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Made in us
Master of the Hunt





I am still not sure about any of it, but I am looking forward to experimenting and learning what works. Overall I have a feeling it isn't as bad as I was fearing. Here are a couple of my thoughts on the armies I have.

Dwarfs = still only moving 6" a turn, but now could possibly charge 15". They will get a +1 to charge, but will probably be attacking last anyway because of their initiative. Shooting in 2 ranks is nice, but still can't move and shoot. I would think runesmiths and runelords still give added dd, but reading the rulebook made it seem like Dwarfs don't have any wizards. Sure they can get +5 to dispels with their natural +2, +1 for a rune, and +2 with a runic BSB, but a level 4 wizard gets +4 to cast = net +1 for Dwarfs. War machines got better which is good. I just don't see the decline of a gunline for dwarf players.

WE = Not sure since I don't play with the trees very much, but I would still place them 3rd of the elves. Not really seeing a whole lot of positives for the elves side of the WE. Overall, skirmishing isn't as bad as I thought it was going to be, but still not as good either. Glade guard units might go up to 30 strong. This will give you 25 shots, or 3 ranks of attacks in close combat. I didn't see great eagles moving away from being rare choices, but I did see their extra stomp attack if they are still alive at the end of combat.

DE = Will still be nasty as ever. The hydra getting an additional d6 hits after combat?? Spearelves are cheap enough to go hoard so could actually be attacking in 4 ranks. (HE in 5 ranks) granted you can still only attack models in base to base contact +corners, so you would have to be attacking 8 to 10 wide in order to get all your attacks. I don't think there will be as many MSU, but will still be useful for some things.

All in all, it seems more is better, just what GW wants you to buy.

dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in us
Longtime Dakkanaut





what about lizardmen guys?

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Made in us
Savage Minotaur




Chicago

Do your own writeup, guy. Look over the confirmed stuff (I posted a very long list of stuff that is in 8th in the 8th Opinion thread) and see what you can and can't do, and what you'll have to change.
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

boogeyman wrote:I didn't see great eagles moving away from being rare choices, but I did see their extra stomp attack if they are still alive at the end of combat.

You're right, they're still rare choices- I was just referring to the fact that there are no more "slots"- so as long as you can keep under 25% rare, you might as well take 2 of them (imho). That's the only restriction, 3 duplicates for special choices, and 2 duplicates for rare choices.

The elf side will benefit from striking in initiative order, and shooting got a boost- although it seems there will be a lot of benefiting from "obstacles" now, providing an extra -1 or -2 to hit for soft/hard cover, whether it's models, terrain, etc. So that's a drawback...

Fast cav I think will still be viable, so a lot of the WE "peck away at the enemy and avoid conflict" tactics could still work. It looks like there will be more blocks, which is both good and bad- easier to avoid fighting than other units, but also harder to deal with if it gets to you! But I agree... probably the weakest of the three elves at the moment (I guess it was sort of a draw with HE before?), although the tree side got a boost imho, which makes me happy.

gendo- I'll try to look at it from the perspective of lizardmen next time I see the book, and might be able to post up some things here from what I remember, since other than WE the other two armies I'm most familiar with are HE and Lizzies.

This message was edited 1 time. Last update was at 2010/06/17 04:19:55


 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Wheeeew. Just got back from taking a look. Nice book, and looks pretty professional. Nothing jumped out at me as problematically written, but I don't always have a good eye for that. Most of my questions revolve around how the PDFs will come down.

On topic for this thread:

Warriors: Pros: Harder to break their ranks, and with enough ranks, they gain stubborn which is huge. Eliminating auto-break from fear is welcome, and not being slowed by terrain is a nice boost. High leadership will help take advantage of swift reforms. Cons: Problems come from a slight reduction in durability against lower strength attacks, courtesy of the changed parry rule. All the extra attacks coming (especially from ogre types) mean you'll be taking even more casualties, and with low initiative and weak strength, won't be dealing that much back. Improved

Longbeards: Pros: Many/all of the warrior comments apply. With changes to fear and BSBs, can back off the Rune of Courage and look at some of the other options (not the Rune of Stoicism, which until FAQ'd has no effect now). Can take better advantage of the fighting in ranks rules, Cons: As warriors, and amplified due to higher per model cost. Improved

Rangers: Pros: Grungni be praised, we can move through terrain again. Didn't get good eyes on the scout rule, so not sure how that comes into play. Mandatory great weapons will have a little more chance of doing some damage, and shooting in 2 ranks will boost axes and crossbows. Cons: ? Definitely improved

Thunderers/quarrelers: Pros: Shooting in two ranks means a smaller frontage in your battle lines. Cons: Longer potential charge ranges could mean less time to shoot. Slight improvement

Miners: Pros: Attacking in two ranks helps offensively with great weapons. Longer charges mean greater threat range when coming on the board edge. With slots gone, they don't compete quite as hard with your other specials. Cons: Low armor save and higher volume of attacks means you'll need more if you intend to last in combat. No table quarters, so one use eliminated. May be mitigated by scenarios? Didn't look through all those. Push/slight improvement

Slayers: Pros: More ranks to attack with helps to ensure things they want to be fighting (monsters and the like) will take some hits using the slayer ability. Cons: At no armor save, they're going to have a harder time tarpitting, courtesy of more attacks flying around. Push/downgrade

Hammerers: Pros: No longer vulnerable to fear related auto-break! Dwarf Lord (if present) can leave them on their own if necessary. Greater damage potential whether you go great weapon or hand weapon. Cons: Survivability issues apply as elsewhere. With ranks providing stubborn, they aren't *quite* as essential.Slightly improved

Ironbreakers: No useful opinion unfortunately- never used them in 7th.

Artillery: Cannons all do D6 now! Grudgethrowers won't ignore armor on the "splash" hits, but with increased accuracy (no guessing), you have a good chance at putting a rock through dragons, hydras, etc. Add to that the no partials and you're making up for the lost armor save and multi-wounds on the splash. Bolt throwers seem unchanged, but can't break chariots with str 7. I didn't read as carefully through the artillery rules as I'd like- I know they now work similar to the skaven machines. Once again, loss of fear auto-break is huge. No running away because 5 fell bats charged and everyone whiffed. Final determination pending a closer read, but looks like Improved!

Gyrocopter: Can't march block as effectively, but the steam gun doesn't have to worry about partials. Push

Flame cannon: No partials and no guess is very beneficial here. Got the best bump in the rares, may or may not be competitive. Helps that slots aren't restricted any longer. Improved

Organ gun: Can take two and still take a gyro? Yowza. With stated artillery bonuses, just got better. Main question is how essential it is now that skirmishers work differently- and I'm not knowledgeable enough on the rules to make that call yet. Still, Improved

Characters: A little to early to tell. Dwarf Lord isn't going to be affected too much- was never in danger of breaching the 25% cap. Heck, you could take two now. Anvil benefits from not eating up character slots. Not sure how runelords and runesmiths will interact with dispel dice at this stage- either add dice, pending FAQ. BSB is even more useful/essential for re-rolling all kinds of psych tests, and slots are freed up to throw in an extra cheap thane if the mood takes you. Always liked the points efficiency of the great weapon, rune of stone thane, now he won't chew up a valuable slot. Slayer characters also potentially better. 50 points is easier to spend on a dragonslayer when he isn't taking a slot you need.


Overall: Looks pretty positive at first glance, but it's all just theory right now. Some of it won't be sorted till the FAQs come out, and my biggest question is magic. Some of the top spells are straight up absurd in their potential for damage. Hard to say how that will shake out- and a lot will hinge on whether folks are willing to risk the big miscasts. Casters that can mitigate those miscast effects seem pretty scary in theory. One benefit could be that if casters have to select a lore during army selection, you can be helped in a tournament environment where they won't be able to match an optimum lore to field against you.

Another possible concern: With the ability to charge quite a long distance (relative to 7th), it seems more conceivable that dwarf blocks could overextend themselves. If a unit charges 10+ inches, I can't march move fast enough to cover flanks. Mitigated by fewer rank breakers, but still a concern. With high leadership and possible stubborn, it may be wise to avoid charging at the first opportunity, and hold formation.

In summary- things look good, but there's still a lot of unknowns. A fair amount rests on the FAQs, and I'm sure things will change rapidly as players find where everything fits in...

RZ


“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Wow, nice analysis RZ! One question- I've been wondering if dwarves will be able to basically take artillery out the ears now? With no slots, is the only limit going to be the "only 2 duplicate units" for rare (or 3 for special)? It seems like you could take 2 of each and be downright absurd. Maybe it'll be limited in the errata for dwarves or something, since they have access to more different types of artillery (and hence, would be able to take more overall with only the duplicate rule limiting it).

Also, didn't cannons already do D6 wounds? It seems like they always have when they hit me but maybe I'm imagining it.

The big magic spells are insane! And with not-too-high of a casting value, either (15+ for the lore of death Purple Sun... which was crazy). With only 1 dispel scroll coming in most armies, that's going to hurt. And since miscast = cast with irresistible force, I think lots of people are going to go for it. Even in our little test game, I went for the big fireball and it paid off, even though it wounded my wizard and fried a few archers who were standing too close by .
   
Made in us
Savage Minotaur




Chicago

Dwarfs, in 7th, only have regular cannons, not Emprie Great Cannons, so they only do D3 wounds.

Its no more than 3 duplicate for special, and no more than 2 for rares.

And theoretically, dwarves will have the most. 6 bolt throwers, 3 cannons, 2 organ guns, and I'm not sure what category grudge throwers are in, either 2 or 3 of those.

Empire would be a close second, however, with 3 Great Cannons, 3 Mortars, 2 Hellblasters, and 2 Rocket Batteries.
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Ugh . I hope there's something in the individual army books about that. That's a lot more firepower than they can currently take... right?

Also- this will help them deal nicely with all of the multi-wound monstrous infantry formations that will not be popping up on the table in ranks at 3-wide and full attacks from the second row. Won't help 'em if they can't make it to your line, right?
   
Made in gb
Noble of the Alter Kindred




United Kingdom

Thanks for the reply about Beastmen Karon
Pity that things are not improved for them. I would still get an army despite the rules if I could.

Sounds encouraging for the dwarves. My chaps will be happy. (please no jokes about the other 6! )

Does anyone use Warhawks? Is it worth getting two more please, to make up the flight of 3 that i promised for my daughter.

 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

@RiTides: Perhaps people are using Master Engineers to shoot you? They improve cannons to D6 wounds.

And an update: It looks like all shooting strikes the warmachine, but since all hits can always wound on a 6, I think against certain matchups (Dark Elves, Wood Elves) dwarven artillery actually got more vulnerable. Used to be you could just ignore 2/3 of the hits, and even the ones that pegged the crew weren't that likely to wound. Downgrade the artillery rating to slightly improved, I'm thinking.

Hm. Wonder how that will work for Cauldrons?

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Longtime Dakkanaut




Karon wrote:
Empire would be a close second, however, with 3 Great Cannons, 3 Mortars, 2 Hellblasters, and 2 Rocket Batteries.


I think O&G is actually second, with 6 bolt throwers, 3 stone throwers and 2 doom divers.
   
Made in gb
Mad Gyrocopter Pilot




Scotland

Another dwarf question. How will the shield change affect Ironbreakers? Do they still get a 2+ save and their new 6+ ward? or would that be a 3+ armour and 6+ ward respectively.
   
Made in us
Longtime Dakkanaut




Lexx wrote:Another dwarf question. How will the shield change affect Ironbreakers? Do they still get a 2+ save and their new 6+ ward? or would that be a 3+ armour and 6+ ward respectively.


Grom gives 4+ and shield improves by one. Shield + hand weapon provides a 6+ ward save in h2h to the front but does not improve the armor save.
   
Made in gb
Mad Gyrocopter Pilot




Scotland

Good to know thanks. Some of the articles on games workshops site must be a little outdated then about the armor save they get. Was going off that. Will get a hold of the dwarf book later this week.
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Chibi Bodge-Battle wrote:Does anyone use Warhawks? Is it worth getting two more please, to make up the flight of 3 that i promised for my daughter.

I just purchased two, but I'm planning to use them for eagles (I like the model better) rather than warhawks. Sorry I can't be more help on that one!

RZ- Taking into account that you can have more artillery (or so it seems, at least now before the erratas come out) do you see dwarves sticking to gunlines? I was hoping to see them out and about with the movement rules (and a longer likely charge range, although also a longer range to be charged themselves) but I imagine many people will be tempted to just load up on artillery, sit back and let the fight come to them. Unless I'm missing something! (hopefully I am, I'm sure GW must have thought of this and realized how much more artillery we'd be seeing)

Anyway, it's not something I can change, so I'm not going to worry about it. Scratch that, I am going to worry about it (and anyone else switching over to block-heavy should be too...) but I guess I'll try not to

   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

@ Lexx: Expect *all* the articles on GWs site to be outdated right now. We're only just seeing the official stuff about 8th.

@ Ri: Not sure, but you can believe I'll try to make the fighting blocks work. I'd like to think that with the bonuses for infantry, there's a reasonable shot at making a serviceable list either way.

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Dusty Skeleton





The Greater Demon of Slaanesh got improved quite a bit. 7 attacks in CC re roll hits and wounds *first round* if someone isnt ASF, and then its stomp attacks are done at int. order. 10 + 3d6 drop the lowest also.
   
Made in us
Savage Minotaur




Chicago

Chibi Bodge-Battle wrote:Thanks for the reply about Beastmen Karon
Pity that things are not improved for them. I would still get an army despite the rules if I could.

Sounds encouraging for the dwarves. My chaps will be happy. (please no jokes about the other 6! )

Does anyone use Warhawks? Is it worth getting two more please, to make up the flight of 3 that i promised for my daughter.


Yeah, mate, its sad GW can't manage to make an army that's always been a low-average-to-bad on the scale of army rankings to atleast a "on-par with other armies"

Though, I have news. Last night when I was remaking my army list for my army, I discovered, contrary to what I said earlier, actually got BETTER.

Yes, they got nerfed for terror, but they have LD10, and since you can protect against frenzy with a LD test, baiting is no longer a problem for them.

Throw it into a head on charge with terror, its stubborn on LD10 and with 7+D6 attacks, it will tear through most things.
   
Made in gb
Mad Gyrocopter Pilot




Scotland

Red_Zeke wrote:@ Lexx: Expect *all* the articles on GWs site to be outdated right now. We're only just seeing the official stuff about 8th.

@ Ri: Not sure, but you can believe I'll try to make the fighting blocks work. I'd like to think that with the bonuses for infantry, there's a reasonable shot at making a serviceable list either way.


Yeah I was looking heh. Ill just sit tight till I have a look at the new book. Thanks.
   
Made in us
Dusty Skeleton





After reading through some of the rules and over the VC army book, they seem to have gained a nice bit of power, not really loosing anything in the competative environment.
Wight Kings might pop up more now also. Untill the FAQ on the coach, right now its extremly powerful.
   
Made in us
Savage Minotaur




Chicago

VC not losing anything? What?

They can't make units break through fear anymore. That's a HUGE nerf, as they're pretty bad at combat with their regular core.
   
Made in us
Longtime Dakkanaut





Karon wrote:VC not losing anything? What?

They can't make units break through fear anymore. That's a HUGE nerf, as they're pretty bad at combat with their regular core.

but when you have WS 1 and ... I can't remember 1 you suddenly become horrible yourself in combat.

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Made in us
Savage Minotaur




Chicago

VC still got hit hard, mate. WS1 on a LD check most of which will be made, is no replacement for fear-breaking.
   
Made in us
Longtime Dakkanaut




Gonna try making an unbiased Orc & Goblin army run-down. Might take a bit though, since I intend to go over everything.


Automatically Appended Next Post:
SPECIAL CHARACTERS

Gorbad Ironclaw. This edition is a very good one for Gorbad Ironclaw to be taken. He is Leadership 10, the only Leadership 10 model (base) in the Orc & Goblin Army. He also has the special rule where his Battle Standard Bearer's combat re-roll and General Leadership Usage is extended to 18". Depending on how the FAQ for O&G reads, he might allow all units within 18" to re-roll any leadership tests at Leadership 10 (at least, until wounded). His chief advantage is that he's, while a Lord, only 310pts: You can fit in a semi-decent Infantry Warboss at that point level (or, if using Goblins, possibly two), and you don't have to pay the 55 minimal points for a Battle Standard Bearer. Finally, in Combat, he is slightly less of a slouch: He can now go before the rest of the Ladz (always a boon since they'll be I3 at best), and if the enemy is I4 or lower then he gets to re-roll failed to hits as well.

Unfortunately, all is not fine and well. Gorbad still has only a 3+ save, which - since he might have to take it after running through difficult terrain - could quickly drop his effective diameter by a solid 24 inches. Ouch! He also is still a 310 point Lord, which means that - while you can still take a non-slouch Warboss alongside him - you don't have any good counter for another army's killy generals. With more attacks able to be dedicated as well (additional ranks) towards Gorbad, he'll most probably only keep his special rule until his formation is engaged or has to run through a neck of woods.


Azhag the Slaughterer. Mixed opinion on this guy. You use up practically all the 25% Lord limit in games 2250 or under. He also is stuck on a Wyvern, which - while no longer +1 to hit - can't do much damage on its own in combat (even with additional attacks). He is also still very fragile, only a 5+ / 5+ save on him and a 4+ save for his mount.

Reason why I might even suggest him? Simple: He's a level 2 wizard in the Lore of Death now. Orc & Goblin Magic Armies have their Lord Choice. Better yet, being on a Wyvern, a Miscast will only ever hit himself and - if positioned right - the enemy units he charged into. He can, until he burns out, potentially provide many extra dice for Orc & Goblin Wizards (alongside all the LoD damage), and even when he burns out the S10 template dropped on him might very well make up much of his cost.

Of course, that's also a reason to be careful: Does he count as a single model for the purpose of instant death? If so, that's himself AND a mount for a total of 450 points that were eaten up in a single roll of double 6's. While Gorbad's weakened by a single bad roll, Azhag is toasted. Personally, I'd suggest him for a magic-heavy list. He can still provide some killy to the list, as well as being a magical god-send.


Grimgor Ironhide. He, to my knowledge, gains very little and loses nothing in this new edition. He's Always Strikes First, but already I5 as well as Hating Everyone. He's 375 points, so he stradles the line between allowing no other Lords (only Goblins). His only gains I can think of, are that in later rounds he can still re-roll failed to hits as well as the fact that many people will take larger units (and thus give him more to kill). Doesn't really gain anything, but loses nothing either.


Grom the Paunch of Misty Mountain. To my understanding, is slightly worsened. He's now undeniably Strength 6, he never negated ranks, and now ignores instant-destruction from S7 or better. However, he is impaired by the loss of the combo Ward-Regen. He also is much less helpful in his negation of Fear in Goblins against Elves (seeing as it won't break them now but only subtract one WS from non-Heroes). Is also just a few shy of being useable in a 1K game. Seeing as how most people don't use him anyways, it's a moot point.


Skarsnik. Depends greatly on whether regular Killing Blow affects him now. If so, that's a major bane. If not, he's only slightly less useful (having the chance of destroying his Prodder). Oh, well, technically, he does have one gain: No saves better than 4+ against Gobbla now. The only major plus for him isn't related to his rules: Being 205 points, you can field him in games 820 points or less and spend another 295 points on Lords in a 2K point game (or, since 3,000 might be the typical tournament size, up to 545 more in Gobbo Lords for a themed list).


Overall (Special Characters): Gorbad and Azhag are the two most benefited in this edition. Of all the Special Characters, barring a themed list, I'd have to state Gorbad to be the best choice. He has minimal losses, while at the same time providing some pretty decent gains. In small games Skarsnik might shine, but otherwise you're best sticking with Da Boss.




Lord Choices


Orc Warbosses. Each type has its own advantages and disadvantages still. A typical Orc Warboss seems to be at no gain, barring that being 120 points vanilla you might conceivably fit three of them in a 2,000 point game with so-so gear and not have them be horrible. Savage Orc Warbosses have very little incentive to bother with armor now (barring Boar + Enchanted Shield) due to the fact that Parry gives them a save they already have, but in turn their Leadership 9 means that Frenzy is unlikely to bait someone bearing this guy. Only five points more than a typical Warboss too, so you can relatively spam them in a similar fashion. However, bear in mind that with Initiative 4 and pretty much no save on-foot that these guys might be dragged down quickly. Finally, the Black Orc Warboss. I may be missing something, but there is practically zero improvement / penalty to this guy in 8th Edition beyond that his extra 25 points over a typical boss means you'll have less of him.


Orc Great Shaman. I'm on the fence with these guys. Both are Toughness Five and Leadership Eight. Both, vanilla (or even just a level boost), can leave enough room for a proper combat Warboss in a 2,000 point game. At 180 points for the cheapest, they can be in your army at only 750pt game levels. If you upgrade to Level 4 and take the Staff of Baduum, you are almost as good as a Vampire Count in that 2/3 the Spells will go off on a 3+. Even naked, no Great Shaman spell will take more than a nine to cast on average. Depending on what the Orc FAQ says, you might use their Miscast Table instead, which - as always - is seemingly the less harsh of the new edition (Here's for the 8th Edition book where it's an Apocalypse Blast on the Shaman ).

The catch? They're still expensive, you're taking anywhere between half and two thirds your Big Waaagh! choices in a single model, and if thus if the Shaman goes boom most of your magical power is gone too. And, furthermore, you're using a 7th Edition Magic Lore in a system where the 8th Edition Lores are King. Provided there is no spell change in the FAQ, your spells are only so-so: Only D6 Magic Missiles and no 2D6 or 3D6 varieties?


Goblin Warbosses. No losses to my understanding, and several gains due to one thing: 25% Lords, no slot limit. I'll go into this in its own paragraph. As for other advantages? Well, none that I can think of. They're not too high a Leadership, which is a bane when it comes to Stubborn via Ranks when facing pretty much anyone who isn't Beastmen or Hero-restricted Warriors of Chaos. They aren't particularly fast, and they aren't too well armed or armored either. They're finally above the typical rank & file (having Weapon Skill 5), but if you're going for some individual killy model you're often taking Orc Warbosses (or even Big Bosses) anyways due to extra Toughness on all levels and Strength on Lord Levels.

Why then is the 25% thing so good? A vanilla Goblin Warboss ranges from 55 to 65 points. This is very helpful for three good reasons. First: You can fit a Goblin Warboss - with Night Goblins possibly two - in a 500 point game. You can almost always, always squeeze in a Goblin Warboss within the 25% limit. Second: The Goblin Warboss is at least on par with most other army's heroes, points slightly higher if better and slightly lower if worse. This factors into #3 as well, but is an advantage in its own right as it gives you a counter for most other armies' regular Hero choices. Finally, third advantage: You aren't spending it on Heroes. Those 320 points you slapped down on four Night Goblin Warbosses? None of them bar you from taking hero level wizards, fielding Orc Big Bosses, and so on.

Finally, for fun: You can, quite feasibly, fit ten (!) Night Goblin characters on Great Cave Squigs in a 2000 point list, or ten Common Goblin characters on Gigantic Spiders. That's a lot of 'fun' for all parties.


Goblin Great Shamans. As with Orc Great Shamans, these are an on-the-fence thing for me. The Orc advantages (higher toughness, leadership, bonus' to casting, and so on) all exist, with once more the same disadvantages. You get them at a slightly reduced price tag, and use the Little Waaagh! lore instead. However, Orc Shamans seem to benefit more: Whereas they can conceivably get 66% of their spells on a 3+, Night Goblins at best are getting half on 3+ or lower, and two on 4+. They have a lower "max" cast (their best spell can conceivably go off on a 5+), but their magic is much more situational to boot.


Overall (Lords): I'd say I'm leaning more in favor of the Lord-version of Orc Shamans, and against Goblin Shamans. Similarly, I'd say that - if you do plan on taking a special character - Goblin Lords are the better for anything other than direct Lord confrontation.




Hero Choices


Orc Big Boss. Lose out a decent bit on the "initiative order", as now they'll rarely go first on the charge. However, most plighted by this is the Savage Orc variety: All others can get at least a 2+ save with a Ward, if you so desired, while only cracking into a single common magic item (I do believe that with the Common Magic Item list you could get two that way, possibly three). The only real advantage I can find is that, if for some reason you had three characters on Chariots already, you can still run them (albeit almost vanilla). A minor note as well: Bear in mind that, with a certain magic item, a Black Orc Big Boss can come close to rivaling many other armies' Lords (being only one attack and wound shy, and of course initiative) by becoming WS7, S5, T5, and still having the option for a 2+ / 5+ save. No major losses besides the initiative issue (all are only I3). Practically no gain, but practically no loss either.

Orc Shaman. Orc Shamans gain a minor bit from the rule (+1 or +2 to cast), but not much. However, as with the Lord, it is worth keeping in mind that you can make a decent number (in this case 50%) of their spells go off on a 3+. With the proper magic item, you can change it to +4 to cast (situationally). On the plus side, you can fit five of 'em at level 2 in a 2K point game. On the minus side, you're wasting all of them after the third. Not much loss to speak of, the severity of miscasts depending on whose table they use.

Goblin Big Boss. Lacking special rules and stats, the Big Bosses are in the same boat as their lord variety: Easily able to be spammed at low point costs. While half the cost, they're also only Weapon Skill 4 (meaning that almost any army's special choices will hit them on 3's), as well as taking up hero points none-the-less. Their main advantage is that you can - if not taking Gorbad - get a BSB for dirt cheap (55pts vanilla!). Just bear in mind how easy it is to kill a T4 2-wound model with at beast a 5+ / 5+ save from their own gear (and 4+ / 4+ using common magic): Even with the change from slot to percent, it may be better to just stick with an Orc BSB.

Goblin Shaman. These benefit from the rule changes slightly more than the Orcs. While the Orc is stuck in the hard place between a single-D6 and 2D6 roll - being too high to reliably roll on 1D6 but too low to justify a common use of two - the Goblin gets boosted to the place wherein it can successfully cast many of its spells on 2D6 now - only one Goblin Shaman Spell can't be casted on a 7+ while at level 2, and with a magic item all six can. However, as with Orcs, recall that you have no incentive for more than three: You only have six spell levels to spend on Goblins, and six spell levels to spend on Orcs. Since the Heroes benefit more than the Lords (who are in the same boat as Orc Hero-Shamans), I'd say these are more preferable for spell-casting.


Overall (Heroes): Orc Big Bosses, while they gain little, are notably tougher and 'arder hitting than Goblin Big Bosses. The rule changes allow more Goblin heroes, but they will rarely make a dent on non-Undead / Saurus core. Whereas Orc Shamans benefited most at a Lord level, Goblin Shamans seem to benefit more here.



Figure I have some time to kill tonight, and I'm not up for anything else, so - whilst I don't plan to finish - here's another update.


Magic Items


Common Items. For the most part, mixed. You have more Ward Saves now, but much of the combat options are less than helpful. Overall points are increased in the BRB, so in the Army Book now you're better using the in-book variants. Staff of Sorcery still in the Army Book, so keep that in mind (as well as the fact that it'll probably go poof).


Overall (Common Items): Get ready for the price hike, use these while you can.


Magic Weapons. The Ironclaw Waaagh! Cleava is unchanged, as is the Skull Wand of Kaloth, Ulag's Akrit Axe, the Backstabber's Blade, Wollopa's One Hit Wunda, and Lucky Dirk.

The Battleaxe and Porko's are changed only slightly: It's harder to lose your ranks now, and Porkos is slightly better for flanking characters now (Ex: Goblin Big Boss on Wolf. Flank the enemy unit with five other wolves, hit the side. Still get the +3 attacks).

Basha's Bloodaxe is much, much less useful now. You're stuck outside units still, but now you only gain the D6 attacks on the charge: Every other round you're only 3-5 attacks base (depending on equipment / character). It wasn't too great in the first place, but now seems to have minimal use if you can't break on the charge.

Shaga's Screamin' Sword is mixed. On one hand, against armies like Chaos you can now expect even less bonus'. However, against Skaven, Goblins, Empire, and possibly a few others, imagine how many more attacks you can get. Hell, imagine something like +5 strength and attacks in a 2K point game - S10 A9! Major pain! Since the focus is on picking lore before battle, it'll become much more hit or miss: Some armies you might never be able to get more than +2, but others you might be able to get ten or more attacks at S10. I mentioned it in other threads, but the "Front of Warlock Engineers" tactic would be bad anywhere near an Orc / Goblin using this.

Martog's Best Basha is different in only one way: +1 Initiative. You can get an Initiative 6 Night Goblin Warboss, which often times will be fast enough to go before non-ASF foes. Very good counter to some units. Also the item used to make a Black Orc Big Boss into a Lord-lite.

Sneaky Skewer. While the rules are the same, recall: The Goblin is S4. The blade is another -3. That's a total of -4. Furthermore, no saves better than 1+. No-one fighting you will ever have better than a 5+ save. Pretty good, if you have to deal with having a S4 character.


Overall (Magic Weapons): Porko's Pigstikka is much more useful on Gobbos (Gobbo Warboss w/ Pigstikka, Boots (see later) & Wolf = 150pt model with up to 8 S5 attacks on the flank charge at WS5) now that they can use their extra speed and flanking-nature to get bonus'. Shaga's is less useful as you can't expect the typical 3-4 characters at a 2K game, but more useful against some foes who might be bringing a half dozen or more at that point level. Martog's is good for bumping someone to a decent striking order. Skewer will ignore most saves now at only 10pts. Most other items unchanged.


Magic Armour. Armour of Gork is pretty much unchanged: Unless you plan on charging Gnoblars, it won't be changed for you. Same goes for Spiteful Shield, although with more models attacking you might get a slightly increased use rate.


Overall (Magic Armour): No real changes.


Talismans. Effigy of Mork has seemingly been out-sourced by a Common Magic Item. I can't recall the name of it, but it did the same thing for a lower point cost. Most people probably won't take it anyways, as it makes little difference when it comes to hitting most characters.

The Best Boss 'At isn't quite out-sourced, but it is met pretty handily by a common item - at least now you don't have to bicker over which character takes the 5+ Ward now. What I mean: There's at least two other Ward-Save Magic Items in the new Common Item list. Each is either a 5+ or 4+ Ward. With those, you now don't need to have the current O&G debate on which character you want to have a chance of surviving a challenge (currently, there's no regen or other definitive Ward Saves beyond a 6+). Not invalidated, but no gain either.

Amulet of Protectyness is slightly less helpfu nowl, as almost anyone can get a character durability parity via common magic items. Since no-one can get better than a 1+, it loses the advantage it had against things like Juggernaut Lords. The only real advantages I can think of are that it's only 25 points (though this is still only a steal against other durability characters) and that the frequency of warded characters will probably be on the rise (and thus more gain overall).

Collar of Zorga remains unchanged.


Overall (Talismans): Effigy is outsourced, Warboss 'Umms is now not a big debate on who to give it to, Amulet of Protectyness is less useful now due to easier armor parities, Collar of Zorga is unchanged.


Arcane Items. Idol of Mork... is mixed. On one hand, it's extra base power dice: Always good since it's random now. On the other, you lose dice more often than you gain (Must be Orc unit 20+ in combat to get a die, any O&G unit 20+ fleeing at this point is -1 die: Goblins included!). It could be useful, especially in larger games when you'll (be expected to) have lots of large units.

Staff of Sneaky Stealin' is a wonderful item now. +1 DD and -1 enemy PD? Brings you two dice closer to a PD / DD parity, and robs the enemy of some of their dice. It was good before, but now can be really helpful for stopping spells.

Staff of Baduum's bonus to casting is - while negligible at first (especially compared to a Lord) - decent in that most Orc & Goblin spells have a low casting value. Any hero level character with this staff will never take more than a 10+ to cast a spell, and a pimped-out Lord will never exceed a 7+ (Waaagh! being cast on two dice!). Price tag makes this kinda iffy, though.

Waaagh! Paint is a more situational Staff of Baduum. Orc only, double the bonus, 25% the cost... but doesn't work with two spells. Considering this can mean someone gets a Waaagh! off on a 6+, however, it might be worth trying. After all, +6 to Casting will make the dispel attempt a pain without a DD parity (it will take an average of two dice now to make up the difference!).

Magic Mushrooms... are unchanged if the FAQ says to use the Orc & Goblin table, horrendously dangerous otherwise. Actually, they're still dangerous: If none of the prior dice rolled are 6's, you have no greater a miscast chance. If any of the prior dice were, your miscast odds after using the 'shroom are now 33%.

Overall (Arcane Items): Idol of Mork is situationally / list-dependent useful, Staff of Sneaky Stealin' & the two Casting Boosters are very helpful, and Magic Mushrooms range from only slightly more suicidal to dangerously suicidal. Hm, actually, that gives one potential use: Load up on a trio of Shrooms, wait in a unit, and run out to charge an enemy if the O&G use the Rulebook Table. Eat all three. Hope for at least one 1 or a pair of 6's. Enjoy your boomer.


Enchanted Items. Ironback Boar, Warboss Imbad's Iron Gnashas, Bigged's Kickin' Boots, Maad's Map*, Brimstone Bauble, and Madcap Mushrooms are unchanged.

The Horn of Urgok is now a Bound Item, meaning it must be rolled to cast. +1 to all Leadership values to a max of 10 and -1 to all enemy Leadership will become much bigger now: Stubborn might be more prevalent, so the penalty of even -1 to the general's leadership could be a Gorksend. Similarly, +1 to your Leadership means a non-Gorbad general can now be Leadership 10 for a Ld 10 Stubborn instead of Ld 9: A decent increase in success odds. Of course, it's still a risky investment at its points cost.

The Pipes of Doom are less useful now, as pretty much everything's leadership is even higher now / given more re-roll options. Only real advantage I can think of is using it to force a screening cavalry unit to flee through said unit and take some Dangerous Terrain hits.

Tricksy Trinket hasn't changed, but with the minor reduction in save effectiveness as well as its nullification power it might prove more useful as someone's forced to either take their inferior Regen instead of Ward Save (see: Druchii Lord) or stuck with only an armor save (see: Most characters).

Nibbla's 'Itty Ring is bound now too, but having only a 3+ to cast means you can get it off 66% of the time on a single dice - good enough since it means you need not risk it going poof from double-sixes.

Guzzla's Battle Brew is slightly more effective for 3-4 results as you don't get forced to pursue due to Hatred any more, and 5-6 results as you're harder to have your character baited out with Frenzy.


Overall (Enchanted Items): Mostly unchanged or made slightly inferior. Nothing to really complain about: The bad stuff was mostly bad already, and the good stuff wasn't really hit hard.


Overall (Magic Items): Most weapons are either unchanged or slightly more effective, most armor is unchanged, Talismans are unchanged or made less spectacular, Arcane Items are all pretty much better depending on circumstances (Getting 3+ casting spells instead of 5+ for example), and enchanted are practically completely static barring one or two items.



Mounts


Wyvern. Slightly slower now, having only a 10+2D6 (technically) charge for an average of only 16-18" instead of 20". Of course, is technically slightly faster too with a potential 20" range. Crush makes it more effective now, especially if it keeps Poison for those attacks, but it still is inferior to other Flying Mounts (only 3 S6 attacks base).

Gigantic Spider. Since it isn't Fast Cavalry, can make some of the Forest Goblin Spider Rider units capable of negating ranks again. Having Initiative 4 as well, you can rely on it to go before at least a few enemies. No real changes otherwise, besides the (seeming) +1 to save now allowed for this mount.

Great Squig. Changed the same degree as Spawns when it comes to their random movement. That's about it.

Boar. No changes.

Giant Wolf. No direct changes, just like the Boar, but keep in mind the Porko's Pigstikka combination I mentioned earlier.


Overall (Mounts): Wyvern is slightly better, but still inferior to other flying mounts. Gigantic Spider is useful now in that it allows Spider Riders to flank. Pretty much everything else is minimal / no change.




*Maad's Map dependent on what Scout is like in 8th Edition.

This message was edited 6 times. Last update was at 2010/06/18 04:13:03


 
   
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Remember too that all Generals have their leadership extended to 18 inches when on a large target. So Azhag's would be as well. I think that makes gorbad a bit worse, when compared to Azhag or a regular warboss on wyvern.
   
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Killjoy00 wrote:Remember too that all Generals have their leadership extended to 18 inches when on a large target. So Azhag's would be as well. I think that makes gorbad a bit worse, when compared to Azhag or a regular warboss on wyvern.
Azhag still has the issue of being "only" Leadership 9, while Gorbad is both Leadership 10 and is the only Orc Character who can give an 18" radius whilst in a unit (and thus protected from lots of nasty shooting and some nasty magic). Of course, when it comes to direct "target-a-character", Azhag does have the advantages in that he won't suddenly drop to 6" and is packing a 5+ ward.

Gorbad wouldn't have been rated anywhere near as high if he didn't count as a BSB too. With that, he's a 36" diameter bubble on a cavalry base that gives Leadership 10 that may be re-rolled on anything, and can very easily be used on Stubborn units. There's a reason I joked that Orcs & Goblins became one of the biggest Anvil Armies.

EDIT: BTW, it's much less fun to do the summary than I imagined. I'll probably take an indefinite break from the summarizing, so if someone else cares to feel free.

This message was edited 1 time. Last update was at 2010/06/18 01:19:48


 
   
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On the perfumed wind

Minsc: Good summary, good read.

Dwarf update: Oooo. I see that if you've got a great weapon, you've got to use it. So... crap. Hammerers take a hit there. Definitely going to need bigger units it seems. Which is unfortunate. Can't wait to get the FAQs and play. I'm looking forward to looking back at my predictions and having a real good laugh at all the stuff I got wrong.

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
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Barpharanges






Limbo

My views on how 8th will affect High Elves:

Spearelves - Still have ASF, don't benefit from Parry Rule. They get to fight with yet another rank now and with the new tweaks to ASF, so effectively receive "Eternal Hatred" against everyone. They'll take a lot more hits in combat (that T3/5+Sv still hurts), but in return, will do a LOT more hits (50% chance To Hit against most average to above average units increased to 75%). Added to that that it's harder to negate ranks now, and blocks of High Elf spears will be quite dangerous. The classic 7x3 formations, I suspect will no longer be ideal. I can see 6x4 being the new "standard" deployment for High Elves. Also, with the ability to wound High T models on 6+'s, they can at least put up slight resistance against some of the nastier things out there. Improved


Archers - Same ASF benefits as Spearelves. Obviously benefit from Fire in 2 Rows. Still die like flies to anything that stares at them too sternly. Still, it doesn't quite make up for the 11 point price tag they carry (imo). Slightly Improved


Lothern Sea Guard - ASF benefits + Fire in 2 Rows + Volley Fire = Ace! These guys will finally behave as they're supposed to - flexible and capable of tackling different roles. With the new rules regarding musicians and reforming, it's even better. Expect to see more of these guys used in this edition. Likely to see them 5x3 or 5x4 (they're still rather pricey for T3/5+Sv units). Improved


White Lions - With ASF + ASL rules in play, they actually lose out a bit from the combat changes. That they don't benefit from the 'Re-roll to Hit" benefits of Higher I + ASF sucks. With increased shooting and more attacks back, they'll also be hurting more. Still, they now get an extra rank of attacks and will usually hit before most other units. No more MSU play with these guys anymore. Slightly Worse


Swordmasters - Same issues with White Lions, only they suffer more from shooting than the White Lions. They'll still do massive damage in combat, but getting them there will be difficult. The extra row of attacks (1 apiece) isn't gonna make up for their increased vulnerability, imo. Slightly Worse


Phoenix Guard - Of the Elite Infantry, these guys got the best boosts. Still very survivable with their 4+ Ward Save (and since you still get an Armor Save AND a Ward Save, nothing's lost as presumed), but now with the added benefit of Re-rolling 'To-Hit"'s against most enemies (Go I6!). This puts them easily on par with their Dark Elf equivalents now (minus Hag Graef). They lost out a bit with Fear, but considering their cost, it was always a bit rare for them to outnumber with it. Periodically, they'll be able to drop their opponents down to WS1 which will be quite helpful. Improved


Tiranoc Chariots - No longer as fearful of S7 shots. Will really suffer hitting the front of any units now, though - it'll have to be relegated to flank hitting. ASF benefits in CC. Slightly Improved/Push


White Lion Chariots - New Fear rules could help out in the event of prolonged combat. ASF benefits. Chariot benefits against S7 shots. Same issues of combat as the Tiranoc Chariot, though. Slightly Improved/Push (imo).


Shadow Warriors - They can act as decent screens now and are slightly better in CC. Still, they're too pricey to take in decent numbers (that is to say, too pricey to be able to break ranks) and they'll be taking more fire from enemy ranged weapons. Slightly Improved


Ellyrian Reavers - Got no frame of reference for this one and haven't heard too much about the Fast Cav rules. Can't Judge.


Silver Helms - Well....at least they won't fight for Special slots anymore. Despite the slight improvement in CC, to fight for the 50% points in Specials, they'll lose out to the Dragon Princes like they do currently. Push (Only because they don't benefit enough from the new rules).


Dragon Princes - Re-rolls to hit! With WS6 and 2 Attacks apiece, their charges will be quite nasty, not to mention more reliable. Still, they're too pricey to be bought in numbers to break ranks and charging from the front will be completely out of the question. Still immune to flaming cannonballs . They'll be relegated to supporting charges from the flank. Slightly Improved


Repeater Bolt Throwers - A bit more vulnerable since 6's always wound now, but all hits go to the warmachine now. Push


Great Eagle - They gain Stomp attack. At 50 points, they're still well worth it Slightly Improved/Push


Princes/Nobles - Great Weapon Heroes are slightly degraded now that it's been specifically ruled that ASF + great Weapons fight at initiative (with no Re-roll benefits). You could theoretically run a Prince in lower-level games, though there's not much reason to. Dragon Lords will be limited to 2.5k+ games. Still, there're more magic armor/weapon options available now, so things aren't all so bad. Given the points-cost of the heroes, we're not really gaining any real benefits from the loss of slotted selection. Slightly Improved/Push


Archmages/Mages - Given the new magic rules, and the (current) casting costs of High Magic (not to mention the ability to spam Drain Magic even more easily now), I think they became a bit more powerful. Having the innate +1 to Dispel doesn't hurt, either. Given how many points they cost, they definitely benefit from the new method of Dispel Dice generation (as do all armies). Their price does, however, make miscasts a bit harder to swallow, but I can see the "Ignore First Miscast" item to become more popular (presuming it gets errata'd accordingly). Slightly Improved


Dragon Mages - At least they get a +1 from being mounted now as well as losing the +1 to Hit for being a Large Target. They lose out quite a bit from the changes to Terror, though. Still, Fire Lore + Reckless could make them quite deadly (excepting a catastrophic miscast). Improved


Overall, I think the High Elves are improved (from a purely theoretical perspective), but it will have to become a more defensive-minded army. Spear/LSG/PG blocks will have to act as solid anchors with all the previous heavy-hitters needing to be held back a bit to hit flanks instead of charging head-on (Just too many damn points to get more ranks).


DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

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Dankhold Troggoth






Shadeglass Maze

Red_Zeke wrote:Can't wait to get the FAQs and play. I'm looking forward to looking back at my predictions and having a real good laugh at all the stuff I got wrong.

Lol, yes, me too

Great rundowns, Minsc & Jin! Will give this a more thorough read after the last game of the NBA finals... Celtics are currently blowing their first quarter lead...
   
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Savage Minotaur




Chicago

Edited my Beastmen Entry, as a lot of what I said was false, and I added a new entry.
   
 
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