Double battalion doesn’t feel out of reach, with so many core unlocks (need 6 core units to get that second warlord)
Fair enough, scarecrows are cheap.
I get the sense that dreadfiends will be more valuable, though, so my throwaway flanker dread fiends might not be the way to go with them anymore.
I’m surprised that mind-screetch hasn’t become a commander, they seem to lead nightstalkers in the lore.
Drain life on them sounds delicious.
Bloodworms going away implies some harsh removals, which makes me worried for Herd players.
And here’s Salamanders:
Easily the most slot modifiers we’ve seen, and I’m shocked we can take fire elementals as core! (Also had to guess at Ulataw’s spelling :P) I’m guessing all the modifiers and the many heroes reflect them being in the first campaign book?
With warlord being the most restricted slot in an army, we’re seeing some real tradeoffs with Sallies. Are you modifying the battalion to fit in units you want? Or are you taking a total beatstick like Rakwas or Ulataw or Zakke? You’re probably doing two of these things in larger games, but even then, that’s only 2 warlords and I doubt Sallies are aiming for 3 battalions …
I think Salamanders with Fire Elementals in core are going to be the cheapest possible entry army into Kings of War, at least until we see if Nature can do the same.
I mean you can make the models easily on your own with acrylic paste, milliput, fimo or whatever you get in kg bottles in the hardware store and go with 1-2 spray colours + crackle paint, or even just print them in colour changing fdm (so it doesn’t even require painting)
Direct Misfire gave us the rundown on artefact changes a little bit ago, and I just had another listen and attempted to update the list off the companion:
| Artefact | Heroic? | Points | Description |
|---|---|---|---|
| Blade of Slashing | 5 | (no change) | |
| Ej Periscope | Heroic | 5 | Gives Leaper (probably still Individual only). |
| Fire-Oil | 5 | (no change) | |
| Healing Brew | 5 | (no change) | |
| Liliana’s Tear | 5 | (no change) | |
| Mace of Crushing | 5 | (no change) | |
| War-Bow of Kaba | 5 | (no change) | |
| Darklord’s Onyx Ring | Heroic | 10 | (no change) |
| Dwarven Ale | 10 | (no change) | |
| Hann’s Sanguinary Scripture | 10 | (no change) | |
| Pipes of Terror | 15 | (no change) | |
| Aegis of the Elohi | 15 | (no change) | |
| Amulet of the Fireheart | Heroic | 15 | (no change) |
| Axe of the Giant Slayer | Heroic | 15 | (no change) |
| Banner of Command | Heroic | 20 | Add 1 die to command roll. |
| Chalice of Wrath | 15 | The unit gains the Retaliate special rule. | |
| Crown of the Wizard King | Heroic | 15 | (no change) |
| Helm of Confidence | 15 | (no change) | |
| Mead of Madness | 15 | (no change) | |
| Mournful Blade | Heroic | 15 | Individuals only. The unit gains the Duelist (D3) special rule. |
| Orb of Towering Presence | 15 | (no change) | |
| Scythe of the Harvester | Heroic | 15 | (no change) |
| Sir Jesse’s Boots of Striding | 15 | (no change) | |
| Staying Stone | 15 | The unit gains +1 Nv. | |
| Talisman of Silence | Heroic | 15 | (no change) |
| Torque of Command | Heroic | ?? | Add 6" to command range. |
| Trickster’s Wand | Heroic | 15 | The unit gains the Hex (2) spell. |
| Blade of the Beast Slayer | Heroic | 20 | The unit gains the Crushing Strength (+1 - vs. Large Infantry, Monstrous Infantry, Large Cavalry, Monsters and Titans) special rule. |
| Boots of the Seven Leagues | Heroic | 20 | (no change) |
| Brew of Haste | 20 | (no change) | |
| Hammer of Measured Force | 20 | (no change) | |
| Sacred Horn | 20 | Unit’s aura increased to 9". | |
| Tome of Darkness | Heroic | 20 | (no change) |
| Zephyr Crown | Heroic | 20 | (no change) |
| Blessing of the Gods | 25 | (no change) | |
| Chant of Hate | 25 | (no change) | |
| Shroud of the Saint | Heroic | 25 | (no change) |
| The Scrying Gem | 25 | (no change) | |
| Wings of Honeymaze | Heroic | 25 | Individuals only. The unit gains the Fly special rule, but decreases its Defence stat by -1 to a minimum of 2. |
| Diadem of Dragonkind | 30 | The unit gains the Fireball (4) spell, or if the unit already has a Fireball spell, its value is increased by 2. | |
| Inspiring Talisman | Heroic | 30 | (no change) |
| The Boomstick | Heroic | 30 | (no change) |
| Crystal Pendent of Retribution | 35 | (no change) | |
| Brew of Strength | 40 | (no change) | |
| Brew of Sharpness | 45 | (no change) |
They really rip through them all so I think there might be a couple more points changes in there or ones I got wrong (and no idea what the new command items cost but I’m guessing it’s 10-15).
I play 4 armies…how is it possible that they keep previewing the other 18 ![]()
Maybe 4 is not enough?
Twilight Kin, Elves, Ogres, NoA, Dwarfes, Order of the Lady, Abyssals, Salamanders, Undead.
So a third of mine was previewed already.
Yes! Orcs!
I’m really not sure why Sergeants with Crossbows needed to go away either.
Where were the Dwarfs previewed? I’m really looking forward to those, Elves and KOM/Rhordia.
I’m pretty sure we’ve only heard about Goblins, Ogres, Nightstalkers and Salamanders so far, with Abyssals, Orcs and Undead landing soon. I too would really like to know about Dwarfs and Men, and I guess Elves exist too ![]()
I was pretty excited earlier on to hear what they’ve changed into 4th for my Sylvan Kin. Since we’ve had some info dropped about other factions it feels like a trepidacious “okay, what’s the damage and what can I not use anymore?”
There doesn’t really feel like there’s anything to get excited about. Just want to get started and keep playing the game.
Yeah, those three lists - Dwarfs, Elves and KOM would also give us an idea of how the “merged” lists ended up. I was working on finishing up a Free Dwarf and a Sylvan Kin army, so I’m very curious to see what I end up being able to build in 4th.
Nerve Check dropped the Northern Alliance / Varangur preview tonight: 25-032: 4th Edition Northern Alliance | Nerve Check
Here’s my breakdown:
The pod got a little chaotic - I expected to hear about more slot modifiers given the nature of the Alliance but there was a lot of commentary about the army being very infantry heavy now so maybe the warlords really are mostly face beaters? And yes, Magnilde is the only way to get Varangur units, and even then you can only take two cav units and two fallen in her battalion and that’s it ![]()
Nerve Check has Halflings coming up next, another of the Invasion armies, so expect it to be especially rich with heroes and commands.
20pts
15 points
is gone ![]()
is gone
I heard on the counter charge podcast yesterday that Matt G say that when the book that dwarves book comes out they will split the dwarf list back out to 2, an imperial and a free list.
In terms of the varangar early on heard that they will have their own models and I think if true it’s likely it gets it’s own list in which book.
In terms of another theme list is Herd, could this be the ‘H’ army being worked on, the only other alternatives i could think of was Humans as per kingdom of men. OpHidia perhaps( Hokh-man serpents mouth) or a new army.
Cheers.
I’d expect the varangur to get fleshed out a bit more when they/NA get a campaign book. Draugr going, along with the light cav, is a bit of a shame at present, but getting access to ice elementals and frostclaws is quite fun.
“H” army?
CL Werner mentioned in the MUP Podcast he is working on background for an army with H
further adding to the arguments over how to pronounce Hbasilea

