Monday, 11 September 2017

Spring Cleaning - models for sale!

Update: Just got an email from Ebay saying their are lifting my selling limit of only 100 items, so I can now list the rest of the stuff I thought I had to wait with until next month. This includes a lot of Blood Rage minis (perfect for Norse), including limited edition Kickstarter ones, some various characters for RPG games, and some more Warhammer miniatures that did not get sold last month.


Now this is a bit of a different thing altogether, but seeing as the majority of the models on sale were bought with the WAP armies in mind, I'm sure this can be of interest to some of you. Last week I cleaned out a ton of old Warhammer that I no longer have any use - or indeed space - for any more, and this week I am doing the same, but mainly for historical miniatures and other fantasy games.

As such, if you play one of my unofficial army books and you are in need of some fitting models, I now have a pretty big selection up for sale on Ebay that I am auctioning off (unfortunately they won't let me list more than 100 things a month, so the rest will have to wait for next month). So, if you currently are or plan to collect either Araby, Albion, Bretonnia, Cathay, Nippon, Kislev, Dogs of War, Estalia, Halflings, Norse, Pirates of Sartosa, Empire, Vampire Counts, Slaanesh Daemons, Dark Elves or High Elves, you can find suitable things for them in the link below:


Orcs and Goblins 8th Ed 1.01 out now!

Reckon this update should have been out a month ago, but I've really been focused on the main rules as well as working on the Empire, Dwarfs and Vampire Counts lately. But anyway, this update changes the following:

  • New Rare Unit: Orc Brutes (W2 orcs, a mini-Big Boss unit essentially).
  • New Monster Mount: Maw-Crusher (from AoS).
  • You may take one unit of Big 'Uns for each Orc Warboss of the same type in your army.
  • Fix Skullmucha statline bug.
  • Goblins still Fear Elves with an Orc Bully.
  • Fixed Arachnarok points cost for Shamans.
  • Clarified that Size Matters makes Orcs ignore Panic from Goblins and Snotlings.
  • Snotling Pump Wagon strength bug fixed.
  • Snotlings do not counts towards minimum core.
  • Added smoke bombs to Nasty Skulkers. 

This will likely be the last complete army book update for 8th ed. 9th ed version will be released soon.

Friday, 8 September 2017

Download page for iOS-users

Seeing as many iOS-user are having issues getting the download menu to appear on their devices, I've put together this page that contains all downloads so they can access them more easily.

9th Edition Rules:

8th Edition Army Books:

Forces of Order:

Cult of Ulric
Kingdoms of Ind

Forces of Destruction:

Chaos Dwarfs
Orcs  & Goblins

Non-Aligned Forces:

Dogs of War
Ogre Kingdoms
Pirates of Sartosa
Tomb Kings

9th Edition Army Books:

Forces of Order:

Cult of Ulric
Kingdoms of Ind

Forces of Destruction:

Chaos Dwarfs

Non-Aligned Forces:

Dogs of War
Ogre Kingdoms
Pirates of Sartosa
Tomb Kings

Thursday, 7 September 2017

Warhammer 9th Ed 1.072 out now!

Updated  16/9:
  • Template weapons can only cause one hit on a single model in a building.
  • Ridden Mo gain +1Unit Strength.
  • Template weapons may not target units in close combat (the risk of hitting your own troops as well as unfair Mo sniping is too great).

Updated  8/9:
  • Fixed bugs with spears getting strength bonus 2.
  • Added strength bonus 1 to pikes.
  • Removed duplicate two hand weapons entry.
  • Stomps cause D3 hits against skirmishers and lone models.
  • Shooting into combat may only be done against units with US5 or more.

Well, the results of the poll are in, and it's pretty clear that the majority want supporting attacks to return! 26% liked the current system of 1 rank fighting, 41% preferred the 8th ed version, and 32% preferred to see a change to some weapons to balance it out. While the most popular option was the 8th ed version, 59% did want another option, and as such, I do think trying to fix the issues that 8th ed had with supporting attacks is the best way to go rather than just bringing them back wholesale.

I personally do not have a problem with supporting attacks per say, the issue with them was only really that it benefitted certain weapons too much, while other were made much worse, especially combined with the Horde rule. As such, this update contains the following changes to attempt to fix this, and more:

  • Supporting attacks are back (Horde is not). 
  • Great weapons get +1 Strength and the Strength Bonus (1) special rule, meaning you only get +1 Strength after the first round. This makes great weapons more like shock troops weapons, but are not completly useless like flails after the first round (other alternatives discussed was +1S and AP, no supporting attacks and no strength bonus for supporting attacks, but I think +2 strength the first round is the best way of keeping them close to their original role).
  • Spears get +1 Strength when charged by WB, Ca, MI, MB, MC, Ch, and Mo.
  • Additional hand weapons get the Parry special rule.
  • Javelins get armour piercing instead of multiple shots (2).
  • Throwing axes no longer get multiple shots.
  • Throwing weapons have range 8".
  • Units within 4" of enemy flanks or rear may shoot into combat. Rolls of 1 results in hitting your own unit. This makes skirmishers and fast cavalry with missile weapons more useful after the first turns, when most units are engaged in combat and their use on the battlefield is negligible.
  • Only Unit Strength 5 is required for +1 Charge combat resolution.
  • Removed Charge Bonus special rule, it is now simply Strength Bonus listed as only working when charging under the applicable weapons. 
  • Charge Distance is measured to the nearest point that you can draw a straight line to between the units involved (rather than the closest distance period, which means you technically can measure the range between impassable terrain, even of the charging unit would have to wheel around it).
  • Models with multiple attacks must allocate all their attacks towards the same target (just like shooting attacks).
  • Clarified that combat reforms are made after any pursue distance is made (in case of combats involving multiple units)
  • Removed "Look Out sir" roll, as long there are 5 rank and file models, you hit one of these automatically instead. This removes character sniping completely as well as avoiding too see your general die from an unlucky roll.
  • Cannons no longer scatters, but work as in 8th ed. Having playtested it more myself, the scatter rarerly has any effect anyway, and so just slows down the game. With the limitation on only firing in a 45 degree arc as well as only direct hits causing D6 Wounds, Monsters already have a better chance of survival compared to 8th ed.
  • Removed Last Stand rule, banner bearers now flee with their unit and keep their banner (unless killed of course).
  • Seized Standards now also applies to units that dies from a sucessful pursuit move.
  • Volley Fire can be used to Stand and Shoot against Flyers and Large Targets. It gives -1 to saves from cover (e.g. hard cover counts as soft cover, soft cover does nothing). Does not apply to buildings or forests.
  • Characters are limited to 35% of the army. Lords and Heroes may be 25% as before, but no more than 35% in total. This is meant to take the game away from Hero-hammer further and focus more on the units themselves. 
  • You may use a maximum of three dice when casting bounds spells (just like level 1 wizards).
  • Fixed bug with frenzy not allowing parry. 
  • Fixed bug with Overkill giving +5 CR.
I am planning some possible changes to the magic system with the next update if necessary. Are there anything you think needs to change with the current system in regards to casting values and how casting works?

Thursday, 17 August 2017

Warhammer 9th Ed 1.06 out now!

Some more changes here mainly meant to streamline some gameplay features a bit more. Some of these features were included in the first version of the 9th Age, and were solid enough that I think they are worth including.

  • Streamlined redirecting charges onto two fleeing enemies to "If this second unit also flees, you can instead choose to default back to charging the original fleeing unit". The original paragraph was unnecessarily convoluted.
  • Wounded Characters with Regeneration may regenerate while fleeing.
  • Parry can be used by Frenzied models, but not against Stomps (streamlines Frenzied models and makes them better with shields, while Stomps work the same as impact hits).
  • Shields no longer gives an additional bonus for infantry against missiles (fun idea, but a bit too fiddly in terms of gameplay. Feel free to houserule it if it's something you liked!).
  • Removed Stand and Fire special rule, now it's simply written under the relevant weapon entries (as it was very fiddly and too similar in name to Stand and Shoot).
  • Stomp causes D6 hits, no Initiative test is taken. This makes it on par with things like Impact Hits and template weapons that works in a similar fashion.
  • Units costing less than 50 points must all deploy at the same time - this solves the issue of players deploying cheap chaff while the opponent must deploy bigger, more expensive units. 
  • Infantry and Cavalry may be deployed on 40mm bases (in the case of Blightkings and Pegasi for example).
  • Clarified that Characters may only join a unit if they can fit in the front rank (some leftovers from 8th ed were still in there, confusing things).
  • Units with less than 25% of the unit left rally on half their Ld value, rather than double 1. This gives you a bit of better chance of rallying the remains rather than just blind luck.
  • Removed Insane Courage - while fun for the player who rolls it, it takes away some of the tactics when a superiour force fails to break a unit due to a lucky roll.
  • Overkill nerfed to a maximum of +3.
  • Characters who refuse a challenge cannot attack or use their Ld as before, but is otherwise left in the front rank. This saves the issue of having to fiddle around with moving the models while in combat, and means you cannot attempt to hide your wizards in combat. 
  • Units still in combat after a round must always maximise the number of models fighting, which means "shuffling" the smaller unit closer after reforming if necessary.
  • Fixed some layout bugs.

For future updates, I'm also planning on adding diagrams to explain different combat situations more easily, as well as art and further layout improvements to take it out of its beta-like stage.

If there are other things from 9th Age or simply things you think could be streamlined further, let me know in the comments.

Friday, 11 August 2017

Choosing between 8th and 9th ed books

Update: Decided to close to poll as I have gotten plenty enough votes now. 60% preferred 9th ed compared to 40% for 8th ed, so 9th ed seems to be a quite a bit more popular. As such, all books from now on will be updated in the 9th ed format, but 8th ed books will still get rules updates in a Ravening Hordes format so people who prefer 8th Ed can still keep playing it. I won't remove the 8th ed books for the time being as they are still updated, but in the next rotation they will be replaced with Ravening Hordes versions. Thanks for everyone who voted!

Up until this point, I have been trying to make two versions of each book, but I've realised that this is causing quite a lot of issues with making future updates that does not simply involve changing the rules, as I have to fix things like layout, artwork, text additions and spelling errors twice. On top of this, the amount of books to keep updated (around 60 with both versions) means I'm likely to run out of space on my Google Drive account soon.

As such, I've decided to only make a single version of each army book. I will still support both 8th and 9th ed with rules updates (one of them will get them in a Ravening Hordes format), but only one of the editions will get a full army book. Seeing as the books themselves are pretty similar, this should not be a huge issue since you can use one for reading and one for gameplay, but it will make it a lot easier for me to keep them updated.

However, I am as of yet undecided which edition should get the full version and which should get the "lite"-version. On my part it does not really matter since the background will be the same regardless, so in that regard I'd like to get some feedback from you guys which version you prefer. Just choose one of the options to the left of the webpage. After 20 days, I will close the poll and pick the edition with the most votes.

Sunday, 30 July 2017

Warhammer: Orcs & Goblins 8th Ed 1.0 out now!

Clocking in at 216 pages, this is by far my longest book to date (though likely to be beaten by at least the Empire and High Elves when they are finished)! This book comes with plenty of new characters and units, extended information on all Waaaghs!, greenskin society, tribes and a bunch of short stories previously printed in various White Dwarfs throughout the ages. In short, this would be your ultimate tome of everything Orcs and Goblin related in Warhammer.


New features/changes include:
  • New Lord choice: Forest Goblin Warboss.
  • New Lord choice: Forest Goblin Great Shaman.
  • New Hero choice: Forest Goblin Big Boss.
  • New Hero choice: Forest Goblin Shaman.
  • New Hero choice: Orc Warchanter (from AoS)
  • New Special Unit: Goblin Nasty Skulkers (stand-alone skirmish/scout unit).
  • New Unit Upgrade: Goblin Jesters (from Citadel Journal).
  • New Rare unit: Gore-gruntas (from AoS).
  • New Special Character: Gorfang Rotgut (from 5th Ed).
  • New Special Character: Morglum Necksnapper (from 5th Ed).
  • New Special Character: The Black Gobbo (from US GW site).
  • New Special Character: Borgut Facebeater (from Storm of Chaos).
  • New Special Character: Badruk 'Eadsplitta (2000 Games Day model).
  • New Special Character: Bigfeet Bonehead (from Citadel Journal).
  • Characters may only join models of the same type (so you cannot have a Savage Orc or Goblin Warboss leading a unit of common orcs for instance).
  • Great Cave Squigs have S6.
  • Mangler Squigs are no longer Armour Piercing.
  • Improved statline for Colossal Squigs.
  • Nerfed statline and special rules of Squig Gobba to be more on par with Great Cave Squigs.
  • Removed "extra boingy" since it's hardly ever being used.
  • Changed "get 'em" result on Animosity table to only affect units within 3".
  • Gorbad Ironclaw 335 pts, no longer auto-dies when fleeing like normal BSB's. 
  • Azhag 460 pts, have Daemon Staff magic item that gives +1 to cast.
  • Grimgor 320 pts, have MR(1) magic item.
  • Wurrzag 330 points.
  • Grom 240 pts.
  • Skarsnik 265 pts.
  • Gitilla 70 pts.
  • Snagla Grobspit 90 pts.
  • Snotlings 15 pts.

As you can see, I've included rules for both Gore-gruntas and Warchanters from Age of Sigmar, as requested. I decided to not include separate rules for Brutes and Mawkrushas as these can already be represented by Big 'Uns and Wyverns. So now Orcs and Goblins have both MC and a support character which adds something new to their roster.

I will leave to you guys to read it through and let me know of any bugs and other issues as usual. In 1-2 weeks I'll upload a new update as well as the 9th ed version. Cheers!