobbits). The Swordmasters were totally dismayed by the power of the Dwarf Lord, they fled and were cut down to the last elf.

The battlefield was now strewn with the dead and dying. Cries of anguish were let out by the Elves amidst the dying oaths of the dwarfs.

Continued fire from the undamaged repeater bolt thrower and two units of Elven archers slowly but surely continued to weaken the dwarf lines.

Now, few viable units remained. All the dwarven artillery bar a bolt thrower were unmanned and unusable. The dwarfs had some combat ready units but they were weakened by ranged missile attacks..

On the High Elf side, the Lion Chariot, a repeater bolt thrower, the Swordmasters, Phoenix Guard, Lion Chariot, Dragon Princes and two eagles had all fled from the field or been wiped out.

Despite these heavy casualties on both sides there was still not clear victor. The elves remained a strong missile fire force but the dwarfs had the upper hand in combat troops.

Finally, on the Souther flank, after much Dwarven foot stomping the White Lions and Dwarfs clashed in a frenzy of hard steel. Great axes cleaved a couple of dwarves in two but their mighty hammers crushed the tender Elven frames beneath them. The combat was evenly balanced and continued well away and almost unnoticed from the rest of the battle.

More crushing blows saw more death amongst both sides but now the Dwarves had gained the upper hand and, despite their stubborness, the Elves were unnerved and ran. This was no organised retreat and confusion amongst the Elven ranks saw them all scattered or slain by the pursuing Dwarfs.

..............

Finuvir surveyed the field. Many of his closest friends had died this day and others lay mortally wounded.

The Dwarfs had little ranged weaponry to threaten the High Elf host (save one bolt
thrower that Finuvir himself was bearing down upon).

The Elves could circle to their heart's content picking off the remaining enemy warriors. Only the remaining elven bolt thrower would be under any threat. There was no honour in such a lowly tactic though. The Dwarves had fought bravely and shown their mastery of steel and shield.

The day was done, no one in this fight had won the field. All they had both done was written memories in their annuals and made widdows and orphans.

Finuvir signalled to his army to collect their fallen and to withdraw. The dwarf lord did likewise as he drew out his quill and family book of grudges. Both generals knew that the battle was over and naught was now to be achieved.


DRAW.

Warhammer Fantasy Battle FAQ - Questions & Answers

People new to the game might like to visit the Warhammer poll results thread on this site to answer some of those more frequently asked questions by new users (eg. Which is the strongest Warhammer Army)

Here are the most recent Warhammer Battle poll results :-
(1st number is votes cast, second number is percentage of total votes)


do you usually include any pre-defined special characters in your army ?

24 (32%) no, never
23 (31%) occasionally
16 (21%) almost always
11 (14%) usually


do you typically include spell casters in your army ?

33 (39%) always
29 (34%) usually
12 (14%) spell caddies* only
9 (10%) never

note: a scroll caddy is a spellcaster you take loaded with dispel scrolls with the primary objective of dispelling enemy spells.


what points value size battles do you typically play

4 ( 3%) <500 pts
10 ( 9%) 501-1000 pts
8 ( 7%) 1001-1500 pts
42 (38%) 1501-2000 pts
30 (27%) 2001-2500 pts
0 ( 0%) 2501-3000 pts
14 (12%) 3001+ pts


what would you most like to see next from Games Workshop ?

48 (35%) a completely new army
33 (24%) updated army books
35 (25%) new plastic models
8 ( 5%) more terrain & scenery
6 ( 4%) new metal figures
3 ( 2%) more gaming events
3 ( 2%) new rule book


which army is best equipped to beat the new Vampire Counts ? (this will get you thinking !)

71 (25%) High Elves
30 (10%) Lizardmen
30 (10%) Dwarfs
24 ( 8%) The Empire
22 ( 7%) Hordes of Chaos
17 ( 6%) Bretonnia
17 ( 6%) Skaven
15 ( 5%) Tomb Kings
15 ( 5%) Wood Elves
12 ( 4%) Ogre Kingdoms
12 ( 4%) Orcs and Goblins
7 ( 2%) Beasts of Chaos
6 ( 2%) Vampire Counts
2 ( 0%) Dark Elves
2 ( 0%) Dogs of War


Which two armies do you want to see in my first 1000 pt warhammer Video (!) battle report (select 2)

87 (45%) Vampire Counts *
72 (37%) High Elves
45 (23%) Dwarfs
45 (23%) Orcs & Goblins
38 (20%) The Empire
24 (12%) Bretonnia
26 (13%) Lizardmen
21 (11%) Wood Elves

* I'd better glue together the rest of my Vampire Counts army :)

Warhammer Battle Army Roster Sheets - for Character, Units, Chariots and War Machines

Update 18th Oct 2008 : These Warhammer army roster sheets are no longer available on the GW site (sadly)

It's a shame because they are quite a good idea to keep your army in good order and they save you having to keep opening the army book to check your unit's profiles.

I'll give them a go in my next battle and let you know if they helped speed up proceedings.




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

New Games Workshop Bitz and Collectors Guides - free download

Bitz catalogue online at GW - updated 18th Oct 2008

Games Workshop have updated the bitz and collectors catalogues and they can be downloaded for free from here. They have added 10 new bitz packs, 43 'historical' models and 20 new 'alternative' models.

Fantasy Fiction Based in the Warhammer World

Here's a great story submitted by "TT" one of my blog readers. It's quite a long read (50 pages !) but a very entertaining one.

In Strange Company (A story set in the Warhammer World by TT)
docs.google.com/Doc?id=dgcm44gw_5t9m226fv

Please leave feedback by commenting here or in the forum thread below:-

battlereporter.freeforums.org/in-strange-company-by-tt-t83.html#467

Happy reading.

New Dark Elf Army Rumours

New Dark Elves Army Rules
  • Hatred as general wide-army rule
  • Eternal Hatred VS High Elves
  • maybe +1A on charge for Elite troops (difficult to see this rule on Troop choices)....it's possible that this bonus will be provided by the new Cauldron of Blood
  • Standard Army Composition Chart (at 2000 points: 3+ Troops 0-4 Special & 0-2 Rare)

Dark Elf Lord Choice

  • Dark Elf Highborn
    - same profile, may be +5 points
    - can mount: Black Dragon, Manticore, Dark Pegasus, Cold One, Dark Steed or a CO Chariot
    - ColdOnes gains +1A on the profile;
    - Dark Pegasus and Manticore have the same profile, but the Manticore will probably be cheaper
    - Black Dragon is the same as today, but his Breath will change: less St but with no Armour Save, and it will causes Panic Test if it wounds.


  • High Sorceress
    - same profile, she will be a few points cheaper;
    - upgrade to 4th level of magic will costs 35 points;
    - she (obiouvsly) may not be included in Witch Elves troops;
    - she knows: Dark Magic, Lore of Death and Lore of Shadows;
    - can mount: Manticore, Dark Pegasus, ColdOne, Dark Steed;
    - Sorceress loses the +1 bouns in casting spells, but they will be able to cast spells with as many dices as they want, regardless of magic level;
    - they gain a new ability: at the cost of 1 wound, they'll gain 1 "special" Power Dice, tha will grants Total Power on a result of 6, and a Mistcast on a result of 1. (ie: Sorc. cast a spell with 2 "normal" dices and 1 "special" dice: with the normal ones she obtains 3 and 4, and with the "special" one she obtains a 6: Total Power!!! )

Heroes Choice

  • Dark Elf Noble
    - same as today;
    - BSB may take shield, great weapon, etc., like the HE one.

  • Sorceress
    - see "High Sorceress" entry;
    - probably they'll cost 5 points more than today (but the upgrade to 2nd level will be +35 points).

  • Assassin
    - same profile and cost as today;
    - may hide himself in enemy units;
    - may be placed as a Scout;
    - may, as today, hide himself in friendly units;
    - Poisoned Attacks as an upgrade option (without spending the "magic items" points);
    - ASF in the turn in wich he's revealed.

  • Beastlord
    - no more a "Hero" choice, he'll be an upgrade option for monsters units.

  • Hag Queen
    - Wich Elf Heroine quite effective in HtH ^^;
    - ASF, Furious and never loses it;
    - 2 hand weapons and Poisoned Attacks;
    - Ward Save of 5+ ("Blessing of Khaine" rule);
    - can mount: Manticore (taking 1 more Hero choice) or the Cauldron of Blood (0-1, probably take a Hero or Rare choice).
    Quote Cauldron of Blood
    - it costs around 175/200 points;
    - it seems that a new model will be produced;
    - it can move as a warmachine;
    - Large Target and causes Terror;
    - all friendly units within 24" may re-roll failed To Wound rolls;
    - it's Indistructible, tough if the Hag and the 2 Witches are killed, it's removed as a casuality;
    - may confers +1A on charge (probably it is THIS the real rule about the +1A) to some units: Witch Elves, Executioners, Assassins, maybe Black Guard;
    - the Hag Queen and the 2 Witches are Unbreakable and have a 5+ Guard Save;
    - Witch Elves units within 12" gains +1 on their Ward Save;
    - MAY join a Witch Elves unit, wich will become Unbreakable.

Dark Magic

  • a new "0" spell, autatically known by Sorceress that, on casting value of 4+ will generate d3+1 Power Dice, tough if not used, each of these dices will causes a St 5 hit on the Sorceress;
    - Chillwind as today, exept for +1 St;
    - Doombolt: 24" d6 St 5 hits, may gain 2 casting values, the 2nd inflicting 2d6 hits;
    - Word of Pain as today, casting value reduced;
    - Soul Thief works like a Hochland now, targeting any model within 24" and in LOS, causing a Wound without AS, that is transferred to the Sorceress;
    - new spell that puts a friendly unit into Fury, if already Furious, it confers +1A to each model, but every turn the units suffers d3 casualities, remains in play;
    - Black Horror similar to the "Pit of Shades", gains 24" of range.
    Here you are, first edit

Troops

  • Warriors:
    - they have lance, light armour and shiled for basic;
    - they ARE cheap (around 7 point per model);
    - may have a Magical Standard (max. 25 points).
    - for a cost of around 50 points, a "lesser" Assassin may join the unit;
    - he has 2/3 Poisoned Attacks and only 1 Wound;
    - ASF and can't leave the unit in wich he's hiding.

  • Multi-Crossbowmen:
    - they have crossbow and light armour for 10 points/model;
    - may take shields for +1p.nt/model;
    - looks like the Champion has BS of 5;
    - they CAN'T take magical Standard;
    - seems they can take the "lesser" Assassin;
    - the new Repeating Crossbows are: range 24", St 3, Piercing AND multiple shot x2.

  • Corsairs:
    - same as today for statistics and costs;
    - may take a Magical Standard (max 25 points);
    - new Special Rules UNCERTAIN: one is that they gains +50 VP for every unit killed in HtH and another one may be that A SINGLE unit may enter the battlefield like Dwarfs Miners did.

  • Dark Riders:
    - same profile as today;
    - they will be cheaper (around 13/14 points.....19 with Crossbows);
    - seems they could make a March Movement before the start of the game.

Special Unit Choice

  • Shades
    - same as today.

  • Harpies
    - same profiles as today;
    - cheaper (10/11 points/model).

  • Cold One Chariots
    - profile same as today, exept for the +1A of the ColdOnes;
    - no more 1-2 for single Special slot.

  • Witch Elves
    - minimum unit: 5+;
    - same as today for profile and costs;
    - 6+ Ward Save;
    - 2 hand weapons, Poisoned Attacks, Fury (and never lose it), ASF;
    - may take a Macical Standard (max 50 points);
    - the Champion may take Poisons (one of these will halves enemy's I ).

  • Executioners
    - minimum units: 5+;
    - 11 points/model;
    - lose KB, but every successful To Hit dice, will aout-Wounds;
    - Draichs works like Halleberds, and confers the Piercing Ability;
    - may take a Magical Standard (max 50 points).

  • Black Guard
    - minimum units: 5+;
    - 2A/model; Stubborn and Eternal Hatred;
    - Halleberds and Heavy armours;
    - may take a magical standard (max 50 points);
    - the Champion may take 25 points of Magic Objects.

  • ColdOnes Knights
    - will costs a few more points;
    - ColdOnes with +1A;
    - the Champion may take 25 points of Magic Objects;
    - may take a magical standard of max 50 points (there is one that nullifies Stupidity).

Rare Unit Choice

  • Reaper Bolt Thrower
    - costs as today;
    - 1-2 for single Rare Choice as today;
    - 2 ways of shooting:
    - a) if stationary: 48", single dard, St 6, no AS OR 48", 6 shoots, St 4, Piercing;
    - b) if moved: 24", multiple shot x2 (it means exactly 12 shoots), St 3. (WITHOUT Piercing, and still suffers the movement and multiple shot penalities).

  • War Hydra
    - Large Target, causes Terror;
    - Scaly Skin (3+ or 4+), Regeneration (special one!)
    - with a 6 on Regeneration roll, a new head "grows", adding +1St to the hydra's Breath (starts with St 4) with a maximum of St 10.
    - 2 Beastmasters as today;
    - option for the Beastlord, that will grants favorable results on the Monster Reactions Chart and MAYBE could take 25 points of Magic Objects.

NEW MONSTER (?!?)
- it will something really fast, maybe even Flying;
- it will causes Terror quite for certain;
- it will have the Beastlord option, like the War Hydra.

the cases are 3:
a) something absolutely unespected;
b) the Manticore, now a Rare entry;
c) there is nothing at all as "new Rare choice"

...the more papable is the second case...the model already exists and the "traslation" from Hero to Rare is quite simple...


Special Characters

Malekith, Witch King of Naggaroth
- He'll be in the army list;
- still mounted on the Black Dragon Seraphon;
- He seems to has a 1+ AS and a Ward Save aginst Magic and similar;
- He has some magic weapons (I think they'll be the same as today, but the rules may change(;
- He seems still able to cast Spells;
- if present, the DE player would be able to re-deploy d3 units after the deployement phase.

Morathi
- 4th level High Sorceress (with all their special rules);
- can mount Sulephet, her Dark Pegasus;
- various rules/objects: one of them will grants her the possibility to Regenerate the wound auto-inflicted to gain the "special Power Dice";
- the enemies in BtB halves their WS and I;
- she seems to have a magic weapon similar to the Teclis' one.

Malus Darkblade
- same as today.

Shadowblade
- basically same as today;
- He seems to be a HERO choice.

Crone Hellebrone
- Hag Queen SC, more skillful in HtH than a "normal" Hag Queen;
- can mount the Cauldron of Blood (no information in the eventuality of mounting a Manticore).

Kouran
- if deployed, the Black Guard seems to count as Core Troop choice;
- Killing Blow and a good Armour Save;
- low cost in points.


Magic Objects

Magic Weapons
- a weapon that heals the owner's wounds, in base of how many he inflicts on enemies;
- a weapon "LETHAL" on Challenges;
- the Lifetaker will work as a Hochland, with multiple shot x2;
- a "Hag only" weapon that multiplies their Attacks;
- a weapons that multiplies inflifted Wounds;
- probably the Gauntlet of Power will be removed;
- some others, wich are unknown.

Magic Armours
- a "special" SeaDragon Cloak that confers a better Armour Save and a 5+ Ward Save;
- a Shield that subtracts enemies' attacks;
- an armour that provides an Immutable AS (seems of 2+), at a low cost;
- some others, wich are unknown.

Talismans
- the Crown of Black Iron will be the same as today;
- a talisman (Heart of the Hydra ???) that provides Regeneration;
- the Cloak of Dark Souls will be a talisman, same as today for the effects;
- probably the Heart-ston of Darkness will be removed;
- some (few) others, wich are unknown.

Arcane Items
- various Infused spell objects;
- the Seal of Ghrond will be an Arcane Item, same as today for the effects;
- a Staff that provides a +1 bonus in Casting Spells at a low cost in points;
- the Soulstone remains the same as today;
- some others, wich are unknown.

Enchanted Items
- totally unknown.

Magic Banners
- Hydra Banner that DOUBLES the Attacks of the bearer's unit;
- a banner that provides a 5+ Ward Save against Magic and Shoots;
- a low cost banner that improves the unit's AS for 1 turn;
- a banner that gives the Immunity to Psicology rule to the unit (nullifying the Stupidity);
- a banner that provides the same effects of the "fury" spell;
- some (voices say "a lot more") others, wich are unknown.

New Models
- plastic kit for the Highborn/Noble (1 mounted on ColdOne & 1 on foot);
- plastic kit for the Sorceress (1 mounted & 1 on foot);
- Crone Hellebrone;
- Kouran;
- Morathi;
- plastic Corsairs;
- Cauldron of Blood/Altar of Khaine (not known if in metal or plastic).
- ColdOne Knights
- Hydra

Models that seems not to be redone:
- Warriors;
- Dark Raiders;
- Executioners;
- Witch Elves;
- Shades;
- ColdOne Chariot;
- Harpies;
- Black Guard;
- Reaper Bolt Thrower;
- Manticore;
- Black Dragon

What seems to be in the Battalion Box:
- 2x Warriors box
- 1x new plastic Corsairs box
- maybe 1x new plastic ColdOne Knights.

These were all taken from Warseer so absolutely all credit goes to the guys there who put this altogether.

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