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Lunes, Setyembre 8, 2014
WHFB: Some Fantasy rumors and what it can mean

WHFB: Some Fantasy rumors and what it can mean

Shit is about to get epic.

Just recently, Harry decided to spill the beans on what he think is down the line for WHFB.  You can see most of the rumors here, but I want to personally tell you what I think will happen.

What this whole End Times ordeal is right now is GW's way to forward the storyline and put us into a more sinister and grimdark era.  Among all the lore changes and alliances, there's real money to be made and I think GW's actually onto something here.  From a business perspective, this is the direction WHFB should be going in.

Let me explain:

  • Nagash and the rest of the upcoming The End Times books gets players excited.  I mean, really excited.  Not just new players, but most importantly, older players.  I'll use myself as an example in this clause:  I was not interested in WHFB at all because the meta in my area was as good as dead.  Most people left the game to play other game systems because there's just enough players.  Why are there not enough players?  Because the older players just sit there, wait until they get a new book, buy a new unit or two maybe and then give the game a couple of tries.  After a couple of games, the hype dies down and that's the end of it.
  • WHFB is often avoided because the barrier of entry is so high.  Nagash, the Mortarchs and 50% Lords completely destroy this philosophy because you can now take a big, bad character on a monster and play games with it.  Will it be effective?  Most definitely not.  Does it eliminate the barrier of entry and have newer players join in big games faster?  Absolutely.
  • This barrier also affects older players as well.  I already have my big, expensive High Elf army, and I don't have the finances to start another army.  Here is where allies come in, and why GW is using the same tried and true business model for 40K and is now applying it to WHFB.  By letting players take allies as a common thing e.g. Undead Legion's VC and TK, you are giving older players purpose to buy new models.  Newer players don't really care about this particular point, but this is GW's way to sneak a gateway drug into your daily coffee.  The idea behind it is:  Allies give the player more player options, this in turn gives players the incentive to buy different army components from different books, and this will mean you will eventually buy multiple armies.  When you look at the army rosters from the latest 40K tournaments, you will see allies all over the place.  The only thing I see aside from ludicrous combos and questionable abuses is all the cash that GW's making.  It boggles my mind to think about how many Tau players bought Eldar detachments in the last edition and vice versa.  More importantly, how many of those players are playing both armies now?
  • Advancing the storyline into something more grimdark and gritty is exactly what GW needed to do to generate hype.  I mean serious hype.  I've been playing the game for 14 years, and even though I've seen Storm of Chaos come and go, this is something that I've been waiting for.  It's something huge, something epic and something everyone can get their hands on.  When you look at it from a business standpoint, it's a win-win:  Newer players just joining the hobby has a lower buy-in cost.  Older players are now looking to expand their existing armies.  New and old players are coming back, buying models and increasing the concurrency of the game.  This means more events, more blog posts (such as this), and thus, more free advertisement.  If you guys have ever seen the marketing campaigns that other successful media companies have done, you will see a common thread here.  Generating hype, releasing badass models that no one else in the miniatures industry can rival, and releasing rules to go with it is absolute genius.  I seriously never thought I would say genius and GW in the same sentence a little over a month ago.
  • Now enter preparations for 9th Ed. WHFB.  Once this whole The End Times thing blows over, GW will be ready to release 9th Ed. upon the already expanded playerbase.  All those players will pick up the new book, and rave to newer players how they've spent the last 6 months or so fighting the most epic battles ever with brand new Mortarchs, Greater Demons (rumored) and Dragons (also rumored).  Boom, congratulations, you have just potentially increased your playerbase by 2x-3x from what it was months ago.  The new 9th Ed. will have even simpler rules (such as movement mechanics from Kings of War), better magic (not as crazy as it is now), 50% Lords allowing newer players to field their favorite big model their parents bought them when they first started the game 6 months ago (by now, they've probably noticed 50% Lords equates to cannon-fodder), and allies as a staple thing.  Undead Legions was the first, but expect to see Chaos Warriors and Demons holding hands across the table real soon.
  • I keep talking about this, but 50% Lords is really just a impulse buy for newer players.  They see a big model that they really like, the GW employees blows it up and says: Yeah! Now you can play 2500 with 1 model!  And once the new kid buys 5 boxes of shit plus Nagash, he will be ready to enter his first game.  Then you give him a little experience, play a few Ogres, Empire and Demon players, and he'll decide he needs more units instead of big fancy favorite Mortarch.  Out he goes to buy more models and before you know it, poor Neferata is sitting on the shelf with a counter that reads 79, indicating how many times she's taken cannonballs to the face.
No matter what the outcome, this direction can only be positive for the WHFB scene.  More hype, more players, older and newer players joining the game, all of this makes for a better community and shocks new life into a declining game system.

For all those that wanted to see GW fail, sorry, not this time.
Sabado, Setyembre 6, 2014
WHFB: How well does VC and TK play together?

WHFB: How well does VC and TK play together?

Let my legions pour forth and consume this world!

Hey guys, just a quick article here about how I'm going to incorporate some of the new Undead Legions rules to my existing Vampire Counts army.

Here are some of the big things to take note of:
  • There is no more Nehekharan Undead or specific Vampire Counts Undead, there is now only one Undead.  This means that all the magic, magic items and special rules that target a specific undead entity now affects all Undead models in your army.  The same applies for the Lore of Nehekhara and Lore of Vampires.  This is absolutely huge, and something I will expand on in a bit.
  • You now have access to all of the units in both army books so you and mix and match like you please, following the normal army restrictions of course.  By normal, I mean now you can play with 50% of your army as Lords.  You want to take a beefy Tomb King along side your pumped up Vampire Lord in 2500 points?  Sure thing.
  • Tomb Kings' units can now march within 12" of the army general, just like Vampire Counts.  This is gigantic because the army was never able to march before, and made up their movement with magic spells.  Let this sink in for a bit, because it's going to get wild in a little bit.
  • Finally, your general dying no longer makes your entire army crumble.  If you lose your big bad Vampire Lord, nothing bad happens because Nagash's power is able to sustain your army during these dark times.  This can be a huge boon for late game attrition when your general rolls horribly to save.

If you guys haven't figured it out already, this unlocks a huge new can of worms that the Old World is not ready for.  Just when you think it's bad enough that some of their greatest heroes have fallen, the world is in ruins and they're being bombarded by Undead and Chaos at all sides, what more can go wrong?!

Here is where it goes wrong:
Tomb Kings can now march with your Vampire Lord right?  Both Lore of Nehekhara and Lore of Vampires can be used on all Undead units right?  Bring on the movement shenanigans!  If anything WHFB has taught me over the years is that these slow-moving, corpse-ridden undead guys sure can move when you want them to.  Between Incantation of Desert Winds and Vanhel's Danse Macabre, you can move your entire army into your opponent's backfield soon after you deploy.  Why?  Because there is no more restriction which Undead units are affected by these spells.  Incantation of Desert Winds is a signature spell that was built into the TK lore to make up for the fact that TK could never march before.  Now that every Liche Priest and their mother can take it, you have a grave decision to make when your opponent wants to cast this spell.  On a 8+ augment Undead (was Nehekaran Undead) units within 12" can immediately make a normal move as if it were the Remaining Moves sub-phase.  You can extend this to a bubble 24" on a 16+, but that might be out of the realm of possibilities for a Lv.1-2 supporting Liche Priest.

Now think about this for a second:  Your entire army just marched, and now it can move again?  What happens when you get off VDM (Vanhel's Danse Macabre) on a bubble 12+?  If that goes off, every Undead unit within 12" can now make another 8" move followed by re-rolls to hit until the next round of magic.  If you think Wood Elves are fast, or Slaaneshi Daemons, think again:  Undead are the new masters of movement and they do so with basic spells, one of which is a signature spell that every Liche Priest can take, and VDM with Book of Arkhan (BS PL3) from a Necromancer.

Sure, sure, but we can dispel that right?  Of course you can, but that's the beauty of it all.  For a spell like Incantation of Desert Winds, it just became questionable to a must dispel lest you want Terrorgheists screaming behind your units.  This level of magical commitment forces your hand and there's a possibility that it won't be enough to stop it all.  The fact that this is available on every wizard in the TK army means that you will always have it in your arsenal.

What happens when you combine an army with re-roll hits via VDM with Incantation of Righteous Smiting?  You have a dramatic increase in damage potential as your army is now capable of re-rolling hits with +1 attack.  Both of those can be stacked and both of those can be cast in a bubble if you so desired.  With Tomb Guard and Grave Guard benefiting huge amounts from these magical effects, it's no wonder that they stayed in different books.  If you think that's rough, think about what happens when you cast Hellish Vigor on a unit in combination with Incantation of Cursed Blades?  Your Skeletons now gain re-roll wounds and the ability to Killing Blow!  Throw this onto your Grave Guard and you now re-roll wounds and KB on a 5+.  If that's not crazy, I don't know what is.

When you throw magical items into the fray, things get even more ridiculous.  Incantation of Vengeance is a hex that not only reduces the movement's by D3, but it treats all terrain as Dangerous Terrain so everyone has to test if they move.  Combine this with Rod of Flaming Death (BS PL3) and the unit will take an immediate S4 hit on every model if it moves.  More interactions can be Death magic's lovely Soul Blight with Incantation of Desiccation that's essentially the same thing, but a possibility of a stronger, more expensive to cast -D3 S/T version.  As we already know, Incantation of Smiting is a great spell because of the +1 attack it gives, but when you combine this with Staff of Damnation (BS PL4) and its ability to give Extra Attack to every Undead unit within 6", things get really ridiculous if these spells start flying out.

Alright, enough about spells, I get it.  What more do the armies have that can help each other?  Well, think about it like this for a sec:  A lot of these items never interacted with each other before and certainly not on a competitive level.  I frown upon the decision to put something like Golden Death Mask of Kharnut (TK magic item) together with a unit with Screaming Banner (VC magic banner).  Your model now causes Terror, all enemy units within 6" of the wearer cannot use their general's Inspiring Presence or their BSB's Hold Your Ground rule.  Screaming Banner requires that enemy units in combat with the thing roll an extra dice for a fear test and discard the lowest result.  Add in the already existing fear-bomb that VC have such as Fear Incarnate (successful fear tests must be re-rolled) and Aura of Dark Majesty (-1 Ld aura), and you have something much greater.  Although seen as a gimmick by some, other armies are not as fortunate because they don't have plentiful ITP units.

Another popular unit being talked about is the Necrotect.  For a very affordable price in your hero slot, you are able to grant any unit Hatred.  Slap this in a unit of Great Guard with Banner of Barrows and you'll be hitting things with re-rolls with +1 to hit.  If that's not enough for you, add in a Tomb Prince or Tomb King special rule My Will Be Done! and give your WS to the entire unit.  WS5 or 6 Grave Guard will hit most things in the game on 2s, wound with 2s.  Slap on some of the magic spells we talked about earlier and things get out of control.  One of the other rules that that Necrotect lends the army is his ability to give Undead Constructs within 12" range of him a lovely 6+ Regen.  This doesn't seem like a lot at first, but then you apply the Mortis Engine's ability to improve Regen saves and your perspective changes a lot.  For your opponent, this changes in a very bad way as most armies already struggle with T8 Necrosphinx, and now they have freakin' 5+ Regen and take 2 less wounds from losing combat if you have a BSB nearby.

Lastly, expect to see a Casket of Souls in every list.  Not only does it work wonderfully with the whole scream-machine that VC tends to throw out every now and then, but it supplies a lovely +D3 PD to the army.  Combined with something like Black Peripat and maybe the Mortis Engine's +2 to cast for Lore of Vampires, you might just dominate the magic phase.

Just how powerful is all this?  Aside from the movement shennigans, I'm pretty sure it's going to be very powerful, but not unbeatable.  I'm not going to get into all the crazy Mortarchs just yet, but this should be enough to get the gears in your head moving.
Biyernes, Setyembre 5, 2014
VC: The book is not so bad

VC: The book is not so bad

I remember when this card dominated..

Coming back to WHFB after a long hiatus, I took the last couple of days to learn about the new armies.  I stopped playing a few months after Dark Elves got their new book and during that time, Dwarfs and Wood Elves also got their proper updates.  Good for them.  It's been a long time coming since these armies got their updates and I hope everyone gets updated relatively soon.

So what prompted this post exactly?  Well, I've been hearing quite a bit from the online community that VC lost a lot of their appeal.  Wood Elves bring a lot of magical arrows into the fray and Dwarfs just have enough shooting to make your Terrorgheists miserable.  While these are both true, I don't think it's all doom and gloom for VC.  Out of all the books that have been released so far, I think VC has the best magic item selection and very powerful playstyles overall.

There are three main playstyles that is VC for the most part:

  • The offensive style plays with a Blenderlord, loves to apply pressure with a knight bus and fast movers that jam up and annihilate the enemy.  He sustains himself via magic, chews through units through his lord and plays a more isolate and destroy game.  The lord likes to focus on one unit, annihilates it utterly and then moves onto the other while the rest of the army supports this action.  When you look at the army itself, it runs with fast movers like Hexwraiths, Terrorgheists, multiple drops of Dire Wolves, Vargheists, Bat Swarms, basically anything that can keep pace with the Blenderlord's bus of Black Knights.
  • The defensive playstyle is on the completely opposite ends of the spectrum.  You like to footslog, keep your army as compressed as possible and win the game through attrition.  In order for VC to do this, they must have a strong magic phase in the way of magical items, namely the Black Peripat.  You might see one or two Master Necromancers in this list, forming your basic casting engines to be combined with the Mortis Engine's +2 to cast for Lore of Vampires.  The rest of the army is made out of anything with good staying power:  Big units of Ghouls, a big unit of Crypt Horrors, Mortis Engine for additional Regen, and anything else that can take a beating and stick in combat.  These lists tend to be slower than the offensive style of playing.
  • The last style that you'll see is a mix of both.  You might have a Blenderlord bus, a fat stack of Crypt Horrors with Mortis Engine, and/or anything else that combines the ideology of both.  These lists might have more options when fighting against specific archetypes in the metagame, but they're definitely not as focused as the other two playstyles.  Personally, I think players that focuses on either pure offense or pure defense have better lists overall.  The reason for this is because the VC army likes to either move and move fast, or move slow together.  Breaking that 12" march bubble with your General causes some serious problems most of the time, especially when most of the spells you cast are best in an AoE.

I will say one thing that is the major flaw in the VC book:  Some of the units are gimmicky and very swingy in terms of effectiveness.  For example:  Hexwraiths can be great against something like Ogres, but they'll be hiding for their lives vs. Wood Elves.  Terrorgheists basically have nowhere to hide against multiple cannons, but against an army with little shooting, they can dominate.

At the end of the day, you gotta take what playstyle you playing with most and utilize units that can face anyone in a tournament setting.  That means knowing your meta and which archetypes out there give you the most trouble.  If you're expecting to see a lot of magic flying around, you probably don't want to load your list with Hexwraiths.  If you're expecting to see Ogres, Dwarfs and Empire a lot, multiple Terrorgheists might be a point sink more than anything else.  You just gotta know what you're fighting against and build a balanced list based on your own playstyle.

Lastly, for christ sakes people, revisit your magic items selection once in a while, you'll be surprised with what you'll find.  Black Peripat allows you to absolutely dominate magic phases and it might be one of the best Arcane items in the game, rivaling that of Book of Hoeth.  Nightshroud has been absolutely absurd for me, shutting down opposing ASF and removing the threat of magic weapon/GW-totting models entirely.  Shit, even that cheap little Cursed Book that you have there for 35 points might be one of the best items in the game right now.  A little Lv.1 Necromancer can potentially cast a Soul Blight with 1 dice that'll normally take him 3 dice to cast.  Not just that, but your opponent will throw at least 2 dice on his Lv.4 to dispel it.  If that's not magic power, I don't know what is.

Know your meta, know the archetypes, and know your opponents.  Above all else:  Know your own army.  It will drastically increase your win % as far as preparation is concerned.
Huwebes, Setyembre 4, 2014
VC: Undead elves are real

VC: Undead elves are real

She can lead my army anytime.

Now that GW has officially confirmed the fact they exist, I'm going to add on some undead elements to my current High Elf army to make it into Vampire Counts.  I already have an asston of High Elves, all I need to do is get myself some undead elements and make it real.

  • I'm thinking about using my Spearmen as Skeleton Warriors.
  • Dragon Princes as Black Knights, although Blood Knights would be better.
  • Ghouls I will need to buy, probably Mantic Ghouls because they look great.
  • Dire Wolves I will need to buy as well.
  • Pick up some Hexwraiths because I love the models and they look very different than the rest.
  • I will need to pick up a Terrorgheist because there's not really a model like it.
  • New Spirit Host models are coming out, so I'm going to pick myself 3 of them.
  • Vargheists right now are a toss up, I might use them, I might not.  I gotta playtest more.

On another note, so what about those Undead Legions?  Being able to combine VC and TK will lead to a lot of crazy stuff.  Seeing how TK couldn't march before and now they can, do you think they will be more competitive?  What about the fact that Incantation of Desert Winds can now affect both TK and VC units? Would you like the ability to march twice?  Then put on a big bubble VDM?  Add in 2x Necrosphinx and a Casket of Souls and you have one potent list.

2500
13 drops

LORDS:
Lv.4 Vampire Lord = 548
Lore of Vampires
Dark Knight, Quickblood, Red Fury, Beguile
Dragonhelm, Ogre Blade, 4+ Ward

HEROES:
Lv.1 Vampire BSB = 250
Lore of Vampires
Dark Knight, Aura of Dark Majesty, Beguile
Nightshroud, Luckstone, PoFools

CORE:
33x Skeleton Warriors, FC = 195
30x Ghouls, Ghast = 310
5x Dire Wolves = 40
5x Dire Wolves = 40
5x Dire Wolves = 40

SPECIAL:
12x Black Knights, FC, BoSwiftness = 357
Spirit Host = 45
Spirit Host = 45
Spirit Host = 45

RARE:
Casket of Souls = 135
Necrosphinx = 225
Necrosphinx = 225
Linggo, Agosto 31, 2014
WHFB: Back playing some games

WHFB: Back playing some games

Hmm.. should I pick up Daemons again?

I've recently picked up the game again since there's been a lot of hype generated from The End Times.  Out of all of the armies that I've played in the past, the only one I still have in my inventory is my High Elves.  They were my first army and by that right, they get to stay with me forever.  However, there's another army that I had that I'm thinking about purchasing again, and that's my mono-Slaanesh Daemons of Chaos.

The last time I played with that army in physical form was when the 7th Ed. army book just came out and I completely swept my opponents with it.  I don't think it was really me that did it, it was mainly because the book just allowed so many ridiculous things to happen because it was utterly amazing.  That book is still my favorite book of all time, not just because it was incredibly powerful, but the internal balance was so god damn amazing that almost everything had a use and saw game time.  I don't say this very often, but the fluff, stories and unit descriptions was also godlike (Mat Ward ironically).  It was just externally, the book was horribly over the top compared to everything else, but that was before Dark Elves came out and 7th Ed. army books truly started creeping their way forward.

In the last couple of days, I've been toying around with a mono-Slaanesh list and playing it on Universal Battle.  If you guys haven't played with that program before, I strongly suggest it because it allows you to practice with players from all around the world.  If your meta is as stale as mine (meaning, there's hardly anyone to play), I highly suggest getting on and giving it a couple of games.  Just like Vassal, it's a tool that players use to try out new units and strategies before deciding on the final purchase.  It's safe to say that I feel pretty good coming back to the hobby, mainly because I'm excited to see what else is getting release in The End Times, and hoping that 9th Ed. is right around the corner.

I have very high hopes for 9th Ed. Fantasy.  They streamlined a lot of rules and made it simpler to play, but in terms of movement there's still a lot of clunky stuff out there.  Once they fix the movement to be more like Kings of War (just simpler movement mechanics) and reduce the amount of bullshit magic there is in the game, I think we'll be one step closer to making the game faster to play.

There are 3 things that I care about when I get into any hobby:
  • Time - The most precious of all commodities.  You literally can't take this back no matter what you do unless you're a fucking wizard.
  • Money - How much does it cost me to get into the game?  We're talking dollar bills here.
  • Commitment - Not just from you, but also from your community and how many players are willing to keep playing the game with you.
Strictly speaking about the hobby from a resource perspective, I need the game to not take forever to play, costs to be affordable and enough people to play so I don't get bored.  These are the biggest hurdles for WHFB in my opinion.  It takes an incredibly long time to play and setup because there's just so many models to put on the table.  It takes an extraordinary amount of money to buy-in, and due to those 2 main restrictions, there's not enough players who can be committed to such a thing.  On a surface level, your main competitors is ironically one of your own IPs in the form of Warhammer 40K, Warmahordes and the dominating newcomer in the form of X-Wing.  The only thing that you really have backing your ass up at this point is your outrageous quality in plastic showcase models and high-fantasy fluff that's non-existent in the market right now.

I really hope that 9th Ed. will make the game faster to play, designed in a manner where smaller, more starter-level armies are actually playable (and have fun in them), thus lowering the barrier of monetary entry.  Once we get there, you will see a huge resurgence of Fantasy players because you're already the king of high-fantasy-nerdgasms outside of pen and paper.
Martes, Agosto 26, 2014
The End Times is awesome

The End Times is awesome

This is going to be epic!

I'm going to be straight up about this:  I think the End Times series that GW is doing is the best thing the company did in a long time.  Not only are they building up for the release of Fantasy 9th Edition, but they're doing it in epic style.  Literally, epic.  They are progressing the storyline, they're making it involve all the armies of the game, and they're doing it in segments similar to that of FW's Horus Heresy.  There's going to be awesome model releases, followed by rules, alliances and the ability to take a much more epic army.

I don't know about you guys, but I'm actually very excited about the upcoming schedule.  My latest sources tell me it's going to unfold like this:

Endtimes will have 4 Books:

  • Book 1 will release Late August
  • Book 2 with Chaos releases in October.
  • Book 3 with Skaven releases in January.
  • Book 4 with other Forces releases in March.
  • Shortly after this WFB 9th Edition arrives. The Rulebook releases at the same time of year as 40k 7th did in 2014.

I might actually go around rebuilding that mono-Slaanesh DoC army if they finally release new plastic kits for the Keeper of Secrets and Fiends.

Get ready folks, between these epic releases and Dark Eldar sometime this year, I'm going to be dropping some cash and making a ton more posts.
Sabado, Agosto 23, 2014
The End Times are coming!

The End Times are coming!

All green and stuff.

Here's the current news on the street:

The Dark Brothers are stronger than ever before, and the old gods fade. Only in death will any respite be found.

In a land of mist the mountains will tremble and the sea turn black. The Wind of Shyish will blow once more, freed from its eternal prison.

Divine blood will flow, kings will fall. Mankind must choose between death or damnation.

The Reign of Millions of Years will end, the great exodus will begin.

So what does this actually mean?  Based on what we already know..

  • Dark Brothers = Chaos Gods.
  • Only in death = necromancy = Nagash making a come back.
  • In the land of mists = Ulthuan.
  • Wind of Shyish = Amethyst = Death lore.  Very dark, very Nagash.
  • Divine blood will flow = High Priests/Kings of Khemri.
  • Kings will fall = Settra.
  • Death or damnation = Mankind will either be dead/undead or Chaos.


With all that said.. we will see another Chaos uprising after Nagash gets his.  Hopefully, this means Greater Daemon models finally.
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