Upcoming North Carolina Tournaments

Friday, July 30, 2010

Painting while Travelling?

The last few weeks, I have been out of town constantly, either due to a family vacation or work trips.  While it's nice to travel, I'm not getting any painting or gaming done (and getting blog content up while you're in a town without modern amenities for three days is pretty impossible as well).  I'm considering taking paints and models down next week when I travel down, to get some things done.  I'm so close to finishing my Khador that I can taste it, but those last few models are going very, very slowly.

Have any of you ever done something like this?  How'd it go, and do you have any advice?

Monday, July 26, 2010

Identify this Forest Dragon?

This past weekend, I won a Wood Elf Forest Dragon at at tournament.  It's not the Sisters of Twilight set, but rather an older model with a David Bowie type Elf riding up top with his giant feather hat.  Does anyone recognize this model, and could tell me what edition or year it's from? 

This is the first model of my High Elf / Wood Elf joint "Avelorn" themed army, and it's always exciting to get something like that.  I really am tempted to tear into it and put things together, but I need to finish up some Beastmen, Khador and Trollbloods first. 

Friday, July 23, 2010

First Eighth Edition Game Thoughts

I had a chance the other day to play my first Eighth edition game.  I seem to be a bit behind the curve on that, but Lon and I had a chance to run through a game with his Lizardmen and my Beastmen, and it was a pretty great time.  I ran the list in the previous post at 2,250, so it had less Minotaurs and a bit less core.

As to any jellyfish questions, Tony, I didn't have anyone pee on my sting, although I did have two of my older brothers offer.  Vinegar, followed by meat tenderizer (of all things), is the trick to make it less painful, although it takes a while to kick in. 

So yeah, my thoughts on the game:

*  Eighth ed. plays quickly and smoothly.  With two people who had read over the book, but hadn't played Eighth before, we finished our game in around two hours. 

*  Everytime I think "Warhammer Fantasy Eighth Edition" in my head, it's immediately followed by "The Ocho!" from Dodgeball.  I hereby recommend that anytime this game is played, it should now be referred to as "Warhammer Ocho!", as it hate typing the word, "eighth".

*  Turning my Shaman into a Giant Dragon of Doom with the upgraded version of Transformation of Kadon from Beast Lore was just as much fun as I thought, and just about as effective.  It was awesome, then he got Pit of Shadesed in the face.

*  Stuff move really fast.  Saurus Cavalry shooting nineteen inches across the table is pretty crazy. 

*  Initiative matters a lot.  Those same Saurus Cav charged their nineteen inches into my Minotaurs and BSB, and were beaten to death.

*  Steadfast is nice, but I wouldn't depend on it.  Big blocks of skinks die quick.

*  Slann are nuts.  Lon had the ability to generate an extra power dice every time he cast a spell, and it hurt a lot.  With Lore of Shadow, he was getting Pit of Shades, Pendulum of Cannonball in the Face, and Steed of Shadows off every turn. 

*  As much as Lon hurt me badly with his magic, I'm still tempted to go combat heavy eventually, once the fun of magic wears down.  Augmenting my units with Beasts magic was the most helpful thing that I did with my magic.  I managed to win the game because while Lon was magicking units down effectively, I was using my army to beat him down in the hand to hand.  Rerolling Primal Fury was excellent to help me efficiently kill everything, and eventually only his Slann remained, and was caught in hand to hand by my General.

*  We both had a blast playing Warhammer Ocho!  It's like somebody injected a little Michael Bay into Warhammer (not the dumb stories part).  The whole table seems to be exploding with quick violence all over the place.  Stuff dies in droves, and the game is bloody as heck.  I am really looking forward to my next games.

Tuesday, July 20, 2010

First Ever 8th Edition List!

Most of last week, I was down in Florida for my parents' fiftieth wedding anniversary.  It was a blast (except the part where I got stung by a jellyfish...one of the more painful experiences of my life).  On the way back to North Carolina, I got to spend some time looking over the 8th Edition book and making up some lists.  My Dark Elves and Bretonnians remain in flux, as I haven't quite gotten the points down yet, but I'm going to try the following for my Beastmen:

Beastlord with Heavy Armor, Shield, Gnarled Hide, Ramhorn Helm, Sword of Battle, Talisman of Preservation - 249 points.

Great Bray Shaman, Level Four with Power Stone. - 255 points.

Gorebull BSB with Heavy Armor, Enchanted Shield, Dawnstone, and Sword of Battle - 218 points.

Bray Shaman, Level 2 with Feedback Scroll 160

25 Gors with Additional Hand Weapons and Full Command -225 points.

25 Gors with Additional Hand Weapons and Full Command -225 points.

15 Ungor with Full Command - 90 points.

15 Ungor with Full Command - 90 points.

5 Ungor Raiders - 30 points.

5 Ungor Raiders - 30 points.

5 Ungor Raiders - 30 points.

5 Ungor Raiders - 30 points.
Ghorgon - 275 points.

5 Minotaurs with Additional Hand Weapons - 295 points.

5 Minotaurs with Additional Hand Weapons - 295 points.

Beasts were tough just because of how expensive everything can be.   I'm going to try to turn my GBS into a Dragon, and have multiple targets for my opponent to worry about.  I'm excited to get a chance to use this list as soon as possible.

Monday, July 19, 2010

8th Ed. Thoughts...so far

So this last weekend I was able to get in a few games of 8th Ed. with a friend of mine. It was his WE vs. my VC, and we got around to playing 1500 and 2500pt games. Anyway, here's some initial thoughts of mine (Blair) on the new rule set:

The game runs a lot smoother. Movement is a ton less complicated, and with pre-measuring you can really get your troops exactly where they need to be. TLoS also helps in this, I think. At first reading I thought it was going to be a pain, but it really simplified the shooting/magic phases. Some 'house rules' might be good, such as not being able to see through forests and such. As for our games, we just agreed beforehand on which terrain blocked what (i.e. you can see Cav behind that hill, but not infantry). This might get a little hairy during heated tournament games, though.

It's a lot harder to direct the movements of your opponent. With Ld checks on march blocking, free reforms after combat, swift reform, no terrain Mv penalties, etc. that big nasty block can really get where it needs to go.

Terrain has changed from hampering movement/LoS to more of a 'tactical vantage point'. You want to keep it between your ranked infantry and his (so if he charges he'll lose Steadfast), or hunker down in it if it will give your troops a big bonus with less drawback (i.e. stubborn units in Forests). I really like this change.

Scouts and Fast Cav have sort of moved toward a more offensive role. They aren't nearly as good at redirecting, but can get up in your face much faster. The march and shoot for skirmishers is huge.

Magic is a lot more balanced IMO, but also very random. It's almost impossible to rely on it, but if you can get a good spell off (be it a huge damage spell, or a augment/hex during a crucial combat) it can completely change the game. Really, it's worth sacrificing your Lvl 1 wizard to roll 6 dice and hope for IF, even if it blows him up.

Mid-game choices are more important than in 7th, or at least there are more of them. Deployment is as important as ever, I think, but what you have your units do after Turn 1-3 is crucial (Is it better to pursue/overrun, or reform? Should I swift reform my block in case he tries for that flank charge? Do I try for that charge now or wait a turn so I can be sure I'll make it? Should my wizard try and blast that support unit to pieces, or give my spearmen +1 Atk in hopes that it will swing combat?)

All in all, I'm liking the changes. I think tactics are sort of shifting away from precise unit placement, to more of 'get your units to the right places on the board'. The lazerbeam statues, hills that give units flaming arrows, and buildings that give stubborn are also a nice twist to the game.

Tuesday, July 13, 2010

Video Battle Report: 2,250 Beastmen vs. Vampire Counts

Blair is always a great opponent, and I think our games are a lot of fun.  He was a bit disappointed that I didn't bring my Dark Elves, and his good friend Steve the Black Dragon, but my Razorgors acted in a dragon like fashion and made it up to him.  Enjoy the videos!

Monday, July 12, 2010

My WFB 8th Edition Notes

The other day, I was "blessed" with the opportunity to sit down quietly with nothing to do for four hours (a work thing).  I had the new 8th Edition book, and a laptop, and decided to use the opportunity to type out some notes on all the things I wanted to be able to remember going into my first WFB games under 8th Edition.  They're not a comprehensive list of changes, but rather all the little things that I thought I'd want to be able to go over quickly.   I hope they help out!

Eighth Edition Notes

You can always measure before doing anything. 

There are no partials under templates. 

Line of Sight – Ignore weapons, banners, armaments, wings, and tails. 


Models have to be one inch apart from friend and foe at all times.  Units can reform, but can't do anything else unless they have a musician.  If you want to redirect a charge, you must take and pass a leadership test.  Charges are 2d6+M.  If you fail, you move the higher of the 2d6. 

Flanks and rears are determined by where the majority of the models in the front rank of the chargers are. 

Units under 25% can rally on double ones.  Units that are fleeing move 2d6 in the direction that they are already facing. 

Units moving backwards move at ½ rate.  Same thing with moving sideways.  You can't move backwards/forwards/sideways in the same movement.  Round halves up (e.g. half of five equals three). 

Marching is the same, but you can not be march blocked if you pass a leadership test. 

Single models move like units except they can pivot on the spot as many times as they want to do so.  This includes monsters and chariots. 


The number of spells a wizard knows is equivalent to his wizard level.  You have to choose your lore when you make your list, not at game time.  You roll for spells at game time before deployment.  The player whose turn it is rolls 2d6 and has that many power dice.  The other player gets the higher of the two dice as dispel dice.  The casting player then rolls a d6 for each of his wizards, and on a six gets another power die.  Dispelling player does the same for dispel dice with his wizards.  You can never have more than 12 power/dispel dice at any point in the magic phase. 

Restrictions on general spellcasting:  target must be in wizard's forward arc, wizard does not need line of sight, target must be in range, no targeting close combat. 

Magic missiles require line of sight.  Augment/hex spells can be cast into combat and don't need to be in the front arc. 

Any wizard can cast with between one and six power dice.  Add the total on the dice to the wizard's level.  That is what you rolled.

Spells that are boosted have to be declared beforehand.  For example, casting the higher strength fireball. 

Any dice roll total below a three is a failed cast. 

If you fail to cast, you cannot cast with that wizard again for the rest of the magic phase. 

Double sixes when casting are irresistible and miscast.  Double sixes when dispelling automatically get rid of the spell, but don't cause any miscast. 

Remains in play spells can be dispelled later with dispel dice or power dice. 

Bound spells – Require dice to cast, with the level of the bound spell being the casting target.  If you fail, you can still cast more spells.  You cannot add your wizard level to the roll to cast the bound spell.  Double sixes cause the item to crumble, but no miscast table.  Models with innate bound spells (warrior priests) cannot cast more if they double six. 

You can switch between wizards as much as you want.  Each wizard can only cast each spell once. 


Models can fire in two ranks. 

Soft cover is from hedges/fences.  Hard cover is from walls, boulders, building and other units.  Soft cover gives -1 to hit, hard cover gives a -2. 

Close Combat

The second row can make supporting attacks to the front, but not the side or rear.  Only a single attack can be made.  If you're in a “horde”, then you can attack in three ranks.  Fight in initiative order always.  Ties in initiative make simultaneous attacks.  Casualties are removed from the back rank.  Removing casualties does not change the number of models that can attack back, as long as you have models to replace them. 

Combat resolution:  +1 for each wound done, +1 for charging, +1 for each rank up to three (counted at the end of combat), +1 for a standard, +1 for a flank (no minimum unit size), +2 for a rear (no minimum unit size), +1 if you charged from high ground, +1 for BSB, +1 for overkill in challenges, up to +5).  To break ranks, flanking or rear units need to have two ranks.

Steadfast – Units with more ranks at the end of combat are stubborn on their own or the general's leadership.  This happens even if ranks are broken. 

Reforming – If you win and the opponent doesn't flee, you can reform.  If you lose, you can take a leadership test and if passed can reform.  Units that restrain and do not pursue can reform. 

Fleeing or pursuing units that hit impossible terrain now stop one inch away. 

If a unit leaves combat due to shrinking ranks, it is moved back in. 

Special Rules

Always Strikes First – Cancels out Always Strikes Last, and if you have higher initiative you reroll to hit. 

Breath Weapons – Used once per game as a shooting attack or 2d6 automatic hits in close combat. 

Fast Cavalry – Can march and shoot, can move up to 12” after deployment. 

Fear – Every round, non-fear unit in combat with fear unit must take a leadership check, if they fail must reduce WS to 1. 

Flaming attacks cause fear in war beasts, cavalry, and chariots. 

Frenzied units can take a leadership test to keep from charging.  Frenzied troops do not parry.

Flying Cavalry are treated as fast cavalry with the flying rule. 

Large target Generals and BSBs extend their radius to 18”. 

Magic Resistance gives a ward save against spells. 

Flaming attacks turn off regeneration for the remainder of the phase. 

Paired weapons grant +1 attack.

Stomp/Thunderstomp – Creatures with this rule do 1/1d6 extra ASL attacks. 

Strider – Units with this do not take dangerous terrain checks in dangerous terrain. 

Stupidity – Units who fail move d6 forward. 

Swiftstride – Units with this roll 3d6 to charge/flee/pursue and discard the lowest roll.

Skirmishers – Skirmishers are in normal formation but are 1/2” apart.  They tighten up for combat.  They can reform for free, fire on the march, and are at -1 to hit with shooting. 

Terror can still make units flee when charged. 

Unit Types

Monstrous infantry can make up to three attacks in support and get ranks for three models. 

Calvary mounts do not make supporting attacks. 

Swarms are no skirmishers. 


Parry now gives a 6+ ward save in close combat. 

Great weapons on mounted units now give +2 strength. 


Look out sir can be used on infantry models on their own if they are within 3” of a unit with at least five models.  However, it only works on a 4+. 

Characters can be moved into base to base with the enemy at the start of a combat. 

Ridden monsters give a +1 armor save to their riders.  Templates hit both rider and mount.  Templates with different strengths (stone throwers) must randomize as to which gets hit at the higher strength. 

BSB effect allows the reroll of all leadership checks. 

War machines use the machine's toughness against shooting attacks. 

You can march, etc. through terrain, but anytime you do anything but move regularly, you have to take a dangerous terrain check (roll a d6, on a 1 take a wound with no armor allowed).  Calvary, monstrous calvary, and chariots treat anything that is not normal terrain as dangerous.  Chariots take d6 wounds. 

No marching in rivers. 

Flyers can land and take off in forests, but must make dangerous terrain checks. 

Marshes require calvary, monstrous calvary, and chariots to fail dangerous terrain checks on a 1 or 2.

An army must contain at least three units that are not characters. You can only duplicate special choices up to three, and rares up to two.  

Friday, July 9, 2010

8th Edition Eratta is Here!

You can pick the up here:  http://www.games-workshop.com/gws/content/article.jsp?categoryId=&pIndex=1&aId=3000006&start=2

Having a FAQ for the Beastmen is nice, and I'm going through and reading the rest slowly to digest them properly.  Enjoy!

Thursday, July 8, 2010

Video Battle Report: Dark Elf v. Dark Elf in Round Three Tournament Action!

This past weekend, I played in a "End of 7th Edition" WFB Tournament, and ended up taking the top prize home (a free 8th Edition book, no less).  While I had stopped taking pictures at this point, my great opponent took some pictures and threw up his own video battle report on Youtube.   It's a lot of fun, and he does some good narration.  He was a nice guy to play against, and I look forward to our next game. 

Wednesday, July 7, 2010

Magnetizing the Khador Warjack (The Easy Version)

I got the Khador plastic Warjack kit knowing that I would magnetize it for all four 'Jacks. How could you not? The question became how to do it. Searching online, I found techniques that were very professional, but involved a lot of drilling with increasingly larger drill bits. I didn't want to do that, for no better reason than laziness.

Instead, I used my clippers to slice the arms flat at the joints. I measured first, and only made cuts in the area that is covered by the shoulder socket, and will therefore make the magnet never visible. I then put the magnets on. The results have been awesome, and I'm looking forward to doing some painting on my four new Warjacks.  Here is a closeup of where and how to cut each arm (and then attach the magnet), and pictures of the four 'Jacks.

Tuesday, July 6, 2010

Video Battle Report: 2,250 Bretonnians vs. High Elves

We now resume our regularly scheduled programming!  Last week got crazy, with overtime at work, an extended interview, two 4th of July cookouts at our house, and a Warhammer Fantasy tournament.  Luckily, I took some pictures of some of my games on the way.

As promised, I'm breaking out my old armies for a last run around the 7th Edition track.  Last Tuesday, I had the pleasure of playing Collins's High Elves with my Bretonnians.  My Brets haven't seen light in a year or so, and it was a lot of fun to give them a whirl.  Take a look to see how it went!