Absolutely! But if you Withdraw! through a friendly unit you get Wavered. Pretty cool bonus for Fearless hordes if they can retreat through friendlies and not get wavered.
Based on the countercharge pod thatās only if you donāt roll high enough to clear the friendly unit?
So withdrawing (with only your stuff behind) results in
1 - fail nerve test (and any inspiring reroll) and die
2 - pass nerve test, 2d6 withdraw clears your unit and fine
3 - pass nerve test, 2d6 withdraw doesnāt clear unit. Move it so it is, then wavered (fearless units ignoring)
Pod speculates that Disordered is gone, so potentially can shoot after withdrawing.
[Need to see exact wording on situation 3, as otherwise is sounds potentially possible you could withdraw a unit through multiple friendlies and run away miles with a loot token!]
All of that sounds correct! It would be pretty hilarious to do something like pivot a horde (or more than one!) behind a Withdrawing! unit and teleport a token a mile down the board
Would also be interesting to see the wording on transferring tokens via Withdrawing into enemy units.
I go back and forth on this question, but atleast the stuff is available if and when someone wants more drips of 4th.
Some good Info for 4th in general
Specific āleakā being that Forces of Nature is the lead army for book 2
Yay!
A big release for Forces of Nature sounds wonderful.
So Nature is either fracturing or involved in a fracture.
I wonder how much of it will be green elves.
No comments on the changes to special rules and magic items so far?
Headstrong on 4+ again - did Ronny not moan enough? Letās see if it will get changed again.
No more Pathfinder on a charge?
No more Blood of the old King? No Lute?
That changes a lot.
Wings of a honey maze wonāt raise the speed anymore? Well, Iām not sure if there will be any hero left for a role like that, because sources of Inspiring seem to become rare and youāll probably want to field some characters changing units to core.
Thereās less wavering around now, so bumping it back to 4+ seems ok.
Looks like they really want terrain to actual have an impact in games - both with PF not working on the charge and hindered stripping all TC (which seems to have gone up for cav units).
Blood and Lute were very frequently taken, and were seen as easy options - so not entirely surprised they go.
Re the latter, think with individuals going up in price and (probably) down in numbers, you arenāt just going to have superfluous ones kicking around to kick BC. Now your hero choices are going to have to pull their weight.
Wings - speed drop definitely major impact, esp on the de5/6 types you saw very frequently (pharaoh/dwarf king etc). Still may have a role, but need to see how everything else work (ie yielding v non yielding heroes, do Individuals have flanks etc).
RiP Gnome Glass Shield, my seductress will miss you.
I think weāll see lots of exploding talismans, which is always fun when cheaper. Self inspiring trolls are fun. Giants with rally are very thematic. Looks like fun all around.
Of course the wings donāt increase speed. Those 40mm and 50mm bases are HEAVY!
Direct Misfire had a goblin list preview. I listened and canāt remember hearing Magwa and Joāos being mentioned⦠Are they gone now
?
They have said various characters are being retired, the timeline has moved on so there will be retired due to old age and some perishing in fights.
I think magwa is more likely to be one of those.
Im sure i heard matt g said orcs live for 12 years. So orc named heroās might well go.
Cheers to Direct Misfire for the Goblin preview, very interested to hear their next one on Undead!
If itās helpful, I scribbled some notes on where existing Goblin stuff landed slot-wise:
I donāt remember any Goblin heroes modifying slots either (apart from warlords unlocking Rabble / Sharpstick legions). Pretty sure all the war engines are [2] as well, as are Wizes!
Also worth noting that Fleabag Chariots and Mincer Mobs are regiment only, and I believe the solo Mincer is out of here ![]()
EDIT: Iām making nicer versions of these now ![]()
What, orcs only get 12 years?
No continuation of Jag Bloodspikeās ābrewing rebellionā?
Imagine the conversations in Abyssal Dwarf evil command headquarters.
OVERSEER: āCan someone get me an update on the Jag Bloodspike rebellion issue please, I need it by close of businessā¦ā
MINION: āAh, thatās all over, sir⦠They aged out of it, really. Had several good years of rebelling but Jag started slipping. Couldnāt remember the ladsā names, definitely started slowing down and his hip issues put an end to the boar riding. Heās retired now. Closed the file on it.ā
Page 217, green v3 book
āTheir life-span is limited, however, and most but for the greatest of their kind live for only a dozen or so years, although studies are inconclusive as to whether this is through violence, the body burning out with so much pent up aggression, or natural causes.ā
Like your art. ![]()
Well, Goblins could easily field 2 Battalions, but I like they canāt spam war machines any more.
But itās a pity that some characters wonāt be seen ever like the Stinggit. If the amount of characters is limited so strongly, only the best will make the cut.
In a recent MUP Lore podcast, we had a tease that a faction or people beginning with āHā are coming.
(Not Hemicyons obviously⦠This was a discussion in the context of the āfleshing outā of the Pannithor world, and how there remain societies and places not interacted with⦠Like, in this discussion, there was talk of a Xirkaali province that is āarcanely contaminatedā).
Iām presuming the āHā is the Herd.
Listened to the first part of the podcast discussing Ogres and as far as I can tell, only warriors and Boomers are core units that unlock. Iām surprised there isnāt at least one other core unit (or maybe I misheard and maybe there is something around commanders making things core that I havenāt got to yet)
