Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2013/06/15 19:30:34
Subject: WHFB Army Info and Tactics - New to WHFB? Read this! (New and Improved Thread)
Welcome to the WHFB Army Info and Tactics Thread. This Thread contains (or will eventually contain, at least) a comprehensive guide to each and every army in the world of WHFB, featuring detailed Analysis on characters, units and items, as well as example lists and how best to get started. This is an excellent place to come if you're struggling to pick an army, or need help with a current one, and will hopefully answer any questions you may have.
Note that though these tactics and lists are usually a great guide, they are certainly not the only way you can play that certain army. We can give you advice, but you're never obliged to take it, if you don't want to.
So, please, have a read. Simply click on the Spoiler under the army's name to read all about it. I hope it helps!
NOTE: I need someone to help me with High Elf Analysis, since I'm not entirely keen on doing an entire army analysis by myself again. I also need people to update the WoC and Daemons Section, as it is still out of date. I also need people who will form a sort of "council" who will judge all lists we post here to make sure they're of good quality (PM if interested). On the subject of lists, if you have one, feel free to send it in.
Why the Updated Thread?
Spoiler:
I've taken over "command" of the Thread from Lunahound, to make sure all the data is being kept on top of as well as making sure we introduce extra features. All original credit for the thread, of course, goes to Lunahound. I'm told that a Mod should soon sticky this, replacing the old thread.
Beastmen (BM)
Spoiler:
Overall Army Style: Prone to Frenzy, Special Ambush, High Toughness, Low Armor Battalion Purchase: 20 Gors (Core), 10 Bestigors(Special), 10 Ungor (Core). $90 of $105.50 USD 22% off Bundled Savings.
close combat - serviceable w/ high potential. Average stats for most units, but Primal Fury rule allows Hatred potentially every round. Minotaurs are scary and instead of Hatred can get Frenzy magic - good. Can generate Power Dice and re-roll Wounds in Magic Phase. Access to strong offensive Lores, however their unique Lore (of the Wild) lacks proper configuration w/ the current BRB rules, and is therefore considered weak. shooting - ehh, virtually non-existent. some Scouts have bows monsters - well, they are beastmen! Minotaurs, again, are scary. Also have nice big warthog-like beasts. Their big monsters are their Rares, however they are widely considered overcosted and rarely taken. YMMV. cavalry - mediocre and overcosted for what they do. There is also a chariot, which is better speed - good. Has above average Movement. Beastmen Ambush, a couple different Scout units, chariot, etc allow for good flanking, misdirecting, WM-hunting, etc. Ini is middle of the road. misc - low Ld in most units. Characters can have Gifts of Chaos which cover a variety of areas. Minotaurs must be played a certain way for high chance of success.
Fluff - Part man, part beast. Instinctive worshipers of Chaos. Uncivilized, dirty, savage beasts w/ few who are cunning/intelligent.
Beastmen: Brought to you by: Trondheim
Beastmen are one of those armies that you either love or hate. They do for the time suffer from a sligthy outdated codex. But they still preform well if fielded by a skilled player. They are also a queit costly army, since one needs ALOT of core units in rather large units to make it efficent, therfor I have found that 2500+ games works very well for them. But that beeing said they work well in smaler games also, you also have the option of countless customizations with your rank & file troops. If you choose to alige them with a special God.
The Beastmen are the true children of Chaos, they are the ones that will rise up and cast down the hated mankind, and erase their cities. They care not fopr any sort of creation. Only violence and war, to face a beastherd is to face the stuff nigthmares and mad dreams drenched in blood.
A beastmen army can either go monster heavy( lots of Minotaurs) or you can have a tide of Gors and Bestigors lead by a migthy lord. They excell at close combat so no gun line love here. They also relye heavely on their speciial rules such as Ambush and Primival ury witch can turn the tide of war against their foes.
They have a few special rules that are very handy when dealing with armies such as HE, De and Dwarfes. these I will list in the text below.
SPECIAL RULES!
1. Primal fury : This rule are what makes the Beastmen so potential deadly in combat, it requiers a leadership test at the start of each turn of combat. If the test is passed they become the subject to hatered, and gets to reroll all missed attack even if its not the first round of combat. In addition to this, units who passes said test on a rol of dobble 1s are also subjected to frenzied
2. Beastman Ambush : This rule alows you to keep a unit of your choosing in resverve. The only requierment iss that you have a simmilar sized unit on the field of battle. If you intend to ambush witha unit of 50 Gors you need a unit of 50 Gors already deployed on the field of battle. But make sure to tell your opponet about this thou. special characthers can NOT join ambush unuits with the exception of Ungrol Fourhorn. See rulebook for more detail info on this
LORDS:
Khazrak The One Eyed This is one of the Bestmens best Lords. he has a good statline. And very useful special rules and equipment. He gives the edge you often need against gunnlines Special rules : Bestilal Cunning : All units using the Ambush special rules can reroll their deployment roll Magic Items : The Scourge. Very good against horde formations. Gives him the same amount of attacks equal to that of the troops in the first rank facing him. The Dark Mail : A handy armour save, negates effects of magical or runic weapons. Tip : Gor heavy army with large blocks around 80 with extra handweapon, and Bestigor bunker for Khazarak
Gorthor The Beastlord A very effective Lord if used rigth, it also depends on what foe your figthing as he works best against O&G skaven and Empire. Magic : Scion of the dark gods : Generates a random spell from the lord of death, it gives him half the amount of requierd power to cast said spell. He may not exchange this spell as a Normal wizzard may Special rules : Primal fury, Chariot, Manbane Special equipment : The impaler : Gives killing blow Skull Of Mugrar : When you gonna trow for impact hits this allowes for an extra dice to be trow and the higest result choosen. Cloak of The Beastlord : Allowes any unit within 18 inches of him to use his leadership charactheristic Tip : Chariots and more chariots pluss Minotaurs. And dont forget Gors
Malagor the Dark Omen He is a lvl 4 wizzard, and thus making him your ideal choice for a caster in the Beastmen army. He may choose from the following lores : Lore of the wild. Lore of death, lore of lore of shadows and lore of beasts. He can also fly witch is nice to have for a spellcaster and not having to pay for it Magic : Lvl 4 wizzard Special equipment : Something wicked this way comes : Any enemy unit with in 6 of him may not use their Generals leadership if he is not in their unit Unholy powers : For every spell he casts he gets a cumulative +1 on subsequent casting attempts for the rest of the magic phase. Magic items : Icons of Vilification : All friensdly units within 6 making their primal fury test, will be frenzied on a roll of double 1s
Ghorros Warhoof This is one of those Lords you either love or hate. Personaly I find him okay but I wont run him in any games I am needing to win. He dose however have some qualities that makes him usefull thou. Special rules : The Sons of Ghorros : Gives a +1 WS and the look out sir rule Father Of Beasts : All units in your army gets a +1 to their leadershiptest if he is killed, this applies when taking primal fury test. Magic items : Mansmahser : Each unsaved wound caused by this weapon is multiplied into D3 wounds. Skull og the Unicorn lord : Gives a 2 magical resistance, and all wood elfs gets hatred when figthing him.
Morghur A hero I have never personaly tried, would love to hear from people who have. Special rules : Aura of Tramsformation : he cannot be harmed by missile or magic attacks unless the source of the attacks in less the 12 from him. And in the beginning of each combat phase all units in base contact with him takes a S3 hit with no armour save allowed. Spirirt - essence of Chaos : See codex P 57
Taurox The Brass Bull Now this is a real monster on the tabel, he has the potential to devesate a enemy formation when put in a Minotaur herd. He is subject to frenzie but that is worth the price you pay for him. Special rules : Bloodgreed, fear. frenzie, Slaugthers call Brass body : He has a 1+ save, however if an attacker rolles a six on to hit and a six on to wund he will fall if he fails armour saves. Impact hits : Causes D3 +1 on the turn he charges Magic items : Rune tortured axes : Ignores armour and stopps regen aka flaming
Moonclaw, Son of Morrslieb I have never fileded this one either. And he seems to be somewhat hit or miss in the effecivness scale Magic : Lvl 1 wizzard with Lore of the Wild and Lore of the Shadows Special rules : Primal Fury Waves of insanity : see page 59 in codex Unholy Zeniht : same as above Ward Of Morrslieb : same as above
Ungrol Four horn This is the opnly Ungor hero you will find in the whole beastmen Codex, he suffers from a low statline but will work well with a Ungor themed army or smal games Special rules : Primal fury, bruised and bitter : alowes for reroll of Primal fury when figthing Bretonnia, Empire and Beastmen. but the unit he is in may not use his leadership, and no other hero/lord can join either. Magic items : The stolen crwons : Allowes for a better wepaon skill of 2 and +1 strengt in the current turn.
Slugtonuge This a Lord that dont seem to get used that much around in my gaming circel, a real shame because he is very effective if used in cohersion with Malagor The Dark Omen, or Khazarak The One Eyed. Magic : Lvl 2 wizzard, he can generate spells from the Lore Of the wild and The Lore of death Special Rules : Primal fury, poisend attack and regenration Curse of the Famine fiend : This one of the special rules that have the potetiale to ruin your opponest plan of battle.
Beastlords : This is your most addeptebal Lord, he has a good stat line. And can be given some rather intresting magical weapons/ gear but works well without too many upgrades also. They are great for holding the line, I make sure to have at least one in my army at all times. If the points are not avalebal I take at least a Wargor witch is baislicly a scaled down version of the Beastlord. Special rules : Man Bane. When figthing units from either Bretonnia or The Empire this alowes you to reroll any failed primal fury tests( this applies to any unit in the same combat as the Beastlord. Tactic : Bestigors are your Beastlords best friend. Give them the manbane standard and give your Lord a gifft of chaos & weapon of your own choosing.
Doombull / Gorebull This is the Lord/ Hero I normaly use, they combine good stats with lots of wounds. And are generaly vERY durebal in battle, they work best with Minotaurs,. If you got the points to spare I recomend a large unit of Minotaurs with either GW or additonal hand weapon if you want the attacks, or higher strengt attacks. Special rules Bloodgreed, Frenzy, Fear. Tactic : Minotaurs with this beast along for the ride will reliabel kill their own point value each game if you use them correctly. Give the Minotaurs the weapon loadout that suits your gaming style. But do make sure to load the Bull with the rigth wepons & armour.
Core
Gors : Your best choice for rank and file troops. they provide a reliabel force and can ambush, combined with the rigth playstyle they can and WILL take appart an army bit by bit. Special Rules : Ambush, Primal fury Recomended unit size : 40+
Ungors : Cheap and prefor thereafer, they do provide a cheap harrash screen or fodder for the rest of your army. Special rules : Primla Fury, Ambush Recomended unit size : no more than 40
Ungor raiders : your only ranged troops, they are generaly not worth taking. but they do offer a okay warmachine hunter unit. Special rules : Ambush, Primival fury Recomend size : 10 max ( you cant take more than that :
Tuskgor chariot : Not any good in this current codex. Avoid at all cost unless you are running Gorthhor the Beastlord and want a army themed after him.
Warhounds :works well as a scrren for your amy recomed unit size : 5 +
Special : Minotaurs : Ah now this a wonderful unit. Sadly its also the one that one is almost forced to take as a Beastmen player due to the current codex. Special rules : Bloodgreed, Frenzy, Impact hits Recomended unit size : 5 or more, full command is a must.
Centigors : the only thin besides chariots that resembels cavalry in the army book. They are worth taking if you include Ghorhoss Warhoff Special rules : Primal fury, Drunken! Recomned size : 10 with Ghorhoff
Bestigors : Your most cost efficent troops, they are an absolute must if your facing Ogers, Trolls or such nasties. I never leave home without them Special rules : Primal fury, Despoilers Recomended unit size : 20+. I found that 49 works well in large games, althou that rack up alot of points
Razorgor chariot : The superd cousin of the tuskgor chariot, its a hard hitting unit that can work well if not shoot to pices first. Special rules : Primivial fury, Chariot, Fear, Thunderos charge. Recomneded unit size : 1
Razorgor herd : Now this is something Istrongly recommned all Beastmen players to try, they work very well aganist weaker core troops but can struggel against units that have high toughness and wounds. Special rules : Fear, Thonderous charge Recomned unit size : 1+ but dont take more than 4
Rare :
Cygor : Eats wizzards, horribly bad at trowing stones and generaly a pain in the rear of the one fielding him. AVOID AT ALL COSTS!
Ghorgon : This one of those monsters who are either a complet win, or can be a point drain if it goes bad. Its main strengt is its sheer brutal nummber of special rules and attacks, And you get to make your own since there is no offical moddel out yet. Special rules : Bloodgreed, Frenzy, Immune to psycology, Large Target, Strengt from flesh, stubborn, swllow whole, Terror. Recomended use . CHARGE and watch the fun begin as your opponet gets distracted by this Minotaur on steriods
Chaos Spawn : Not worth taking, preforms very poorly. take more bestigors instead
Giant : They are the monster that is most commonly used by me, I find them very effective against just about anything short of Phoenix guard or a Dragon. Specail rules . Fall over, Giant special attacks, Immune to psycology, Longshanks, terror, stubborn. Recomed nummber : i normaly use two and have found this to work quiet well. But then again they seem to die each game..... maybe I am doing something wrong? Anyways best used against monsters suchh as trolls and other things hat takes alot of strengt to kill.
Jabberslyte : No moddel so create your own, it seems to be quite ffective. But I have nevr used it.
I will try to get some tactics and a look at the magic items done as soon as possibel. And sign me up for Beastmen, let me know if its not good enough
Automatically Appended Next Post: Beastmen And Their Magical equipment.
Magic Weapons Primeval Club : Whne one is rolling to wound with this weapon, the wielders strengt is treated as the leadership of whatever you are attacking. This weapon has a rather hefty price, and I would not use it, it has some uses but for the most ti will not prefer well enough to make it worth the bucketload of points it costs. Axe Of men : Gives killing blow, and makes your unit & their respective leader very hard to get rid of should he managed to kill a enemy characther/lord with it. I use this weapon if I am facing armies such as Dark Elfs, Skaven and Ogers to a certain degree. but the call is yours. Stonechruser mace : If you are facing Tomb Kings or other armies with large constructs that needs killing then look no further, this weapons gives a substansial increase in strength and thus making it quite handy. Works well against the following : Warmachines, Warsphinxes, Warshriens and so on Mangelder : Reduced the leadership of the target for each wounds it causes, it also causes terror. Use it against Generals and other pesky leaders. Hunting spear : just a mobile bolttrower that can be used after moving but not after marches, has a good range but notting more than that. Axe of Khorgor: requiers two ahnds, and grants an additional attack and may reroll any missed attacks. One of the best choices in the book, also quite cheap in addition. A great wepon to give a Wargor for instance. The steel claws : another two hand weapon, roll a d3 to see how many more attacks you get. if you get a 6 tehn all your attacks will ignore armour saves! A very handy weapon with a almost silly low price. Worth every point. Brass Cleaver : Gives the wielder additinale attacks against each moddel in base contact with it, in challenges this confers to a singel bonus attack. This weapon is something a poin waste, dont take it unless you feel lukcy or in a experamenting mood. Everbleed : roll a d6 each time an enemy moddel suffers a unsaved wound from the weapon. if the result is a 6 the moddel looses an additinoal wound. keep rolling as lon as the result is a 6.
Magic Items : Blade Blunter armor : after each round of combat, roll a d6 for each magic weapon hit, on a result of 2 the weapon stopps beeing magical! Counts as a normal weapon for the rest of the battle. Trollhide : gives you regen, a nice ting to have Pelt of the Shadowgave : all shooting attacks suffers a -1 to hit, all spells suffer a -2 to casting. Balcked Plate : gives a 2+ save against flaming attacks, the unit gets a 4+ save Ramhorn helm : a 6+ armour save and also grants a bonus attack for every saved armour save
Enchanted Items Shard of the herdstone : Gives a additional power dice to any wizzard near the caster. And at the start of each frindly magic phase it also generates an additional dice. This item is a great thing to give a Greather Bray Shaman that is in a list with malagor! Prepare for fun when casting. Horn of the great hunt : Bound spell item, affects friendly units Horn of the first beast : All beastmen gets to reroll their Primal furt tests, so baisicly its nice to have by then againts its not a necesary item. Stone of spite : destroyes every magical item within 18, applyes to friends & foes alike. they suffer a D6 strengt 3 hits per item, so use with care! Skin of Man : Gives your Lord/Shaman the scout ability. cacophonous Dirge : enemy musicans in same combat ceases to have an effect.
Talismans : Chalice of Dark Rain : This item can be helpful against regiemnts of ranged troops, it baisicly disrupts their shooting for the current turn. This is a once use item only Eye of the Nigth : Grats magical restiance 2, in addition any hostile wizzard within 24 attemting to cast a spell from lore of ligth, lore of life and lore of the heavens and gets a miscast must reroll.
Lords & Heroes:
Great Bray-Shaman Malagor The Dark Omen Beastman Doombull Gorthor the Beastlord Morghur, Master of Skulls Khazrak the One Eye
Overall Army Style: Mass amount of Knights, Knights everywhere!(Cavalries with nice armor) special Lance Formations. The King Author army of Warhammer. Battalion Purchase: 1 Pegasus Knight (Special), 20 Men-at-arms(Core), 16 Bowmen(Core), 8 Knights of the Realm (Core): $105 of $131.91 / 20% off Bundled Saving.
Brought to you by: Lantern (Green)
Tactic One - The Glorious Charge
In 7th edition, the Bretonnian charge was able to break all but the most steadfast of enemy units on the charge. Few units could take the charge without at least a small amount of worry (even Dwarves), but under the 8th edition rules, many now dismiss the impact that cavalry can have on the game. Whilst it is true that cavalry have a harder time of if now, its worth bearing in mind that the cavalry themselves have not gotten worse, but rather thier targets (the large infantry blocks) have gotten better. Breaking these units may no longer be the assumed forgone conclusion it once was, but with a little preparation and co-ordination, Bretonnians still have the best chance of doing this than any other cavalry based force. Things in thier favour include :- The Lance formation - Its perhaps worth stating, but steadfast only applies if you have more ranks than your opponent. In most cases, this would be 5 models, but with the Lance Formation, Bretonnian knights can claim a full rank for only 3 models. Now with the maximum size of your core knightly units being fifteen models, this gives the knights 4 ranks beyond the front and a huge 13 attacks from this unit (including the unit champion). As most enemy units will be starting with 4 or 5 ranks, you will in be equalling them in a lot of cases, or have you trying to cause enough casualties to bring them into line. Even a modest unit of 9 knights, with 8 attacks on the charge will be starting with +2 ranks, which is 2 more ranks than any other armies knightly unit will be starting with in those numbers. The Blessing - With the abundance of steadfast units and the necessity of having full ranks, surviving to reach combat is extremely important. Few opponents underestimate The Blessing - at least not twice, and with the changes to magic resistance, it has now become more important than ever (thanks to 8th editions magic phase boosts). With a damsel in a unit of knights, your ward save will increase by +1 versus magical ranged attacks (and +2 with a Prophetess), making sure that more knights will make it into combat than you would have managed in 7th edition.
Tactic Two - The Commoner Rally
I dont think it has escaped anyones attention, but infantry in the 8th edition are awesome, and cheap infantry is even better. Coming in at 5 points a model, fully equipped, the Bretonnian Men-at-Arms are among the cheapest block infantry in the game (beaten by skaven slaves and goblins). Like thier armoured protectors, the Bretonnian commoner does have some advantages only available to them, the most crucial of which is the Peasants Duty special rule. For those who don't know, this allows any Bretonnian commoners (an old army book term for the peasants) to use the leadership of any Bretonnian knight within 6 inches (12 inches if its a hero with the Virtue of Empathy, which I'll come back to later). The 8th edition rules for stubborn (and steadfast) allow for units to use any leadership bonuses they have (general within 12 inches, hero leading them etc), which gives them an average leadership of 8 (for Knights of the Realm within 6 inches) and an optimum of 9 (Questing, Grail and Lord). Pulling this together into a battle plan is simplicity itself. First off, the Commoner Rally needs muiltiple blocks of infantry - I would recommend 3. For 20 Men-at-Arms, it only costs 100 points (27 points for thier command section...and crucially, the musician). Obviously, the horde is what we are going for here, so 40 men, with spears, shields and light armour come in at around 200 points - easy money in any size of battle. At this point its worth remembering that you can still add a cheap mage to your horde unit of 40 to give them the Blessing via the Prayer Icon of Quenelles (gives any unit the Blessing) for a 40 strong unit of infantry who can have a 6+/5+ ward save. A point of contention within the new rules is, is it worth making room for the Grail Reliquae? Personally, I love the models and would field them for this alone, but they have benefits beyond the cheap core infantry. Primarily, they have they start the game with the Blessing (you did pray, right?), making them more survivable than the Men-at-Arms. The same advice applies to them as with the knights regarding magic and mages (and thier magic resistance). However, thier main advantage comes from being stubborn and ANY unit size, regardless of ranks. This allows them to hold up enemy hordes many times thier number longer than a unit of Men-at-Arms could, even holding up hordes and steadfast units. This, in itself is the critical element for any of the infantry units in the Commoner Rally. The point here is not to win the combats themsleves, but rather to hold the enemy in place for your knights to smash them in the flank (even in a commoner army, knights are needed for the punch and you must include at least one unit of Knights of the Realm anyway). As well as cheap combat infantry, Bretonnia also has access to some very cheap (and greatly improved thanks to 8th edition) ranged support. For 1 point more than the Men-at-Arms, you get longbow armed peasants with built in defences (wooden stakes that give -1 to enemy shooting and damage charging cavalry), access to flaming arrows (which are no longer only useful against flamable enemies) and of course, the volley fire rule (which reminds me of the old Arrowhead formation the Bretonnian archers used to get). At this low points cost, you could actually field them as less survivible infantry blocks who can shoot at the enemy as they march (and charge) across the battlefield. I prefer leaving the Men-at-Arms to this task, but the volley fire rule does give peasant bowmen a similar versatility to the High Elves Lothern Sea Guard. Of course, the ranged support wouldn't be complete without a mention of the Trebuchet. Where other stone throwers lost strength and armour negating properties, the Trebuchet can still clip enemy units with a strength of 5 (and -2 to armour saves) and pound harder enemies with the strength 10 center of the template (and an extra D6 wounds in the bargain). The new targetting methods for stone throwers hase made the Trebuchet more accurate than ever, and canny use can remove mages, generals and dragons before they reach your lines. Of course, there is no peasant hero choice to lead this army, but thankfully, the Virtue of Empathy has this covered. In an usualy method, a Bretonnian hero can pay extra points to NOT ride on a horse, rather, fighting on foot with his common man, leading from the front and inspiring the troops. In game terms, this allows any unit with the Peasants Duty special rule to use his leadership within a 12 inch bubble rather than the usual 6 inches. This still leaves the hero plenty of points to spend on upgrades. Id spend those points on any weapons that grant extra attacks, all the more for removing enemy numbers and reducing thier ranks and possible steadfast. Also, as this army needs to damage the enemy at range (to help reduce ranks before combat), a mage would be recommended too, most likely with the Lore of Life for replenishing lost troops with Regrowth.
With that breakdown, its on to the rather simple plan. Using your suggested 3 units of infantry, you march them forward down the center of the battlefield, keeping more mobile units (knights, pegasus, mounted yeomen) on the flanks. With your ranged troops pouring on the pressure and your mages either boosting your own troops or blasting thiers, the enemy will try and get into combat sooner, rather than later (as you cant shoot them in combat, and lets face it, most enemy troops will be superior to your own). With your smaller unit of the Grail Reliquae in the center and slightly ahead of your other blocks, you opponent can either charge them or charge the units on either sides of it. In essence, its almost like treating the Men-at-Arms units as Empire detachments for the Reliquae. Once the enemy is locked in combat with one of your units, you then flank charge them with the knights (who should be fairly untouched thanks to the imposing appearance of your horde units). What is important for this plan to work is your own steadfast bonus or stubborn unit. The best way to maintain this is to move your unit forward with a frontage of 5 models (and not 10), so as to maintain your steadfast as long as possible. Keeping your (mandatory) Battle Standard Bearer nearby is crucial in case you fail your stubborn break tests. Now, the tricky part - based on when you expect to get your flank charge, you will want to perform a combat reform. For those who glossed over the 8th Edition rules, this allows a unit to reform following a combat, which in this case, would be done to move your unit to a 10 wide formation, gaining the horde rule. Having done thier job to hold the enemy, they can now spread out to aid the charging knights in killing the enemy units. As you should hopefully now be winning the combat (and hopefully outnumbering the enemy ranks, removing the opponents steadfast rules, should they have had it), you can leave your knights to chase down the fleeing enemy (or have them run into your carefully manuvoured unit of Mounted Yeomen) as your peasant units reform to face the next enemy (locked in combat with your other infantry). This plan can be somewhat of a slow burner, as you seemingly achieve nothing but a draw from turn to turn. However, all you need to do is win one combat, and the rest of the fights will get easier and easier as you contribute more and more units to each fight.
Tactic Three - The Ranged Siege
Other armies may have the gunline, but whilst Bretonnia doesn't have the as wide a choice of ranged troops as other armies, it is by no means a "point and click" combat army. With some of the cheapest archers in Warhammer, and the addition of the Volley Fire rule, Bretonnian bowmen armies can put Wood Elves to shame just through sheer volume of fire. Archers, Trebuchet, Mounted Yoemen, skirmishing archers, Prophetess with the Lore of Heavens and even a Knightly Hero with the Wyrm Lance of Artois (once per game, strength 3 breath attack), all can be used to obliterate the opponent at range. Perhaps the simplest tactic available to the Bretonnians, this unambitious plan simply requires you to sit back and shoot your opponent as they advance. Be that as it may, there are some steps you can take to make the most of it. First off, two Trebuchet. As the strongest warmachine in the game, one of these would be a priority for any enemy, so having two of them would help ensure at least one would get to make an impact. As mentioned earlier, they can be used for character sniping, placing the template over enemy characters in the hopes of smearing them across the floor (remember, they have to roll a 1 for thier "Look Out Sir" sometime). The main thrust of your army would ,of course, be the bowmen. Able to rank up whilst using Volley Fire, a block of 20 of these could get 16 shots a turn while maintaining a +3 rank bonus. The bowmen stakes (which now count as Obstacle-Fences) mean that at range, enemy archers would be at -2 to hit these units and enemy cavalry risk death simply for charging them as not only do they have to take dangerous terrain tests for charging a unit behind an obstacle, but they would be taking a stand and shoot reaction from a unit that they could quite possibly (with flaming arrows) fear. Using your other units as march blockers (not as effective in 8th, but still an irritance), you should try and buy time for your ranges troops to do as much damage as possible. Mounted Yeomen and skirmishing archers can both march and shoot, staying out of enemy charge arcs as they try and help whittle away the ranks, whilst most likely being too small a unit for the enemy to turn around to bother with. Pegasus Knights can be used for march blocking too (and at a push, a mage on a magic carpet ), butcan also provide an impotant element of a mobile leadership bubble, flying to wherever the peasants are most in need, to bolster thier pitiful leadership of 5 to a more respectable 8. A hero on a pegasus can also be used in this capacity, but with the wyrmlance (and no partial hits with templates any more), he can also takeout a respectable amount of enemy troops before charging in to slow them down. You may also want to keep a hero on foot nearby your main concentration of troops to keep them inline and free up the flyers. The final element is of course, magic. Now whilst Lore of Life is useful for keeping your units topped up and buffed (toughness 5 archers would be hard to shift), my recommendation for The Ranged Siege would have to be the Lore of Heavens on a Prophetess. The basic spell of the list Iceshard Blizzard is a hex that can be used to help strengthen your ranged superiority by reducing the enemies own shooting skill as well as making it easier to panic the enemy come your shooting phase (-1 to all to hit rolls and leadership, which combined with long range and that fact your archers are behind fences gives a a total of -3 to thier shooting). Harmonic Convergance has the opposite effect, being an augment for your own units that allows you to re-roll your to hit rolls of a 1. My other reason for choosing this lore though is the awesome Wind Blast, a spell than can be used to push the enemy backwards (away form the mage, who is presumably sitting with your archers), thus buying you more time to shoot at the enemy. The rest of the Heavens spells all do ranged damage, which only serves to help your plan of shooting till theres nothing left. This army list is possibly the most fragile, as it will have few knights and little in the way of leadership buffs, but hopefully, by keeping the enemy at arms length, this wont be factor.
Anyway, thats the end of my personal summary of Bretonnian playstyles. If you have any more to add, or feel I've left something out, please post away. If I can, I'll try and add appropriate advice to the posts I've made (with crdeit given to to the poster) so that the thread is easier to follow.
Lords & Heroes:
King Louen Leoncouer The Green Knight Hero on Pegasus Fay Enchantress Bretonnian Damsel Foot and Mounted Bretonnian Battle Standard Repanse De Lyonesse
Core:
Bretonnian Knights Errant / Knights of the Realm Bretonnian Men-at-arms Bretonnian Peasant Bowmen
Bretonnian Grail Knights Bretonnian Field Trebuchet
Daemons of Chaos ( DOC )
Spoiler:
Overall Army Style: Elite, Ward Saves, Instability, Fear. Lead by 4 Greater Daemons as well as their God Specific Units. Battalion Purchase: 20 Bloodletters(Core), 10 Daemonettes(Core), 10 Pink Horrors(Core) and 5 Seekers(Special). $115 of $145 20% Off Bundled Savings.
Daemons of Chaos Brought to you by: Zaustus
Bloodletters and Daemonettes benefit from the fighting in ranks, but they'll have to watch out against large units. There, the ranks + casualties removed from the back will allow the enemy far more return attacks than they used to receive. Since the daemons are only t3 with a 5+ save, lots of attacks can hurt you. VERDICT: Use them, but don't put them up against hordes.
Plaguebearers take a big hit in this edition. They've lost their one attractive feature: the double save. Now there's very little reason I see to take them, short of a mono-Nurgle themed list. VERDICT: These guys need to hit the showers. They'll be sitting this edition out.
Horrors no longer generate stupid power dice for you, but they're still useful. Large units will be decent wizards that don't worry much about miscasts, and now will be effective tarpits with the new Steadfast rule. Keep them 5-wide and they should last a while. VERDICT: Still one of the most effective core choices in the game.
Furies have Ld2. That means that you'll have to keep them near your general if you ever want them to flying march. That's a pretty big drawback for a unit that's intended to hunt skirmishers and warmachines. VERDICT: Don't use these guys... not that you did anyway.
Flesh Hounds still do a lot of damage, but you'll have to be more careful with them now. They make good warmachine hunters, and they'll be useful as wound-causing flankers, possibly even in ranks. Because they'll get to fight in 2 ranks, that becomes a more attractive proposition than before. VERDICT: Still useful, but not as abusive as they were in 7th.
Screamers don't change much. They'll have to pass Ld tests now to fly-march, but their leadership score isn't too bad. Slashing attacks are nice, though as always a prepared opponent won't leave their characters out in the open. They're pretty handy for monster hunting. They're very fragile against low-strength shooting, though, and that got a boost in 8th. VERDICT: It's hard to recommend these expensive guys when they'll get shot down by simple arrows so easily. The slashing attacks are super good when they work, though.
Nurglings stuffer from the same problems other skirmishers face. The loss of 360° line of sight hurts them. They make decent harassers and marchblockers, but with marchblocking nerfed I think their role is largely passé. VERDICT: Not particularly effective. I'd spend the points elsewhere.
Seekers of Slaanesh are still really fast, and now get a 12" pre-game move. That might be enough to make them useful as hunters of warmachines and soft targets. Their inability to flee isn't as important now, since redirection is devalued in 8th edition. VERDICT: Could be useful; consider taking a unit.
Bloodcrushers don't gain much from 8th. They're too expensive to take more than a few, and their offensive output isn't enough to get through steadfast units. They're definitely cool, at least, and getting new plastics soon. VERDICT: If you like them, take a small unit joined by a Herald and use them to hit flanks.
Flamers lose their 360° line of sight, but more than make up for it by gaining the ability to march and shoot. They still pump out an ungodly number of good-strength shots at a high ballistic skill. VERDICT: Still an absurdly powerful unit.
Beasts of Nurgle suffer from the same problem as Plaguebearers, losing a good part of their previously impressive survivability. They'll still be a pretty good tarpit, just not as good as before. VERDICT: Still useful, despite being nerfed.
Fiends of Slaanesh seem to suffer at first glance, since they don't have much in the way of survivability. What I don't know is how they're classified in the new book. If they count as monstrous infantry, then they're actually not bad. Still, the second rank would only get 3/4 of their attacks, which seems like a waste. Still, stomp attacks may close that gap. VERDICT: These guys seem pretty decent, and much more survivable hunter-killers than Seekers, and stronger attacks too.
Heralds are still strong, with Tzeentch Heralds probably the best. Their access to Master of Sorcery at a bargain-basement price is incredible, considering the power of the new BRB lores. Being able to take multiple Spell Breakers is another huge advantage for the servants of change, and for Daemons in general. VERDICT: Khorne and Slaanesh heralds are still good leading units of their kin. Nurgle heralds are pretty bad now. Tzeentch heralds are super good; expect to see a lot of them.
The Bloodthirster is unique among the greater daemons in that you can still afford him fully tooled up at 2250+. Thunderstomp increases his killing power, though he can't just break ranked units by himself any more. VERDICT: Still an unparalleled killer, but you'll need to support him now.
The Lord of Change is an extremely powerful wizard, especially with Master of Sorcery. The only problem is that his cost makes him impossible to tool up in smaller games. You really need to play 2750+ to make full use of him, while Kairos exactly fills the lord cap at 2500. VERDICT: Fantastic in big games, though people will always be tempted to use Kairos instead. The Lord of Change is tougher and capable in melee though, so don't rule him out.
The Great Unclean One doesn't come standard with regeneration, so he doesn't suffer as much as his underlings do. Still, in 7th he was the least popular greater daemon because of his slow speed. Trappings of Nurgle isn't very exciting any more, but he still has good toughness and a crazy number of wounds. You won't be able to make a L4 caster out of him except in very big games. VERDICT: Mostly for Nurgle theme lists. In terms of pure power, the other 3 greater daemons are better.
The Keeper of Secrets gets a fair bit deadlier with virtual perma-hatred (yay for I10) and S6 thunderstomps. It's harder to leadership-bomb now without the terror bubble, and the BSB allowing re-rolls of everything does hurt, but Siren Song + Great Icon of Despair is still a very mean combo. Again, you can't kit him out for big magic in outside of big games. VERDICT: Super killy and access to some nasty gifts means this guy will still be worth taking. Expect to see him combined with Heralds of Tzeentch to make up for his reduced casting power in 8th.
Daemon Princes still suck. That's the verdict on them.
Lords & Heroes:
Daemon Prince Kairos Fateweaver Bloodthirster Lord of Change Keeper of Secrets Great Unclean One Skulltaker Herald of Khorne on Juggernaut of Khorne Daemons of Chaos Herald of Tzeentch on Disc The Blue Scribes Epidemius The Masque
Core:
Pink Horrors of Tzeentch Plaguebearers of Nurgle Bloodletters of Khorne Daemonettes of Slaanesh The Changeling Furies
Special:
Seekers of Slaanesh Screamers of Tzeentch Flamers of Tzeentch Seeker Chariot of Slaanesh Nurglings Flesh Hounds of Khorne Karanak
Rare:
Bloodcrushers of Khorne Exalted Seeker Chariot of Slaanesh Soul Grinder Fiend of Slaanesh Beast of Nurgle
Dark Elves (DE)
Spoiler:
Overall Army Style: Elite, High: Initiative Weapon Skill Ballistic Skill, Exotic Weaponry, Low Toughness Strength, Excels in Magic. Battalion Purchase: 28 Dark Elf Warriors(Core) , 20 Corsairs(Core), 5 Cold One Knights(Special) $115 / $143.75 20% Off Bundled Savings.
Dark Elf Guide written by: The Shadow
Dark Elves Analysis
Intro and Overview
So, you’re considering starting Dark Elves, are you? Well, fortunately for you the Dark Elves are one of the best armies going in fantasy at the moment and are rewarding and forgiving to play, with plenty of various, viable list constructions. Provided you avoid being assassinated by your fellow Dark Elf Lords, your campaign into the Warhammer Fantasy World should be both successful and bloody! Dark Elves are, if anything, a glass cannon army, though such a term is not often applied in WHFB. This means that, although Dark Elves dish out a lot of pain, they will take a lot in return too. Dark Elves are pretty much army-wide Toughness 3 and have quite low armour saves - the best you’re going to get on an infantry unit is only 5+, with a parry save. Fortunately, Dark Elves have numerous positive army-wide traits. First and foremost, there’s the awesome special rule “Eternal Hatred” which gives every unit hatred of everything. This means you’ll always be re-rolling to hit on the first round of combat, which, coupled with the fact that Dark Elves tend to dish out lots of attacks, is really devastating. Don’t worry if you keep forgetting about this rule at first, everyone does. The general profile of a Dark Elf is also pretty good. All Dark Elves are fast, at least Initiative 5, if not 6. This means they’ll be striking first in the vast majority of combats, which is a good thing too, since, as I’ve mentioned, the Dark Elves aren’t great at taking hits. Dark Elves are also fairly skilled in terms of WS and BS, with each unit having at least 4 of each. Finally, Dark Elves have an above-average Movement of 5 which is great help in the Movement Phase.
Best Way to Start
For most people, the best way to start is the following: One Battalion Box, one Box of Warriors, one Box of Corsairs and a Sorceress. With the ideal assembling of the Warriors Box, this gives you 24 Spearmen, 20 Crossbow men, 30 Corsairs, 5 Cold One Knights and a Sorceress, which is a fantastic start to any list. All of this costs £114.50 direct from GW, and you can get a decent 20% off from most independent online retailers, which puts the whole lot at £91.60. Other, themed lists, may start in different ways.
General Phase Overview
Dark Elves are predominant in all phases of the game, which is what makes them such a great army in terms of balance and trying out different list compositions. Unlike armies such as Dwarves or Warriors of Chaos, they don’t rely on a certain phase in which to do their damage. This also makes Dark Elves a fantastic beginners army, as you’ll feature predominantly in each phase, so you’ll pick up the game quickly.
Movement is a good phase for Dark Elves because, as I’ve mentioned, Dark Elves have a Movement of 5, which allows you to close with the enemy quickly or outmanoeuvre them. Speaking of outmanoeuvring, Dark Elves have access to fantastic Fast Cavalry and Skirmishers in the form of Dark Riders and Shades, which can really run rings around your opponent.
Despite the fact that Dark Elves are good in all phases, Magic is still a stand-out phase for Dark Elves. Dark Elves have a good selection of Lores to choose from: Dark Magic, Fire, Metal, Shadow and Death and great casters and items to make the most of these. For example, in WHFB, wizards are normally limited to six dice for casting a spell. Dark Elves, however, have no such limits. Do you really need to get that certain spell off to win the game? Is your opponent standing there with a smile on his face and seven dispel dice in his hand? Never mind, throw every single one of your dice into the spell. You have twelve? Doesn’t matter, go for it. If you can’t get 2 sixes on that many dice, throw them in the bin. Finally, Dark Elves have some fantastic Magic Items available to make the most of the Magic Phase. It is usually through Magical support that Dark Elves can destroy their opponents as well as they do.
Despite the fact that Dark Elves have very few “shooty” units, the shooting phase is normally a good one. The vast majority of your shooting phase will be made up of firing the fantastic Repeater Crossbow. Its large output of shots, coupled with the Armour Piercing Special Rule, make a mess of lightly armoured targets.
Dark Elves have fantastic combat units, ranging from the humble Corsair to the mighty Hydra. There’s plenty of choice here and, although there are stand-out units, pretty much any combat unit can make a mess of stuff in the phase, and, provided you learn the skill required to make favourable matchups and cast the right spells here and there, it’s not uncommon to utterly annihilate the opposing unit before they even have chance to strike. Army Sections Overview
The Lords and Heroes of the Dark Elves are very good and there’s plenty to choose from. Although you’ll mostly be using good ol’ Sorceresses, there’s plenty of other options and some nifty Special Characters too.
Core is arguably the most important section in an Army as you have to spend a quarter of your points on it. Thankfully, this is no curse for the Dark Elves as Dark Elf core is among the best in the game and every single unit in the Core Section has a place on any Dark Elf list. You’re almost spoilt for choice and Dark Elf Players won’t mind spending a lot over that 25% of obligatory core.
Special Units are also a good thing for Dark Elves though, on the contrary to core, in the case of most units, you can’t just simply pick them up and plonk them in an army list. Many need to have an Army built around them, but will function very effectively if this is done.
It goes without saying that there’s not much choice in the Rare Section. Furthermore, half of the Rare section is brilliant, half is bad, so often you may find yourself not using any Rare at all. The Hydra is the brilliant unit and is feared by all WHFB players – well, ones that don’t have flaming cannons that is – but the Repeater Bolt Thrower is sadly lacklustre.
Unit Analysis
In this section, I’ll be analysing each Dark Elf Unit, saying how good it is and how it can or should be used. Feel free to skip the units you’re not interested in.
Special Characters
Malekith
Malekith, the chap to whom the Dark Elves owe their existence… Malekith is very expensive. At 600 Points, you can just squeeze him into the standard sized game, but you will rarely ever do so. Malekith is cool and fun to use, especially mounted on a Black Dragon or Chariot, but he’s rarely taken, as he is, sadly, not that good. Whilst Malekith is a Level 4 Wizard, which is cool, he’s limited to using the Lore of Dark Magic which, with the new edition, is an underwhelming Lore (see the Lore Anlaysis below for more details). Also, although Malekith has 4 WS8, I8, S5 Attacks, he’s not going to be killing that much in combat either. He does have a nifty sword which destroys Magic Items and Spells but what you really want with a character such as this is a beat-stick weapon! Oddly though, Malekith is very, very difficult to kill. He holds the record of being the only Elf in the book with a Toughness that isn’t 3. That’s right, he has a whopping T4!! That, however, is not where his durability ends. He has a 2+ Ward save and is immune to Killing Blow and Multiple Wounds. His ward save, is, however, negated by Magical Attacks, but if you think that Magic will take him down think again. He has Magic Resistance (2) and if you dispel a spell cast against him, the Wizard suffers a S6 Hit for every dice used to cast the spell. Ouch. In summary then, Malekith is cool, but, save for massive get-together and lark-around games, you’ll normally leave him at home.
Morathi
Morathi suffers from one of the main flaws that her son has: she has to use Dark Magic and even being a Loremaster of said Lore cannot offset this disadvantage. That said, Morathi is a powerful caster, being a Level 4 and getting an extra +1 bonus for casting spells. Unlike most other Special Characters, you can kit her out with one Arcane and Enchanted item, which means you can make her even nastier. Morathi is also pretty mobile on her Dark Pegasus and is fairly durable with a 4+ Ward and MR (2). She’s even not that bad in combat, thanks to the Magic Weapons she has access to. In summary, Morathi’s not actually a bad Special Character but generally you’ll want to go for a generic Sorceress who is not only cheaper, but can use better spells.
Crone Hellebron
Hellebron is a character of extremes. She’s the epitome of the Dark Elf concept of dealing out pain but not taking it. She kicks out 5+D3 WS7 I9 S10 Attacks but is Toughness 3 with absolutely no saves of any kind. Crone Hellebron also has the unique ability to make Witch Elves Core units, which just screams a thematic army list. Even if you don’t go down that path, a horde of Witch Elves accompanied by Hellebron is pretty scary, and it frees up plenty of space for other Special Units. That horde of Witch Elves is also relatively safe against the “Uber-Spells” of 8th Edition, such as Dwellers below, as the first spell cast on Hellebron’s unit is dispelled on a roll of 4+, which is a nifty, often-overlooked ability. In summary, if you’re ever going to take a Special Character, it will probably be Hellebron as she is, imo, the best one about. She kicks out a lot of pain and makes for an excellent leader of an army, be it thematic or not. Malus Darkblade
Malus Darkblade is another pretty cool Special Character and, if you’re that kind of gamer, he has awesome fluff. Malus has the advantage of being relatively cheap compared to other characters, and isn’t a Lord, so you can leave that for space for that Level 4 Supreme Sorceress. Malus is also pretty brutal with 4 WS7 I9 S5 Attacks that re-roll to wound and ignore armour saves. Bear in mind though that you have to activate a Daemon to do this, and doing so may cause Malus to attacks his friends. Or comrades. That would be a better word. Activating said Daemon also makes Malus T5 (doesn’t count for beating Malekith’s record though ) but sadly Malus has no Ward Save and only 2 Wounds, so he’s not as durable as he might seem. In summary, Malus is another nice character you can take, especially if you want an army themed around awesome fluff. However, you do really have to stick him with a unit of Cold Ones, which will likely be very expensive already. Eggs in a basket… Shadowblade
Shadowblade has the unique ability to conceal himself. In one of your opponent’s units. If you want a character to die, especially a bunkered Mage, then Shadowblade is often the man for the job. He has high stats, numerous nifty poisons and items as well as the all-important Killing Blow. Sadly, like with most Assassin’s, he doesn’t have much to do after he’s accomplished his task, so is often expensive for what he does. However, unlike normal assassins, Shadowblade is almost certain to actually do his job. Oh, and, if you’re interested, Shadowblade is one of the quickest things in the game, with an Intiative of 10 and ASF.
Lokhir Fellheart
Lokhir’s another character that makes for a great themed army, namely a Raiding Ark. Such an army is actually quite strong and competitive as well with, in fact, only Lokhir himself letting them down. Which brings me onto Lokhir himself and, as you may have guessed, he isn’t competitive, but he’s by no means something you’d leave at home – he’s also a Hero, which means you can get that Level 4 in again. Lokhir is not good at taking down big, heavily armoured, tough things but neither are Corsairs – the obvious retinue – so Lokhir compliments them very nicely. He has a bonus to his attacks equal to the number of ranks the enemy unit he’s attacking has – take that, Skavenslaves! - and can re-roll to Wound, as well as the re-rolls to hit from Hatred. All this means that he will shred his way through large, lightly armoured units. Lokhir’s real prowess comes in the Merciless Slaver special rule, which means any unit run down by Lokhir’s unit are worth double victory points. Combine this with Corsairs and some Magic and you can easily bag yourself lots of victory points. Lokhir also causes Terror, which is pretty cool. In summary, Lokhir is another good special character who is brilliant for themed lists but is still quite costly.
Generic Characters
Sorceresses
Sorceresses are brilliant and every Dark Elf Army should include one. Their Magic-casting prowess, along with the brilliant synergy that Magic has with the army means you’d be foolish not to take a Sorceress. Get a Supreme one in as soon as you can!
Dreadlords
Dreadlords are not bad, not by a long shot. Despite this, they’re rarely seen, simply because of the brilliance of Supreme Sorceresses who compete for the Lord slot and the fact that Magic is so prevalent in this edition. There is one great reason to take a Dreadlord though and that is the “Unkillable-Dreadlord” or “PegLord” combo. That is, a Dreadlord on Pegasus with full mundane armour, the Dragonhelm, the Pendant of Khaelth, the Crown of Command and a cheap Magic Weapon, usually Soulrender. This load-out is nigh impossible to take down and can go around taking on whole units by itself.
Masters
Similarly to Dreadlords, Masters face competition from standard Sorceresses for a Hero Slot. That said, they can make excellent BSB, adding great bonuses to certain units and can provide a bit of extra combat punch if you feel you need it. Normally, however, you won’t be taking a Master unless he has a BSB.
Death Hag
There’s two reasons you’ll ever take a Death Hag. The first I’ll explain in the Executioners entry, the second I’ll explain now, using three words: Cauldron of Blood. Oh, and BSB. Yes, I’ve gone over three, but I planned to do so anyway. As you may have guessed, it is the Cauldron which makes Hags so good. The Cauldron can confer a blessing to a single unit within 24” and these cannot be stopped in any way. They all synergise really well with the Dark Elf units and make for some brutal combats. They’re also great for Khanite themed armies, as they make all of them within 12” Stubborn. A common tactic is to give the Hag the BSB. Not only is the BSB an-almost essential item, it’s very well protected with a Cauldron. The Cauldron counts as a Warmachine, which makes it hard to take down with shooting and, if anything should get into combat with it, they’ll have to face numerous poisoned attacks from the attendants. You can give your Hag some gifts of Khaine to make it even better protected, if you want.
A Note on Character Mounts
You’ll very rarely find yourself using any of the big mounts, purely because cannons are just too accurate this edition and the big beasties are, sadly, too much of a target. The Pegasus and Dark Steed are, however, quite useful due to their mobility and are common mounts for sorceresses rocking the Pendant of Khaelth and wanting some decent mobility. The Cold One is a good option for any Master or Dreadlord wanting to add some extra punch to a Cold One Unit.
Core Units
Whether you like it or not, you are going to have to spend at least 25% of your points on Core units. For many armies, this can be a burden but for Dark Elves it is anything but. Dark Elves have access to fantastic core units and you’ll often find yourself spending over that 25% necessity.
Spearmen
Spearmen are the standard foot solider for the Dark Elf army and, thankfully, they’re a pretty good choice. While they’re often outshone by other core choices, the Spearmen have plenty of uses. Coming in at a mere 7 points (you’ll be wanting those shields), it’s not hard to fit in a sizeable unit you can use as a tarpit or as war machine protection. However, you have to remember that they’re only T3 with a 5+ save so, if you’re going to be tanking anything, you need the numbers to pull it off. Spearmen aren’t that bad in combat either, thanks to a decent WS, Initiative and Hatred. With the help of some magic, they can be very damaging indeed. Finally, in classic Dark Elf fashion, Spearmen are excellent choices for a Sorceress with the Sacrificial dagger. I’ll touch on this item later but the basics are: kill some spearmen, get some magic!
Repeater Crossbowmen
Repeater Crossbowmen are another fantastic unit to load up on. Their high volume of armour piercing shots make a mess of any lightly-armoured targets (and aren’t exactly friendly on heavily armour ones either). In addition, Dark Elf magic, by taking the Lore of Shadow, synergises brilliantly with Crossbowmen, as they really benefit from the potential toughness drop of their enemies. Don’t underestimate Crossbowmen in combat either. In combat they’re actually the most durable infantry unit, if you give them shields, thanks to the 5+ save and the Parry Save. Dark Elf Armies do excel in combat though, so, although taking plenty of Crossbows is no bad thing, I’d make sure you have some decent combat units in your army too. Corsairs
Corsairs are one of the best units in the book and they’re certainly the best core choice. However, this brilliance is granted mostly by the Sea Serpent Banner which, for only 25 points, gives the entire unit frenzy. The best setup for the Corsairs is a unit of 30-40, deployed as a horde, with extra hand weapons and the aforementioned banner. This unit puts out an insane amount of attacks and, with support from a Cauldron or Magic, they can take out almost anything. Most good DE armies have one of these units but, because you can only take the Sea Serpent Banner once, it’s not often you’ll see a second.
Dark Riders
Dark Riders are among the best fast cavalry in the game. They’re very fast, can put out a lot of shots with Repeater Crossbows and with Eternal Hatred, they hit fairly hard in combat as well. However, they still struggle finding a place in most DE armies, since there are simply better units out there. Finally, many of their roles are covered by other units or are simply not necessary. For example, one of the roles of fast cavalry is to avoid unfavourable combats, but Dark Elves can win most combat with the right support. Despite this, Dark Riders are still a great unit to take.
Harpies
Harpies really only have one role and that’s to take out war machines. They can do some of the stuff Dark Riders do too, but Dark Riders are far better at it. If you’re struggling with war machines, take a small unit of harpies. They’ll make a mess of any war machine crew they face and they’re cheap enough to be expendable.
Special
Witch Elves
Witch Elves are by no means bad, although, usually, you will find yourself running other units. If you’re going with Witch Elves they need to be run in large numbers. Hordes of 40+. They’re T3 with no save, so will fall very easily. Witch Elves are best having an army list built around them, possibly with the aforementioned Crone Hellebron. However, on the other hand, Witch Elves do have a use as small units of 5. A steal at only 50 points, they’re great for guarding important units (i.e. that crossbow unit with your sorceress in) since the high volume of attacks they put out is more than enough to slay most chaff units.
Shades
Shades are a great unit that have a place in almost any list. Being a somewhat tricky unit type, they do take time to perfect, but once this is done, you can stick them in any list and they will perform effectively. They’re fantastic War Machine hunters, able to put out a lot of shots/attacks at both range and in combat. They’re more than capable of taking out any chaff units and can even take on smaller, lightly armoured units. All this comes with the added benefits and annoyances for your opponent of being Skirmishers!
Executioners
Executioners really need a list built around them. They need to be fielded in a horde of 30+ models, accompanied by a BSB Hag with the Banner of Hag Graef , which will give them ASF and therefore counteract the burden of their GWs. However, it’s a lot of points to put into a unit, and said unit can often be underwhelming. They need a lot of support to work well (for example, +1 Attack from a Cauldron) and therefore your army can end up lacking in other places. Again, by no means bad, but not something you can stick in your list and have it kill stuff.
Cold One Knights
Cold One Knights are not brilliant, but they do fall into the category of “very good”, and can be fielded in two ways, making them fairly easy to fit in any list. This first is a unit of 5, with no upgrades except a Musician. Such a unit is fairly cheap, and puts out 5 WS5 S6 hits with re-rolls and another 5 WS3 S4 hits. It’s an excellent flanking unit, and can often swing the balance in a close fought combat with a well-timed flank charge. They also have the added benefit of being pretty hard to take out, with that 2+ Armour save. Your opponent is going to have to seriously commit to taking them out, or let you roam free with them.
The second way to run Cold Ones is in what is known as the “Cold One Bus”. This consists of a unit of 14/15 Cold Ones (though 9/10 can work also) accompanied by a BSB Master with the Hydra Banner, which gives every model in the unit +1 Attack (even the Cold Ones). The unit is normally deployed 6 wide and such a formation churns out 4 WS6 S6 attacks with re-rolls (from the Master), 16 or 17 (depending on whether you take a champ or not) WS5 S6 attacks with re-rolls and 12 WS3 S4 attacks. That is going to put a serious dent in any unit and you can further increase the killing potential in other means, such as the Cauldron of Blood’s blessings. However, this method is very much “putting your eggs in one basket”. It’s a very expensive unit and will attract a lot of fire. You’ve got to make sure they get stuck in, and get stuck in fast.
Cold One Chariot
In my opinion, the Cold One Chariot is a seriously underrated unit. For a mere 100 points, you get a durable chariot with T5, 4 wounds and a 3+ Save as well as D6+1 S5 impact hits, and 2 WS5 S5 attacks with re-rolls and 2 WS3 S4 attacks on the charge. The crew even have repeater crossbows! The Cold One Chariot can dish out a lot of pain on the charge, and is an excellent unit to swing round the flank, or go with a combo charge. Combo charging is certainly the way to go as, being a Chariot, this unit suffers from its inability to do any significant harm when it has not charged, so make sure you don’t get bogged down by a large, steadfast unit of infantry!
Black Guard
Black Guard are a fantastic unit, and compete for the title of “best unit in the book”. They dish out a large number of high WS, decent Strength hits and will do so with re-rolls and probably before the enemy can strike. They even get re-rolls in subsequent rounds of combat. Adding the Banner of Murder (or the Razor Banner if you have two units) to the unit is a common tactic, and can real help augment the amount of pain they dish out. Black Guard also come with some, other, neat, often over-looked toys, such as ItP and Stubborn. However, Black Guard have two shortcomings. One is their saddening unit size limit of only 20 models and the other is the fact that they’re still only T3 with a 5+ save. Whilst the latter is a general DE problem, it’s all the more worrying since Black Guard will attract more fire and have more to lose. Black Guard are best supported with Magic. A simple “Withering” spell on the Black Guard’s opponent can spell doom for your unfortunate opponent. Remember that BG still strike at only S4, which is only wounding many things on a 4+. If you can decrease that to a 2+, or even a 3+, the Black Guard will kill enemies in droves. However, a unit or two of Black Guard can fit in most lists and, if you can get them into combat (one should do, if you take two units), then you’ll be sure to see why I sing their praises.
Rare
Repeater Bolt Thrower
As I’ve mentioned, the RBT is not a great choice. Whilst it does kick out a nice amount of damage, it’s pretty expensive for what it does. I’d rather have 10 Crossbowmen, or another 10 Corsairs. Moving on…
War Hydra
Ah, the infamous War Hydra. This many-headed malice is another unit that competes for the glory of being the best unit in the book and it’s not hard to see why. For a clearly undercoated 175 points, you get a very durable monster: T5, 5 Wounds, 4+ Save and Regeneration. It kicks out an insane amount of damage, with 7 (yes, seven) WS4 S5 attacks, with re-rolls (yes, it has Eternal Hatred too). And then you have Thunderstomp. Oh, and a Breath Weapon, which has a Strength equal to the Hydra’s remaining wounds which, if you’re lucky, is S5. Yep, another 2D6 S5 hits in combat please. And then we have the Beastmasters. Heck, even they’re pretty decent in combat. However, despite the Hydra’s obvious awesomeness, it does suffer from being a colossal fire magnet. If you have a Hydra and your opponent has any Cannons or Bolt Throwers, he will be firing at the Hydra, since there are virtually no other decent targets for war machines in the army book. Added to the fact that the often-present “hey look I have the flaming attacks banner” unit, Hydras can often find themselves blown to pieces before they can make an impact. Such an outcome is not so bad however, since the rest of your army will have advanced largely unscathed. However, for this reason, taking more than one Hydra is often unadvised. As the old adage goes “If your opponent can take out one, he can take out several.” 175 points is not a big deal to lose. 350, or 525, is.
Magic Items and Gifts Analysis
Gifts of Khaine
While, in general, the gifts of Khaine aren’t bad, you’ll hardly ever use them since you don’t need to. You can only take them on Hags, Assassins and Witch Elf Champions. The former is the most likely to make the most of the gifts, to make your Cauldron of Blood even harder to overcome in combat. For this, the Rune of Khaine is a must, and Manbane and Touch of Death can really help too. However, the points are better spent elsewhere. Secondly, you shouldn’t really be taking Assassins though if you do, Touch of Death is a must, since it helps the Assassin do his job much better. Again, Rune of Khaine and Manbane are very useful. Witch Elf champions should never really use any except Rune of Khaine and even then, you might question if it’d be better to have more models in the unit.
Enchanted Items
You’ll want to stay away from this section, most of the time. The items on offer are all fairly underwhelming, and the rulebook offers a better selection of Enchanted Items. The one exception would be the Guiding Eye. For a Sorceress (perhaps with Lifetaker), bunkered in a large unit of crossbows, this could come in very handy indeed. Magic Weapons
Once again, Magic Weapons don’t see that much use in a Dark Elf army though that can largely be attributed to the fact that Sorceresses are taken far more frequently over their close-combat orientated counterparts. Even if you do take a combat Hero/Lord, these Magic Weapons face competition from the simple rulebook ones that will simply up your strength, getting around the Elf Hero/Lords’ underwhelming strength of 4. That said, there are a few worth mentioning. Lifetaker will see the most use, especially as it can be taken by Sorceresses with the same effect as with Dreadlords. 30 points for a 30” S4 Weapon that fires 3 shots and ALWAYS hits on 2s is not bad at all. Deathpiercer and Caledor’s Bane are all worth considering if you are taking a Master/Dreadlord mounted on a Cold One. However, as with most Elf characters, you should prioritise loading out of defence first. Soulrender is the weapon of choice for PegLords and the Executioner’s Axe, though expensive, does have a niche when equipped by a Dreadlord in a unit of executioners with an ASF Banner BSB.
Magic Armour
Again, this section faces competition from the Armour in the rulebook, but there are a few nice pieces of kit in this section. The Armour of Eternal Servitude is particularly nice and, effectively, gives you a 4++ for 15pts cheaper than you can get it on Armour in the rulebook. You’ll rue the day you come against a character with flaming attacks though! Finally, the Shield of Ghrond is a nice item, as it can make your character quite survivable indeed. Watch out for tooled-up CC Characters though, even with the -1 S Penalty, they may be still wounding your T3 Lord on a 2+!
Talismans
This section is absolutely, bloody brilliant, purely for the fact it contains, in my opinion, the single best item in the game: The Pendant of Khaeleth. What does it do? You get a Ward Save which, to pass, you must roll equal or under the strength of the attack (with 6s always failing). It is, effectively, a reverse ward save. Get hit by a S3 attack, you get a 4+ Ward Save. Think that’s cool, well, if you get hit by a S5 attack, you’re getting a 2+ Ward. The same goes for any S10 hits such as say, cannonballs and miscasts. It is, simply, fantastic. It’s 10 points cheaper than a 4+ Ward, and will almost always be better or equal to it. This item should be somewhere in every list. It’s awesome. Other Talismans? What other Talismans?
Arcane Items
This section is absolutely, bloody brilliant, purely for the fact it contains, in my opinion, the second best item in the game: The Sacrificial Dagger. Yes, I did just copy and paste that sentence from the above section. So why is the SacDagger, as it is known, so good? Simply put, you can increase the casting value of any spell, at any time, by D6, all for the cost of one measly Dark Elf life. That’s another thing that’s great about the item, it’s so Dark-Elfy. The best thing about it though is that you can see the casting roll before you choose to sacrifice, so you can play it more cautiously and just sacrifice models if necessary. Or you can go all out and try to cast a 12+ spell on “one” die. It’s very good. Put this on your Level 4. This time around, there are other items worth mentioning. The Tome of Furion is a very good item, especially for a normal Sorceress, giving her an extra spell. It’s a steal for 15 points. The Darkstar Cloak and the Black Staff also have their places in Dark Elf lists, both boasting ways to get EVEN MORE POWER DICE. You usually have plenty though, so perhaps save these for Storm of Magic games.
Magic Standards
Most of the utility of these standards has been explained in some of the above sections, where the standards work particularly well with a unit, or even form a tactic altogether. The Banner of Murder deserves a special mention though, since you can stick it on any unit and it will work. It’s also funny that everyone else pays 45 points for an Armour Piercing Banner, whilst we only pay 25. The Standard of Slaughter is another good item that I haven’t mentioned previously, though be wary of spending too much on snazzy standards, when more models or other items will benefit you more. A note on BSBs: Most BSBs should not take a Banner at all, since they should focus on protecting themselves, or, if you’re running a Cauldron, focus on being a blood-crazed lunatic. Some BSBs have their own tactics, as I’ve explained before, which can be an exception to this rule. Other than these exceptions though, I’d avoid taking an expensive banner, as tempting as stuff like the Banner of Nagarythe may be…
Closing Words
Thank you all for reading (part of) this guide and I hope you’ve found it informative and useful. Perhaps it’s convinced you to start a Dark Elf army of your own, or perhaps it has given you a direction for a list, or simply just allowed you to patch up some holes. Either way, I’m glad. There are, after all, many slaves to capture*, and many towns to raid*, so more Druchii is always a welcome notion. If you have any feedback on this guide, particularly concering grammatical errors (I really cannot be bothered to scan through all this right now), I’d be more than welcome to hear from you. Similarly, if you have any more questions, or want a list reviewing, shoot me a PM, I’m always happy to help!
*Note that these slaves and towns I refer to are in a purely fictional context. I do not endorse the raiding of real-life settlements and, in no way, do I think the Slave Trade is a good thing. So, just don’t go raiding some villages on the south coast of Wales or anything like that, ok?
Dwarves (DW)
Spoiler:
Overall Army Style: Elite Army. High WS, High BS, High Toughness and Armor. Low Initiative and Movement rate. Wide Array of Ranged Weaponry and War machine. Lacks Magic but have strong Anti Magic Runes and Buffing Runes. Battalion Purchase 1x Dwarf Cannon/ Dwarf Organ Gun, 32 Dwarf Warriors, 16 Thunderers/Quarrellers $105 of $130, 19% off Bundled Discounts. Brought to you by: Crazy_Carnifex
Close Combat: Somewhat Above Average. Dwarves Generally have good Weapon Skill, saves and toughness, however, their basic infantry suffers from a low-ish strength, while their Elite infantry has few attacks when compared to other armies. All dwarves also have low initiative, and point costs that are just high enough to prevent them from putting huge numbers on the board. They are an old book, and it shows. Magic: Dwarves cannot cast magic. They are, however, very good at countering it. A Dwarf Army can get up to a +5 dispel, and can easily swing the pool of dice by a half-dozen for a fairly moderate investment, as well as, most importantly, spam dispel scrolls. Shooting: It can be embarrassing to play a dwarf gunline. They are that good. Cannons that don't blow up, super accurate stonethrowers, auto-hitting Organ guns. Ranks of Riffles and Crossbows which can actually fight hand-to-hand makes dwarves scary good at shooting. Monsters: None Cavalry: None Speed: Slow. Lowest movement in the game, with a penalty to fleeing and pursuing. Throw in the lack of the traditional fast units (monsters and cavalry), and you've got an army that move like molasses. However, they have a couple items which allow them to control their enemies movement to an extent, or speed up their own.
Fluff: Dwarves hold grudges to the point of suicide. They also have beards, drink beers, and are short.
Lords & Heroes:
High King Thorgrim Grudgebearer Dwarf King Alrik and Shieldbearers Thorek Ironbrow Dwarf Daemon Slayer Dwarf Dragon Slayer Dwarf Lord Dwarf Runelord Dwarf Thane Dwarf Master Engineer
Overall Army Style: Elite Highly skilled and trained warriors boosted the mightiest of magics. The real glass canon of Fantasy battles. Battalion Purchase [20] High Elf Spearmen [20] High Elf Archers [1] High Elf Chariot, [1] High Elf Bolt Thrower. $115 of $142.25 Bundle Saving of 19% Off. Brought to you by: Jubear
Introduction: -High Elves are possible one of the cheapest and easiest armies to collect in WHFB the High point cost of even core rank and file means that they are comparitely low model count compared to most armies in WHFB also the IoB features HEs another factor that keeps cost down.
Flavor: -High Elves are girly little dress wearing pansys that live on an island -High Elves wear loose fitting robes that they claim are very comfortable and not a dress at all, the also magically clean there hair and never have dirt under there nails.
Tactical Opportunities -High Elves are a melee combat army with a strong magical presence. The HE elite foot infantry are some of the most deadly infantry in the game and HE magic is versitle and deadly with full access to all the standard lores as well as the less popular High magic lore. The army book also contains many magic items that can boost your magic phase through the generation of spell dice etc. They are also blessed with what I consider to be one the best bargains in WHFB the Great eagle providing the army with a cheap source of warmachine hunters and redirectoers. -High elves are fairly limited in the builds they can use. Most competitive list feature mniuam amount of points spent of core while the special allowance is genrally maxed out with units of elite infantry and supoorted by Great eagles and a Archmage. Altho the HEs do possess some long range capabilty they are not capable of winning a "shooting" war as the lack blackpowder weapons or missile troops with multiple shots. This tends to make the HEs ranged options all but useless as they lack firepower or the ability to absord damage.
Lords and Heroes -Prince, Over priced option not worth fielding in anything other then a large games. DO NOT put a prince on a dragon you are asking to have 500-600 points removed first turn by magic and warmachines. -Archmage, A great choice for a leader for your army altho weak and vunrable in combat like most magic users its a simple fact that magic in 8th is devastating and a level 4 provides you with protection from magic and the ability to auto delete units and buff your own. -Noble, Fairly useless unless carrying a BSB keep him cheap and cheerful and remember most HE elites can carry magic banners (and unit of core) meaning that giving a BSB a magic banner is usually a poor idea as he can be picked out and killed but a normal standard bearer can not. -Mage, Great back up caster/dispell scroll caddys. However make sure to pick a lore with a good signature spell as the 1 or 2 rolls you are going to make to choose spells will proberly not give you what you want a great example of a perfect low level lore is fire. -Dragon mage, Horrible choice the last thing you want is a big expensive close combat unit like a dragon carrying a unit that needs to stay at range and out of combat to survie/cast.
It hear I would like to remind players that most magical swords etc are a waste on HE lords and princess a great weapon will give you +2 strength for 8 points...that is significantly cheaper and more usefull then most magical weapons.
Core -Spearmen, Our cheapest core is still pricey at 9 points a model but in massed units (I run between 40-60) Is more then capable of fighting most enemy units try to avoid letting all those attacks go to waste on high toughness or high armor units.
-Archers, Horribly over priced unit extremely ineffective only real use is for a bunkers for casters.
-Lothern Sea Guard, Stupidly over priced unit 13 points is simply to much to spend on rank and file remember a HE elite is only 2 points more. However if you are dead set on trying to get some bowfire in your army these guys are my prefered way to do so.
Special -Swordmasters, These guys in decent numbers can go toe to toe with almost anything in the game and come out on top however they only have T3 and +5 save so your oppoenent WILL try to his best to remove them as soon as possible. -White Lions, My personal favourite of the HEs elites the extra armour save they get against shooting attacks combined with stubborn and Strengh 4 and great weapons means you have reliable hard hitting unit that you can use to reliably counter almost any other unit in the game. Phoniex Guard, Provides some much needed durablity to the HEs they make great bunkers for archmages in smaller units or in larger units gives you another hard hitting block of troops. With no real weakness other then magic. -Reavers, Not worth taking great eagles do everything they do but better. -Silver Helms, THE worst unit in the the army book hands down over priced under achievers. All heavy cavalry is useless in 8th and these guys set the bar for useless. -Dragon Princes, Far better value then silver helms however this is still 8th edition and heavy cavalry is simply useless. -Chariots, Both flavours of chariots are not great choices with even the pricey lion chariot not capable of putting out enough damage to compensate for its fragility. -Shadow warrior, Skirmishes are a great unit to have as long as they have poison shots or multiple shots. Shadow warriors do not have any of these things and thus do not make the cut.
Rare -Great Eagles, High elves only source of cheap redirectors or warmachine hunters and the good thing is you can field 4 of them at games below 3000pts. One of the star of the army book. -Repeater Bolt Throwers, Extremely over priced warmachine for what it brings to the game. A level 1 fire mage is a far better source of ranged firepower and allows you to keep your eagle count high.
Unique Characters -Teclis, Simply the most broken special character in the game no exceptions when backed by a banner of sorcery he is capable of destroying enitre armies solo and the rest of your army will have nothing else to do but cheer him on. -Korhil, Not a bad choice for some extra punch in a unit of core troops also brings the benefits of stubborn and killing blow much better value then a combat lord or prince. -No experience with the other named characters as they all look too overpriced to be worth fielding.
Conclusion -High Elves are a combat army not a shooting army. -Cheap to collect -Great Magic -Teclis is a god
Overall Army Style: Highest Initiative with Always Strikes first. High Weapon,Ballistic Skill, and Movement. Low Toughness, Low Strength, Average Armor, Powerful Magic Battalion Purchase 20 High Elf Spearmen, 20 High Elf Archers, 1 High Elf Chariot, 1 High Elf Bolt Thrower. $115 of $142.25 Bundle Saving of 19% off. **Special Note: 8th Edition Starter Set "Island Of Blood" Contains: High Elf Prince on Griffon, Mage, 10 Lothern Sea Guard, 10 Sword Masters of Hoeth 5 Ellyrian Reavers ( as well as a set of Skavens )
Lords & Heroes:
Lord & Lord Mage on Dragon Prince Imrik Eltharion & Stormwing Teclis Tyrion Prince Althran Alith Anar, the Shadow King Caradryan Korhil High Elf Mage
Core:
Archers Spearmen Sea Guard
Special:
Dragon Princes of Caledor Phoenix Guard White Lions of Chrace Chariot Silver Helms Sword Masters of Hoeth Shadow Warriors Ellyrian Reaver
Rare:
Repeater Bolt Thrower Great Eagle
Lizardmen (LM)
Spoiler:
Overall Army Style: Greatest Casters, Tough Anvil Units of Saurus, Skinks that rains down Poisoned shots, Exotic Dinosaur units! Battalion Purchase [20] Saurus Warriors, [12] Skinks, [10] Temple Guard and [8] Saurus Cavalry $110 of $137.50 20% Off With Bundled Saving.
Lizardmen
Close Combat: Pretty good. Your basic Saurus Warrior Has good Strength, Toughness, and Saves, and lots of attack, which are countered by the lowest Initiative in the game, and merely average Weapons Skill. Skinks are weaker, with lower Strength and horrible Toughness, but they cost half as much and have better initiative. Ranked skinks can take Kroxigor, which are fairly standard Monstrous Infantry armed with great weapons. Magic: good, if a bit limited in terms of options. Hero-level mages can only take one lore, but at the lord level we get the Slann Mage-priest, who is simply the most powerful non-character wizard in the game. Shooting: Good, but not game-winning. Short-ranged, with lots of poison, and some highly mobile templates. Monsters: Kinda Average. Suffer from being a 7th ed book, meaning an entire stegadon crew can be wiped out by one cannonball. Stegadons are meaty and cause impact hits, Carnosaurs eat other monsters. Kroxiger are fairly average, kinda expensive monstrous infantry. Cavalry: Kind of overpriced for what they do, like a lot of cavalry. Cold one cav also suffers from stupidity, making it a little unreliable as a flanker. Speed: Saurus are average, Skinks are fast. Lots of Skirmishers and aquatic units. Misc: Best Leadership in the game. Saurus Have Above-Average Ld, Skinks have below average. All Ld tests are taken in the same manner of Farseer Runes of Witnessing (Roll 3 dice, take lowest 2).
Fluff: The most loyal servants of the creators of the Warhammer World, when the Old Ones vanished, The Lizardmen were left to carry out their plans as best they could. Lacking the wisdom of their masters, the lizardmen struggle to carry out the plan. Are Lawful Neutral, as they are the staunchest opponents of the evil factions, but are willing to screw over the other good factions if they feel the plan demands it. Playstyle: due to the sharp differences in the abilities of Lizardmen units, Lizardmen prefer a combined arms approach to a battle. Skirmishers, using their higher speed values, advance ahead of the enemy, and weaken and disrupt their forces before they reach the rest of the army. Saurus, advancing behind, form a durable Phalanx and wear their enemy down via a war of Attrition. Mages, whether simple skink shamans or mighty Slann, buff the Saurus blocks, turning them from medium-elite to near unstoppable juggernauts. Finally, a brutal Hammer in the form of monsters and cavalry smashes the now severally weakened enemy.
Brought to you by: HoverBoy
Lizardmen
Introduction: The lizardmen army has many advantages, tough basic troops with fast support units and hard hitting monsters. This is an army for those who like reliability and enjoy the coldblooded destruction of their foes.
Flavor: The lizardmen race actually consist of several races who where all created by the enigmatic old ones, they where the first to be created and each had it's own purpose. Slaan where created first and acted as direct liasons for the old one's earthly affairs, the saurus where created purely for war with the goal of cleansing the world of unwanted races, skinks where made to be artisans who would run the newly established empire while the kroxigor where destined to be the builders upon who's backs the great cities would rise.
The lizardmen are capable to function in all three phases of the game, with the devastating magic of the Slaan, posionous volleys of the skinks, and ferocity of the saurus, the force can also be augmented by the addition of fierce jungle beasts. Their models will appeal to any lizard lover with abundance of scales horns and teeth, as well as ferocious looking weapons and ornate armor based on mesoamerican gliphs.
Tactical Opportunities The lizardmen are as said above good at most things, with an obvious lack of long range shooting. The army is one of the most versatile and can be based on speed, streinght, magic or a ballanced approach.
Lords and Heroes It's unknown what GW where thinking when writing the book but most named characters are overpriced by about 50-200 points, using them in any but the most themed list is ill advised.
Slaan Mage-priest: Considered by many the premiere leader for the army the slaan wields devastating magic and has access to the best magic deffence in the game. There is a sentimet among players (mostly of other races) that overupgrading a slaan is cheesy. Notable is his unique ability (for an unnamed character) to be both the BSB and general.
Saurus Oldblood: The baddest saurus available this guy is a consumate fighter able to stand toe to toe with the nastiest of enemy characters and still stand a chance (altho slight in some cases). This is also where we get our first monster option with the bloodthirsty carnosaur, a beast that is scary to any monster foolish enough to face it.
Saurus Scar-Veteran: Less expirienced than the oldblood, this hero is a great warrior and has great potential for unit bolstering. He's also a BSB option.
Skink Priest: Limited in their lore choice these are seen as unworthy by many, but a skink priest can be usefull for carriyng additional arcane items and the lore of heavens is quitte good when you get used to it, also spamming the signature spell is quite possibly the nastiest debuff i have used. Here too we can have a monster and it comes with one of the oddest pieces of equipment in the game, the engine of the gods is great for its undispellable protective and offencive capabilities, altho considered by many to not be worth the points.
Skink Chief: This elite skink is quite cheap and can prove usefull as the leader of a small harrasment unit or be used to bolster a bigger more static unit. He could also ride either kind of stegadon, for even more monster fun, of note however is his ability to ride a terradon and the ability to actually join and lead a unit of them. Also a BSB option.
Core Saurus warriors: The basic heavy infantry of the army, they are hard hitting and durable with a great statline for their cost. There is a long running debate weither using spears with them is worth it or not.
Skinks: Also known as ranked or cohort skinks, this unit makes up what it lacks in durability with numbers and what it lacks in hitting power with kroxigor. Some use small units of these for screening instead of skirmishers.
Skink skirmishers: Mobile harasment unit that is quite cheap, usually used for screening and flanking their speed will quickly let them get to using their rather short range.
Jungle swarm: This unit altho characterfull suffers from the horrid swarm rules as seen in the BRB.
Special Chameleon Skinks: These guys are godsend (old one send?), they sneak up and take out any high T low armour targets the enemy is foolish enough not to guard. And if he guards them he's diverting forces from the main battle, either way a win, win.
Terradon Riders: The faster less shooty cousins of the chameleon skink, these guys are great for tying up enemy war machines or small missile units, or scaring the bleep out of lone wizards.
Temple Guard: The dediacted entorauge for a slaan, this unit is considered too expencive to use without one, as they gain stubborn if he's present. A heavier, more damaging version of the saurus warrior they too are durable but a bit more hard-hitting.
Cold One Cavalry: Lizards riding lizards, what's not to like. Quite expencive they seem like your typical heavy cavalry, best used to flank the enemy in support of your more numerous units.
Kroxigor: For those who preffer raw damage without the skink meatshield the big bad lizards are available on their own. They have the same function as the cavalry but sacrifice some speed for more damage potential and weaker armour.
Stegadon: Big bad and full of wrath. This living battering ram is simmilar to a chariot except he hits harder and costs more points. Devastating on the charge a stegadon can keep on the damage simply by being a monster. The big bow is a bit of a letdown unless you get lucky at which point it's hillarious (well not for the enemy).
Rare Ancient Stegadon: Older harder hitting, this version of the big beast also comes with a ranged weapon that makes you feel dirty the first time you use it on an unsuspecting enemy.
Sallamander: Also known as a walking mass frier, this thing is the latest word in crowd control. The ability to march 12" and the spew out a long range flame template is just down dirty. Use in packs for added effect.
Razordon: These are often overlooked for being less effective than a sallamander (can't march and shoot). But i know some people would be afraid to charge their more important units into one. Also the high S shooting is nice either way.
Items Blade of Realities: Possibly devastating but the new BSB rules make it harder to succseed with. Blade of Revered Tzunki: A stronger version of the obsidian blade, quite nice if you can spare the points. Scimitar of the Sun Resplendent: A more expencive version of a BRB item, pass. Stegadon War Spear: A bit expencive but the potential, rarely used tho as skink chiefs are rare themselves. Staff of the Lost Sun: Now that's fun to mount on a terradon. Pirhana Blade: This is fun to use on anything with multiple wounds. Dagger of Sotek: not sure how many skinks will actually see combat for long enough to really use this. Sword of the Hornet: A clone of a BRB item, most lizardmen characters lack the initiative to make full use of ASF. Burning Blade of Chotec: A personal favorite. Really messes up any regenerator.
Hide of the Cold Ones: Pretty nice but with most our characters having good armour to begin with, ward granting options seem more usefull. Sacred Stegadon Helm: In comparison to newer helms and LD boosters this seems very overpriced. Shield of the Mirrored Pool: Magic missiles are the best way to clear up your skirmishing units – just sayin. Maiming Shield: Extra attacks are nice, certainly get it if you have the point's.
The Horn of Krygor: Excuse me how many points!? No hanks. Horned One: With the FAQ fix this has been the focal point of a few argument's, also not really worth it over a regular cold one as such a character would be with a unit and subject to stupidity anyway. Divine Plaque of Protection: A big FU to all who wanna shoot you'r solo slaan. War Drum of Xahutec: This is an odd one for it seems great for supporting your flanking units, but when you think about it it has to be with the fleeing flankers but not joined to them. Blood Statuette of Spite: Human and elven characters really hate this one, can work well with toughness debuffs. Charm of the Jaguar Warrior: A flying item, nice to have but uses power dice. Cloak of Feathers: Cheap boost of speed that dosen't use PD. Yes please. Great for hopping priests around to annoy the enemy. Carnosaur Pendant: This isn't rage, its' RAAAAGE. Great if you're trying to mass up attacks. Curse Charm of Tepok: Nice and sneaky, a bit expencive for one use though. Bane Head: Come at me bro, i dare ya. Works extra mean with the pirhana blade. Dragonfly of Quicksilver: Neat to have if you need to fill up points. Venom of the Firefly Frog: It's a steal, and it can give magical attacks that aren't attached to a weapon (it matters sometimes trust me).
Cupped Hands of The Old Ones: Reeeal expencive for one use, but miscasts are mean, and tossing your's on the enemy is even meaner. Cube of Darkness: it should be called cube of my enemy rolled 10+ PD. Seriously awesome. Rod of the Storm: One use thunderbolt for 25 pts. Lame. Diadem of Power: Dice battery, it's ok if you have any PD left. Best used in slaan free lists. Itxi Grubs: A nice backup if you fear failing to cast a spell. Bit expencive for one use though. Plaque of Tepok: It's neat and can make for a nice upgrade, good price too.
Aura of Quetzl: Neat, but the BRB gives the same attached to an armour, for cheaper. Glyph Necklase: Another BRB item clone, a good one to pair up on too. Amulet of Itzl: Twice the points but three times the effectivnes of a BRB item. It's ok if you plan to run around solo.
Totem of Prophercy: The BRB gives terror for the same price, and i say pass on both. Plaque of Dominion: Stupidity is no issue with a BSB nearby, also short range. Pass. Huanchis's Blessed Totem: A great way to ensure your Deathstar hits home. Jaguar Standart: Use this one on something scary, it will guarantee that finishing blow. Skavenpelt Banner: Excuse me so i'm supposed to have a skink BSB and not give him magic armor? No thanks.
Tactics Making full use of what you'r army has to offer, is easy with the lizardmen as the unit's use is so obvious at first glance. The tactics available are varied and numerous, but will allways revolve on having a main battle line supported by flankers/magic.
Conclusion So yea reliable troops, good models and an overall competitive army list make for a good enjoyable expirience.
Chameleon Skink Kroxigor Cold One Stegadon Terradon Temple Guard
Rare:
Ancient Stegadon Barbed Razordon Salamander
Ogre Kingdoms (OK)
Spoiler:
Overall Army Style: Fear Causing Multi Wounded Monstrous Infantries, Low Armor and Initiative. Tons of Monsters. Battalion Purchase 6 Ogres, 6 Ogre Ironguts, 4 Ogre Leadbelchers. $110 of $140 21% Off With Bundled Saving.
Ogre Kingdoms Brought to you by: 1D4
Unit Analysis
Lords & Heroes Named Characters
Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.
Gresus Goldtooth: Ehhhh, 545 points (over twice of a vanilla Tyrant, or well over 200 points more than a fully kitted out Tyrant) for same stats with 1 extra toughness and wound. He has a couple nifty ability, but they're both situational (up against Vampire Counts? Guess Everybody Has Their Price ain't so worth it after all.) The real kicker is that he's M4 (meaning he slows down whatever unit he joins) and his Initiative 1 means that he's likely to get kicked in the groin before he strikes, S10 or no S10. Bring a Tyrant instead. Skrag the Slaughterer: Not...terrible, but specific and limited. He costs 140 points more than a level 4 Slaughtermaster, has an extra hand weapon, frenzy and killing blow for those points, in addition to extra WS, S, and T. In order to really get mileage out of his abilities however, you need to take Gorgers, and why would you want to do that? Can be fun if you're taking a bunch of Gorgers (for some reason) but not really worth the points. Golgfag Maneater: Again, a tiny bit too expensive, but can be fun. Has slightly better stats than a Bruiser (BS, I and A) for quite a bit more. Easy Come, Easy Go can grab you some nice items but can also go really wrong. His 6+ armor without magic armor is, frankly, pathetic and Stubborn and Vanguard aren't the best choices for Maneaters if you want to grab some. Take him for fun, but leave him out of competitive lists. Bragg the Gutsman: No. Just no. Twice as much as a vanilla Bruiser for ONE higher Strength. Light Armor, T5 and I3 means he's pretty easy to kill before he gets to strike. Oh by the way, that Heroic Killing Blow ONLY works in a challenge, so forget using him to hunt monsters. Bring a bruiser, you'll get more mileage.
Generic Characters
Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.
Tyrant: A little overpriced, but can be good if kitted out right. He can be a hard to crack combat lord when given the right equipment, and his 5 S5 attacks can be just the boost you need to win combat. Unfortunately he's competing for Lord Points with Slaughtermaster, which has MUCH more bang for your buck, especially since you no longer need to take a Tyrant to take Slaughtermaster. Can be useful in larger points games, but a fully kitted out lord costs over 300 points, so be careful not to waste him by throwing him into fights he can't win (no matter what the fluff tells you, a Tyrant cannot deal with a Bloodthirster alone). Slaughtermaster: Oh big daddy YES. The Lore of the Great Maw is a fantastic lore, especially for a tightly packed line and the Lore Attribute means that these guys can sit there and heal themselves over and over, and keep casting higher and higher. A single one of these can be all you need to turn the game, especially in a 2K game. Also, always take the Hellheart, unless you KNOW you're facing Dwarves. Always. NOTE: As of right now, it's not listed in the book, but Slaughtermasters can take a Great Weapon for 10 points. In addition, it is technically allowed for you to take Magic Armor, due to the fact that they can take Ironfists. This is confirmed in the FAQ, but discouraged. Bruiser: The workaday combat hero of the Ogre Kingdoms army. Has a statline more in line with most Lord Choices and only costs 105 points Vanilla. Useful as a beatstick in big units, and a BSB certainly helps in a pinch. Cheap and effective, what more can you ask for? Hunter: 20 points more than a Bruiser, for 1 higher BS and some nifty choices, but can never join non-Sabertusk units. Can also take a Stonehorn as a mount, which, along with a Harpoon Launcher, is probably the best choice for him as it lets you deal with enemies on the move. Not the greatest choice, but can be fun and useful under the right circumstances. Butcher: Not quite as useful as a Slaughtermaster, but costs less than half the points, so there you are. Usually useful to make sure you get all the Spells in the Lore of the Great Maw, or alternatively can be used as a pretty brutal damage based caster with Lore of Death, or a specialty augmenter with Lore of Beasts. He can also take Lore of Heavens, but why would you want to do that? Can take the Hellheart if you want to save your Slaughtermaster's Arcane Item for something else. Firebelly: Useful under a variety of circumstances. The ubiquity of Regeneration means that a lad with Flaming Attacks is always welcome, and the Lore of Fire is pretty brutal under any circumstances. The fact that he has an S4 Breath Weapon (Breath Weapons, for context, can turn an entire combat on their own) means that he makes a good mainline unit supporter. Definitely worth a look.
Core Units
Ogres: The core of any Ogre Kingdoms army, and well worth the points spent on them. In smaller points games, take a unit of 5 and stick a hero/lord (usually a Butcher/Slaughtermaster) in them to make the most out of them, and to make sure you get extra ranks. In a bigger game, take a unit of 17 and throw a BSB/Slaughtermaster in there to take them in Horde Formation. A unit of 17 with Full Command and Ironfists costs 574 points and can run roughshod over the enemy's line all on it's own. Watch your opponent quiver when you tell him that your horde gets a total of 52 attacks, not including Stomp, Impact hits, and whatever your hero has. A great choice no matter what. Ironguts: 13 points more than an Ogre for 1 higher LD, 1 higher Armor (which the Ogres can achieve with Ironfists, and get a parry save in the deal too) and Great Weapons. Unfortunately since Heavy Cavalry fell out of favor in 8th Edition, they're primary job as Heavy Cavalry hunters is somewhat neutered. Still, units of 6 are great at charging small to midsized infantry units (especially if they're heavily armored) and make most large monsters piss themselves. Not as good as Ogres, but still a good choice. Gnoblars: The odd man out in an Ogre Kingdoms army, as you can take a full 10 man unit for less than the cost of a single Ogre. As it stands, they're a good enough mob/counter charge unit and if you can hit the enemy on the flank with them, they do a good job of disrupting. Also, for 25 points more (the cost of 10 Gnoblars) you can take Gnoblar Trappers as an Upgrade. This pretty much prevents ANY enemy unit from wanting to charge them, as it makes the enemy take a dangerous terrain test for each model in the unit. Definitely worthwhile and it makes them a nasty form of chump bait. Note that it only works on attacks from the front. A good way of filling some small gaps in your army, but not a fantastic or reliable choice.
Special Units
Leadbelchers: Same stats as an Ogre, same cost as an Irongut for a range 24, D6 shots per model, S4, armor piercing ranged weapon, with no penalties for Moving and Shooting or Multiple Shots. Ho. Ly. gak. These guys are several different forms of brutal and a unit of 6 can easily hold down a flank all on it's own. Alternatively, throw them into the center of the lines and have them soften up a unit and/or monster you need dead. No Ogre Kingdoms army is complete without a unit of these lads. Maneaters: There are several different makeups for this unit, but on a whole they're a rock solid and fairly inexpensive (down to 50 points from 80 last edition without a single drop in stats. Several common ideas for special rules are presented below, but most combos can work on one level or another. Just don't forget to give them heavy armor and remember if you're stuck, Stubborn is always a good choice. Classic: Immune to Psychology and Stubborn. Stubborn is always a good choice, but the weakness of Terror and Fear under the current edition makes ItP pretty much worthless. Runners: Swiftstride and Strider. Can be fun, especially with great weapons, allowing them to intercept a unit you need dead. Drop them on the flank and have them go diving through terrain to hit the enemy where it hurts. Snipers: Sniper and Poisoned Attacks, with Brace of Handguns. This one is especially nasty against VC/TK where killing their general can really hurt. Don't spend too much on this unit though, as they're only really useful at killing heroes. Trolling: Scouts and either Strider, Swiftstride or Stubborn. Not a great choice, but really lulzy (SCOUTING OGRES), especially against Dwarves and armies that thrive on units with lots of ranged weapons and war machines. Bland: Stubborn and either Strider or Swiftstide. The best overall and therefore blandest choice. Sabertusk Pack: A mixed bag, leaning good. They have 2 wounds, 3 attacks and M8 at 21 points a pop, making these guys among the nastiest war machine hunters in the game. On the other hand, their pathetic LD4 means that if they even have to take the tiniest LD test, they're running for the hills, and the only way to boost it is to send a Hunter with them. On the other hand they can be taken in units of 1, which is really funny when you see the lone Sabertusk ducking between 2 units and eating war machine crews. Use them, but carefully. Yhetees: What a disappointment. They cost 1 point more than an Irongut or Leadbelcher and make up for it by being much worse. No impact hits, no save, T4 and flammable means that these guys go down faster than almost any other unit in the OK army. They have slightly higher Initiative than most units, but it doesn't mean a lot. They used to have enemy units be -1 to hit them, but now they're -1 WS, which on a WS3 unit is not the same thing at all. They're only really useful against VC, when you know you're going to be facing a lot of Spirit Enemies, but other than that they're not particularly useful (and even a Firebelly could probably do that just as well and do other things too). Mournfang Cavalry: These are what Chaos Knights have nightmares about. With 3 S4 and 4 S5 attacks each, plus d3 S5 impact hits and an S5 stomp, PER MODEL, these guys can devastate entire units on their own. Give them Heavy Armor and Ironfists and watch everything your opponent has and more just bounce off them. Give them great weapons and see them DESTROY pretty much everything. Definitely worth an investment, just keep them away from Cannons. Gorgers: Not even remotely worth it. 90 points for a single model that doesn't even show up until turn 2 (at the earliest) and can't charge until everyone's had a turn to react to it being there. If it came with the rest of the army then maybe it could hold up a unit for a couple turns (unbreakable is nice) but as is? No, anything else would be a better points investment.
Rare Units
Scraplauncher: A solid choice, cheaper than any other rare choice in the OK book. Not QUITE as good as it was last edition, but cheaper. And there will always be room in the Ogre Kingdoms army for a mobile S3 stone thrower with killing blow. Ironblaster: It's a MOVING CANNON. But nothing. Moving. Cannon. It's not even that expensive for the book, and it usually gets a fairly large bounce (due to rolling 2 artillery die for the bounce and choosing the largest) sure some of the misfires hurt, but not as much as say, the Hellcannon and it does absurd damage whatever it looks at. It can even get into combat if pressed. Also? Moving cannon. Highly recommended. Giant: It's a Giant. What can we say? LD10 Stubborn monsters are always nice. It's also worth pointing out that ALL of it's 'Pick Up And...' results end in death for the picked up model. Just remember to put into combat with infantry as it doesn't do as well against monsters and such. Stonehorn: The first of the 2 big scary ****ers. This one hurts a lot on the charge, it's I2 and only one rider kinda hurts it after that. It's still a big scary ****er and send it into the right spot and it could definitely wreck someone's day. Very good as a mount for a Hunter. Thundertusk: This one doesn't get impact hits and only has 4 attacks, but it does get a second rider (for an extra 3 S4 attacks with Killing Blow with Chain Trap ), and has a S3(6) stone thrower attached. Oh and all enemies within 6 inches have Always Strikes Last. Hold back for the first round or so to soften up a unit you want dead and then send it in with the rest of your army and watch as it and everything around smash through the entire enemy line because they get to stomp their skulls in before they're even allowed to attack. One of the best units in the current list.
Forge World Models
Rhinox Riders: You're already dead if these things charge you. Upgraded Mournfangs where the Ogres now ride ****ing rhions, with an increased cost and a buff to all their stats. with an extra point to their WS, an extra attack from the Ogre, the riders are S5, impact hits are now D3+1, they get an armor save with a +3 bonus to their armor save an are now Ld8. Up to you whether or not you find these things be valuable killing machines or just excessively powerful overpriced models (ignoring that being from Forge World automatically makes them overpriced in real money), but still, anything these things charge, short of something with Incorporeal, is going to die.
Building Your Army Buying Your Army Army Composition
Ogres, Butchers/Slaughtermasters, Leadbelchers and Ironblasters are the must haves, build your army around them. Scraplauncher, Thundertusks, Stonehorns, Giants, Bruisers, Firebellies, Mournfang Cavalry and Ironguts aren't quite as all-around good, but all of them are really good choices. Gnoblars, Hunters, Sabertusks and Tyrants are if you have the points and are feeling saucy. Yhetees and Gorgers are if you don't mind spending lots of points on things that won't matter much (unless you're playing VC and they take those Ethereal Cavalry). [edit] Magic Items
Ogres have 2 forms of magic items, the actual magic items themselves and big names.
Big Names:
Mawseeker: Useful under specific circumstances, but kind of limited. Armor of Silvered Steel protects him better at 5 points more. But can be worthwhile if you want a heavily protected Tyrant. Wallcrusher: Too limited to be really useful. If it was 10 points cheaper, maybe. As is, skip it. Kineater: Range is too limited to be of more than superficial usefulness. If it had bigger range it could be useful against a gunline. As it is, it means the Tyrant's unit and maybe one other if you're lucky. Not worth the points. Mountaineater: The list of things that can wound a Tyrant on a 2+ are very limited and if you think he's going to find himself facing one of those alone, you're better off finding him a ward save. Giantbreaker: The Sword of Might does the exact same thing for 5 points less and no downside, but if you want to go with +1 Strength and a magic weapon, this is the way to go. For lulz, combine it with the sword of might for an expensive Great Weapon that doesn't strike last. Deathcheater: Would be more useful if you could force him to reroll after he'd already rolled to wound. As with Mountaineater, you'd be better off finding a ward save. Longstrider: Good for a Hunter who wants to run with his Sabertusks, otherwise not really worth it. Beastkiller: Not really worth your time, as not every army has a large target that they run regularly. Maybe if your opponent keeps running a Star Dragon and he's pissing you off, but then you should just dump the Hunter for another Ironblaster. Bralwerguts: 15 points to get to reroll the hero's impact hits to wound. Not his mounts, or else this might be funny on a Hunter on Stonehorn. No thanks.
Magic Items:
Thundermace: Way too expensive and limited to be anything resembling worthwhile. Same item had better bleep for 30 points less in last edition. This one? feth it. Siegebreaker: 85 points for a great weapon that strikes against Initiative. Funny against Dwarves and Lizardmen, useless against Skaven and Elves, neutral elsewhere. Not worth it. Gnoblar TrollThiefstone: Really, really, really funny under the right circumstances. There theoretically better items, but this one is good enough for it's points and can be really worth it for that time the enemy loses his Ruby Ring of Ruin. Greedy Fist: It's ward save ability will activate so infrequently that it's nearly pointless. And while the secondary ability is fun, 90 percent of Wizards who are getting punched by an Ogre hero/lord are going to die so quickly that it doesn't matter that they're losing Wizard levels. Gut Maw: If it was 10-15 points cheaper or worked outside a challenge, it'd be worth it. As is, pass. Grut's Sickle: Wound your unit permanently and irreversibly for +2 to your casting. Oh and there's a chance it'll cost you your Butcher. For 50 points. .. Hellheart: feth. YES. Do not leave home without it. This is the best goddamn item in the entire Ogre Kingdoms list and one of the best ways to defend against enemy wizards. Sure you could occasionally roll that 1, but the rest of the time...holy . Rock Eye: Kind of limited in usefulness, especially in casual play where everyone discloses their magic items. But it is 5 points, and finding out an Assassin is in that unit you're about to go crush is worth it. Not bad. Rune Maw: Just shy of being worth it. Maybe if you could auto-force it onto Gnoblars or something, or if it worked against regular shooting. Pass. Dragonhide Banner: This one can be really fun. A breath weapon attack can turn combat all on it's own, and the forced ASL and rerolling 1's is just the icing on the cake. Should be taken on a High Initiative (for the army) guy to maximize it's effectiveness, such as a Bruiser.
Magic
Ogre magic consists primarily of Butchers and Slaughtermasters. They have access to the Lore of the Great Maw, Death, Beasts and Heavens, but one of them must take Great Maw. I've found it's best to take a Slaughtermaster with Great Maw, as he can make the most of it. As with all 8th edition lores, do not forget your lore attribute, as a few casts of low level spells can really help you get the bigger one off later in the phase. Also remember the lore attribute for Great Maw is not optional, even if you have no dice left and full wounds, you still need to roll to see if you take the hit. Other than Great Maw, Beasts is occasionally worthwhile for some more varied augmentation spells and Death can provide some solid magic missiles and hero/lord killing spells. Heavens is, unfortunately too prone to dud spells to take it if you have other options. Sorry Skinks. Another option is the Firebelly, who has access to Lore of Fire (duh). Lore of Fire is a powerful offensive spell and the Firebelly himself is a useful hero, with some solid combat abilities. If you already have a Slaughtermaster and just want a straight blast-em caster, Firebelly is the way to go, especially if you have some pesky Ethereal models to deal with.
Lords & Heroes:
Greasus Goldtooth Skrag The Slaughterer Golgfag Maneater Bragg the Gutsman Tyrant Firebelly Slaughtermaster / Butcher Hunter
Overall Army Style: Most choices and varieties army of of Warhammer. Wacky Comedic play style with devastating effects (when lucky or if played right ) Brutal fighty Orcs, Squabbling Goblins / Night Goblins, with tons of different Bosses to rule them all. Tons of warmachines as well. Battalion Purchase [20] Goblins [15] Orc Boyz [10] Forest Goblin Spider Riders [5] Orc Boar Boyz $115 of $142.50 20% Off With Bundled Saving.
Orcs and Gobbos Brought To You By: Minsc and ID4 Black Orc Bosses have Immune to Psychology and Quell Animosity, while Savage Orc Bosses also get Warpaint (6+ Ward Save).
Night Goblin Shamans must roll a "free" D6 with each spell (that isn't a power die), but have it added to their casting total provided the base total is 3+ and the Mushroom Die is not a 1. This ability means that a single Night Goblin Shaman, if they do not fail their Mushroom / Power Die rolls, will always cast on a minimum of 5 + Power Level (so a Level 2, on a single PD, will be anywhere between 7 and 14, as opposed to 3-8).
For Orc Boyz, mention that non-Big 'uns should generally look into a Boss upgrade due to them having three stats improved including WS (to-hit odds) and S (to-wound odds).
Orc Arrers are generally a worthwhile choice even excluding their points: Orc Arrers are WS3, S4 on the first round, and Toughness 4 with Light Armor. In other words, for the first round of each combat they get in, they essentially fight with Halberds for free, and have T4 going for them instead of the normally squishy T3.
Savage Orc Big 'Uns should be noted as being unable to purchase a magical standard like regular Big 'Uns. This means regular Big 'Uns can do better with certain equipment options (for example, taking the Banner of Flames and Add. Choppas or HW&S w/ Razor Banner), but in return sacrifice the pure "vanilla" killiness of AHW Savage Orc Big 'Uns.
Nasty Skulkers are, generally, a better choice than a Boss in Common Goblin units. Both have the same point cost, but a Boss replaces a model (versus being a new one), has less attacks (2 vs 3), and lacks all of the special rules... while costing the same price as a Skulker. If you can only put one character in a Common Gobbo unit, it's generally better to take the Skulker. Also, Common Goblins can get a 5+ / 6+ save if they buy shields, making them reasonable tarpits.
Wolf Riders are an odd case in that, for their cheap price, they can serve as a ranked up cavalry unit. While only boasting a 4+ Save, WS2, and T3, they can afford two ranks for relatively cheap AND fit in some cheapo characters (leading to a final result of, say, 10 S4, 6 S3, and 6 S5 or 6 S6 attacks on the charge). It can be an expensive choice, but - also - unexpected.
Night Goblins, it should be pointed out, must be very careful with Fanatic Deployment / Release. Generally, a General should be very careful when and where they release their fanatics, as such an act can make or break a battle plan.
Forest Goblin Spider Riders are a mixed bag, generally only so-so on their own due to their lack of armor and greater cost over Wolf Riders. However, take note that they're one of the few models that has I4 in the army that isn't a Lord or Night Goblin, meaning they can do a world of hurt before some armies' soldiers' strike.
Boar Boyz are iffy choices in general, due to their inability to decide what they want to do. They're not durable enough to count as Heavy Cavalry (only a 3+ save when bearing all armor), they don't have a reliable offensive capability (unless Big 'Uns, and even then their lack of re-rolls and single attack per is crippling), etcetera. Work well as a mounted character bunker, but for their price little else.
Savage Orc Boar Boyz are generally the same... except when using Additional Choppas as Big 'Uns. Dangerous Terrain's TERRIBLE then for such models, but between having either a 6+ or 5+ ward base, 5 S5 attacks per frontage, and so-on, they can at least do some hurt offensively. The next best option tends to be "vanilla" with spears, having only one less attack per frontage and - barring the loss in WS - generally the same advantages for a number of points less.
The Wolf Chariot, overall, hits just as hard as the Orc variety. It sacrifices 2 (/ 3) S5 Crew Attacks on the charge for 3 (/ 4) S4 Crew Attacks, same as 2 S5 Boar attacks for 2 S3 Wolf ones, but the impact hits are the exact same strength, odds for hit amount, etc. Wolf Chariots it could be said are more support (due to one less wound and one less armour), while the Orc one is slightly more stand-alone.
Spear Chukkas are, IMO, a much better buy than a Rock Lobba. Less than half the points per, better for handling Monstrous Infantry (due to the potential of multi-wounding multiple models), better anti-armour capabilities, etc. The main area a RL shines ahead is against lack-of-armor-save low-toughness enemy infantry, and OnG generally have plenty of other counters to such units.
Squig Herds work well either in big bricks as dedicated offensive units, or as semi-small units of flank runners. 9 Squigs + 6 Herders will run about 90 points, can do roughly 10-14 S5 attacks in combat at I3 (hoping you have at least the front rank and some 2nd rank squigs left), and being 90pts are an acceptable counter to most things that would typically be sent down flanks (Wolves? Sure, have at it... enjoy the 7-8 wounds done by the Squigs in the effort, likely wiping them out and saving whatever was on that flank. Light Cavalry? WS4 S5 can mulch them good if they don't be careful. Soak shots to protect the main line's flanks? That unit was only 90pts, and will never flee!).
Snotlings need to be mentioned as Unstable, which damages their tarpit capabilities heavily (Hint: Clanrat Slaves are marginally more lethal at the same basage as Snotlings, and cost less to boot!). Generally only there for when there's points you MUST have filled.
Trolls tend not to really shine until there's at least six of them, often one will need about eight or ten. Alternatively, a solitary troll can do well for blocking / redirecting charges, provided it (like the big bricks), remains in general range.
Bad Moon Banner, similar to some other units above, is not worth it IMO. Stubborn? You can buy a Crown of Command (for less!) on the BSB for the same price, OR another 16 Goblins (easily giving another 2-3 ranks for Steadfast Purposes). The Soft Cover is similarly negated, generally, by buying more Night Goblins, and the Dangerous Terrains are of the crummy "Chargers in base-to-base contact" variety, not the amazing Gnoblar Trapper "Anyone in the charging unit" sort (meaning you pay 50pts for a Crown of Command, lack of armor on a Night Goblin Big Boss, and maybe 1-2 wounds / game via Dangerous Terrain).
Part 2:
Spoiler:
Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.
Gorbad Ironclaw: The named Boar-Boss for the army, Gorbad has some seriously awesome gear and rules. He carries a ****-huge choppa that Always Strikes First, inflicts d3 multiple wounds, and ignores armor, and his stat-line insures that he won't be going away anytime soon. The real reason you'll be taking Ironclaw is for his strategic bonuses: he can help any unit within 18" with their animosity rolls should they fail and grants Hold Your Ground! and Inspiring Presence to all units in that range as well. He also counts as both your general AND battle standard bearer, which is awesome. On top of all this, your normal limit on the big 'uns upgrade is now available to as many orc boy and boar boy units as you can field with it. His only disadvantage is his high point cost (coming in at almost 400 points!) and complete lack of ward save, and therefore this fellow is better reserved for larger games. Azhag the Slaughterer: At well over 500 points, this is the ultimate point sink for your army. This one model and his wyvern will consume your entire Lord slot in even very large games, and probably will never be a realistic unit to field. That said, he is possibly the biggest bad-ass in the army. He basically makes your units within his range immune to Animosity, has a pair of magic weapons that get re-rolls in cc, 5+/5++, and a crown that makes him a level 3 lore of death wizard (and unfortunately gives him stupidity, but the advantages seem to outweigh this little issue). Additionally, he of course rides his mighty wyvern, Skullmuncha, who shares a similarly insane statline with Azhag, has poisoned attacks, and gets a 4+ scaly skin save. Unfortunate you'll probably never actually get to use this sexy green beast. Also, his model is obscenely expensive even by GW's standards. Wurrzag, Da Great Green Prophet: Another 350 point lord, Wurrzag is the ultimate choice for anyone centering their O&G army around Shamans. This mean, green, son of a ***** puts out an absolutely **** amount of magical power since he has a magic item that allows him to store any unused power dice for a turn, a bound spell in his mask, a 5++, and a staff that gives him magic resistance 3 and re-rolls on miscasts. Additionally, he has a unique spell that can reduce enemy casters within 12" to squigs. Perhaps the only issue with Wurrzag is his mediocre statline and the fact that he is frenzied, which means he's probably going to go get himself killed, but then again there are few things as entertaining as getting a good roll and watching as someone's Archeron is turned into a squig, leaving the opposing fa/tg/uy in a state of unfathomable butthurt and rage, so if you ask me, very worth it if you have the blessings of admiral awesome and lady luck. Grom the Paunch of Misty Mountain: The first Lord choice to be mentioned under 300 points (barely), Grom is the ultimate gobbo boss and the named character for Goblin war chariots. This ****er completely changes the way Goblins play, ignoring the normal Fear Elves rule, granting this onto EVERY other goblin unit in the army. He also has a 5+/5++ and has a magic weapon that gives him +2 to strength and killing blow, which goes up to a 5+ killing blow vs Elves. He has regeneration as well, and he has a little snotling buddy that carries the battle standard for your army. A very good choice if you plan on mulching a ****-ton of sissy Elves or if you field a lot of Goblin units. Skarsnik, Warlord of the Eight Peaks: Slightly cheaper than Grom, Skarsnik is best in a night goblin theme army. He has an awesome magic staff that fires d3 s6 hits that ignore armor, and this multiplies when he's near other night goblins. His buddy is a fat-ass squig named Gobbla, who gives Skarsnik some real staying power in cc (not to mention SIX WOUNDS. On a GOBLIN for feths sake). Skarsnik has some great special rules too, the main one being that he can force enemy units into reserves at the start of the game (perfect for ruining any 'just as planned' strategies), and he also gives night goblin units the ability to move and shoot in the same turn they recover from running from a combat, though this is a mixed bag since with Ld6 they probably won't be doing that anytime soon. Snagla Grobspit: A relatively cheap hero option, his low cost is quickly lost by the fact that you have to take a unit of spider riders with him. This isn't a big deal, however, especially if you love yourself some spider riders, as Grobspit makes them all Ambushers, have Devastating Charge, Hatred (Empire), and cause Fear on the charge. Also, SOOO many poisoned attacks. Gtilla da Hunter: Basically Snagla, but mounted on a Giant Wolf and meant for shooting instead of combat. Grimgor Ironhide: Very possibly Gazkhull Thraka reincarnated as a Fantasy character, and very certainly the most angry greenskin in existence. The cheapest of the Orc named characters, but quite possibly the best if you have a particular fondness for Black Orcs. Grimgor must take a unit of Black Orcs as his retinue and gives them all +1 WS and hatred (everyone!). As the army's ultimate close-combat monster, he has 1+/5++, a positively nightmarish stat-line, an essentially s7 weapon...and on top of it all Always Strikes First! Grimgor, quite frankly, will absolutely **** **** up if you get him to cc and will take an insane amount of punishment from ranged attacks on the way there.
Generic Characters
Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.
Orc Boss: Your quintessential Orky army leaders, they come in both Lord and Hero form and can be standard Orcs, savage (cheap upgrade which gives them Frenzy), or black (bit more expensive upgrade that gives the warboss +1 WS and the ability to switch between two hand weapons, a hand weapons and a shield, or a great weapon at the start of each close combat phase if not equipped with a magic weapon). They can be mounted on boars and wyverns, and chariots. Look at my hand. The warboss is now diamonds! Anything is possible with the versatility of your standard Orc Boss.
Additionally, it should be noted that Black Orc Bosses can be particularly useful to someone who fails a lot of animosity checks. They have an ability which allows them to quell animosity within their unit by inflicting d6 s6 hits.
Goblin Boss: Not much more to be said here. Come standard and in night form, have a wide variety of customization, and can mount chariots, giant wolves, and giant squigs (making them the only units who can roll with your squig-hoppers. Slap one in a squad of those guys and watch their danger level shoot waaay up). Fielding multiple goblin bosses with great weapons is a fantastic way to give an otherwise fairly defenseless unit some real punch. Orc Shaman: All the same customization options as Bosses, but they're wizards of the Big Waaagh! The Orcish lore of magic primarily focuses on damage spells, and boy do they do it well. Roll well and you'll be slapping foot-shaped templates all over the board. Just be sure to give them a ward-save for when they inevitably end up misshaping. Give a savage orc shaman a lucky shrunken head and pile him in with your savage orc mob and the entire unit will benefit from 5+ ward saves, rather than 6+. Goblin Shaman: See above posts, minus the ability to ride a giant squig. The lore of Little Waaagh! focuses on hexes and irritating the ever loving bleep out of your opponent. Field multiples of the hero form of these buggers with your night goblin units for extra lulz. On a good round of magic, you'll get much more channeling attempts and you can quite remorselessly attempt some irresistible force casts, since after all, you have like 10 shamans on the field.
Core Units
Orc Boyz: Your bread and butter unit. Orc boys are tough, have decent stats, and at only 6 points a model, can be fielded en masse (read: tarpits). Make sure to give them a musician and standard bearer of course, so they can win a few combats. Give them extra hand weapons as well. With orcs, its always a great option. You can also upgrade a single unit of boyz to big 'uns, giving them +1 strength, but this is a mixed bag as it makes them 8 points a model, and lets face it, you're playing a horde army. You need those points for greater numbers, not stronger tarpits. Orc Arrer Boyz: Orcs...with bows. It feels so wrong...again, they make up for their relatively poor stats in solid walls of flesh. Their access to volley fire is useful here, as it allows the whole block to fire their bows, albeit with extremely poor accuracy, but who really cares when you're putting out 30 shots from a single unit? Dakka dakka dakka! Savage Orc Boyz: Insane orc boyz with 6++ ward saves and frenzy (and at 8 points a piece, compared to standard boyz 6). These are an insane cc core choice, should they ever make it to assault(and if your enemy is smart, they may use frenzy to their advantage, leading the squad around aimlessly with a small unit at the edge of charge range). You can give them big stabbaz, which give them d3 impact hits (and why wouldn't you?). Like most units in the army, feature a wide variety of upgrades for tailoring them into just the kind of unit you want it to be, though they are best off doing what they are meant to: flail wildly around in cc, inflicting as much damage as possible before they inevitably die. Goblins: Your army's quintessential tarpit. At 3 points per model base, Goblins can be fielded in inane numbers. Just like with other units, you can make them shooty or better in combat, can take shields, bosses, musicians, and standard bearers, and can take a special hidden squad upgrade called Nasty Skulkers. Kind of a mixed bag, these ones, as they share near identical stats with goblins, but they do gain killing blow on the turn you reveal them. This is a hilarious surprise to any player looking to smash through the squishy goblins with multi-wound models although they can't touch monstrous infantry like Ogres, Minotaurs, etc. Always priceless to watch that smug grin turn into shock and horror as the opponent loses a hero or two to a unit as squishy as goblins. Goblin Wolf Riders: Your army's fast cavalry. Give them spears and watch them flank charge a heavy infantry unit to death, or at least keep them tied up long enough for your chariots to flatten them. Night Goblins: Same price as goblins, -1 to Ld and +1 to I. They come standard with shields,and can take all the same upgrades as Goblins as well, with just two differences. The first is netters, an infinitely useful upgrade to an otherwise simple tarpit unit, netters inflict a -1 strength modifier on any unit they are locked in combat with on a 2-6. There is always the odd chance that they entangle themselves on a 1, but they are already so low strength that that should only add to the lulz. The other upgrade is fanatics. Ohhh fanatics. Watch as the enemy player tries to blast through the squishy night goblins with heavy infantry, only to suddenly be being it by up to 18 s5 armor piercing hits as the little bastards swing insanely through them. Forest Goblin Spider Riders: Goblin special cavalry, spider riders can be quite useful. They pump out plenty of poisoned attacks, but their best trick is their ability to move right up inside of buildings and ignore terrain as they do so. Perfect for flushing well encamped enemies out of cover and the bane of wood elf players. However, their high point cost makes them sort of situational.
A note on BigUns: While they do cost extra points to field, big uns can be an invaluable hammer unit. Their increased strength and WS speaks for itself, but another note is that because of the 'size matters' rule, big uns do not take panic checks if a nearby unit of non big uns break.I personally like to take a large block of savage orc biguns with extra hand weapons, and throw a shaman with a lucky shrunken head in. What you have as a result is a durable unit that can destroy almost anything in cc, being S5 with 4 attacks a piece on the charge.
Special Units
Black Orcs: Your heavy infantry. Black orcs have incredible staying power, and are one of the few units in the army that are immune to Animosity. They also have Immune to Psychology, meaning they won't panic like most of the other units in the army book. The only foreseeable issue with black orcs is that your opponent is sure to try and avoid them, and they cost twice as much as a standard boy. If used correctly, black orcs can be an excellent addition to the army, just make sure you have the spare points. Orc Boar Boyz: Your heavy cavalry. Though a very high point cost, they have a potential to be very worth it, as you are putting that awesome cc squad into assault relatively quickly, plus with lots of impact hits from the tusker charge special rule. Slap a Warboss on a boar with them so they won't run quite so easy. Savage Orc Boar Boyz: Again, not much more to be said here, simply more expensive, insane Boar Boyz with some special frenzy rules. Orc Boar Chariot: What's not to love? It's a heavy chariot pulled by boars. Can easily mow enemy infantry units flat. Give it an extra crew for additional lulz and attacks. Goblin Wolf Chariot: A much faster, more fragile chariot option, better for taking on light infantry. Again, give it extra crew and wolf for added killy-ness. Goblin Spear Chukka: Handy for killing infantry at range, but perhaps not quite as versatile as a rock lobba. Then again, this thing is a special and is much cheaper than the lobba, so one could potentially field both. In fact, spear chukkas are the cheapest bolt thrower in game currently, partly for the reason that they can misfire just like a stone thrower. Put a bully in the bunch to keep em in line. Spear chukkas are also a 2 for 1 sort of choice for the special slot, so you can take double the duplicates you'd normally be able to take. Squig Herds:One of the more useful special units for O&G, squig herds are great for taking out large blocks of infantry. They put out a lot of attacks and move very quickly, so at their worst they can at least soften up an enemy unit for your boyz to finish off later. They also EXPLODE if they break, so a loss in combat can potentially cause quite a bit of damage to the enemy. Just make sure to take 1 or 2 herders for every 3 squigs you bring just to make sure you get the things where they need to be. Night Goblin Squig Hoppers:Where herds are more about the squigs alone, Hoppers are a special cavalry unit. These are perfect for harassing enemy units and flank charging, as their relatively high speed can get them where they need to go in a more controlled fashion than herds. As with most units in the army, you should try to throw a boss in here so the unit can benefit from the improved Ld. Snotlings: Just terrible. Swarms of tiny little greenskins with stats that make goblins look mighty. The only reason to take these is that they are by far the epitome of a tarpit unit. With 5 wounds and 5 attacks a base, and the fact that they will not run, you can plant a huge swarm of these on an objective and probably hold on to it for a looong time. They can also stand and shoot a single shot per base that ignores armor. Highly situational, at best. Save your points in this slot for something else.
Rare Units
Trolls: Big, strong, and fieldable in large groups, trolls are good for keeping between your groups of Gobbos and Boyz in case they fail their Animosity rolls. Trolls are very powerful in cc, and have some great staying power due to their regeneration. They come in three varieties: standard, stone, and river. The differences here are only slight, and generally one should pick based on how the rest of their army is coming together, but no matter what trolls will be causing some damage. They do suffer from Stupidity(and at Ld4, no less), so you'll have to keep a boss with them at all times if you want them to actually get stuff done. Think Ogres, but with a few tricks and **** issues.
Giants: Fairly standard rare choice here, the ever venerable giant can serve a fairly useful purpose depending on how you use it. However, as with all other armies, it tends to be somewhat situational. You may want to save your points for some trolls here.
Mangler Squigs: Good. Gork. Essentially massive squigs that have been prodded by night goblins till they are insane with RAEG, manglers behave like enormous fanatics. Point them in the direction you want them to go, pray to Mork they get there (they have no armor, so be careful), and watch as they fling out a positively ****ed number of high strength hits. All in all, a very fun (if unreliable) choice for flattening units and wreaking havoc.
Rock Lobba: The army's heavy artillery, perfect for flattening anything you don't want on the board. A fairly standard catapult, all in all. Take it if you want some long range support to cover your boyz as they march into enemy lines.
Goblin Doom Diver: Situationally useful. The doom diver is the piece you want to take if you plan on assassinating enemy heroes and characters. However, it tends to be more useful to simply flatten entire units with the rock lobba, so this one might be best reserved for goblin theme armies. On the other hand, the doom diver is incredibly accurate, and can punch through a line of knights with relative ease. The doom diver suits any artillery heavy force quite well.
Snotling Pump Wagon: A relatively cheap alternative to standard rares, pump wagons are hilarious and dreadfully unreliable. They have random movement and the potential to veer out of control and wreck itself in that movement at any given time. Give it a spiky rolla and giant explodin' spores and it'll literally smash heavy infantry flat. Flappas are a cheap way to give it better survivability and outriggers make it faster, but also increase its chances of falling to pieces.
Arachnorok Spider: Big ****ing scary spider. This thing is EXPENSIVE and is a huge fire magnet, but can make the perfect casting fortress for one very lucky goblin shaman. This thing is FAST as well, and gets the same ignoring of terrain as the spider riders do. If a great shaman is riding the thing it can buff other nearby wizards, and it is positively deadly in cc with it's number attacks, all of which are poisoned, make it very deadly against other monsters. It can even mount a flinger that can shoot out of combat and cause problems for enemies. A fun choice if you like warmachines, but remember, quantity over quality is an ever present issue here. Also note, the spider has poison attacks and a lot attacks, but low strength, so keep away from anything with a good army save.
Building Your Army
The important thing to remember when assembling your Waaagh! is to pick a theme and stick with it. A big downfall of having so many options in the army book is that players can get overwhelmed and try to take one of everything. Mixing too many strategies together is generally a bad idea. For example, it'd probably be a bad move to mix a slow unit like black orcs or trolls in with an all mounted army; by the time these squads get there, chances are your cavalry has already done most of the work (or has been slaughtered and can no longer support your big things). Additionally, Panic tends to be a big problem for O&G, so you should try to build your army in a way that maximizes your bosses' Ld range. [edit] Buying Your Army
As with any army, start with your core choices and first lord or hero and build from there. Always determine just what army you are trying to build before you start purchasing. Sit down with an experienced player and discuss what units synergize best with each other if you are having trouble figuring things out.
Army Composition
Again, due to the whole low Ld thing, in as many squads as you can take them in you should probably have bosses, musicians, and standard bearers. Huge blocks are generally a good idea so you can take advantage of horde rules as well, because Gork knows you'll be suffering from psychology otherwise. The combination of these two principals should help you to actually win a few combats. Next, if you have to choose between a Warboss and a Shaman, take the Warboss. It is absolutely vital to have inspiring presence on as many units as you can. Lastly, I can't help but reiterate: stick with your theme. Whether that be huge blocks of boyz or gobbos, swarms of cavalry, or otherwise, you don't want to end up with too many strategies on the field.
Magic Items
Anything that gives ward saves is always handy. Bosses should take magic weapons and Shamans should take things that either boost their own powerdice or **** up the enemy's magic phase. It's also hilarious to put the one that turns enemy wizards into toads on a low level shaman as well. Lastly, if there is a magic banner that can help with Ld issues in your army, take it. The following are the O&G specific magic items:
Battleaxe of the Last Waaagh!:
Gives you d6 additional A and S per turn, but also decreases your WS proportionately. At 100 points, its not worth its price tag.
Basha's Axe of Stunty Smashin':
+1 S and A, which doubles against dwarfs and causes fear in the stunties as well. Good if you fight a lot of the stubby bastards, but at 50 points it is somewhat situational.
Armour of Gork:
Heavy armor, and gives you +d3 T and d6 impact hits, but again, at 100 points its not really worth it.
Lucky Shrunken Head:
Great if you field a lot of savage orcs, as it buffs out their warpaint save by 1+. If Wurrzag is with the unit also, it becomes a 2+.
Mork's War Banner:
Another ridiculously expensive item. Gives you magic resistance (d6).
Spider Banner:
Something finally worth its high points cost, the 85 point banner gives poisoned attacks onto the entire unit it is in, and buffs already poisoned attacks to a 5+. Goblins only.
Bad Moon Banner:
For night goblins only, cheap (50 points!), and ohhh sooo worth it. It makes the unit its in Stubborn, count as having soft cover, and forces dangerous terrain tests on any unit that charges it.
Skull Wand of Kaloth:
Somewhat pricey, but has good potential. The bearer causes terror and can force any model in base contact with it to take a Ld check or be killed instantly. [edit] Magic
As mentioned previously, O&G Shamans get access to two unique lores: the Big Waaagh! (orcs), and the Little Waaagh! (goblins). Where most of your damage and buff spells will be coming from the Big Waaagh!, Little Waaagh! spells focus on ****ing with your opponent in a variety of ways (such as forcing them to reroll successful hits, wounds and saves or reducing their M, I, and A to dreadfully low numbers). Often times you may want to take one of each type so you can access both lores, and generally this is what you should do. Additionally, sometimes greater numbers of lesser shamans can be more effective than a single great shaman, as with the typical greenskin Ld they will be misshaping at least once a game. It's always nice to have backup casters when your main one's head explodes in a shower of magical gore and brains (and it WILL).
Skavens (SV)
Spoiler:
Overall Army Style: The Steam Punk Techno Magi army of Warhammer, owned by 4 bickering Clans. Skryre boast the most advanced ( and dangerous) weapons. Eshin trains the best assasins, Pestilen brews the deadliest plagues, backed by Moulder's experimental monstrosities. Battalion Purchase [40] Clanrats, [20] Plague Monks, [2] Rat Ogres, [3]Pack Masters and [6] Giant Rats $115 of $145 20% off Bundled Savings.
Lords & Heroes Named Characters
Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.
Lord Skrolk: The reason you like Lord Skrolk is because he makes Plague Monks troops. Seriously, that's the ONLY thing that justifies his inhumanly high entry cost (230 points more than a Vanilla Grey Seer, or 30 more than a Grey Seer on Screaming Bell). He comes with some fun abilities and magic items, but even they can probably be outdone for less cost (Liber Bubonicus would be more fun if it weren't for the current rules on Bound Spells and it's 1 in 6 chance of going dud when cast). Ultimately he's too pricey. If you're planning on taking a lot of Plague Monks, he can justify his points, but otherwise? Skip him.
Thanquol and Boneripper: Do you want your army led by a drugged up failure with his mechanical bodyguard? Okay, so that's kinda mean, but he's not bad. He comes with some amusing special rules (his Ward Save deflecting onto a nearby model is funny, as is his kinda ganky wound regeneration) and Boneripper can be nasty but like Skrolk, he costs way too much to be properly competitive (210 points more than a Vanilla Grey Seer). So he's non-competitive, but if you wanna take him for fluff reasons, he's an amusing addition. Keep him out of Tournament lists.
Ikit Claw: Like Skrolk and Thanquol, Ikit is too expensive. Unlike them, I can say without reservation that you're not getting anywhere near enough for his cost. He seems like an odd attempt to combine a caster and a combat lord even more than other armies, that's a job you want to split. He also costs nearly 400 points, and he doesn't do anything casting that a Grey Seer couldn't do, nor anything in combat a tricked out Warlord couldn't do. Don't bother.
Throt the Unclean: Throt could be useful if you're planning on massing Rat Ogres and Giant Rats, in which case his LD ability can work. But, he's expensive (225 points) and while he can be nasty in close combat, especially against big things, but he's more than a little likely to eat an entire model from your own unit (which means he could end up chowing down an entire ****ng Rat Ogre) and he's not powerful or durable enough to make up for that. He can make up his points, if you slap him in a unit of Giant Rats, but at that point you're just wasting him in a unit that's liable to get run over due to combat res. Not worth it.
Queek Headtaker: Okay so he, like the others, runs a little too far on the expensive side, but he's a reliable combat character, and unlike a lot of Skaven heroes/lords, he can actually punch out other lords in a Challenge. He can be truly brutal against high armor save guys, which is always nice. If you're tailoring a list to take on Dwarves, definitely give this guy a look, as he'll do an average of 4-5 kills per round against them. Still a little too pricy, but a solid all around choice. Also the EMPRAH in disguise.
Deathmaster Snikch: At first Deathmaster Snikch looks like a perfect Assassin, until you read his, you guessed it, points cost. 150 points more than a basic Assassin, and all you're getting for that is some Weeping Blades (30 points), a Tail Weapon and a Cloak that doesn't do jack if he's in combat (where you want him) or with a unit (where you want him). Aside from that, he has higher WS, BS, I, A and LD, but not enough to make up for the the over 250 points required to take him. He will almost never see enough action to justify that cost. Don't bother. Minsc: "Skarsnik should be pointed out as being very fragile, being a T4 model with a 6+ save and... that's it. "
Tretch Craventail: Tretch is, put simply, hilarious. He has the exact same stats as a Chieftain, for 100 points more, but he has some amusing abilities. He's got a 4+ ward (nothing to sneer at), a total of 5 attacks, a single reroll per game (do not forget it) and most amusingly, the ability to bamf out of a unit in combat and into another Clanrat/Slaves unit within 3D6. He also grants rerolls to hit to his unit of Clanrats or Stormvermin if they're attacking on the flank or rear, but in practice that's not as useful as you might think. Obviously, he's best in tightly packed battle lines, as if he fails to reach a viable unit with his leaving combat ability, he auto-dies. He can be fun to help countercharge (draw a unit in, leave combat, charge that unit on the flank next round) but that's not as reliable as you might think. Ultimately, he's a fun but non-competitive character. He can be funny in a casual game, but don't take him in a tournament.
Generic Characters
Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.
Vermin Lord: The Great Horned Rat looked at the Greater Daemons and thought 'Why should Chaos have all the fun?' At first blush, this guy is horrifying. M8, WS8, I10, 5 attacks, 5 wounds, S6, T5, 5+ ward, Level 4 Wizard with access to both Skaven Lores (and he's one of only two models to get access to the Dreaded Thirteenth Spell). Everything is slinky, right? Well then the issues set in. He can't join units, he's got no extra protection from shooting, he's not Unbreakable or even Stubborn, at T5 he's vulnerable to high volume S4 and above attacks, oh and did we mention that he costs 500 fething POINTS! Don't get us wrong, he's a beast if you get him into combat and he can be a nasty caster under a lot of circumstances (he can even, in theory, drop a Bloodthirster, though don't count on that). But his price of entry is inhumanly high and he's a really big and obvious target (a solid Ogre Kingdoms or Dwarf list will have his ass dropped on turn 1), he's weak against getting tar pitted and he has a troubling lack of Always Strikes First. You can safely leave him out of a tournament list, but he'll make a big splash in casual games.
Warlord: Point for point, a Warlord is one of the most effective heroes in the Skaven book. He drops in at 90 points for a solid statline, along with the precious LD7 that lets all units with 3 ranks in his General LD Bubble hit LD10. He can have some solid magic equipment (discussed later) and can actually be an unusually effective combat lord (don't expect him to go 10 rounds with most other Lords though). He's a good choice. He can also take mounts (below) which are generally not the best choice, but can be fun and if you expect him to do some frontline fighting and want him to cause casualties there are worse ways to up his kill count.
Mounts:
Rat Ogre Bonebreaker: If you're up for modeling it, and you need a mount, this is the one you want. It's got a good statline, lets him push up rank bonuses in whatever unit he joins, runs fairly cheap at 65 points. If it had an armor save, it'd be perfect. As is, it's a fun choice if you're in the mood and easily the best mount option. Just remember, he can't join infantry units outside Clanrats and Stormvermin (what a sacrifice).
War-Litter: Not as good as the Bonebreaker but..yeah, it's not terrible. It's a cheap way of dropping a bunch of attacks on him, and pushing up his armor save. If you really can't spare the 30 extra points for a Bonebreaker and you want a mount, you could go for this one. There are worse choices liiiiiike...
Great Pox Rat: This. You're paying 30 points for 1 armor save and 2 S4 poisoned attacks. Woo heehee hoo. It doesn't even come with extra movement, and you can't use the Swiftstride ability for cavalry when he's in a unit (and trying to make him run touchdowns on his own is a surefire way to get him killed). Yes, we know this one has a ****ing amazing Forgeworld model, it's still not worth it. If you're committed to him having a mount, drop a Clanrat and give him a War-Litter. Can also be taken as a mount for a Plague Priest, but it's not a good choice for him either.
Grey Seer: Your general Lord Level Wizard, with a bad statline and a 240 points pricetag. Like the Vermin Lord, he can mix spells freely and get access to the Dreaded Thirteenth Spell, but don't count on him casting that too much (you need to roll approximately 7-8 dice to have a relatively sure chance of casting it). He's a good caster for his points and you'll probably get a lot of mileage out of him, so if you have the points free, he's a good investment. Note that he too has LD7, meaning that he can end up being general by default, which you probably want to avoid, as your enemy is already going to be gunning for him, don't hand them more points for killing him.
The Screaming Bell: The Screaming Bell is for players who love randomness and who are playing in a non-competitive environment. The Bell doesn't come into it's own until well above the usual tournament level (recommended size is 3000 points or so). The major reason is the huge pricetag, attached to an already pricey model (a Bell mounted Seer will clock in at 440 points without any equipment). But, if you can fit it in your army, it makes a great center piece. It can cause a lot of damage with a little luck and if there are buildings on the board, it can make everything really hilarious really quickly. Be aware, everyone will be gunning for it. Also, under the current rules, it might be worth it to make a Bell mounted Seer the General, as his LD range will be 18 inches as opposed to the usual 12.
Assassin: An Assassin is an incredibly expensive way of killing enemy Heroes and Wizards and maybe War Machines or small shooting units. That's about it. Unlike his Dark Elf counterpart (the comparison is inevitable, sorry), his mediocre stats (except for Initiative) means he can't be trusted to kill anything above a hero and he digs into Hero points. He's highly non-competitive, and there will be games where you take him and he gets killed without accomplishing a thing. But hey, you played Skaven cuz you liked the randomness, and given to a unit of Scouting Gutter Runners, they'll excel at War Machine, and the like, removal. So while you should avoid him in tournament lists, he could be fun in casual games.
Warlock Engineer: Don't you sit there expecting to get a hero for 15 points, if you're going to take a stripped Warlock, you might as well replace him with 4 extra Clanrats, it's a better use of the points. No, if you want to get use out of a Warlock Engineer, you're gonna wanna update him to level 2, give him a Warpmusket, maybe some Clan Skyre goodies and then you're in the hole for 150 points. But don't despair, he's a fantastic investment. Stick him in with a unit of Jezzails and have them blast things to pieces.
Core Units
Clanrats: Your basic infantry. Very cheap so you can put them in HUGE units. They will die by the truckload, but you should have so many that even if they get blasted by a cannon, there will still be a good number left. Have them in units of thirty, forty, even fifty. They also have a host of neat special rules that your opponent won't be expecting. Highly recommended. Give them weapon teams for added lulz. It's funny when a ratling gun shoots up the enemy, but funnier when it shoots your own guys and then explodes. You'll have so many clanrats it's not as though your suffering a real loss here.
Skaven Slaves: See clanrats, but no weapons teams. These ****ers are twice as cheap as clanrats, meaning you'll have a lot of them. They have a leadership score similar to a Frenchman, so keep your general nearby to fix that. Make sure they don't get flanked and they're not going anywhere. Keep a warpfire thrower close and have it set the unit held by the slaves on fire, since Skaven are bastards and are allowed to shoot at units tied down with Slaves. Watch as your opponent quits in a huff. Laugh.
Stormvermins
The Empire (Emp)
Spoiler:
Overall Army Style: Largest army of men, Black Powder Weaponry and Davinci style weaponry, backed up by large variety of troop choices. Battalion Purchase [20] Empire State Troops [10] State Handgunners, a Great Cannon and three crew members [8] Empire Knights. $105 of $134.25 = 22% Bundled Savings.
The Empire Brought To You By 1D4
Lords & Heroes Named Characters
Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.
The Emperor Karl Franz: His Imperial Majesty is definitely one of the better named characters in the book. All of his hits automatically wound for d3 wounds (unless you're a complete moron and drop Ghal Maraz), he comes with a 4+ ward save and magic resistance 2, is Immune to Psychology (and confers that rule on any unit he joins), and has Inspiring Presence with a better range than any other general you can field. He is best fielded on foot or on horseback; Deathclaw and the Imperial Dragon aren't really worth the points unless you're getting them free from Storm of Magic. Kurt Helborg: The Grand Marshal of the Reiksguard wields a Runefang and carries Laurels of Victory, which doubles the value of the wounds he causes for the purposes of combat resolution. He also makes a unit of Reiksguard Immune to Psychology and Stubborn; this and +1 WS essentially costs you 25 points. Iffy, but he does come with 155 points worth of wargear, which is higher than the 100-point limit for generic Lords. Marius Leitdorf: Whoa, who the heck is this guy? He's from older editions, he's back, and he's here to go insane and charge that Helcannon because he's convinced it's looking at him funny. He's got a special rule, forcing him to take a leadership test on three dice, dropping the lowest, at the start of each of his turns. If he fails he goes nuts and does something random. Maybe all your units get a free instant reform, and then get to charge or shoot as they please! Maybe he pisses off Ghazghull and gives the ork Hate against him for the rest of the game! He's got a Runefang and an additional hand weapon that he gets to use even though he's mounted and got a Runefang. You're effectively paying 4 points for +1 WS and his insanity. Ludwig Schwarzhelm: If his name is Schwarzhelm, how come his helmet's painted gold on the box? Anyway, Ludwig is a Battle Standard Bearer with a 20-point magic weapon and Killing Blow, making him another very solid named character choice. He can also take wounds for the Emperor if they're both in the same unit, unless the Emperor is in a challenge. Markus Wulfhart: The Empire has a character archer now? Yeah, and he's kitted for hunting monsters, because apparently we didn't have enough men with giant brass balls. His Monster Hunter rule means he can reroll hits against monsters, always shoot monster mounts out from under characters, and taking him lets you buy a unit of Huntsmen in who get the same rule. He's also got his own magic longbow that always wounds monsters on a 4+ and does D3 wounds to them. Would be totally worth it if cannons didn't exist. Grand Theogonist Volkmar: Fluff-wise, this guy makes Kaldor Draigo look like a pussy. Crunch-wise, not so much. A comparison between Volkmar and an Arch Lector means that you're spending 90 points for +1 WS, a +5 Regeneration save, a +1 to casting his prayers, and +2 Strength to attacks, but only so long as you take him on the War Altar and it hasn't been destroyed. Not worth it at all. Luthor Huss: I see what you did there. Luthor is now the only Warrior Priest with the prayer "Unbending Righteousness", which makes his unit Stubborn for two rounds of combat. He also has a one use power which makes him even more of a beast in close combat. His points cost went down, but so did a basic Warrior Priest, and by the same amount. Still causes Fear, still has +1 WS over other Priests. In short, he's actually worth taking now, especially if you're in need of a mounted Warrior Priest that can handle a challenge. Balthazar Gelt: A Wizard Lord of the Gold Order who knows every Metal spell, has a 3+ ward save against shooting, magic resistance 1 (which increases one point for every enemy wizard beyond the first, up to magic resistance 3), a staff that gives a +2 bonus, and is mounted on a Pegasus. Good, but would be a lot better with a different Lore (say, Life).
Generic Characters
Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.
General of the Empire: Has very good attack capabilities and gives his unit Lizardmen style Leadership against Break tests. Templar Grand Master: Pretty much a General with a barded warhorse and a better statline. You can only take him if you have a unit of Knightly Orders to go with him. Also doesn't have the cold-blooded rule that the General has. Arch Lector of Sigmar: A souped-up version of the Warrior Priest. Not as good as he used to be, but still worth taking. War Altar of Sigmar: The War Altar now bestows a 6" bubble of Hatred and any active prayers from the Arch Lector, and can cast Banishment once a turn. Not as awesome as it was in 7th Edition, but a very good force multiplier if deployed correctly. Wizard Lord: Gives you all the fun you can expect from magic-users. At the very least, upgrade him to level 4. A Wizard Lord using the Lore of Beasts can take a griffon as a mount. Captain of the Empire: This guy is your Battle Standard Bearer and is therefore absolutely mandatory to take unless you're grabbing Ludwig instead. Like the General, he gives Lizardmen style Leadership to his unit against Break tests. Warrior Priest of Sigmar: All sorts of goodness wrapped up into a zealoty bundle. Channels power dice like wizards, gives any unit he joins Hatred, and can cast prayers that can give the unit he's in rerolls to wound, a 5+ ward save, or flaming weapons. Taking one for every major melee unit would be ideal, unless you're taking an Arch Lector on the War Altar. Battle Wizard: While being lower level and therefore less useful than a Wizard Lord, you can also take nearly three of him for the same price. Again, upgrade him to level 2 and use him as a scroll caddy. Witch Hunter: This guy buys you Magic Resistance 2 for a unit, and a character assassin who works just as well with his pistol as up close. And he's cheap, too. Ridiculously cheap. Take these guys, and send them after whoever your opponent's most important character is. Master Engineer: You want him for his ability to reroll artillery dice once per turn; the errata states that you don't have to have him join the crew to gain this ability, and you can use it on all artillery on top of that, which wasn't allowed in 7th Edition. Leave his toys at home.
Core Units
State Troops: These guys will probably end up being the backbone of your army, and are fully integrated into the Detachments system. They come in six flavors: Halberdiers: Halberdiers give you +1 Strength to your attacks, which makes them ideal for detachments so they can get into your opponent's juicy flanks. Taking shields isn't worth it; halberds are two-handed, so the shields can't be used in the Combat phase. Spearmen: Spearmen let you fight with an extra rank, so these make natural parent units. Again, shields aren't worth it. Swordsmen: Swordsmen give you +1 WS and a shield, which increases their hardiness. They can be used either as the parent unit or a detachment. Handgunners: Handgunners give you Armor Piercing and access to the Hochland Long Rifle, which lets you snipe your opponent's characters; the repeater handgun, which adds two more shots to the gunline; or a brace of pistols (pfft). They're Move or Shoot, so take care where you deploy them, since they shouldn't be moving around much. Can be used either as a parent unit or a detachment, and should be kept small, no more than 10-15 models in each unit. Crossbowmen: Trades Armor Piercing for an extra 6" range. The loss of the specialty guns means you're probably better off with Handgunners unless you're taking a whole boatload of them and try to blast as much of your opponents army on the first turn. Archers: Instead of Armor Piercing or extra reach, Archers have Volley Fire, so the guys in the back rows will be more useful than ablative armor. And they can move and fire during the same turn, which makes them more responsive to enemy developments. Can be used either as a parent unit or a detachment. Free Company Militia: Wielding two weapons and without armor, these guys will live fast and die young. If you take them, remember that. You can field militia units as detachments, but they cannot be parent units. Knightly Orders: Cavalry ain't what it used to be, so if you take them, take a dozen or more in a unit. Can be upgraded to Knights of the Inner Circle for +3 points each, which gives them Strength 4, but you can only take one unit of them in your army. Come in two flavors: Knights Panther/Knights of the Blazing Sun: Come with a shield and lance, which bumps their armor save up to 1+, and they get a +2 Strength bonus on the charge. Knights of the White Wolf: Come with greathammers; they hit last, but keep the Strength bonus throughout the combat (and the combat will almost certainly take more than one turn).
Special Units
Greatswords: DEM BEARDS. Come equipped with greatswords (duh), full plate armor, and are Stubborn. Make a great tarpit or anchor for your army. They can also take detachments, and can now take a magic banner. Take thirty or more. And take detachments; Stubborn transfers to them too now. Reiksguard Knights: They're their own unit now! They're basically statted out like Inner Circle knights with lances and shields, but now they're Stubborn naturally. That's right, Stubborn knights with 1+ armor. The Bretonnians are weeping with envy right now. Stubborn only costs them pennies more per man than regular Inner Circle knights, so they're totally worth it. Pistoliers: Young nobles full of piss and vinegar and dual-wielding pistols. They can be a massive thorn in your opponent's flank, especially because they're Quick to fire and are Fast Cavalry. A pretty reliable fire-magnet. Outriders: These old farts can unleash the same amount of firepower as a regular gunline, and trades safety in numbers for mobility (like Pistoliers, they're Fast Cavalry). The Outrider Champion gives you the option of taking the Grenade Launching Blunderbuss... meh. Since they lost the option of the Hochland Long Rifle, the old Super Sniper strategy is gone. Try to get behind your opponent's army and shoot him up the strap. Also got DEM BEARDS. Huntsmen: Dirt cheap archers with Scout. Not part of the detachment system at all. If Markus Wulfhart is in your army, you can buy a unit of these guys who are also Monster Hunters. Demigryph Knights: The Empire finally got its invitation to the Monstrous Cavalry party. Three wounds, three WS 4 S 5 Armor Piercing attacks from the mount, Fear, Stomp, all that goodness. Can take either a lance and shield or halberds. Flagellant Warband: Pretty expensive for infantry but man, can these crazy bastards dish out the hate. They're Unbreakable, they have Frenzy, and you can martyr some of the models to regain charge bonuses. A big block of these will create a tarpit like no other but are expensive and very much a glass cannon. Great Cannon: Hell yes. If you're good with your aiming, you can snipe monstrous creatures and characters with it. Goes 'splodey (you're playing Empire; get used to it). Mortar: Unreliable and low Strength, but they do cover a large area. You might be better off with the Helstorm now.
Rare Units
Helblaster Volley Gun: Oh man. The Helblaster does three artillery dice worth of Strength 5 shots with Armor Piercing. If you roll a misfire, you lose half your shots. If you roll two misfires, you roll on the Black Powder misfire chart. If you roll three misfires, it goes out in a blaze of glory, giving you 30 shots before being taken off the table. Helstorm Rocket Battery: The gun is named "Helstorm" not for its attack, but from the outburst of profanity from the Elector Count of Middenheim at the engineer that almost accidentally killed him; that should tell you something about its accuracy. The Helstorm fires d3 small blast templates and then scatters them like a stone thrower, always firing indirectly. Steam Tank: The Steam Tank sucks now. Move along. (Edit: The steam tank has its uses, and is by far the toughest of your units with Toughness 6 and 10 Wounds. That said, the more damage that's dealt to it the more likely it is that 250 points will blow in your face; pick your targets carefully, and know that it can't take infantry head-on) Luminark of Hysh: Gives a 6+ ward save in a 6" bubble, adds a dispel die, and fires a Strength 8 multiple-wound magic missile that goes through units like a bolt thrower. Can be used as a mount by a Wizard Lord using the Lore of Light. Celestial Hurricanum: Gives a +1 bonus to hit in close combat in a 6" bubble, adds a power die, and dumps a random storm on an enemy using the small blast template. Can be used as a mount by a Wizard Lord using the Lore of Heavens.
Building Your Army Buying Your Army
If you're building a well-rounded army that has something of everything, 2-3 Battalion boxes should form the core of your army; then add Special/Rare units to your personal taste. However, one thing you should be aware of is that the knights in the Battalion do not come with a Knights of the White Wolf sprue.
Magnetize your artillery so you can swap between cannons and mortars and between Helblasters and Helstorms.
The General and Wizard boxes both give you two characters for the price of one and are a converter's dream come true.
Army Composition
This is largely a matter of personal preference, but keep two things in mind:
Size matters. Most of your army is going to be Strength 3, Toughness 3, so melee units need to be big in order to have staying power. One unit of 30 State Troops is a lot harder to break than two units of 15. Don't go overboard on Lords & Heroes. The days of Herohammer are dead and gone, probably forever. Another block of infantry/cavalry/whatever is a lot more useful than a superfluous character that only makes for easy kill points. Only take characters if you have a specific role for them to fill in your army. Generally speaking, you shouldn't have more than two or three characters unless your army is magic- and/or anti-magic-heavy (i.e. you've got a bunch of wizards and/or Warrior Priests running around).
Magic Items
First off, you need to properly kit out a champion to handle challenges; most armies you'll face are likely to have a champion bigger and nastier than yours. In order to survive and thrive in challenges, a character will need three things:
A good weapon. Good choices are the Runefang (15 points cheaper now), the Mace of Helsturm (sort of a Ghal Maraz-lite) and the Ogre Blade (+2 Strength). If you're looking for something more economical, The Sword of Righteous Steel always hits on a 2+, and the Sword of Anti-Heroes can be awesome if your opponents are still playing Herohammer. Good Armor. The Armor of Meteoric Iron gives a 1+ armor save and a 6+ ward save. Armor of Silvered Steel and the Armor of Fortune are also good choices. Take the Talisman of Preservation or the White Cloak of Ulric to make a character harder to deal with, especially if you're taking a Templar Grand Master or something equally nasty.
Van Horstmann's Speculum swaps your champion's attack stats (S, T, I and A) with those of your opponent's champion in a challenge. The ability to elect not to use it has been removed, so only take this on a really sucky character like a wizard.
The Ring of Volans can now hold a random bound spell from any Lore instead of Fireball.
Magic banners will help you out tremendously. The Griffon Banner is great if you can afford it, while the Steel Standard has your knights ignore barding penalties and allows them to reroll 1s for movement.
Magic
The Empire is one of the few armies to get access to all eight Lores of Magic. Good choices are:
Life: This Lore could only be more awesome if it had tits and was on fire. Throne of Vines lets you ignore all miscasts from Life wizards on a 2+ (this includes a miscast from casting ToV itself, so go for broke) and beefs up the rest of your spells, Regrowth brings back dead models, Flesh to Stone and Shield of Thorns are welcome buffs, and The Dwellers Below makes all models in a targeted unit make a Strength test or roll for anal circumference. And every time you successfully cast, you heal a wound, which can be on any model within 12". Seriously, take this Lore, and take it for the highest-level wizard you have. Metal: A good choice, but only comes into its own against enemies with high armor values (Warriors of Chaos, Bretonnians, other Empire armies, and so on). Casting Plague of Rust on Skinks or Clanrats is a waste of time, and the lore attribute means that direct damage and magic missiles are less powerful the less armor their targets have. On the other hand, all damage spells ignore armor saves, and the augments it offers are fine in their own right. Light: Gives you a lot of very nice buffs (Speed of Light is a godsend should your opponent get into your artillery) and debuffs (particularly Net of Amyntok). A particularly nasty combo (if you can get it off) is Speed of Light and Birona's Timewarp, which together will make your Greatswords/knights with greatweapons hit like Frenzied High Elf Swordmasters. A very good lore, especially considering the fact that it's statistically the easiest lore to cast. Death: Four words: Purple Sun of Xereus. Also has very good buffs and debuffs, though you've got to be pretty close to an enemy for the latter. Shadow: Has a lot of very good debuffs and can make one guy a flier, but you really want this Lore for Okkam's Mindrazor, which replaces a unit's Strength score with its Leadership when rolling to wound, which means that the unit you cast it on will essentially have at least 7 Strength(!) in close combat. Cast it on your Knights, Greatswords or Flagellants and swing for the bleachers. This is statistically the hardest lore to cast, so make sure to give it to a level 4 Wizard Lord.
If you take direct damage spells (especially magic missiles) with the notion of blasting your enemy to kingdom come, you're setting yourself up for disappointment. Buffs and debuffs are where it's at, and you'll notice that what all of the Lores recommended above have in common are good buffs, good debuffs and one Spell of Horde Buggery. [edit] Tactics
Using detachments: If you're using detachments (and you probably should), you need to learn the detachment rules by heart so you always know what they can and can't do in a given situation.
The Good:
Melee detachments can make a countercharge. Ranged detachments can make a Stand and Shoot action at no penalty if their parent unit is charged. Detachments get any special rules that their parent unit possesses, as well as any prayers from Warrior Priests.
The Bad:
Detachments cannot take command models, so you can't put a Hochland Long Rifle in a detachment of Handgunners. Detachments lose their special abilities if they are more than 3" away from their parent unit, or if a character joins the detachment. Detachments cause Panic now.
The Ugly:
Detachments can take up a lot of valuable real estate during deployment, and can't be placed in reserve unless the parent unit is in reserve as well.
Take the high ground: In real life, placing artillery on the highest position available gives you an unparalleled vantage point over your enemy, and the same is true in Warhammer. Placing your artillery on a hill behind your troops means that you can fire over them without giving your target hard cover (this is less important for mortars and Helstorms, which fire indirectly). However, even though you may be tempted to do so, do NOT put your artillery in a building if your opponent has artillery of his own or high-Strength units he can bring to bear on it; every model in the building takes successful hits.
Kill the Witch!: Fill your Hero allotment with Witch Hunters. Walk forward every turn, shooting merrily. Kill all of your opponent's characters this way. Put a Warrior Priest in the same unit, and have him cast Hammer of Sigmar to give the Witch Hunters rerolls to wound in close combat, or Soulfire to make all ranged attacks Flaming. Combine with Enchanted Blades of Aiban/Flaming Sword of Rhuin for even more cheese.
Homing Rockets: Take a Helstorm Rocket Volley with a Great Engineer. The artillery die reroll can apparently be used on the Helstorm now, as well as the engineer's BS. Bulls-eyes with 4" scatter or less means you can do 21 hits on a unit per rocket, for a maximum of 63(!). Use the reroll wisely, though; you do increase the chances of a misfire. It's best to reroll misfires (duh) and 10s, 8s if you feel lucky. If you roll a 6, just hope for bulls-eyes for a 2" scatter.
Tomb Kings (TK)
Spoiler:
Overall Army Style: Undead Legion, crumbles but can be raised with unique Khemerian magic. Giant monstrous constructs and reanimated statues supports the army. Battalion Purchase [40] Skeleton Warriors with spears, hand weapons or bows [8] Skeleton Horsemen with spears or bows [3] Skeleton Chariots. $125 of $157.50 = 21% off Bundled Savings.
Tomb Kings Brought To You By: ID4
Why Play Tomb Kings?
Tomb Kings are a pretty fragile army, so they're mostly played by pros. So, basically, if you hate the Vampire Count players that spam Ghouls or Ethereal Wraiths and Hexwraiths that you can only kill with magical weapons, then Tomb Kings are the army for you. They have terrible armor, but they make up for it with sheer numbers and relatively powerful magic. Tomb Kings are generally more difficult to play, and, as such, usually appeal to sophisticated players.
But if that doesn't sound fun, why play Tomb Kings? Simple: ****** ******ing sphinxes, units armies of chariots, animated Anubis statues, and the goddamn Ark of the Covenant (yes, really). You get masses of cheap, Unbreakable infantry, backed up by hard hitting, tough-as-nails, Unbreakable animated constructs. In case it wasn't obvious, they have some pretty sweet models too. While the majority of the Tomb Kings army is pretty fragile, you can run giant hordes of them, and, being undead, they return to the battlefield every turn. Their racial lore, Nehekhara, has a lore attribute, Restless Dead, that resurrects 1d3+1 wounds worth of models every time an augment spell is cast on pretty much any unit in the army. Oh, and 4 of the 7 spells in the lore of Nehekhara are augments.
Unit Analysis Lords & Heroes Named Characters
Settra the Imperishable: He with the magnificent beard, Settra rides the most pimped out chariot in the Warhammer World. It's even called "The Chariot of the Gods". His chariot and his weapon all have magical, flaming attacks, and even if you survive Settra's beard any character or monster hit by Settra's 4 strength 6, weapon skill 7 attacks suffers -1 on its to-hit rolls (shooting and close combat) for the rest of the game. He's also got a 4+ ward save and magic resistance to keep him alive. But none of this is why you'd want to take Settra - not even the beard. No, Settra has a beefed up version of "My Will be Done" where every friendly Nehekharan Undead unit within 6" of him (including any unit he's joined) get to use his WS of 7. Those 5 point skeletons are a lot more scary when they're WS7.
High Queen Khalida: Bitch still manages to be sexy after being dead a few thousand years. So that's something going for her. Other than that, she's a not too shabby close combat hero (WS6 and I9 with poisoned attacks) with a semi-decent buff to your archers. Make that an amazing buff. The standard rule Skeleton Archers have means they always use unmodified BS. Kalida raises that BS. The guys who used to hit everything 1/3 of the time? Now they hit half. And are Poison. Khalida with a unit of around 100 Archers (remember, cheap) slaughters everything.
Prince Apophas: As a hero, he sucks. As an assassin hunting down lone mages or war machine crews he's a beast. Average stats, with a str 2 breath weapon and 4 attacks makes a war machine crew go bye-bye, and his reroll to hit and to wound rolls against an enemy character nominated when he arrives on the table means he can raep most wizards.
Ramhotep the Visionary: Like the Necrotect below, but even more Raeg filled, and even better at making unstoppable stomping statuary.
Arkhan the Black: A Level 5 Death Wizard that can be your army's Heirophant. And not wimply little Book of Ashur Level 5. Gets 5 Spells Level 5. Rides a pretty cool chariot that flies, and has a sword called the "Tomb Blade of Arkhan". Also wields a badass staff that lets him store magic energy in the enemy magic phase.
Grand Heirophant Khatep: The Heirophant of all of Khemri, and wielder of another badass staff, which, it has been determined, lets you cast spells with what amounts to a 98% success rate. Any spell. Including counting Miscast/Irrisistible Force as failure.
The Herald Nekaph: Also known as the Herald of Despair, or Settra's personal "You're not important enough to meet in person, but I want to tell you to **** off anyways" dude.
Generic Characters
NOTE:
While the Named Characters are judged by their Generic counterpart, Generic Characters are examined based on their role of your army.
Tomb Kings/Prince: On foot, or riding a pimped out chariot, these guys are your generals and about the top tier or your combat characters. They have the "My Will Be Done" rule - a definite contender for the coolest name for a game rule evar - that lets the unit they're with use their unmodified weapon skill (6 for the Tomb Kings, 5 for the Princes). They can also mess you up even after you kill them with their dying curse. With their decent stats and the fact that they will be in a unit using their "My Will Be Done", you don't even need to load them up with magic weapons.
Liche Priest: Tomb King mages. Unlike other armies, where you need a mage or two, Tomb Kings /must/ have one of these. And you want more. Crappy stats, but the buffs they can hand out to your units and their bringing your dead warriors back makes them all worthwhile. One of them must be your army's Heirophant. He's the dude that keeps everyone up and walking. He dies and your army crumbles and you are beyond ****ed.
Tomb Herald: Bodyguard characters. Can take wounds for the Tomb King/Prince they're guarding. Nothing special about them other than they can be your armies Battle Standard Bearer, and that makes you need one. You can probably find better ways to spend your points than getting two or more though.
Necrotect: Oh yes... these guys are good. They're the guys who make all those cool walking statues, and they can protect them in battle too. Because they are righteously pissed at the fact that people keep breaking the ** they build, they give any unit they join Hatred. They also give any animated constructs unit (all your cool statues) within 12" 6+ regen.
Core Units
Skeleton Warriors: Yup, basic, cheap ass infantry. Some of the worst stats in the game for basic infantry, but they are unbreakable and can be buffed to godly levels by having a Tomb King join them and the right combination of augments. Field them in hordes. Then field hordes of hordes. Bitches are only 5 points a shot with spears.
Skeleton Archers: Basic, cheap, bad archers. One saving grace - they never count bonuses or penalties for shooting. So you always hit on a 5+. Not so great you say? feth yeah it is - shoot at long range at a single character in cover and see what you need to hit with any other army. In fact, you can really use this to your advantage; a lot of other players will probably put guys in cover, thinking that it'll help them. Your guys may not hit much, but it will be a nasty surprise when it turns out that your opponent's careful positioning was useless.
Skeleton Horsemen: Useless . Trying to fill the role of heavy cavalry with no lances, no armour and no barding. Don't waste your time. An alternative view: These things can be very worthwhile but have to be used carefully. They are fast and the cavalry spear gives them +1 strength on the charge so use them for flank charges or charging in conjunction with your chariots to add a little extra punch. Don't ever try using them as heavy cavalry, they're too light for that. Just treat them as warriors who move quickly.
Skeleton Horse Archers: Fast cav, scouts, never counting bonuses or penalties to hit for shooting? Yup, this is what you want horsemen to be doing in your Tomb Kings army. Excellent harassers.
Skeleton Chariots: Yup, they're core. Units of *********ing chariots are core. You can build your entire army around these things. They even come with bows and the standard Tomb Kings special rules for archers. A full rank is only 3 chariots, and you get to add your rank bonus to the strength of your impact hits. Any character mounted in a chariot can join the unit too. If they can even make room for Settra's beard. If you're still not sold consider this - 6 chariots is 330 points. That's 3d6 Strength 5 impact hits, plus 12 attacks from the steeds, and another 1224 from the crew (except it's 6 from the steed and 12 frm the crew cause you dont get supporting attacks). Yeah, there's 2 Crewmen, and each have 2 attacks. On average, that's 10-15 Empire Spearmen or equivalents dead on the charge. Your chariots don't hold up so well in extended combat, but pick the right target and you can just ride right over the ****ers. Squish. You want chariots in your army. You need them. And it is one of the things that makes the tomb Kings unique so you can justify it like that if the pure killing power isn't enough.
Special Units
Tomb Guard: Solid heavy infantry with killing blow. Can take halberds. Unlike skeletons, these guys have semi-decent stats. Fairly cheap too. Worth taking.
Necropolis Knights: Giant animated stone cobras with elite troops riding them. Riders have killing blow, snakes have poisoned attacks. And they can pop up anywhere on the battlefield if you buy a 5 point upgrade. Good, but pricey. And very, very cool. The first of your Animated Constructs.
Tomb Scorpion: A giant stone scorpion serving as the mobile tomb of a dead liche priest. Which is pretty awesome. It also has magic resistance, killing blow, poison and can appear anywhere on the battlefield. Good for hunting war machines or small units or archers behind enemy lines. Two problems, though: There's a chance they die even trying to get on the field, and they can't charge the turn they enter play, so the enemy has a full turn to deal with them. Still, they're relatively durable and cheap, so they're probably still worth taking.
Ushabti: One of the best units in the Special section. Ushabti are giant Anubis statues that can wield great weapons or strength 6 great bows. And, yes, they have the usual Tomb Kings archery rule. They have pretty solid stats, with T4 and 3 wounds. Remember, they're Animated Constructs, so they have a 5+ save. They can also get a 6+ Regeneration save if they're within 12" of a Nectrotect, which makes them that much hardier (don't rely on that save, though). They can dish out the pain and take it too. And, of course, they are giant statues with huge weapons. How cool is that? A note on the great bows: They probably aren't worth taking, unless you have a few hundred points left over. Sure, they hit hard--if they hit. Ushabti, like the Skeleton Archers, have a piss-poor BS of 2. That's fine for the Skeleton Archers, because they get so many shots on any given turn. However, you'll rarely have many Ushabti in your army, so you can't rely on volume to overwhelm the enemy. Sure, it's unmodifiable, thanks to that Arrows of Asaph rule (as previously mentioned). You could use this to fire as you advance, but then you're giving up the pretty big benefit of +2 Strength from the great weapons, which can swing a combat (and Ushabti have poor I anyways, so there's no reason not to take the great weapons). At that point, as expensive as the Ushabti are, you might as well just put more points into Skeleton Warrior or Tomb Guard units.
Swarm: Eh. It's a swarm. Poisoned attacks and still has the Nehekharan Undead trait so you can top em up.
Carrion: Flyers, decent stats. War machine hunters. Undead vultures are pretty cool though.
Khermrian Warsphinx: Sexy, sexy beast. The first of two sphinx choices. This one has a howdah packed with Tomb Guard. It looks cool, and has the stats and rules to back up its looks. You can start with T8 and 5 wounds, and go on to its poisoned attacks upgrade and its breath weapon upgrade. It has thunderstomp, and can exchange it's attacks for placing the small blast template anywhere toughing its base - anyone under the template gets a S3 hit. Except the poor bastard under the central hole. He cops a S9 hit with D3 wounds. Squish. You can also have your Tomb King riding one of these.
Sepulchural Stalkers: D&D Nagas. Half man, half snake. All magically animated statue. Apart from their ability to appear anywhere and their decent stats, these guys have a ranged gaze attack that turns you to sand. This strength 1 attack ignores armour and doesn't need to roll to hit. Instead, you're rolling an artillery dice for each stalker gazing and adding the together for the number of automatic hits. And to top it off, those hits are rolled against your initiative, not your toughness. Good at killing small tough units, low-initiative units, war machines, and monsters.
Rare Units
Necrolith Colossus:
Hierotitan:
Necrosphinx: The second sphinx in the list. Oh boy, is this thing nice. Whereas the Warsphinx is primarily geared towards killing infantry, the Necrosphinx is purpose built for killing big things. It can fly, it has killing blow, it's pretty damn durable at toughness 8, it causes terror, and it can be upgraded to have poisoned attacks. Plus you get one attack at S10 with Heroic Killing Blow. It's cheap at 225 points; at least, it's certainly cheaper than the things it will be killing. And you know you want to see the look on your opponents face when you chop the head off his thousand point all-killy dragon with one shot. With the all the new large kits GW is bringing out, I'd call the Necrosphinx vital.
Screaming Skull Catapult: Tomb Kings stone thrower. Only it doesn't throw stones. No, this **** throws the skulls of your enemy back at them after magically enchanting them to scream and explode. Bitching. Its attacks are magical, flaming and cause panic tests in the enemy after even one casualty. The Skulls of the Foe upgrade tacks a -1 penalty onto the panic test. Yeah, you can keep your cannons.
Casket of Souls: This is the Ark of the Covenant straight out of Indiana Jones and the Raiders of the Lost Ark. Never seen the movie? Go, watch it now. You're not allowed back on this website till you've finished watching it. The casket not only looks like the Ark, it melts faces exactly the same way. It's a bound spell with a 4 foot range, and the target takes a leadership test on 3d6 adding all the results together. Every point they fail by is an automatic wound with no armour saves. Even better - on a 3+ you get to do it again to a unit within 6" of the target. And you can keep doing that to targets within 6" of the last target as long as you can roll 3+ whether you cause any casualties or not. Roll well and you can melt half the faces in the opposing army in one shot. It also gives you D3 extra power dice in you magic phase, and will explode if destroyed. For the mighty killing power and magical boost this toy brings to your army, it should be in every damn game you play. Leaving it at home is just stupid.
Building Your Army Buying Your Army Army Composition
Now that you're ready to march to war with the Undead Kings of Ages Past, it's time to think about which of the Undead Kings (or Queens) you're marching with. One of the biggest selling points of Tomb Kings is how well the army can do in a multitude of different configurations. There's no "Set" list (just a "Settra" one) that is deemed the best- they all have merits, and one or the other might work better for you based on your local meta and playstyle.
The Unending Horde: Pretty simple, really. Skeletons. Lots and lots of Skeletons. Multiple units of 100+, big blocks of Spearmen and Tomb Guard, backed up by the Banner of the Undying Legion and Nehekharan Augments and Light Magic Buffs, invariably with Tomb Kings or Tomb Princes leading the way with My Will Be Done. Turn those cheapo Skittles into killing machines, and keep coming back for more even when the enemy outmatches you. There's a couple of variants on the Horde, as well.
Khalida/Archer Spam: What it says on the canned ham. Instead of footslogging Warriors, take Archers, and pincushion the enemy to death. With Khalida, that's a lot more arrows hitting the target, and Poison is just the icing on the cake.
TombStar: The Tomb Guard deathstar. Usually consists of a blinged out Tomb King, Necrotect, and Battle Standard Bearer Tomb Herald at the forefront of a massive block of Tomb Guard. It will kill anything it touches. The trick is getting it into combat.
And the Tomb Kings Rode to War: Chariots. Oh Ancient Gods, Chariots. Also known as the more evocative "Bone Train", this army features units of 3 to 6 strong Chariots running everything over front and center, often supported by Settra or Arkhan.
Action Figure Tomb Kings: This list essentially boils down to "How many Animated Constructs can we get in the list?" and features blocks of Ushabti, Necrolith Colossi, Heirotitans, Sepulchral Stalkers and Necropolis Knights as the main damage dealers. If you have an army like this and don't bring at least one Necrotect, you're more hollow in the head than a Screaming Skull.
Snakes!: Utilizing one or two 6 strong units of Necropolis Knights backed up by Light magic. Is shown to deadly effect in multiple Tourneys.
TombKittens: Tomb Kings can fit 7, 8 or even more Toughness 8 Sphinxes in a list, with 3 Warsphinxes, 2 Necrosphinxes, and both Kings and Princes riding the giant stone cats. Sure, you'll lose 1 a turn to an opponent with a cannon- but you have more Cats than the game has Turns (except if you are able to field that many cats your opponent can (and will) field more than 1 cannon (expect 3min against any army which can have cannon's).
Entombed: Similar to a Spess Mahrine Drop-pod list, but from the other direction, and, you know, actually cool. Uses naturally Entombing units, as well as the Banner of the Hidden Dead to ensure that almost all your army emerges wherever the hell you want it to on the board.
Those are just a few of the more 'thematic' lists out there- many more feature a hybrid of these, or unique strategies alltogether. Again, the beauty of Tomb Kings (aside from Khalida) is the versatility of the army.
Lords & Heroes:
Core:
Special:
Rare:
Vampire Counts (VC)
Spoiler:
Overall Army Style: Undead Legions lead by Vampires with monsters out fresh out of a Halloween movie. Battalion Purchase: [20] Skeleton Warriors [20] Crypt Ghouls [10] Dire Wolves, and [1] Corpse Cart. $125 of $153.50 = 19% off Bundled Savings
Brought to you by: Why Play Vampire Counts
As with every army in these games there are a few reasons why you might want to shag a Vampire Count Army. I feel the best way to expand upon this is to innumerate it in a list:
If you are a carpet muncher. Vampires are founded by a woman, she has a secret cabal of super powerful sexy lady vampires who want to enslave the world through a web of espionage via super secret sleep overs. If you are small of frame or stature, and were possibly picked on. Now is the time for you revenge! Not only will you have an army to do your bidding but theoretically with every enemy you kill your army’s numbers increase. It is the perfect answer to all of that bottled up rage! Necromantic world conquest! All right, this is going to fall under how you want interpret George Romero's Night of the living dead. Do you see the vast armies of undead as an allegory for rampant consumerism or for the domino effect of Com-nom-nom-unism. Alright now that you have that figured out, play the army ironically, you can simultaneously be playing Warhammer Fantasy and becoming a hipster. Or should you choose you could take the irony a level deeper but I can handle that much hipster bull. Is most of your wardrobe black? Do you listen to Fields of Nephilim? Or if you lack the memory of the pre 9/11 world if you have read Twilight. Because this is an army lead by vampires. So yeah enjoy that. Have you read Dracula? Have you watched "Lost Boys"? Do you long for the vampires that rip out throats and don't apologize? Do you long for the century living corpses who live off of the blood of the living and have not a care or concern for the cattle beneath them well then you are in luck this is the army for ya! Plans that involve summoning dark necromantic magics. Do you like Castlevania? Have you ever wanted to be a dread lord of the night and conquer everything using an army of the dead? Invoke your inner Dracula, then, and kick some ass. Some people just like the idea of ancient old **** sitting in castles and eating WERTHERS ORIGINALS all night while plotting the downfall of the lands of man. Do you want Nagash? Well too bad he's still not available (probably because he'd break the game), but he's tied to this army's fluff pretty well.
Alright, now that that nonsense is out of the way, Vampire Counts are a fairly effective force. They're fun to play, but they have several gimmicks that have to be accounted for to play at their best. First, note that there are no shooting options in this army, effectively eliminating an entire phase. Any ranged options in this army are purely magical. Second, you have no need to worry about the psychology of your units because they don't have any. You will be paying a lot of attention to the enemy's psychology because that's crucial to winning. Never forget to take a fear test or your troops lose any advantage they have. Third, magic is your bread and butter, your meat and drink, your bolter and chainsword. You are going to be heavily reliant on magic to refresh your units and get the most advantageous fights. If you're not utterly dominating the magic phase, you're doing it wrong. There are other things, but we'll get to them as they crop up.
Purely stylistically, Vampire counts look like the monsters from the days of Nosferatu and are a bunch of bloodthirsty conquerors waiting for a chance, with a horde of mindless undead to do their every bidding. They're the vampires from before Anne Rice, basically, and even if you don't like vampires you have to admit Christopher Lee's Dracula is a thousand times better than Robert Pattinson's sparklepire Edward.
Unit Analysis Lords & Heroes Named Characters
Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and war gear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth. Lords
Vlad Von Carstein: The man that started it all. Look at this monster. You want to field him, but you never will. Why? He's 490 points, which is your entire lord budget in an otherwise balanced 2000 point army, and you don't have that kind of room for one model. For the points, you could load a normal Vampire Lord up on a undead dragon and have points left over to spend on powers. So skip over Carstein unless you're going for the Vlad/Isabella combo.
Count Mannfred: A superb and versatile caster with no less than 14 spells. However for optimum usage he needs to kill stuff, which he isn’t too good at for Vampire Lord aside from being fairly vulnerable.. This is the man you want fighting nothing but goblins and skavenslaves if you can possible help it. If you can manage this then this guy will generally rule both magic phases, especially if you're canny and snipe enemy wizards early on with Spirit Leech where you'll almost always have the superior LD.
Heroes
Mannfred the Acolyte: Much more fieldable and a solid choice since he provides Loremaster, which is what you take him for. Like his Lord Incarnation you want him fighting chaff and nothing but chaff, the weaker the better.
Konrad von Carstein: Nothing short of Psychologically Damaging if your opponent happens to bring Monstrous Infantry. The combo of hatred, red fury and Sword of Waldenhof means he'll cut 5-6 ogres down...per combat! That being said it's all he really does well while being the uncle of all glass cannons. So be wary of using him... and be aware that Ogre players will die a little each time you field him.
Isabella von Carstein: Statline reminiscent of a Space Marine at 90 points. Has beguile, but without any special combat equipment what's she going to do with it? Blood Chalice looks nice, but it's nothing Invocation of Nehek can't do and it only works on vampires and even then only ones in the same squad as her. Of course, there's always the fact that if she kicks it, Vlad goes nuts, with Frenzy and Hatred and whatnot... except that, as we discussed earlier, you're never going to take Vlad.
[edit] Generic Characters
Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. Lords
Vampire Lord: Brilliant stat line and a ton of upgrade options. Naturally, characters are the first place spare points go in a Vampire Counts army, and this unit will likely soak up as many points as you can give. Fully kitted out and with a zombie dragon mount, he's far more expensive than Vlad but with infinitely superior mobility and survivability, but that's only going to happen at high points value games. All in all, decent choice can be kitted out to fulfill almost any role. Master Necromancer: Cheap level 4 wizard. If for some reason you can't (or don't want to) take a vampire lord or ghoul king, but you really, really want to be casting Invocation of Nehekh every turn without fail, I guess this is your dude. Build this guy for spell-casting and buff him for longevity. Biggest drawback being that their stat line sucks for being a lord level character. Mount him on a Corpse Cart or something. Strigoi Ghoul King: Whereas the Vampire Lord is the ideal mix of magic and might and the Master Necromancer is the magic focused user, the Strigoi Ghoul King is the punch-sport champ. Similar stat line to a Vamp Lord, but with regeneration 5+ and rerolls all misses in close combat. Severely lacks magic (Level 1 Wizard), so you will need to take another lord/hero to help him out with raising your dead.
Heroes
Vampire: Cheaper Vampire Lord. The biggest problem here is the much more limited number of powers you can take, forcing you to choose wisely. Remember that neither this unit nor the Lord equivalent come with any equipment standard, so if you put all your points in magic don't send them into combat or they're going to get slaughtered.
Wight King: Originally a poor choice because it used up a hero slot and wasn't a vampire, new force organisation rules give Wight Kings a place in your army; right at the front. There are few foes that can test a Vampire's WS of 6, and Wight Blade and toughness 5 makes the Wight King a more effective warrior than a standard Vampire. Stick him in a unit of Grave Guard with the Drakenhof Banner for an incredibly cheesy unit that will never die.
Necromancer: As above, new organisation rules make Necromancers more viable. 65 points for a level 1 wizard isn't bad. Use them to keep your armies at good strength, but don't expect too much from them. You get what you paid for.
Core Units
Zombie Horde: Zombies are pathetic. A unit of zombies will never kill anything and get killed with ridiculous ease. You might think to use them as a tar pit, but for reasons that I'll go into below regarding combat resolution, they're poor at that as well. So why take them? The answer is fear. For 3 points a model(Giving you a total 70 points for a 20-strong horde plus standard bearer and musician) you get a buffer which can make the enemy running in terror. There is nothing like a unit missing its crucial point in a battle because it's buggering off to get away from a 5 zombies it can mulch on the charge. In addition, remember to keep a few models off the table since assuming you have raise dead/undead summon horde(and why wouldn't you?) because you'll be summoning a lot of these buggers for various reasons. They are incredibly versatile and to a certain degree expendable (keep in mind the still count towards victory points), but it's better not to field too many on the table to begin with. If you want to do so, have one 40-model horde and spend the rest of your points elsewhere. Keep in mind rolling the dice for a squad of zombies is incredibly disheartening, and you don't want too much of it or it could ruin your mood.
Skeleton Warriors: Better than zombies in every way. More durable due to having light armour and a shield. The armour makes them more effective tar pits than zombies because they're likely to stay in the game longer, but as before best taken in large units to maximise the usefulness of Invocation of Nehek.
Ghouls: Ghouls eschew protection for automatic wounds on a six, which means of your three standard core units they're the ones most likely to get kills. They tie with skeleton warriors, depending on what you want out of your army; skeletons are more durable, while ghouls have more attacks and poison. Take them in a horde for a wall of attacks that your enemy will devote ridiculous amounts of firepower to take down before they can get into combat.
Dire Wolves: They now count towards your minimum core requirements, meaning they are now a very fast moving alternative to the other core choices. As with most units of this type, use them for flanking if you want them.
Special Units
Corpse Cart: Best used for its passive abilities. Don't make the mistake of thinking it's capable of holding its own in combat. Can be ridden by Necromancers.
Alternative Opinion: Its passive bonuses are probably limited given how much dice are generally chucked after spells. If you can bear its slowness and is able to hit it consistently with augments then the ASF ability is a huge asset against High Elves and low-initiative armies
Grave Guard: Now an infamous staple in VC armies along with their mounted counterparts, Grave Guard are essentially stronger, tougher and generally better skeletons. They don't pack it in as easily as regular skeletons due to having better armour, higher Ld/T/S and as nifty little bonus, have killing blow! Stuff a Wight King into this unit and take them in hordes. Great weapon is the more powerful and popular points, but Sword'n Board Grave Guard are still powerful and can serve as a very respectable anvil/points denial unit Black Knights: One of two heavy cavalry units in the army and the Grave Guard's mounted counterparts, as previously mentioned. DAMN good unit capable of moving over terrain like it wasn't even there and letting loose with a flurry of S4 (or higher, depending on weapon choice) killing blow attacks. Hexwraiths: New for 8th edition, weaker black knights with great weapons and an interesting advantage: they're ethereal! They will attract a TON of magic during your opponents turn and don't have any protection against that, so beware. Otherwise, they work exactly like Screamers of Tzeentch, allowing you to zig-zag them through unengaged units dishing out S5 flaming, magical attacks that ignore armour saves per hexwraith. Oh, and they cause terror. Vargheists: Competes with Empire Outriders and Swordmasters for the title of premier glass cannons, these guys packs considerable punch at break-neck speed. They can hunt war machines if they must, but work better hitting flanks or hunting enemy support troops. Don’t ever think they'll last against even mediocre infantry though. Crypt Horrors: The other monstrous infantry unit, little more than super ghouls. Like ghouls, they have poisoned attacks, but also regeneration 5+. This unit is an anvil, pure and simple, but crumbling and a limited offensive capability does force you to take units of at least 6. A unit of 18 in a horde does have good punch however and is very hard to get rid of, but will be expensive for a unit that ultimately works best in a points denial role.
Rare Units
Blood Knights: There are alot things to remember about the Blood Knights: EVIL BRETONNIANS! They are as expensive as a Baneblade to purchase, and they are, without any doubt, the single best overall cavalry unit in Warhammer Fantasy. The Flag of Blood Keep gives them a +4 ward save against any ranged attacks that can get through their 2+ base armor save, and you don't even need to keep them in range of the general to get a March off. Having recently had their points cost lowered and their initiative raised , they are a fantastically lethal addition to an army of any size. It's still a good idea to keep a loaded-up barded vampire lord within the unit anyways, the unit is frenzied and gets some sweet ass upgrades if the vampire joins as well, and the lord serves as a medic whenever he casts invocation he can regain the vampire and the horse he rode in on.
Tricks to Consider: 4-man unit with flaming banner makes a fantastic monster hunter, which will reliably take down even Hydras, sphinxes and hellpits on the charge.
Add a Vampire on hellsteed with MR2 trinket to a unit with Flag of Blood Keep for a unit with 2+ ward against magic damage and a warmachine/wizard hunter which will be extremely hard to neutralise before you unleash him.
Black Coach: An extremely expensive chariot. It's saves and the fact it can become ethereal could make it a solid tarpit except that its limited offensive potential outside the charge means it is likely to crumble. Not useless, but in one of the most crowded rare sections in the game, it comes in last.
Terrorgheists: Not everyone likes them, but it remains one of our best choices especially owing to the fact that it is our most flexible unit. The nature of its scream makes it best suited to hunting monsters and lone characters as well as heavy cavalry. It's Thunderstomp also allows it to support combat against enemy infantry. It can actually do a pretty credible job at most tasks. It's weaknesses however is that its scream isnt terrible reliable especially since it requires close support from the General as well as continual healing to get the most from its abilities. This combined with their relative vulnerability in CC and their huge base size means they are tricky to actually move about
Magic Items
Magic Weapons:
Skabskath: An odd weapon. While its pretty unlikely you'll die from the end-of-game drawback the fact is that is that you'll be arming your general with a sword that means you'll have to overrun plus you won't be able to afford a ward save. Can be worth it on Strigo Ghoul King (Curse of the Revenant and Aura of dark Majesty on a Terrorgheist and another careful in support, but be careful
Magic Armor:
Nightshroud: Additional Armor your Necromancers can use! Anyone attacking someone wearing a Nightshroud loses its Always Strikes First rule and bonuses to Strenght in BSB. Stick it on your Vampire Lord riding a Zombie Dragon and start laughing. A tip for the beardy here. High Elves have no response to this build apart from Death magic...All they can do is pray and throw themselves on your Lord's blade .
Warriors of Chaos (WoC)
Spoiler:
Overall Army Style: Most Elite Units of Warhammer Fantasy, unparalleled in every aspect but expensive. Battalion Purchase [12] Chaos Warriors, [20] Chaos Marauders, [10] Chaos Warhounds and [5] Chaos Knights. $110 of $136.50 = 20% off Bundled Savings.
Warriors of Chaos Brought To You By: 1D4
Why Play Warriors of Chaos
If you're new to Warhammer Fantasy, they are a great army for beginners. Their strategy is simple, and you don't have to spend as much time and money on models since they don't use too many. Plus they look awesome. And also; CHAOS WORSHIPING VIKINGS!!! Unit Analysis Lords & Heroes Named Characters
Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.
AbaddonArchaeon, Lord of the End Times: Holy , probably one of the most expensive characters but an outrageously deadly one at that. Can at any time double his attacks for the rest of the game (on a character with a WS and I of 9; S, T and A of 5 - scary ), but will strike himself on a to-hit roll of 1. Did we mention he has 3+ ward save, magic resistance 3, ignores armour with his attacks, causes terror, counts as a wizard and cannot be wounded on better than a 3+? Also, that isn't a complete list of his abilities. Still, taking him will eat the entirety of your Lord choices, and you still need an army of over 2700 points just to field him. Needless to say, you're probably never going to see him on the table. But if he does appear, oh boy will he wreck things, shame about the enormous fire magnet taped to his shoulders.
Sigvald, the Magnificent: [INSERT GAY JOKES HERE] Pretty goddamn slick and cost effective. Ignores terrain penalties and can always march WITH A SQUAD, all but immune to psychology, always strikes first, a 1+ armour save with regeneration and 2 bonus attacks. His only drawback is his stupidity, but he's stubborn and Ld 10 so big goddamn deal!
Valkya the Bloody: a not-quite daemon prince(ss), she can fly, strip an attack from her opponents, has killing blow and a stat line halfway between a daemon prince and a chaos lord. She also lets you re-roll on the Eye of the Gods table if you wish.
Wulfrik The Wanderer: One of two named characters frequently taken to lead a unit of Marauders, Wulfrik does two main things. The first is his ship, Seafang, which is essentially the Outflank rule from 40K on steroids. The second is his Gift of Tongues rule, which both forces the opponent to accept his Challenge and lets you pick who accepts. You take him to get a unit of Marauders into the enemy's backfield to wreck artillery, mages and other squishy units. His stats aren't bad, particularly against the target of his Hunter of Men ability, but if you're looking for a pure combat character you're better off with a properly kitted out Exalted Hero. Take him for Seafang instead.
Generic Characters
Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.
Daemon Prince: A trap. He's the most expensive of your Lord level characters by far, the only state upgrade his from a Chaos Lord is an extra wound, has no decent defenses and can't join units. Made all the worse by only being able to take Gifts, not magic Items (which means for all the fluff about Daemon Princes, a Chaos Lord will likely slaughter one in actual gameplay), and the WoC Gifts tend to be very situational. Tendrils of Tzeentch is about the only good thing these guys can bring to the table (seeing as it costs more than 50 points) but while the gift is good, again, you have to waste a ton of points (in lords, no less) in an awful character to get it.
Chaos Lord: Your primary fighting lord, and arguably the most powerful generic lord in the game. Has a very high statline and can equip a variety powerful weapons and armour, as well as a variety of special mounts depending on what you want to use him for, though this can really up his cost, and he's not cheap to begin with.
Sorcerer Lord: Your wizard lord, starts out as level 3 wizard, with the ability to chose from any of the battle lores, though if you give him a mark of chaos he has to use the lore of the respective Chaos god. If you plan to give him a mark, use the mark of tzeentch, his lore is generally the most useful and his mark adds plus 1 to all of your sorcerer's casting rolls, plus it means you can give him flight by putting him on a flying disc. One nasty alternative tactic is to give him the mark of Nurgle. The "Magnificent Buboes" spell causes one automatic wound with no saves, useful for sniping. Despite being a wizard, he is actually a decent fighter, but still keep away from combat if he's on his own.
Exalted Hero: Your fighting hero. A bit weaker stateline than the Chaos lord and fewer options with equipment, but still a very powerful fighter.
Sorcerer: a SOLID choice and one of the best wizards in all of WHFB. Good fighter with magic abilities to boot.
Core Units
Chaos Warriors: The basic infantry unit for your army, but probably one of the nastiest infantry units in the game. They're very, very good at killing (model for model they beat most armies elite melee troops), but their cost means that you'll never be able to take them in large units. Generally used in units that are six wide to maximize the number of models in base contact with the enemy and take advantage of their 2 Attacks. There are two main set-ups for these guys. The first is Shields and the Mark of Tzeentch, with the MoT stacking with their Parry save from HW+Shield for a 3+/5++ save in close combat. Hard to kill and still pretty deadly in return. The second set-up is to give them the Mark of Khorne and Halberds. Some folks like to use Additional Hand Weapons instead, but the Halberds are mathematically just as good or better in all situations. The Mark of Slaanesh is generally useless now that Terror and Fear are nerfed, while Nurgle just doesn't have any particular synergy with any of the available weapons. That said, it is invaluable against shooting and against elite units (even most heroes have ws 6, meaning they will hit you on a 4+ instead of a 3+), as a penalty to hit is stronger than a ward save.
Chaos Marauders: The cheap and plentiful alternative to Warriors. You can mark them Khorne with Great Weapons (or occasionally Flails) for a massive horde of half-naked berserkers. Yes, they'll drop like flies, but at 5 points per model you can have a lot of them in a unit and when they hit back they tend to murder the faces off most things. It's usually good to have at least one unit of these guys to handle the few things that Warriors can't handle - like High Elves and their ASF Greatweapons. The other, less frequently used, set-up is Tzeentch with Shields and Light Armour. They get same synergy with Parry saves and the Mark of Tzeentch as Warriors, so rank them them up fairly deep for steadfast and use them to hold something nasty in place while the rest of your army sets up a flank charge. Their models are considered pretty terrible though, so a lot of people don't like to use them.
Chaos Warhounds: Flankers. At only 6 points a pop, combined with M7 they are excellent at intercepting enemy scouts and skirmishers, and to hunt down the crews of enemy war machines, wizards or even ranged units. They drop like flies though: at T3 with a 6+ save for an additional point, everything with something bigger than a hand weapon or a longbow will kill these pups instantly. They can be given poisoned attacks at a considerable rise in points, which works best with big units, something of a paradox when compared to the use these dogs have. Use them if you want to, but they won't work against every army you'll face.
Marauder Horsemen: Cheaper than Chaos Warriors, Marauders are your light cavalry. Notable for having the only non-magical ranged attacks in your army (throwing weapons), you can give them flails and light armor, combined with a Mark of Khorne to break enemy infantry units and run them down (3d6 dice + a reroll if needed? Yes please.) Again, with only T3 and a 5+ save they die like ****ches to handgunners, so use their speed to keep them behind cover before you charge. They're not often used: if you want cavalry, Chaos Knights nearly always are given this task. But if you absolutely need you some light horsemen, these are your friends.
Special Units
Chosen: 3 points more expensive than a regular Warrior, gaining +1 WS and the Chosen of the Dark Gods rule, granting a free roll on the Eye of the Gods table. For the rest they have the same options as a unit of Chaos Warriors, but a full command group costs 50 points compared to the Warriors' 30. Also note that the champion can have up to 25 points worth of Magic Items. Take the Favor of the Gods; it costs only 5 points and allows you to influence nearly all rolls you make on the Eye of the Gods table, including your pre-game roll (this is allowed, according to the FAQ). Back them up with a Warshrine of Tzeentch if you want to experience white-hot incandescent hate from your opponent.
Forsaken: Another trap. Their stat-line is considerably worse than that of a Warrior, but they cost more points. If you want something killy, take Chaos Warriors with Halberds and the Mark of Khorne. If you want something fast, take Trolls or Dragon Ogres.
Ogres: Opinions are mixed on these guys. They're cheaper, but less deadly and durable, than Dragon Ogres. Remember that these guys are NOT the Ogres you see in an Ogre Kingdoms list; you're not getting any Impact Hits and the other juicy stuff you get from those. They can take Chaos Armor to up their durability, but this gets expensive fast on bigger units. The only Mark worth something for them is the Mark of Khorne; combine with a weapon of choice, depending on what you're up against (I2 will mean you hit last against nearly anything anyway, don't be shy about Great Weapons), use 4-6 of them and let 'em rip. And for the love of Khorne, don't buy the metal Ogres. Use the plastic boxes, get a Spawn of two and glue on some tentacles. It'll save you a LOT of money.
Dragon Ogres: More expensive than regular Ogres, hitting at S5 without using Great Weapons will bring the pain upon any lesser unit you'll face. They're fast to: at M7 you can slam them into your enemy's juicy units with ease. They're immune to lightning-based attacks as well, use this to troll gun-heavy Skaven armies. Don't waste these guys on regular infantry: maul your enemy's biggest units, countercharge knights, slay monsters, and kill anything worth a lot of points. Be careful though, these guys are tough, but not invincible.
Trolls: Trolls are... eh. Cheaper than Dragon Ogres but with near-equal stats and Regenerate, Trolls are what you'll want to kill heavily-armored enemy models. In lieu of their regular attacks (3 at S5), all trolls in base contact with an enemy unit inflict a magical S5 hit that ignores armor. This *will* kill nearly anything without multiple wounds, but remember that this is very ineffective against larger units. Again, knights are a prime target for this attack, but it's always a good idea to have something charge alongside the trolls, preferably something that can deal a finishing blow against the enemy. Also remember that trolls have Stupidity, so don't let them wander off on their own.
Chaos Knights: Until recently the deadliest cavalry unit in the game, Chaos Knights have the works. A 1+ armor save, S5 magical attacks, 10 attacks from a basic 5 man unit and a statline you'll normally see on lesser Heroes, a sizable unit of Chaos Knights is a game-changer. Give them either the Mark of Tzeentch for a 1+/5++ save in combat, or the Mark of Khorne to make them even deadlier. Don't bother with lances: always having S5 is preferable to S6 on the charge, followed by S4 for the rest of combat. Their downside is of course their cost: at 200 points bare bones you will want to be VERY careful about what you do and don't with them, both in points and on the battlefield. An obvious bodyguard to your General, these guys will break nearly anything you throw them against. Be careful of concentrated fire: giving them the Blasted Standard (5+ ward against shooting, stacks with the Mark of Tzeentch) is a good idea when facing more dakka armies.
Rare Units
Chaos Spawn: Spawn are terribad. Like, really sucky. Even less reliably than Trolls, combined with their low stats for a monster and their slow movement (7" at average, can't march or charge) makes them a joke. You should buy these for only two reasons at best: conversions using the load of tentacles found on the sprue, using them to drag your converted Chaos Warshrines.
Scyla Anfingrimm: What's worse than a Chaos Spawn? One that costs nearly twice as much while being only marginally better, and you can only use one of it in your army. Piss off.
Chaos Warshrines: Actually pretty good. Their stat line, combined with their small frontage, makes them ridiculously durable, particularly when given the Mark of Tzeentch for a 3++ Ward. Worth taking just for their role as anvil units, but they can also buff your units by giving them a roll on the Eye of the Gods table. This works better on a unit with the Favour of the Gods in it, or if you've taken Valkia. Works in just about any army and are fairly inexpensive.
Hellcannon: CHAOS DORFS feth YEAH. The only "war machine" in your army, it is a stonethrower that will kick your ass in combat. Needs to take a LD test at the beginning of your turn; if you fail the cannon will drive itself 3d6 closer to the enemy, so it can hit them with its spiky bits. It hits at S5, causing Panic at -1 LD, good against feeble humans and greenskins. When it misfires though bad things goes down, from explosions to murdering its crew and mindraping every wizard on the table (hilarious if you don't have any, but your enemy has plenty). Temperamental at best, and with a notable price tag, the Hellcanon should only be taken by the more daring of generals.
Dragon Ogre Shaggoth: The big brother of the Dragon Ogres, the Shaggoth will **** up. 5 attacks at S6 murders everything it runs into. Combining with either another hand weapon or a great weapon, there's nothing a Shaggoth won't murder. The obvious downside is that the Shaggoth is relatively vulnerable (T5, 4+ save and no way to regain wounds), it is the magnetic pole for shooting. Get this guy in combat fast and keep him there, otherwise he'll be headbutting cannonballs from turn 1. He is rather pricy though, so have a plan before you field this guy.
Giant: Giants have a ****ton of special rules, making them effective against both monsters and infantry/cavalry units. They are less effective against monstrous infantry, due to most of the Giant's attack being effective against only one model. The Giant is surprisingly very effective against characters, especially if you roll on the Pick Up And chart; you have a 2 in 3 chance to remove the guy from the game. They're sublime fire magnets though, and it'd be a shame to have your 200+ points model taken out by a pair of cannons. The Giant can take a Mark of Chaos; the Mark of Slaanesh is surprisingly powerful on this guy, allowing him to strike first. Which, combined with hits of str6 is very welcome.
Building Your Army Buying Your Army
One of the best things about this army is the low model count. The other one is that the models are, most of the time, goddamn awesome. Under 8th edition infantry has been strengthened (haha!), while other units such as chaos horsemen, chariots or the like don't see so much use as they used to have. Consequently, you should consider buying a strong core of infantry: about 30-40 warriors of chaos ("oh my god the pain!" being cried by your opponent's units is guaranteed in close combat), although some people prefer to use even less, and a good number of marauders (they're cheap in more than one sense, but shamefully not in the actual "money" sense), I'd say about 60 or so, which again could be less. Others just skip marauders altogether because the figures don't look as good as warriors do and becuase they don't find them useful enough, and I say that is a chice you'll have to make. Having bought this, invest in some heroes, sorcerers, a unit of horsemen or two and 1 or 2 hellcannons ("Oh my god the pain!" once again). Of course, the hellcannons and horsemen are not mandatory and you can be well served with just a sorcerer and one or 2 cheap heroes, but the miniatures look too awesome to not have some of them. There is no miniature for the Warshrine, so if you want one you'll have to convert it (be creative here, it's Chaos time!). Apart from that, buy monstrous units if you are really going to use them, and remember that these don't look so well (if you want ogres you're better off using some from the Ogre kingdoms army, because the chaos ones look terrible). Same with chariots (which make a good base for Warshrine conversions). You can have a decent army for about 200-250$,
Army Composition Magic Items
Weapons Armour Chaos Runeshield: For 50 points it makes your opponents magic weapons and runic weapons count as normal weapons. Have your opponent rage when his 100 point sword is useless. Arcane Items Magical Marrionent: A must for any wizard heavy list any list with at least one Sorcerer Lord or and even against other wizards. For 35 points it lets you adjust ANY miscast roll by d3. Any. fething. Miscast. Yes, especially yours. Saving your sorcerer and watching that metal lore **** exploding for 35 points? Point and laugh.
Magic
Tzeentch
Tzeentchian spells are quite funny. They have some nice damage dealing potential, and many are underestimated. Moreover, the Mark of Tzeentch gives your sorcerer a +1 bonus to your ward save and casting rolls.
Flickering Fire of Tzeentch (4+): Magic missile. d6+1 hits at d6+1 S. Fire ones. Baleful Transformation Pandamonium: Opponents can't use other models leadership, and their mages miscast on any double. Combine this with the Magical marrionet for extra lulz. Bolt of Change Call to Glory: Removes a 15 point chaos warrior and replaces him with an exalted hero. +1 str, +2 A and other bonuses. But if your opponent dispels it you don't get the warrior back. So use it when your opponent's mage is nothing more than meat confetti. Infernal Gateway (15+): You know it, you love it. Easily the best spell in the game, it inflicts 2d6 hits at 2d6 strength. The real kicker is that if you roll a 11 or 12 as a strength you remove the unit from the game. The Whole Unit. No Saves. Even ICs. The Whole Unit.
Nurgle
Slaanesh
Lords & Heroes:
Core:
Special:
Rare:
Wood Elves (WE)
Spoiler:
Overall Army Style: Elves that is one with nature, fighting side to side with Forest Spirits. Battalion Purchase [8] Wood Elf Glade Riders , [24] Wood Elf Glade Guard [12] Wood Elf Dryads. $100 of $122.50 = 19% off Bundled Savings.
Wood Elves are one of, if not the only army in Warhammer Fantasy that lacks any sort of War Machines to root down their lines and hold them in a single spot. They're slowest units have movement 5, and most move much much faster. The name of their game is speed and maneuverability. By the end of turn 2 you can be behind the enemy lines, ready to unleash deadly co-ordinated flank charges, and against slower armies you can quite simply run circles around your enemies.
Though regarded as some of the best archers in the game, due to their strength 4 short range shots, the wood elves' greatest strength is not in their shooting. They are formidable in combat but lack staying power. You will need to use your maneuverability to ensure that you win the first combat resolution. If the elves get bogged down, their low toughness means they will be hacked to pieces.
Lastly, their magic is not the most powerful, but with forest spirits and units such as treekin bolstering their lines, regenerative life or athel loren magic can give some monsters heavy staying power to tie up more valuable and deadly enemy units, leaving the majority of the army free to maneuver at will and pick off the weaker enemy units.
The Wood Elves require perhaps the most skill and nuance to play well, but this directly translates into them also being one of the most rewarding armies to play.
Plus they're bad ass vengeful guardians of the forest, so that's pretty cool too.
Lords & Heroes Named Characters
Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.
Orion, The King of the Woods: Orion is what we, in the biz, refer to as a Deathstar Unit: Incredibly expensive, requires a massive tax on your resources, can be incredibly powerful, has a laughably easy weak point for all that it took to bring him in. Orion costs 575 points, not including his hounds and screws around with your forces. He can also beat in almost anyone's face (WS8, S5, A6, I9, +2 S on the charge), comes with an Bolt Thrower and an extra pair of Dispel Dice and is Unbreakable and Unstable (with 1 less wound if you're within 6 inches of a Wood. Here's the downside: He's only T5 with a 5+ Mundane Ward, making him significantly less durable than a Treeman (who is T6 with a 3+ Armor and 5+ Mundane Ward). He will drop like a fly to high volume S4 and above attacks and god help you if it's Magical Attacks. He also has a troubling lack of Always Strikes First and will have trouble winning combats against large units (he'll probably tie or grab a minor win on round 1 and then start losing from then on). He'll also rarely see enough action to justify his incredible points cost. Don't bother.
Drycha: Orion is fighty, the Twins are shooty, Drycha is weird. She's cheap, at 355 points, but she doesn't come with nearly enough stuff to justify even this low entry point. For starters, she's only a Level 2 caster (most Lords get laughed out of the room if they're not at least level 3) and only has access to Lore of Athel Loren. She also ****s your unit options right up (if you're not a Forest Spirit, GTFO) and while she's reasonably fighty, T4, 3 wounds and only a 5+ Mundane Ward means she's easy to drop. And while her kinda ganky Deep Strike ability seems fun, you're only guaranteed 1 Wood (IE the one you brought, sitting in your deployment zone) it's probably easier to just have them join her from the front. Don't bother.
Naestra and Arahan, The Sisters of Twilight: Anyone who makes a 'Twins are hot' joke gets kicked out of Athel Loren. As for the girls, they can be hilarious. You don't take them to win, you take them to troll. They cost upwards of 500 points when you take them with the Dragon (never, EVER take them with the Eagle), but one Sister comes with a bow that hits with a Small Blast and the other comes with a bow that causes the hit unit to have to take a Strength test or not move the next turn. Oh and a minor thing? If either of them are alive at the end of any given PHASE (IE Movement, Magic, Shooting, Combat) then both of them get restored to full wounds. IE you have to kill them both in one phase, or they're both fine. This can get hilarious very quickly. That said, they're not exactly competitive; They're expensive and at T3 and 2 wounds, they die very easily. But if you can pull it off, bouncing them both on and off their feet is a great way to troll. And what're you gonna do, you're playing Wood Elves, not like you're in this to win to begin with.
Generic Characters
Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.
Highborn: Generic combat lord, reasonably fighty but you'll pale in comparison to most other Lords. He does however make Eternal Guard core and can be kitted out in a variety of ways to be more fighty. Plus an LD10 bubble is always a good thing. Should not be your first Lord choice, but far from a bad one.
Spellweaver: This should be your first Lord choice. Level 4 at 250 points, a variety of magic items to make her better, and most importantly, access to Lore of Life and Lore of Beasts (both of which knock Lore of Athel Loren right the **** out of the park). Plus she has a Longbow, which means that while she's hanging in the back with your Glade Guard, she can ping off the odd casualty herself, which is hilarious by the by. If you want a Lord choice, this is the one you should go for in almost every situation.
Treeman Ancient: While Treemen are easily one of the best choices available, Treemen Ancients fail for a variety of reasons. First off, they're 40 points more, and all you're getting for that is 1 point of LD and the ability to use 2 Tree Singing a turn (woo ****ing hoo), plus the ability to buy Sprites and spend more points on them. Plus, Treemen are in the barely used Rare points, whereas Ancients are in the highly contested Lord choices. Don't bother with Ancients. Unless you want to put the annoyance of netlings on him. If you do this then he can stand toe to toe with any lord in the game.
Noble: Blah blah blah generic combat hero blah. Blah blah blah want a Battle Standard Bearer blah. In all seriousness, the highly mobile and fluid nature of a Wood Elf army, means that you're gonna get less mileage out of a BSB than most armies, but they're still an effective use of points. Also, having one sitting in your Eternal Guard makes them Stubborn, which is always worth it's weight. And finally, if you have a lot (and I mean a lot) of points left on the table and you're worried about War Machines/Small Shooting Units, there is an amusing way to use Nobles: Load them up with Alter Kindred, Helm of the Hunt, Shield and Sword of Might. The resulting Noble will be the most effective War Machine/Small Unit hunter you will ever see (and because he'll be on foot, he'll have a 360 degree arc of sight). Not precisely competitive, but fun.
Spellsinger: The Spellsinger has one major issue that separates her from a Spellweaver: She only has access to Lore of Athel Loren. While this isn't the worst Lore in the world, it does limit her usefulness. If you need a cheap caster, then this is probably the way you wanna go, but unless you have a specific use for the Lore of Athel Loren, it's probably not worth it.
Branchwraith: The Branchwraith has 2 advantages: 1, she's fairly effective (WS6, S4, T4, I8, A3, 5+ Mundane Ward). 2, she's cheap. She's not gonna break 120 points unless you make her a Wizard (which you should never do, Level 1 might as well not exist). She's a cheap way of beefing up a Dryad unit, so if you're taking one (and they're not a terrible choice, just a lackluster one) you should probably stick it in a Dryad unit that's gonna end up somewhere important.
Mounts:
Elven Steed: You know it, you love it. If you're taking a Noble/Highborn who wants to run with the Wild Riders...well he's gonna need a Kindred, but this should be his first choice. Remember, you're Wood Elves, so **** all those Dangerous Terrain tests taken from Woods.
Great Stag: Really, why aren't you taking it? Better stats than it's closest cousin (IE the Eagle), you can still join units, you get a Ward Save. One of the better mounts.
Great Eagle: Eh. Could be worth a lark if you want a Noble to go hunting, but it's fairly likely to get shot out from under him. Never mind that if you want your Noble to go hunting on his own, Alter Kindred is much more effective. Not worth it.
Unicorn: Unicorns are weird. They seem to be designed to deliver a Hero/Lord directly into combat, but it's only available to Casters and all it really does for them is make them a tiny bit more durable. I suppose it could protect your Tree Spirit units from casting by giving them all Magic Resistance (2) but that's just a really roundabout way of doing that. Probably not worth it.
Forest Dragon: It's a Dragon, what do you want? It's perhaps a bit on the expensive side and it's much more difficult to kit out a Wood Elf Lord for Bear than either of the other Elves, but it's still a Dragon. Taken in big games (3k+) it'll probably justify its points.
Core Units
Glade Guard: Glade Guard are fairly overpriced for their ability, but they're one of the mainstay units of your army. Since your free Wood has to go in your deployment zone (yeah it does, read the FAQ), they can hang in there. Taken in units of 14 with a Musician they run about 174 points and can damage important enemy units and bunker down Wizards. Don't expect miracles, but a pair of units of them can help long term strategy. Scouts: Just what Glade Guard need, to cost more (up at 17 points) and do less. The only thing this accomplishes for you is getting them close to the enemy and giving them Skirmisher status. This could be alright, if they didn't lose S4 shooting at close range with it. Do not bother with Scouts.
Glade Riders: Ugh. Overpriced (24 points) and unreliable are the key words for this unit. A unit of 5 with a Musician will run you nearly 130 points and those points are almost certainly better spent elsewhere, especially if you don't need them to fill out your Core requirements (as the only jobs they do are done better in the Special choices). You should probably avoid these.
Dryads: Dryads are cheap and effective combat troops that are let down by the new limitations put on Skirmishers in 8th edition. The inability to break ranks really hurts. But they make effective small unit hunters, they're highly mobile and can be pretty brutal in close combat. Just be careful, 1 Magic Missile can end the entire party.
Eternal Guard: The anchor around which the rest of your army moves. They're reasonably fighty (3 ranks of 5 have 20 attacks, which is always welcome, plus WS5 and I5) and if you've taken a Highborn they're pretty much a requirement. Go with the Razor Standard like cheese and crackers. Best of all, if you can drop a Noble or Highborn in them, they become Stubborn, which can make them impossible to move. Beware, they will suffer against high Toughness or Armor Save targets, so best to let your Tree Spirits deal with them. A good choice, whether Core or Special.
Special Units
Wardancer Troupe: Wardancers are a reasonably good unit let down by a few flaws and a fairly high cost of entry. They cost 18 points a pop and with T3 and a 6+ Ward, they're about as hard as tissue paper, but that's par for the course with Wood Elves and Skirmishers in general. What lets these guys down is the fact that because they're not Scouts, they have to start in your deployment zone, and M5 does not let them cross the board very quickly. Don't get me wrong, if they hit they can cause some serious damage, but you could very easily have a 200 points plus unit do precisely zip. So while they're not bad, they're easily the least reliable of the 3 Special Choices.
Warhawk Riders: You think your Fast Cavalry is fast? Bitch please. These guys are troubleshooters, as they can bring down War Machines like they're not there, punch out shooting units, ping wounds off lightly armored units and even help out in large combats (this is only for emergencies though). Remember, Flying Cavalry is Fast Cavalry and Fast Cavalry can fire on the march and you don't get negatives for moving and shooting. Their Hit-And-Run ability is funny but only useful when they're combining charges with someone and things have gone tits up. Also, don't forget, you're Monstrous Cavalry and thus get Stomp.
Wild Riders of Kurnous: These are one of the guys who make Wardancers look bad. They're more durable (6+ Ward, 5+ Mundane Ward, 5+ Armor), move faster and can generally accomplish more. They also have a pretty damned solid statline (WS5, S4, I5, LD9) and a few amusing special rules. Even with the massive hit that Cavalry took in 8th edition, there are few Wood Elf armies that don't have room for Wild Riders.
Treekin: Treekin are the younger brother of Treemen and should only be avoided if you have some crippling fear of winning. No I'm not kidding, these are easily one of your most reliable units. S5, T5, 3 wounds, 3 attacks, Stomp, 4+ armor, 5+ Mundane Ward. If they were Stubborn, they'd be broken. Beware they are vulnerable to Great Weapons and high volumes of S4 attacks and have trouble overcoming large amounts of static combat res, so be careful to not send them into battles they can't win.
Rare Units
Waywatchers: I'm of two minds about Waywatchers. On the one hand they have killer BS, Killing Blow at short range and the ability to get reallllllly close to the enemy. On the other hand they are fething expensive (24 points a pop) and extremely fragile. They can be competent War Machine hunters and if you can get enough of them together they can be one of your only ways to deal with Heavy Cavalry without getting a Treeman involved. If you need some help with heavy armor or war machines, then they can be worth the investment but otherwise, skip 'em.
Treeman: The only time you should skip the Treeman is if you are playing someone who's lost a lot lately and needs a win as a pick-me-up. And they're playing Beastmen. Seriously, this is easily one of the most important units in your army. WS5, S6, T6, W6, A5, Stubborn, 3+ armor, 5+ mundane ward, Strangleroot, Thunderstomp, Tree Singing (and remember, the direct damage version of Tree Singing has no maximum range or line of sight requirements). Yeah, we know it's Flammable, but given how difficult it is to damage, that's not gonna matter as much as you think. Unless you're in 1000 points and under and therefore literally cannot legally take a Treeman, this should be one of your first choices.
Great Eagle: And I thought it was bad in the High Elves book. At least there it's fulfilling a genuine need. Here? No logical reason to take it. It can barely handle War Machine crews or lone Wizards and against armies with lots of both, it's liable to get killed before it get there. Avoid.
Building Your Army Buying Your Army Army Composition Magic Items
Spites:
A Blight of Terrors: 50 points to cause Terror? Yeah, no.
A Befuddlement of Mischiefs: Hm. The new rules on Bound Spells kinda hurt it, but if you're tailoring lists and you know you're fighting someone like Bretonnia or Beastmen...yeah it's okay. Keep it out of take on all comers lists though.
A Murder of Spites: Can be very useful, especially on a Lord/Hero you expect to be a frontline fighter. Recommended.
A Muster of Malevolents: Could be alright on a Wizard, but not usually worth it's points.
An Annoyance of Netlings: Wanna make that opponent who's kitted out for bear cry in close combat? Take this Spite. Very good for a Lord you want to go character hunting.
A Resplendence of Luminescents: The key here is that it applies to the unit s/he joins, making it killer for a Wizard hanging out with Glade Guard. No one will ever take Ethereal creatures against you again (of course, why they would given that half your army already has magical attacks, is beyond us, but hey).
A Lamentation of Despairs: Not...terrible, and it could be hilarious that one time it works and knocks out your enemies general on turn 1. But pretty limited. Not a first choice, but if you're in the mood, go for it.
A Cluster of Radiants: This. This, this, this, this. 25 points for a Dispel Dice is worth it in almost any situation. This is half the reason you take a Branchwraith right here.
A Pageant of Shrikes: Wanna go Wizard hunting, but that Damsel is hiding in a unit? Take this item. A fantastic way to deal with enemies hiding inside units.
Magic Weapons:
The Spirit Sword: Hm. The auto-wounding thing is nice as is the secondary ability, in theory, but while it's wielded by an LD10 Lord, a lot of the people he'll end up using it against will be LD10, which makes it a risky proposition. And Wood Elves aren't good enough to really afford chance. Probably not worth it.
Daith's Reaper: Wood Elves have a limited number of ways to kit out their guys for bear and this is one of the best. Yeah it doesn't help you get those wounding rolls, but it's an overall extremely useful item for it's price. Recommended.
The Bow of Loren: You're probably going to want to end up combining this with magical arrows of some kind, which means you'll have to devote a Lord to it. But if you can afford to (with say, Arcane Bodkins?) then you'd be surprised how effective 4 shots a turn can be. Especially if they ignore armor.
Blades of Loec: Yeah it's alright. If you've got a Hero kitted out to be a Wardancer, these are a good choice.
The Dawnspear: This is also an excellent choice, especially on a Lord, where his high Initiative will allow him to whack most enemy units before they can strike. A good choice.
The Spear of Twilight: A bit too expensive, but not too bad as far as Wood Elf weapons go.
The Callach's Claw: Hm. Not bad. Could be a good way of boning over Steadfast units. Use it wisely though, it doesn't help you wound.
The Hunter's Talon: Another good way of boning over Wizards in units. Combine with A Pageant of Shrikes and Scout Kindred to kill a Hero level Wizard turn 1.
The Sword of a Thousand Winters: These items are always fairly useless and since this one specifies that it doesn't work on Monstrous Infantry, it's pretty much worthless.
Rageth's Wildfire Blades: There are probably easier ways to get this, but if you need flaming attacks, this is an easy way to get it.
Asyendi's Bane: Why would you do this? A reroll is certainly worth the possibility of damaging your hero. Do not bother, under any circumstances.
Magic Armor:
The Oaken Armor: If you want to protect a Highborn, this is the way to do it. One of the better choices in magic armor in the Wood Elf book.
Railarian's Mantle: As always, you're only guaranteed 1 wood, and given that it costs the same as Oaken Armor, or 5 points more than the Armor of Silvered Steel, it's probably not worth it.
Armor of the Fey: Mildly lulzy if you combine it with a hero who has the Forest Spirit special rule, but squarely non-competitive.
Helm of the Hunt: Unless your lord/hero is completely designed for defense, or not allowed to take armor, there is no character who won't benefit from this. Awesome when taken with Alter Kindred.
Briarsheath: Your Heroes/Lords are not usually designed to be running touchdowns on their own, outside of Alter Kindred, and while this will make you pretty much immune to BS based shooting, it won't protect you from having your skull being beaten in close combat. Don't bother.
Talisman:
The Rhymer's Harp: Having issues with your Eternal Guard or Glade Guard dying too easy? See how easily they die when you're grabbing them a 5+ Ward Save. The other ability is just gravy. And you still have enough points to grab a solid Arcane Item/Weapon (depending on whether it's on a Highborn or a Spellsinger). A FANTASTIC item.
Amaranthine Brooch: It's...alright I guess. Kinda on the expensive side, and there are more reliable ways of getting a 3+ ward in the Wood Elf book, but that gets eaten up pretty fast. Mediocre, but an okay second choice.
Amber Pendant: Fun for trolling High Elves, but Wood Elf initiative is good enough across the board that you're not gonna get a great lot of use out of this. If you're tailoring your list, go ahead. If not, skip it.
Stone of the Crystal Mere: One of the best ways to protect a caster in the Wood Elf book, and pretty damned excellent on combat heroes too. Just plain a damned good item.
Stone of Rebirth: The FAQ officially says that this works against more than one wound which means it could be useful on a Life Spellsinger who is counting on the Lore of Life attribute to give her her wounds back. Not exceptionally useful otherwise.
The Fimbulwinter Shard: Stupid name aside, unless you're running reallllly Forest Spirit heavy, you'll probably get some mileage out of this. Even if you are running a solid number of Forest Spirits, it's range isn't so much you need to worry about it.
Merciw's Locus: Amusing, but it still allows non-Strength bonus abilities, so it's a little limited. You can probably find a better use for those 20 points.
Enchanted Items:
Wraithstone: It's range is absurdly limited, and there will be many times when you take it against VC or TK and have it do nothing, but it's a GREAT way to bone over Steadfast/Stubborn unit. Highly recommended.
Hagbane Arrows: If you know you're fighting against Ogre Kingdoms...this is still probably not worth it, since it'll only kill a model 1/3rd of the time. Too limited to really be generally useful.
Moonstone of the Hidden Ways: The current terrain rules kinda **** this item over, but it might be worth it for that one time you pull a sick move with your Eternal Guard. Still, probably not worth the points.
Hail of Doom Arrow: The issue with this item isn't so much that it can't make up it's points, but more that you have to devote an entire hero to using it. Still, it can lead to you devastating a unit on Turn 1, which is always awesome. If you have a free Hero, or 30 points free on your Lord, it could be kinda fun.
The Horn of the Asrai: Um...what now? You're paying points to get your enemy to charge you? That seems...counter intuitive (especially since drawing people out of position by having them charge is a Warhawk unit's job). Don't bother.
Arcane Bodkins: I am 99 percent certain these arrows were made to keep Bretonnia from getting uppity. Combine with The Bow of Loren for a killer shooting Lord. Not a bad item at all.
Elynett's Brooch: Since you can't use it to help with Break tests (I think, it's kinda unclear) it's usefulness is limited at best.
Dragontooth Arrows: The only time you're going to get any use out of this is against Ogre Kingdoms. If you're tailoring you list, could be okay. Otherwise, ignore it.
Gwytherc's Horn: This seems to be tailored to be given to a unit champion, and since there's no unit champion who can take items you can safely ignore it, especially given that a lot of your units are already Immune to Psychology.
Arcane Items:
Wand of the Wych Elm: A great item for defensive wizards. Oh I rolled double 1s for my dispel attempt. Reroll and oh, there it is, dispelled. Sorry, maybe next time. Should be your first choice for a Lord Level Wizard.
Calaingor's Staff: Meh. Not really worth it, as Tree Singing isn't THAT important.
Divination Orb: Not...great, but an okay choice for a Hero Level Wizard, especially since he doesn't need to be the one to dispel it.
The Deepwood Sphere: See: Calaingor's Staff. Seriously, too many of these items are based around Tree Singing. This item is all about the automatic strength 5 hits to everyone in the woods with the caster.
Ranu's Heartstone: Pretty good, but you can probably get better items.
Magic Standards:
The Royal Standard of Ariel: Eh. Not...terrible, but it's expensive at 100 points and kind of limited in it's usefulness. The highly mobile nature of a Wood Elf army means you're probably not gonna get too much use out of it. You can do better stuff with 100 points.
Gaemrath- the Banner of Midwinter: Could be alright on a unit of Eternal Guard, provided another unit has the Razor Standard. It's okay, but it has to be used carefully.
Faoghir- the Banner of Dwindling: Not bad on some Wild Riders. Don't bother on any other units though.
Saemrath- the Banner of the Zenith: This one is actually really good for it's points. Unfortunately, none of the units that could put it to use (Waywatchers, Warhawk Riders) have access to magic banners. The only unit that could use it that can take a banner is a unit of Scouts and that's kind of a silly thing to take just to get access to a Magic Banner. Skip it.
Aech- the Banner of Springtide: If you've taken a Banner on a unit of Glade Guard then go ahead and stick this magic banner on them. Otherwise, skip it.
Kindreds:
Kindreds are kinda weird. Essentially you're paying a few points to get a few special rules. That's kinda fun, but it does usually limit your access to magic items, although it can allow for some specialized heroes.
Wardancer Kindred: If you want to add some Oomph to your Wardancer unit, you can make drop this on a Hero, but that usually only becomes an option at larger points. If you do take this, be sure to grab the Blades of Loec.
Eternal Kindred: Worthless. You can get better results tossing magic items on your guy and since your BSB can't take Kindreds, this removes the option of grabbing it with a BSB and Magic Banner. Never take this.
Alter Kindred: Combine with Helm of the Hunt and a Magic Weapon (plus Light Armor and Shield of course) to make an extremely effective war machine/small unit hunter. Only take one though.
Scout Kindred: Eh. It might make a hero an okay War Machine hunter but...Alter Kindred. Could be fun if you want to take a unit of Scouts and Saemrath, but then you're putting a lot of points into one not-very-good basket. Except in that (very specific) circumstance, don't bother.
Wild Rider Kindred: If you want your Hero/Lord to ride with your Wild Riders (which is not a bad choice), gotta grab one of these. Otherwise, ignore it.
Waywatcher Kindred: Fairly worthless. The restrictions it makes to weapons and armor mean your hero/lord is likely to get killed cuz of it. Ignore.
Glamourweave Kindred: Weird. Combined with a Unicorn, it could be a useful way to get your Dryads/Treekin Spell Protection, but that's a really specific use. If you're not using it for that, don't bother.
Magic
Wood Elf Magic is hampered by the fact that all but 1 of their casters can only use the Lore of Athel Loren. As such, you should focus most of your magic into Spellweavers, giving you access to the Lore of Beasts and Lore of Life. However, both of these Lores are designed heavily for defensive and support, so don't expect to be wiping out units with them. Use them wisely however and they can win you combats you'd otherwise lose, which is really important in such a tactically difficult army.
Lore of Athel Loren however should only ever be used by Spellsingers (never make your Branchwraiths Casters, it's not worth the points), and while it has it's okay spells, you're not guaranteed to get any of them. Tree Singing is a guarantee if you took a Treeman (which you did) so that's alright, especially since the direct damage has no Max range. Apart from that, Ariel's Blessing and The Call F of the Hunt are okay, but not great and Fury of the Forest can be an alright direct damage spell. The other two spells are more or less worthless so don't bother with them.
Lords & Heroes:
Core:
Special:
Rare:
[/spoiler]
This message was edited 2 times. Last update was at 2013/06/23 20:26:32
Is this just a repost of the thread that's already stickied, or has it been changed? Done so, I'm assuming, so that you have the ability to edit it as opposed to lunahound?
1500
500
Vampire Counts 2400
300
Circle Orboros 20
2013/06/22 01:31:34
Subject: WHFB Army Info and Tactics - New to WHFB? Read this! (New and Improved Thread)
Given that the Wood Elf advice is utter nonsense (and the link to one of my own posts from well over a year ago is rather out of date), I'll put myself forwards to rewrite a better review and form part of this council.
"4 hours 27 minutes - Time it took between the ETC draft being posted and @tmarichards to ask about his free bow "
Tom " Where's my bow?" Richards
That was, as I understood, the plan, but it seems a Mod hasn't got round to it as of yet.
Tangent wrote:Is this just a repost of the thread that's already stickied, or has it been changed? Done so, I'm assuming, so that you have the ability to edit it as opposed to lunahound?
Yep, the idea is that, with me being more active the thread will get updated with all the new stuff (I'm working on HE now), and will continue to be updated more regularly in the future.
Niteware wrote:Need to add to the note that WoC isn't updated for the new book either; Don't think many people would still say that Deamon Princes suck ^.^
I thought that might have been the case, I'll add that in, thanks.
tmarichards wrote:Given that the Wood Elf advice is utter nonsense (and the link to one of my own posts from well over a year ago is rather out of date), I'll put myself forwards to rewrite a better review and form part of this council.
Excellent, that'd be great. Feel free to collaborate with others, and just PM me when you're done!
tmarichards wrote: Given that the Wood Elf advice is utter nonsense (and the link to one of my own posts from well over a year ago is rather out of date), I'll put myself forwards to rewrite a better review and form part of this council.
I've got some time free now if you want to collaborate.
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
2013/06/29 08:01:28
Subject: WHFB Army Info and Tactics - New to WHFB? Read this! (New and Improved Thread)
thedarkavenger wrote: When is the High Elf one getting updated? I'd be glad to give a hand with it.
I'm starting on it now, but I could do with some help actually
Do you want to split it? So you could do the Overview and the Analysis for Lords, Heroes and Core. And I'll do the Analysis for Special, Rare and Magic Items. I could do Core as well if you wanted.
thedarkavenger wrote: When is the High Elf one getting updated? I'd be glad to give a hand with it.
I'm starting on it now, but I could do with some help actually
Do you want to split it? So you could do the Overview and the Analysis for Lords, Heroes and Core. And I'll do the Analysis for Special, Rare and Magic Items. I could do Core as well if you wanted.
Yeah. I'll write it up and message it to you today.
I know the Breton's are a Calvary based army but is it possible to just take knights on foot. I admit I don't have a army book but if I were to play Fantasy I would definitely play with Bretonnia for the aesthetic but I can't say having every single model on horses appeals to me. GW does sell individual knights on foot but but I'm not sure if they're some kind of exception to the rule.
\
2013/06/30 13:11:45
Subject: Re:WHFB Army Info and Tactics - New to WHFB? Read this! (New and Improved Thread)
shivman wrote: I know the Breton's are a Calvary based army but is it possible to just take knights on foot. I admit I don't have a army book but if I were to play Fantasy I would definitely play with Bretonnia for the aesthetic but I can't say having every single model on horses appeals to me. GW does sell individual knights on foot but but I'm not sure if they're some kind of exception to the rule.
thedarkavenger wrote: When is the High Elf one getting updated? I'd be glad to give a hand with it.
I'm starting on it now, but I could do with some help actually
Do you want to split it? So you could do the Overview and the Analysis for Lords, Heroes and Core. And I'll do the Analysis for Special, Rare and Magic Items. I could do Core as well if you wanted.
Yeah. I'll write it up and message it to you today.
thedarkavenger wrote: When is the High Elf one getting updated? I'd be glad to give a hand with it.
I'm starting on it now, but I could do with some help actually
Do you want to split it? So you could do the Overview and the Analysis for Lords, Heroes and Core. And I'll do the Analysis for Special, Rare and Magic Items. I could do Core as well if you wanted.
Yeah. I'll write it up and message it to you today.