V.1.06 of the Living rulebook has been released, and I have played 3 turns of an epic battle with the new version of the rules.
Why only 3 turns? It turned out (haha) that we needed longer than expected for the game, we had played very little the last year, so we had to look up some things.
Also: 5000 Points in 5 hours? What were we thinking?
I will add some pictures as soon as I get the possibility,
it has been crazy fun so far.
We are playing a "historic" scenario, Gorbad Ironclaw's invasion into the Empire.
The original Scenario as featured in a White Dwarf a long, long time ago, was too boring, it featured almost only cavalry units on both sides. I was called the battle of Grunberg, were Gorbad was wounded and almost killed. But we wanted to field mighty armies, based on infantry. So we skipped that part of the "authenticity" and went on with what we would like to play.
We made rules for Gorbad, and the Elector Count of Solland Eldred, as well as for an improved Lvl
4 caster on both sides.
These were the only Lord choices allowed, but the rest was totally up to the player.
Elector Count Eldred had the profile values of a Grand Master, as a special rule the Leadership effect of the General was increased to 18 inches.
He rides a barded warhorse, wears heavy armor and shield, and wields one of the runic blades made by the dwarves. Hits wound automatically and allow no armor saves.
The Empires Master Wizard was allowed to roll 6 dice per spell maximum, and ignores the first miscast result.
The Night Goblin Master Shaman was able to eat a mushroom each round if he liked, with the shrooms being exceptionally potent ones: When he decided to use it, you have to roll, on a 2-5 it works like a normal mushroom. On a 6, you may target an additional unit with the spell. and on a 1, he turns veeeery paranoid and the Empire player may choose any unit in range for the spell
Power Dice were limited to 4d3+4, so ranging between 8 and 16 per round (plus Petty magic spells).
That was a good choice so far!
I decided to pick many different units from the army list.
I wanted to reflect this is an Orc's army, so at 5000 points I needed 2 big mobs of Orc Boyz on foot at least. I added some Arrer Boyz too.
The mighty Gorbad had to be with the "Elite", a large unit of boar riding Big 'Unz, 16 of the brutes accompanied him.
Gorbad has the profile of a Black Orc Waagh Boss, just lacking its special rules of suppressing Animosity and ignoring panic from normal Orcs.
He rides an exceptionally big and nasty boar called Gnarla with a basic strength of 4 instead of 3.
He wields a mighty magic battleaxe, which ignores armor saves and causes D3 wounds.
He counts as General and army standard bearer, with a range of 18 inches instead of 12 inches. He was a superior fighter and Warlord.
His only weakness is his lack of defensive power, with an armor save of 3+ and no ward save, he is better be killin' everthin' before it can strike back!
He comes at a point cost of 325 points.
As I had a Night Goblin Master Shaman, I added a unit of Night Goblins and a "Body guard" Night Goblin Big Boss.
One Orc Shaman with some direct damage spells was the only other caster. A Black Orc Big Boss completed the bunch of heroes accompanying Gorbad.
He was with a big mob of, of course Black Orcs.
One unit of Goblins with spears, some Snotlings, a small unit of Wolf riders were the expendable units.
Stone Trolls and River Trolls were accompanying Gorbad to the battlefield, along with a Giant and a Arachnarok spider.
3 chariots for damage dealing, and some artillery were also there to support Gorbad, 2 spear chukkas, a rock lobber, a Doom diver.
10 Forest Goblins spider riders were also part of the Waagh...
I will add some more infos and pictures. Some really hilarious moments.