Here's a google translation from German to English
and here are some great pictures...


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Tickets now on sale from 28th June for the UK 2008 Games Day for £30 from your local GW store or:-



The tickets go on general release from 28th June and cost £30 (which includes a free Games Day miniature).
If you're a White Dwarf subscriber you get a 10% discount (£27) if you book your ticket before the 28th June - order your ticket right now by calling 0115 91 40000 (you can also pick up a Golden Demon entry form from the same number)
Image is © Games Workshop Ltd. All rights reserved. Used without permission.



Photo used with permission of the The Dead Tau Project which is a for a superb blog about a Warhammer 40K Eldar Army modeling and painting project.

It just gets better and better. The quality of the figures coming out now days is remarkable.
This image is a photo of the box cover, as shown in White Dwarf DW343 July 2008. The box cover is © Games Workshop Ltd. All rights reserved. Photographed without permission.


Dwarf Heroes
Rune Lord (420 pts)
Anvil of Doom
Master Rune of Balance
2 x Dispel Scrolls
Rune of Stone
Shield
Great Weapon
Thane (112 pts)
Shield
Rune of Stone
Rune of Cleaving
Master Rune of Snorri Spanglehelm
Rune of Preservation
Thane (232 pts)
Shield
Master Rune of Snorri Red Beard
Ancestor Rune
Rune of Courage
[Battle Standard Bearer]
Dwarf Rank and File Units
15 Slayers (165 pts)
22 Dwarf Warriors with Shields (223 pts)
[incl. full command]
22 Dwarf Warriors with Shields (223 pts)
[incl. full command]
20 Long Beards with Shields (327 pts)
[incl. full command]
Rune of Stoicism
Rune of Battle
20 Hammerers with Shields (284 pts)
[incl. Standard Bearer + Gate Keeper]
Rune of Courage
Grudge Thrower (105 pts)
Rune of Accuracy
Bolt Thrower
[incl. Engineer]
Rune of Burning
Rune of Penetrating
Bolt Thrower
[incl. Engineer]
Rune of Burning
Organ Gun (120 pts)
Gyrocopter (140 pts)
During Turn 1 (from behind Vampires looking towards Dwarfs)



Some other nice additions...
The Hellcannon (makes a welcome return) and Chaos Giant have both been added to the list. It says in White Dwarf that rules will be available online (I'll post them here when I find them !)
* Vlad's magic sword Blood Drinker can make it difficult to take away his last wound because each unsaved wound Vlad inflicts restores one previously suffered wound.
** only applicable to the 1st time Vlad is taken down to zero wounds.
Vlad wears the Carstein ring, an ancient hierloom that in unison with his sword Blood Drinker makes him all but unkillable if the Vampire commander uses him wisely and thereby denies the enemy of a large slice of your victory point clotted blood cake (yuck !)
Now, seeing as it's fairly safe to launch Vlad into the thick of combat let's see just how good he is (he needs to justify the meaty 490 pts you have to pay for him)
Vlad has the same profile as a standard Vampire Lord except he has 5 attacks (1 more than usual). He has strength 5 attacks which is good (not great) but a lot of the time he will be rerolling failed to wound rolls (if the enemy fails a leadership test -4***)
*** yes 4 not 3. Enemies fighting Vlad already suffer a -1 to their leadership thanks to his Aura of Dark Majesty.
This means that against standard rank and file (say leadership 7) Vlad will nearly always reroll failed to wound rolls. Even against Lords and Heroes Vlad will stand a very good chance of getting these rerolls and should on average cause almost 2 unsaved wounds (against an opponent with weapon skill 7, toughness 5, armour save 4+). That means Vlad should recover almost 2 lost wounds per combat phase.
To reduce Vlad to zero wounds the enemy really needs to employ some sort of magical item, spell or a hideously powerful monster !
Here's the best bit...
Even if Vlad is taken down to zero wounds he will only die if he rolls a 1 to see if the Carstein Ring restores a wound. If the Carstein ring works then Vlad can be ressurected in any other friendly undead unit on the battlefield. This is extremely cool and an awesome attribute because:-
1) it gives you the chance to restore Vlads wounds by using his Sword of Unholy Power against weak combat opponents.
2) It enables you to deliver an unexpected threat to your opponent and may disrupt his tactics and force him to rethink his plans.
3) It allows you to add Vlad to a unit so they can benefit from the Vampire rule (ie march move)
On top of all of this Vlad von Carstein is a level 3 wizard who knows 3 of the Lore of Vampire spells plus invocation, he adds +1 to combat resolution and he causes terror ! Not bad heh ?
The greatest weakness Vlad has is that he is not mounted and cannot take a mount of any kind. This reduces his flexibility on the battlefield and means he cannot be moved quickly to counter enemy threats.
The other big weakness is that in a game of less than 3000pts Vlad must be your general. Vampire Count armies really need their generals to stay alive otherwise they quite literally fall apart.
Because Vlad is first and foremost a fighter he stands a much higher chance of being slayed in combat than say a magic orientated Vampire Lord who stays out of combat. You can fairly safely allow Vlad to be slain once but after that he needs protection* and will be very vulnerable to weapons and magic that can target individual heroes like the Hochland rifle.
* while he can only use the Carstein once to ressurect himself he does continue to benefit from the 4+ ward save it bestows.
Vlad is a great character, I heartily recommend you use him.


All in all Mannfred is a great choice to lead a 2000 pt Vampire Counts army into battle if you plan to focus on magic byraising undead and augmenting your existing forces.
The 4 most noticeable attributes that sets Mannfred apart from other Vampires are:-
1) his lvl 4 spellcasting abilities
2) knowledge of all the Vampire and Lore of Death spells
3) the +2 wounds on his profile (the rest of his profile is the same as a normal Vampire Lord)
4) his option to take up to 2 arcane items (rather than the usual maximum of 1) and
5) the Sword of Unholy Power (see my earlier post on Mannfred the Acolyte)
A Mannfred equivalent cannot be created by customising a Vampire Lord character. Mannfred, for instance is a level 4 wizard with Master of the Black Arts, Lord of the Dead and Summon Creatures of the Night. To become a level 4 wizard a Vampire Lord would have to take the Vampiric Dark Acolyte power plus the 50pt (non Vampiric power) upgrade to his wizard level. The combination of Vampire powers that Mannfred has comes to 110pts, ie 10pts more than is allowed for any other Vampire.
To customise a Vampire Lord to something similar to Mannfred would cost 350 pts (205 for Vampire + 50pts additional magic level + 95 pts for the Vampire Powers).
Mannfred costs a hefty 475pts so you need to decide
if all of the above additional attributes are worth the extra 125pts.
It all really depends on what other units / characters you would like to take into battle. If you include Mannfred you really need to design your game tactics around him because he takes up such a large portion of a 2000pt army.
To really make Count Mannfred earn his points he needs to make a big magical impact on the game. The easiest and surest way of doing this is to have him casting lots of Invocation of Nehek spells. Each successful cast will raise, for example, an average of 3.5 skeletons (4.5 if he's close to a Corpse Cart) which equates to about 31.5pts if the skellies have spears). So Mannfred would have to cast about an additional 5 successful invocations more than a normal Vampire Lord would to pay for his additional points cost. I think that in a 6 turn game this is unlikely (although you never do know until you've tried it out in battle a few times).
Mannfred possesses 3 attributes which might aid him in getting these additional 5 casts. Obviously, his 2 additional wounds which might keep him alive longer. He also has an extra invocation spell* that will give him +1 to casting rolls when raising skellies or creatures of the night (ie. Bat Swarms, Fell Bats or Dire Wolves)**
* The extra invocation spell will make Mannfred more tactically flexible but only slightly.
** Any other Vampire Lord would only be able to choose creatures of the night OR lord of the dead (because he would have to spend pts on Master of the Black Arts plus Dark Acolyte)
The third thing Mannfred has going in his favour is the Sword of Unholy Power which is more valuable in his hands as a Count than it was when he was an acolyte. Purely becuase he will kill more enemies and therefore gain more power or dispel dice.
The extra magic might come in useful, especially the Lore of Death but Mannfred really should be concentrating on bolstering his undead army.
The final thing I should mention is that Mannfred can take 2 arcane items (although they cannot both be bound items, eg. The Staff of Damnation and the Book of Arkhan).
The only really useful combination is the Scaeptre de Noirot and the skull staff. Combined, these 2 items allow Mannfred to raise D3 + 9 Zombies on a casting roll of 4+. It's an expensive option though for an extra 90pts which could pay for 20 Zombies from the outset.
All in all I love Mannfred but he needs to be employed with care, it's a lot of points to spend in a 2000pt game. You could have a Vampire Lord and a no frills Vampire Hero instead and free up points for your core army.
The choice is yours, the best option would be to test him on the field of battle and see how he gets on.
Note: they are deployed last. If both sides have scouts roll a D6 to see who goes first and then tale in in turns.
Note: not effective against flaming attacks, flaming missiles or magic fire.
Very Important Note ! : * this is in addition to army dispel dice but magic resistance dice can only be used by the character or unit that has it. If characters join units they both benefit from the any Magic Resistance that either the character or unit has.
Introducing the...

This monster is resilient with 6 wounds and a toughness of 5 and provides a useful option with strong combat capabilities and a ranged attack.
It is however slightly on the expensive side at 220 points given that it only has 2 rather vulnerable apprentice handlers.
Stubborn troops with a leadership of 9, these troops are unlikey to rout (about a 10% chance) and have eternal hatred (re-roll missed hits)
They suffer from the usual low toughness of 3 with only heavy armour as a back up. These troops cost 16 pts which looks high when compared to the new High Elf white lions who are stuuborn with a leadership of 8 but have a strength 6 attack in comparison with the Lack Guard's strength 4.
If I was updating the Dark Elves Army list I would probably make this a special unit choice with a maximum of 2 units. Rather than rare with a maximum of 1.
This is a defensive support type of unit. It has several benefits and you really need to consider playing the Cauldron of Blood in any game where you are expecting to be on the defensive against a higher than average toughness opponent (a Beasts of Chaos Army perhaps).
The cauldron has a range of 24" that bestows a second to wound roll on any failed wound rolls made by friendly units in the 1st round of combat. Also, Witch Elves within 24" are always frenzied even if they previously lost their frenzy when they were more than 24" away.
Very handy indeed (esp the additional roll to wound given the usual low strength 3 attacks.
The other thing I should mention about the cauldron, which has nothing to do with tactics or it's stats, is that the model itself is excellent. It brings a lot of character to your army and I would consider it's inclusion on this basis alone for friendly games. Also, it would be great fun to paint :)
What can I say about this unit ? It shares the same profile as the High Elf bolt thrower and (6 bolts, strength 4, -2 save if used for multiple bolts) with 2 crew.
If you use this as a standard non-repeater bolt thrower against tougher enemies or ranked units then it has the normal Warhammer bolt thrower profile.
The Dark Elves' ballistic skill and inherent accuracy of these machines make them an excellent addition to your army.
There is one additional unique benefit, unlike the new November 2007 High Elves, you can take 2 bolt throwers as a single rare choice. Nothing stipulates that these have to constitute a single unit so, I assume, you can deploy them independently from one another.
Many armies choose to ignore Dogs of War units because they already have a reasonable mix of troop types and tactical coverage. This might not be the case in all situations for Dark Elves who might benefit from some of the higher toughness troops or artillery mercenaries available for hire.
So, what do you choose ? This is a really tough question. Ordinarily I would expect at least one of these units, probably the Black Guard to be available (albeit, in limited numbers) as a special unit choice thus making the decision a little easier. All of the above options are viable choices, none can easily be discounted because they are 'weaker' than the others.
Below, I am going to try and argue for the best choices given a specific tactical stance, that is, defensive or attacking.
Please bear in mind that this is a very, very subjective analysis. People's opinions will differ greatly depending on their experiences. The below is just based on mine.
1) Fighting defensively.
I believe a Dark Elf Army should usually adopt a defensive stance against any armies with massed rank and files, especially Orcs & Goblins or Skaven. Allow those armies to come to you and cut them down as they march. Even when they arrve they will inevitably still out number you so you need to keep nice tight formations grouped closely together to allow them to support one another and flank attack. Focus your missile fire on the rank bonus of their key fighting troops (ignore any specialist units and concentrate on their core fighters).
To help you in this tactic you can either:-
Take the Cauldron and group your witch elves and key fighting units around it within 24" (which shouldn't be too difficult). Use your repeater crossbows to keep the enemy away from your flanks and encourage them into the center of your battle lines. Support those repeaters with cavalry and/or chariots which can quickly move into the main battle or stay in support of the crossbows.
Alternatively, take 2 reaper (repeater) bolt throwers. These are a better option particularly if the enemy has ranked cavalry (such as Bretonnians, Empire or maybe High Elves or Vampire Counts for example). Your repeater crossbows are not going to do much, if any, damage to heavily armoured cavalry. A reaper bolt thrower however, can do do some damage.
Note: The Cauldron will not help a great deal against cavalry because they will do most damage to your forces on the charge and your front ranks will not be alive long enough to strike back and benefit from the failed wound re-rolls in the first turn of combat.
2) Fighting Offensively.
There are certain armies that you really need to adopt an offensive stance against. You will need to engage those armies which can pick you off from afar as quickly as possible. I'm thinking here mainly about the likes of Tomb Kings with Skull Chucker Catapaults or Empire with Artillery or Dwarfs with gun lines and/or artillery or Wood Elves who want to avoid combat and win with ranged attacks.
Against these armies you need some punch and mobility, and this is where either the War Hydra or Black Guard will come into play.
The Black Guard are ideal for taking on high quality enemy fighters, you can expect them to absorb losses and shrug them off without a care - they do not run away ! (well, not very often). It's worthy considering Black Guard if you have enough unallocated points to create a large unit (a minimum of 20). They are vulnerable to missile fire though so it means you need some leading cavalry units to either attack enemy missile troops or some leading warriors to use as a missile shield.
If the enemy army has a lot of high toughness troops or heavily armoured troops you should consider taking the War Hydra. This beast can also soak up punishment with a toughness of 5 and 6 wounds. It is excellent for breaking cavalry charges to disrupt your enemy's attempt at coordinating attacks. This beast has vulnerable handlers and so might need some protection from missile fire - send your cavalry in to tie up missile troops while your Hydra follows up.
With the swish and crack of heavy leather cloaks the Black Council, as one, turned to their respective exits and left the ancient crypt.
....
The Dwarfs had been easy to entrap with rumours of vast untapped resources of precious metals in the Sylvannian foot hills.
The Count was pleased with the tidings. His fell bats whispered through wicked yellow fangs, that the Dwarfs were some twelve days into their expedition. This put the Dwarfs well within his reach and well beyond any hope of rescue or reinforcements when the Count executed his plan.
Now, to unleash the beast. The Count floated down through the numerous castle chambers and crypts until he stood looking down into the pit. Through the darkness, huge malevolent red eyes glared upwards.
"I know you can already scent their blood my dearest child. Now, do your father's bidding"
With the merest click of his taloned fingers, the portculis rose and the Varghulf leapt into the caverns and raced upwards towards the night of the sufrace dweller's world.
The engineer marched side by side with his apprentice Gimgum "Soft Thumb" who, after a few stitches and an arm splint, had finally recovered enough to embark once more with his master.
Gimgum, entered this venture with some trepidation. Things had almost gone very badly for him last time he stepped out with the clan. He was wary of another mishap but, frankly, the gold on offer was too good to turn down. The dwarf mining companies might take unnecessary risks with their prospecting missions and miners but the rewards far exceeded any remittance you could expect from any other job.
There was an unusual quiet across most of the marching Dwarf host. Only the drunken laughter of the slayers broke the mounting tension. Gimgum was pleased the reckless warriors had decided to come on this mission. Sure they could be dangerous in a beer keller after 20 pints of Bugmans but the Slayers were as reliable as Gromril platemail. Everyone knew that the Slayers were verging on the insane and all they yearned for was a glorious death in battle or another pint. However mad they were, Gimgum found it reassuring to know, a Slayer unit had never run from a fight, regardless of the dangers.
The Dwarfs were now twelve days into their march and each day the lands about them had seemed to become ever more devoid of life. The surrounding landscape seemed grim to the Dwarfs, they hadn't seen any animals for three days now, save for some migrating geese high up in the skies. The trees around all looked dead or dying and there were only occassional patches of green grass clinging desperately to life. Even the sun seemed to be dimmed and the lands seemed to exist in a constant state of dusk.
The nights were cold and were becoming colder even though they were moving south into, what should have been bright, lush valleys. The whole experience was wearing Gimgum down, even his master Gurnisson seemed less than his normal self. Gimgum's blood was running cold and he had started to fear that his fate was catching up with him and this expedition was all a terrible mistake.
The clouds continued to darken as the Dwarfs marched ever onwards...
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