@Fugue and @Luke : Thank you both very much - very interesting changes!
I would be very curious to know about the changes for normal (vanilla) Orcs, if this is possible?
Free dwarfs please??
@Drakyo welcome to the forum!
Most (all?) of the Free Dwarf changes were outlined in a video by Trollcast, and summarised here;
Oh, thanks!
Whatās about rangers and stones? No changes?
Is there more to Sylvan Kin than Gladestalkers and Air Elementals? What are Kindred Warriors for example?
Sylvan Kin got:
- Kindred Warriors (Elves) - elf troop/reg/horde without spears (super generic with elite (melee))
- Air Elementals (Nature)
- Greater Air Elemental (Nature) - now CS(1)
- Woodland Critters (Nature)
Kindred Gladestalkers now Sylvan Gladestalkers
Stormwind Cav* gain optional pathfinder option +10/15
Forest Shamblers (Horde) gains optional elite (melee) + rallying (1 - Elf) +20 [1]
Boskwraiths gain pathfinder
Hunters of the Wild cost 90/140
Archwraith gains pathfinder, De 4+, and optional aura (TC (+1) for bosks) +20 [1]
Elven King gains optional Wanderer upgrade (De 4+, Sp 7, At 7, Pathfinder, no mount) +0
Elrik Nisleen fireball always hits on 4+
Wiltfather canāt take an artefact
Avatar of the Green Lady costs 150, gains pathfinder
Wardens of the Sacred Groves (Formation)
- Wanderer King + 2x Forest Guard reg + 2x Bosk troops + 25 pts
- All gain Scout
Sylvan Gladestalkers got stealthy, +2 At at both levels and +1US on the regiment for the same points
EDIT: Donāt Sylvan Kin also inherit some upgrades from the Elf list?
Kindred Archers now Ra 4+ De 3+ points 104/140/245
Elven Archmage now spellcaster 3, may take Surge (8) +30
Dragon Kindred Lord costs 305
Thanks!
NP! Also I have to say, this book is awesome. So many cool updates for everybody, Iāve been practically buzzing for the last 18 hours and Iām shocked I got any sleep Part of this is that I play under-utilized units / armies on purpose, so itās really gratifying to see these units get buffs (even if the special snowflake in me is now hunting for even worse things to champion - spoiler, Iām currently printing a hydra for my Herd because a) they can take those now! and b) they seem pretty bad still!)
There are very few changes that I donāt like, from a game balance stand point. Hereās a couple:
- Ogre Hunters gaining Slayer (D3) feels unneeded, theyāre already fantastic and now are even more of a no-brainer compared to Warriors. I suspect it was done to steer people away from the meta core of Braves / Boomers / Siegebreakers and because itās thematic, but personally I find Hunters oppressive and this just adds to that. Maybe the continual uptick in shooting will punish that De 4+?
- The Stampede returning isnāt a great feel to me, especially at the cost of gutting Minotaur Chariots. Iāve been very, very excited to run a Mino regiment, thanks to Strider and a fantastic price, and now the generic ones lost Strider for gains that are meaningless to me (+1 Sp, +1 Wv). So now if I want to run the unit that was interesting to me, I have to pay +30 pts to get Strider back ā¦ and be yet another Herd player running The Stampede because itās Obviously Better than the standard unit. Itās bad internal balance to have an option that invalidates other options, and bad for comp when overall variety falls. (I also have a chip on my shoulder as a post-2E Herd player, who during 2E fought a LOT of Stampedes, as they were one of the factionās crutches. Nupede is certainly not the same as the OG, but itāll be part of the fire that gets Herd back on the table for legacy players. Which grudgingly is a good thing.)
Overall tho, I love the Herd changes, itās crazy how exciting that one page of updates is. Also loving the glut of 10-15 pt items, so many tasty things at a point value I often have room for 1-2 of.
Yeah man, F the stampede. As if I miss those units of toy farm animals some people used.
That too! I had blocked that from my memory Nothing like an over-powered unit combined with under-cooked hobbying*
*Not trying to poop on peopleās aesthetic choices here or gatekeep wargaming, and I have seen a few superb Stampedes from back in the day (that could totally have been mino regs this whole time buuuuuuuuut anyway)
Any news for the Trident Realms? Did the Coral Giant get an argument to be taken? Or the Riverguard?
Glad to help.
FREE DWARFS
Shield Breakers, Crossbows, Rifles, Spear Levy and Lord ALL gain Wild charge 1
Shieldbreakers lose stock scout rule. pts are now 85/130/215/ Scout is now an option at 5/10/15 pts
Brocks gain pathfnder for 10/15 pts
Spears gain scout . no longer irregular
Rifles and Crossbows Melee 4, Unit strength 1/3/4
Herneas 135 pts
Stone Priest Alchemist curse (1) for 30 pts or free if exchanged for surge 8
NEW UNITS
Berserkers sp 5, me 4, def 4, attacks 15 troop 20 regiment, unit strength 1/3, nerve -/13, -/17, 105/165 pts
Wild charge D3, vicious melee, TC 1, Slayer melee D6, Vengeance: while counter charging, this unit has CS1 May gain pathfinder for 10/15 pts
Banick Kholearm
speed 5, me 4, def 5, attacks 6, nerve 12/14, pts 135, brutal, CS2, headstrong, individual, inspiring, pathfinder, scout
Forgeblessed- this unitās fireball always hits on 4+. Bane chant 2, fireball 10
FORMATION
One lord, 3 shieldbreaker regiments with scout. the lord gains brutal and scout. the SBās gain nimble and brutal. 40 pts
TRIDENT REALM
Heartpiercers no longer irregular
Thuul Wild charge D3
Mythican Wild charge D3
Leviathan Bane- 95 pts, piercing 2. Option piercing 3 for 10 pts. Harpoon rule now reads "After dealing damage with bolt attack, you may choose to immediately move the enemy unit (n) inches as if Enthral had been cast on the unit where (n) is the amount of damage inflicted.
Depth Horrors nerve 13/15 16/18. fury
DH eternal nerve 14/16. fury
Coral Giant attacks D6+8, slayer D6 melee
Kraken Rampage D3 melee
Riverguard sentinel- javelin gains piercing 1
Naiad centurion- ensnare. option: trident of the drowned sea (1) for 25 pts. range 12" piercing 1. gains range 3+. units that suffer a point of damage from it are disordered
Siren- Sirenās call enthral is 24". if one or more hits are scored, make a nerve test as if damaged
GWE- attacks 9, regen 4+
placoderm troop nerve 10/12
Riverguard no longer irregular, Me 4, Def 3, piercing 1, 120/160 pts
Oceanborne Naiad Wyrmriders ā¦sigh
nerve 13/15, 16/18, Nimble 155/255 pts
Kyroqsh Inspiring works on everything
FORMATION
Hidden Ones-2 regiments of thuul, 1 mythican. Pathfinder for all. Mythican gains TC1 aura cephalopod only
Cost 30 pts
ORCS
Gain Reborn Legionaires from RF Orc list
Giant-slayer melee D6
Gawdspeaker- Tribal magic now includes Troll keyword
War drum-dread 35 pts, war wagon speed 8 nimble for 30 pts
Morax mansplitter gains inspiring
Skulk chariots- no longer irregular. nerve 11/13, 13/15
Skulks- steady aim. option pathfinder and melee 4+ for 15/20 pts
Skulk stalker- raid leader now reads- gain aura wild charge D3 tracker only and inspiring for 25 pts. cannot be combined with magic item
Gakamak- nerve 14/16 pts 220
Formation - 1 wardrum with chariot upgrade, 2 regiments of gore chariots
Wardrum gains spellcaster 1 and bane chant 2. unless disorederd, all units in formation have rampage melee D3 and slayer melee D3. Cost 30 pts
Anything good for abyssal dwarves?
Thank you!!
One hopefully last question from my side. Are there any changes to varangur that werenāt mentioned in the other leaks (reddit etc) so far?
The Herd
-
Guardian Brutes - gain Pathfinder & Brutal, lose WC D3
-
Tribal Trappers - Me 4
-
Chief on & Mino Chariots - Sp 7, Wav +1, lose Strider
-
Mino Chariots - upgrade [1] option, plus Strider & Pathfinder, plus additional +1/+1 Ne for 30pts
-
Longhorns - Rallying 1 (Herd only)
-
Great Chief - 95pts, upgrade [1] Dread & Aura WC 1 for 15pts
-
Formation - Tribal Tracker (+20pts), 2xReg Tribal Trappers (+5pts each), gain Ensnare, Tracker 11/13 & Aura Vicious for Tracker keyword, D3 damage if attacked in dif terrain
-
Avatar - Dragony Hero (Mon) 285pts
-
Centaur Hero - Aura Centaurs TC 1, 160pts
-
Gain Scorchwings & Hydras from M List
Changes via Master List:
- Scorchwings - De 4, Att 7/14
- Treeherder - Wilt upgrade, no artefact
- GW Druid - within 6" of core elemental = reroll 1s on Fireball, Blizzard, Heal, Hex & Surge; upgrade [1] once per turn target second Elemental unit with same or dif spell for 25pts
- Horde option for Bray Striders
Do we know when EasyArmy gets updated? Whatās the normal gap between update andā¦ update?
Deadzone was up on the day of the release. Gives me hope to see the new stuff tomorrow.
ABYSSAL DWARFS
Halfbreeds gain fury
Taskmaster on chariot Me 3, rallying 1 slave only, loses option to buy rallying naturally
Hellfane 265 rampage D6
Blacksouls Fiery Bulwark-(1) for 10 pts gains iron resolve. when used it gains D3 points healed instead of 1
Heavy Mortar- piercing 2
Hexcaster- Weakness is now20 pts
Ironcaster- 90 pts. Heal 3 for 20 pts works on everything
Supreme Iron caster on great winged halfbreed- 270 pts. heal 4 for 20 pts works on everything
Greater Golem 12 attacks
Basuzu - one gargoyle unit may be upgraded with abomination keyword, CS1, and increase waver and rout by 2 for 25 pts
NEW UNITS
Dravak Dalkan
spellcaster 2, sp 4, me 4, def 5, 2 attacks, nerve 12/14, 155 pts
CS 1, Individual, inspiring
Posession: Unless Infernok is engaged or disordered Dravak can use its Line of sight to cast spells.
Fireball 12, heal 3, surge 12
Infernok
Titan, sp 6, me 4, def 6, 12 attacks, nerve -/19, 255 pts
Brutal, CS 4, Shambling, strider, vicious melee
As long as Dravak is alive and in play, Infernok has inpisiring (self).
FORMATION
2 regiments of Immortal guard, 1 infernok
the guard lower their def to 4 and gain cs1. infernok gains inspiring and aura elite melee infantry only
Cost 35 pts