28 december 2005
09 december 2005
DWARF GRUDGES
Every Dwarf general has his grumbles. Here is a list of the most common ones about the old Dwarf list, in true Book of Grudges style.
Most other Generals get to ride monsters or other beasts. Dwarfs don't get anything.
Not so, for now Dwarf Lords may be borne into battle by Shieldbearers, and Dwarf Lords and Thanes (if they are the General) can take an Oathstone into battle. Shieldbearers have their own Attacks in combat and boost a Dwarf Lord's Armour Save, while an Oathstone enables a Dwarf unit to fight as though it had no flank or rear and to ward off magic more easily.
Dwarf armies can include only one unit of Slayers. As such, these Unbreakable troops are usually shot to pieces.
Each Daemon Slayer or Dragon Slayer in the army now allows you to field an additional Slayer unit. Thus, you can guard your flanks or harass enemy monsters.
One unit of Dwarf Miners isn't effective against most foes.
Miners are no longer 0-1. They also have a variety of new equipment options. Blasting charges deter enemy chargers, while the steam drill lets them re-roll the dice when they arrive on the battlefield.
The Organ Gun pales in comparison to the Empire Helblaster Volley Gun. Didn't we teach the manlings about black powder?
Now, the Organ is much deadlier with an increased range. Thus, you can start blasting away from Turn 1. Plus, you have the option to re-roll the number of hits you cause.
The Anvil of Doom is always outclassed in the Magic phase. It rarely gets off enough spells to make up for its hefty points value.
The Anvil of Doom now works more like a war machine. Used in the Shooting phase, the powers of the Anvil CANNOT be dispelled. Its runes can aid Dwarf manoeuvrability, bolster the army against Fear and Terror, and inflict damage on enemy units. Used at two power levels, the Anvil of Doom has the potential to be very destructive and instrumental in any game
Dwarf Engineers taught the Men of the Empire all they know, yet the Dwarfs seem inferior to the manlings.
There are two types of Engineers in the new list. Master Engineers are heroes and bestow a variety of benefits when they join war machine crews. For instance, Cannons inflict D6 Wounds rather than D3, and Bolt Throwers roll to hit based on the Master Engineer's BS5! Engineers act as unit Champions for artillery crews and also make the war machines they join more accurate.
Venerable Longbeards are supposed to be the most ancient and experienced Dwarf warriors, but when it comes to elite warriors, Hammerers and Ironbreakers are a better choice.
Longbeards are now a Core choice, an upgrade for Dwarf Warriors. They have an improved stat-line, Immunity to Panic, and the Old Grumblers special rule, which means any nearby Dwarf unit can re-roll a failed Panic test.
Too many of the runes are of little use, and the same ones are chosen time and again.
Many old runes have been revised, and a vast number of new ones have been added to the list, including the Rune of Preservation, which makes the bearer immune to Poisoned Attacks and Killing Blow. The Rune of Smiting also makes a welcome return. Several new banner runes have been added ? the effects of which include allowing nearby Dwarf units to make a move in the Shooting phase of the 1st turn and another granting the Dwarfs a Ward Save against missile fire.
/Fredde
Most other Generals get to ride monsters or other beasts. Dwarfs don't get anything.
Not so, for now Dwarf Lords may be borne into battle by Shieldbearers, and Dwarf Lords and Thanes (if they are the General) can take an Oathstone into battle. Shieldbearers have their own Attacks in combat and boost a Dwarf Lord's Armour Save, while an Oathstone enables a Dwarf unit to fight as though it had no flank or rear and to ward off magic more easily.
Dwarf armies can include only one unit of Slayers. As such, these Unbreakable troops are usually shot to pieces.
Each Daemon Slayer or Dragon Slayer in the army now allows you to field an additional Slayer unit. Thus, you can guard your flanks or harass enemy monsters.
One unit of Dwarf Miners isn't effective against most foes.
Miners are no longer 0-1. They also have a variety of new equipment options. Blasting charges deter enemy chargers, while the steam drill lets them re-roll the dice when they arrive on the battlefield.
The Organ Gun pales in comparison to the Empire Helblaster Volley Gun. Didn't we teach the manlings about black powder?
Now, the Organ is much deadlier with an increased range. Thus, you can start blasting away from Turn 1. Plus, you have the option to re-roll the number of hits you cause.
The Anvil of Doom is always outclassed in the Magic phase. It rarely gets off enough spells to make up for its hefty points value.
The Anvil of Doom now works more like a war machine. Used in the Shooting phase, the powers of the Anvil CANNOT be dispelled. Its runes can aid Dwarf manoeuvrability, bolster the army against Fear and Terror, and inflict damage on enemy units. Used at two power levels, the Anvil of Doom has the potential to be very destructive and instrumental in any game
Dwarf Engineers taught the Men of the Empire all they know, yet the Dwarfs seem inferior to the manlings.
There are two types of Engineers in the new list. Master Engineers are heroes and bestow a variety of benefits when they join war machine crews. For instance, Cannons inflict D6 Wounds rather than D3, and Bolt Throwers roll to hit based on the Master Engineer's BS5! Engineers act as unit Champions for artillery crews and also make the war machines they join more accurate.
Venerable Longbeards are supposed to be the most ancient and experienced Dwarf warriors, but when it comes to elite warriors, Hammerers and Ironbreakers are a better choice.
Longbeards are now a Core choice, an upgrade for Dwarf Warriors. They have an improved stat-line, Immunity to Panic, and the Old Grumblers special rule, which means any nearby Dwarf unit can re-roll a failed Panic test.
Too many of the runes are of little use, and the same ones are chosen time and again.
Many old runes have been revised, and a vast number of new ones have been added to the list, including the Rune of Preservation, which makes the bearer immune to Poisoned Attacks and Killing Blow. The Rune of Smiting also makes a welcome return. Several new banner runes have been added ? the effects of which include allowing nearby Dwarf units to make a move in the Shooting phase of the 1st turn and another granting the Dwarfs a Ward Save against missile fire.
/Fredde
05 december 2005
Fredrik vs. Jocke - Empire vs. High Elves
Jag hörde att jocke spöade Freddes empire rätt duktigt 1740p snodde Jocke åt sig tror jag, Fredde fick 400 p. Dessa siffror är väldigt ungefärliga.
Fredde eller Jocke kan säkert lägga in dom exakta sifforna som kommentar om dom vill.
/Roger
Fredde eller Jocke kan säkert lägga in dom exakta sifforna som kommentar om dom vill.
/Roger
Lite 7th edition skvaller
Tänkte jag skulle värma er i kylan med lite warhammer skvaller:
Han som har designat Dwarfs armyn ligger med Art Directorn på White Dwarf och? nej då jag bara skoja. Men jag hittade lite 7th edition skvaller.
The new Dwarf army book is right behind the corner. With it should come 7th edition and the new O&G book. The 7th edition starter set should include dwarfs and orcs.
The other day I heard from a friend some rumours on the new O&G book. He had heard them from one of the people who's been playtesting the new army. They are still rumours, but most of them should become real rules.
Wolf chariots and spear chukkas 2for1 only if your army is lead by a goblin warboss.
You can't have goblin crewed war machines or chariots unless you have a unit of common gobbos.
Fanatic rules will be changed to be more fitting for the whole game system.
Magic made more dangerous to the caster.
Orcs made more tempting.
Black orcs have the chance to change weapons between combat.
And of the 7th edition.
Started includes orcs and dwarfs.
HW+shield combo gives bonus to AS only for elite infantry, ie. WS4 or something like that.
Rules shouldn't change the game play much.
All current army books will be usable (except for orcs and dwarfs )
/Roger
Han som har designat Dwarfs armyn ligger med Art Directorn på White Dwarf och? nej då jag bara skoja. Men jag hittade lite 7th edition skvaller.
The new Dwarf army book is right behind the corner. With it should come 7th edition and the new O&G book. The 7th edition starter set should include dwarfs and orcs.
The other day I heard from a friend some rumours on the new O&G book. He had heard them from one of the people who's been playtesting the new army. They are still rumours, but most of them should become real rules.
Wolf chariots and spear chukkas 2for1 only if your army is lead by a goblin warboss.
You can't have goblin crewed war machines or chariots unless you have a unit of common gobbos.
Fanatic rules will be changed to be more fitting for the whole game system.
Magic made more dangerous to the caster.
Orcs made more tempting.
Black orcs have the chance to change weapons between combat.
And of the 7th edition.
Started includes orcs and dwarfs.
HW+shield combo gives bonus to AS only for elite infantry, ie. WS4 or something like that.
Rules shouldn't change the game play much.
All current army books will be usable (except for orcs and dwarfs )
/Roger
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