Three points that I think you've missed/forgot in the moment 1) Your Kings and Thanes have the Ancestral Grudge special rule, which makes them hate all enemy characters. 2) Any unit with the Gromril Armour special rule (so most characters and Ironbreakers/Irondrakes) can re-roll natural 1's on their armour saves. 3) Your slayers have the Deathblow ability, which sends out a S3, Ap -1 hit every time a Slayer model is removed from melee. I had my first game of TOW last weekend (and first game of Warhammer in like 10 years) and I felt quite overwhelmed by how many little things were different. I'm impressed by how well you seem to have adapted to the new rules overall.
Yet another fantastically entertaining battle report. Thanks for sharing. A couple of errors spotted. Falling back in good order is just 2d6 (picking the highest) pg134 Stubborn units fall back on good order (not give ground) pg 178 As stated swiftstride is an optional d6 of movement to charges/ flee/ pursuit. Pg 178 Behemoths have the thunderstomp rule giving all their stomp attacks -2ap Scouts can't change in their first turn. Pg 177. You mentioned this during setup but must have forgotten it when turn 1 beastmen rolled around. All combats are resolved in initiative order now, pg 146 (and stomp attacks are resolved at initiative 1. Pg 177 Skirmishers are only -1 to hit if they are all unit strength 1 per model in the unit. Pg 185. Still a fantastic game to watch. Thanks for sharing. Also think you might have caught some of the issues later on in the game.
Also, the casualties in the thunderers from the fireball in beasts turn 2 still happened in the shooting phase (confusing not to have a magic phase now, I know 😂) so after the javelin casualties they would have definitely have to test panic
About the pursue issue and the line formation that you don't like... I'm actually in with it! I do historic reinacment; and both have very legit grounf in real life battle to make sense... In the pursue of enemy units;you have to have in mind that chaos and disorer is the real enemy in a battlefield. The game express it prefectlly, once a unit has lost formation, they an be overun with extreme ease... banners, muiscs... all of this help a unit to retain cohesion admist a battle; that's why they give bonus to resolution; if your men know where they have to stay, they see their company colours, and hear the drums; even if the men are falling all arounf them; they know that staying together is a mutch better option to stay alive; so thay will maintain formation as a form of holding to dear life... ...so even when pursue an enemy and break formation to cause mass slaugther in an enemy broken formation; any good commander wil be VERY weary of mainatining order in his ranks; otherwise; there will be no difference between the dispersed enemy unit and their own... ...so; in the situation of this battle: the Ironbreakers have defeated the gors; and make them flee; in their panic, the gors go trhougth theslayers; been a unit in dissaray (despite been retreating in good order) they are an easy target for the slayers; who cut them down... and decide to pursue them to end the job. The ironbreaker officer sees this, enemies fleing and been pursued by the slayers; if his men commmence pursues, yaeh; there will be two dwrf units doing the killing... BUT two units in dissarray, out of formation. The chances of both allied units becoming a mess with no order dedicated to plunder and indiscriminate killing is not good for the objective; that's why a good comander would never allow (if avoidable) to go through an allied unit... and in this particular case; if the iron breaker commander sees tha the slayers have begun the pursue first, its extremelly logicall to decide to maintain the unit integritty before all. ...seconf, the one line to receive support. Figthing in ranks is very effective; even if ou first row suffers great cassualitties; people from the otehr ranks can step up to takt the place; spears and other weapons can be used to support the front line; and overally; been a thick mass is better than a breakeble one men line... its a mutch better formation, no doubt ...except whe it isn't XDD In napoleonic warfare; french would advance in columns to obtain that advantage... except whe suffering cannon fire. In that situation, situating in a double rank line was mutch better; the cannon ball could only kill two men in every shot; and the soldiers could return fire all of them... you clearlly use that tactic no problem with the thunderers... ...but in purelly hand to hand combat units, this tactic was used as well. Romans tended to figth in ranks; but lots of celts and barbarians; tended to form long lines of shieldwalls two or three men thick. Oviouslly, thesse where easier to break... but MUTCH more dificult to flank or surround; and in fact; thesse wide lines could engulf a smaller enemy unit and while the centre holded the possition, the flanks would come in and attack... and that is the support that is represented in the game. If you believe that fihthing in ranks will not give the usual advantage (as in the exmple here; when the ironbreakers where expecting a chariot charge; not unlike the napoleonic example whe used earlier) you can expand your front line to get that envolving movement, and attack from the sides with your morer flexible (yet aeasier to break) formation
Dang it Stoss ! Now I want to get into The Oldest of Worlds ! Again a banger battle rep. Thank you motivating me for picking up 15 year old me's O&G army and continuing the painting from where I left it all those years ago ! Love what your doing here
23:00 Handguns and Crossbows are *Ponderous* - 2 when move and shoot. 38:45 Thunders and Quarrellers are WS 3 now. 40:25 *Swiftstride* is optional. 42:20 You can *Fated Dispel* once per *turn* (not round). So this mean you can Fated Dispel vortex after they moved for free. 51:05 *Large Target* Doesn't give plus 1 any more, it just removes cover. 57:30 Only *Magic Missile* need line of sight. 1:04:50 Panic test any phase but it need to be *more then* 25% so if you had 8 models you would need to kill 3 but cause you had 7 it only 2. 1:15;20 Centigor need to roll on the *Drunken* table. 1:32:45 You don't get *Gromril Weapons* AP1 if you put a rune on the hand weapon. 1:34:50 *Thunderstomp* give you AP2 against any non monstrous creatures. 1:39:55 *Gromril Armour* allow you re roll 1s. Also *Primal Fury* is only 1 roll for the unit. 1:41:25 *Razor Standard* is AB2 not AP2. 1:43:00 *Stomp* strikes last. 2:09:55 Great weapon make you I1 but you get the bonus 2I for charging 2 inches. 2:48:15 Stomp only killed 1 not 2. 2:55:30 2 Dwarfs die as 1 is AP1 and 1 is AP2.
Oh MAN have I been waiting for THIS!!! Will have to prepare with cheese and biscuits for this one, cant wait to watch your first Old World battle-report later tonight! ^^
Somewhere, the "most disappointing of cannons" smiles knowingly at his stone-throwing companion... I genuinely laughed out loud when Damon said "what happens in the herd, stays in the herd" (Possible Rogue Element Gaming Merch / T shirt slogan idea?!)
nice to see you try the new system! I think the decision you came to at 1:21:30 was the right call to make. One but not both units could make the charge due to the charge distances involved. Maybe the chariot could have moved before the dogs and then _maybe_ the dogs could have still made it in (and disadvantage the dragon ogres in doing so, most likely), but I think ultimately the controlling player decides which order to move the units in and leaving just the chariot out probably was the best available outcome for the beastmen charge moves here with the dice as they were. edit: since you asked for them to be pointed out: slight rules error at about 1:34. _Stubborn_ allows a one-time Fall Back In Good Order, not a Give ground (p.178 core). It can however become a Give Ground if the unit combines it with _Shield Wall_ (p. 177 core) and is using shields (as many dwarven units do). A Ghorgon is also a _Behemoth_ (p. 110 Ravening Hordes)and so its stomp attacks are typically resolved at AP -2 (p. 196 core). Unfortunately the latter would have changed some outcomes. second edit: at 1:41:28 - Razord Standard gives _Armour Bane (2)_ not AP -2. (p. 341) third edit: 2:31:00 - the chariot had already tried (and failed) a charge, it would not have gotten the benefits of _First Charge_ (p. 169 core).
The Chariot should of charged the Ironbreakers as the Dogs have enough movement to get out of the way of the Gors but still be in combat with the Warriors. Also forgot the Dwarfs would of been on bigger base size.
Fun to see you trying Old World. One little thing, the +1 to hit a Large Target is no longer here. They don't receive cover and you can always draw LOS, but there's no more +1 to Hit as per the special rules for Large Target on Pg 172.
@@rogueelementgaming my pleasure! I'm an old 6th edition stan moving into Old World as well so breaking some of the old habits is a bit tough haha. I'm really enjoying it even if there are some things like the very wonky way that sometimes winning combat is "bad" you experienced here that are taking some getting used to!
Also I am pretty sure the BSB adds an extra +1 combat res on top of a generic +1 for unit standard. It would not have changed any outcomes in this game though
What an entertaining battle report to watch! I love both the explaining, which really helps to learn/understand the rules better. I found out I've been playing bound spells wrong all along, for example. Both armies, as well as the table itself, look amazing too, which only adds to the great quality of the video! A few things I noticed in terms of rules that I believe are played incorrect here (ps: apologies if someone else already pointed these out): - The harpies shouldn't have been able to charge in turn 1. The scouts special rule specifically states a scouting unit that makes use of it's scouting deployment ability cannot charge in the first turn. - During the turn 1 combat between the harpies and quarrellers, the combat result should have been a tie. Both sides have a kill, the harpies have a flank charge and the quarrellers claim higher ground. The rank bonus is lost due to the flank charge (making the charged unit disordered as described in the rules for Flank & Rear charges). Looking forward to the next battle report!
Thanks so much bud! stoked you enjoyed it. You're bang on the money with your first correction, we totally forgot this 1st turn. Skirmishers don't cause disruption when attacking in the flank or rear. Pg 185 under Skirmishers & Disruption. Thanks for watching!
Note ate about 1.45. The Centigors could not have pursued the warrior unit as they already pursed during that turn (war machine crew) -'Pursuit into a new combat' P157. Meaning that the warriors would have got away as the Gors could not pursue them as they would stop making contact with the Centigors.
Hello, Very nice battle indeed. Just a small hint : the swiftstride 3rd nice is not a must but a « can », can be useful if you don’t want to flee too far… Quote : « when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to the result. »
Keen for the battle report. Just one small thing, in the army list, you mentioned the Dwarf king had rune of striking giving +1 to hit. It's actually only +1 WS this edition
One thing to remember about the runelord/runesmiths.... They give the unit they are in buffs.... the unit gains Armour Bane 2 and Flaming attacks. I generally run 2 runesmiths one with 2 runes of spell breaking and 1 with one. I know its 75 points for the 3 runes but if they are in range the spell is just stopped just like in 6th ed. Good way to say "NOPE!" to any spell (Viletide) that you don't want to happen.
Handguns are ponderous, which means that they're -2 to hit when moving. That means that the Thunderers would have needed 7's to hit the dogs on turn 1, if I'm not mistaken. Ranged Weapons; Handguns page 217 Special Rules; Ponderous page 175 Edit; So are crossbows. Fall back in good order is NOT 3D6 (like a regular flee move). Just movement + roll 2D6 and use the highest. Page 134
@@blastvader I have investigated this quite thoroughly and unfortunately Dwarf engineers can't use their BS to help war machines in TOW, they can't join them either. This is confirmed by the fact that Empire engineers can explicitly use their BS through their rules.
@@blastvader I guess it's nice flavour at least. I'll be giving my engineers handguns or braces of pistols for the fun of it. Or maybe a 2H weapon with rune of flight, that could be fun too!
I play Beastmen, and I really enjoy them. But I have to say that Gaze of the Gods is kinda silly. Back in the older editions there was a very real chance that you could turn into a Chaos Spawn if you evoked the gaze of the gods, especially repeatedly. It feels a bit soft now :P
Amazing work as usual but you made a mistake during dispell roll That's because you actually can't roll irresistable force on fated dispell but you can on wizardly one. Again great work and batrep and keep it up.
What a spicy meatball! Great to see you back, and hope to see more Old World soon. As much as I love 6th (and would happily see more of it), I do think Old World edges out 6th for me as a new king of editions overall.
Dogs are bad, just take extra Razorgors and take them in singles so killing one cant make them panic. Beastmen Turn 2 & 3you should take a Terror test when the Ghorgon charges. Also, skirmishers have a 360degree vision arc (Important for wizard casting) Swiftstride is voluntary You can Gaze of the Gods on your BSB also Turn 3 you didn't roll for Drunken for the Centigor 1:21:25 You can only wheel once in a charge move so not sure there was a way to make it in The Ghorgon is a Behemoth so has Thunderstomps, his stomps have AP-2 The Razor Standard is Armour Bane 2 not AP-2 2:10:30 Your dwarfs do get single attacks when they're not in base contact, but for clarity of rules they are NOT Supporting Attacks. Supporting Attacks are from Spears etc in the 2nd rank. 2:14:44 Linehammer is correct there, if you do follow up he gets to eat one guy and heal a wound too Odd one: If you roll a direct hit when scattering a Vortex template, theoretically it stays still. These rules do not actually tell you to use the little arrow on that facing.
Thanks mate. I’m looking at putting together a whole “farmyard” list for shiggles: goats, cows, pigs, dogs, horses, lizards, and a chicken 😀 will it be any good? Who knows but it’ll be fun!
Quick question, did you change you base sizes? or does your movement tray compensate for it, also did you reduce the table size to 60"x44"? This matters more than one would think, concerning ranges specially of your Runesmith and his dispell range, also makes vortices and artillery templates less effective.
Being quite new to the hobby i find you battles extremely educational rules wise. I really like your style and charisma! I am also a dwarf player. I ll be looking forward for morem thabks, i appreciate!
Good battle report as ever, certainly for a first go at the new rules. The job you do of explaining how you are interpreting the rules (whichever edition you're playing) is streets ahead of pretty much anyone else doing this sort of thing. I did find this one dragged on a bit and it was clear that the two of you were flagging towards the end. Not sure if going the full 2000 points was too much for the first go - perhaps it was but then with smaller armies maybe the difficult stuff wouldn't have come up at all and you did a really good job on the more basic stuff anyway. I'm sure it will get quicker and easier with more experience though I do wonder if The Old World is just going to be more drawn out than 6th Ed regardless, I guess time will tell.
Awesome batrep, Glad you have decided to play some old world, it does have some issues but overall I think it’s great fun! I have played 4 games so far , lost first 3 but easily won 4th game ( playing wood elves) I think dwarfs are going to be a tough army to get right! Big thanks as due to your channel you got me back in to playing warhammer fantasy (last time i played was 4th edition)
Thanks mate! There is a LOT to get my head around, but I really enjoyed my first game. Amazing to hear the channel played a part in bringing you back into the hobby mate. Makes my day!
Glad I stubbled on your channel. I am a huge fan of the New Old World. It has a close enough feel to my favorite system of Kings of War. Looking forward to more REG Old World :)
Great game and an interesting to see the old world rules. The Dwarfs didn't feel as strong and resilient as in 6:e. But still fun to see and can't wait to see how the list can be changed for them to rise again.
Wow everything was so confusing xDDD i've only ever done 6th edition so even the other editions confuse me, and now there was so many things I had no idea about xD I still had a good time, though :D It for real makes my day/evening/weekend every time there's a new BR from this channel, god game guys! And hopefully the next one will be easier to figure out!
You’re right, and something I picked up on after the game. I was using a reference card I found on the inter-webs and it has the wrong range on it. I just assumed it was correct at the time and didn’t check it against the book.
Finally finished watching. Yes it's sadly no 6th, but on the other side it's still well done and that's what counts 😄 I'm also going to play Beastmen in a local Campaign (ToW) and I'm happy to see that Damon took almost the same choices as I will do XD. My initial impression is that Beastmen are literally a beast in ToW regarding Core and Special Choices. Gors are in my opinion undercosted for what they can do. Giving them the -2 AP banner or Poison Attacks on top of their innumerable special rules is just cream on the cake. Dragon Ogres are also quite a nuisance. And the new rule of giving Minotaurs Ambush is just nuts 😅. Nice to see that both armies still function like in 6th! I love seeing narrative games with functional army lists (which both of you had!). Thanks for the video Stos and Damon! @Stos: Now you need to travel to the real Empire to give your newly achieved Empire Army a tour ;) Kind regards FA
1:56:20 - Dragon Ogres have ensorcelled weapons. No 6+ ward for those dirty ironbreaker dwarfs! (magic and -1 ap in addition to armourbane) They also have closed order for combat res (musician would have caused same result).
I'm happy for the first battle in TOW. And it would be nice to see the remaining factions that haven't been on this channel yet - Wood Elves, Tomb Kings, Ogre Kingdoms, Chaos Dwarfs (doesn't matter if 6th or TOW).
When you give it flavor that makes it even better I loved the backstory however brief. Beastman and dwarves is a pretty interesting match up I would give the natural edge to dwarves due to tankiness but we shall see.
Hi guys, first time watching your battle reports. Was very entertaining - good work! I liked that you actually checked the rules, rather than just making shit up like most of the people playing Old World on youtube. I did spot a few small errors, but i think most of them have been captured in other comments... Rune of striking is +1Ws not +1 to hit, and if you have a rune on your weapon, you no longer get the gromril weapon -1ap... I think runes on great weapons is the way forward though. Linehammer houserule: In my group, we've talked about making it so you can only get an attack if you're within your Movement characteristic of an enemy in base-to-base with your unit. tough on dwarves, but we're hard as anything so no worries. Looking forward to more Old World games - I think I love it.
Great video man! Just a heads up, with the slayers if you take a giant slayer he has to be your standard bearer, your second has to be your musician, third your champion. Or you can take a giant slayer without a command. Page 27, the asterisk
I really enjoy your battlereports. Very great job. Besides, it's really thanfully how you speak, because I'm not native english speaker but it's easy to understand you ❤
Finally the Beastmen are here to talk about grazing rights and not taking no for an answer, look out old world. An enjoyable diversion from the King of editions .. I wouldn't rebase my miniatures, just use adaptors if required. Boo .. linehammer, filth, bad enough you nolonger need to be base to base to attack. A cheesey move, definately not for friendly play.
when you had the unit that wanted to charge the terror causing unit, things that cause terror also cause fear, in fear it says "If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit Strength, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal." I don't think the charged unit did have a higher unit strength, so it didn't matter, but for future reference!
I don't understand the rule about beastmen characters & chariots. If I mount them on the chariot they don't replace the bestigor right? So the chariot would have the gor, bestigor plus the character, right?
Awesome batrep! Hope you're enjoying TOW, it's been my favorite edition so far. Couple rules things, Rune of Striking is +1WS, not +1 to hit. Also, quarrellers and thunderers are now WS3 (representing that they are beardlings in this era). I know it's expensive but I would never leave home without MRoGrungni at 2K, spreading the 6++ shooting ward is amazing, in addition to giving a unit 5++.
Also, stubborn = choose to fall back in good order, not give ground. Also also, this is up for debate but RAW a hit on a vortex or other random movement unit means it does not move.
I noticed you forgot to add the close order bonus towards combat resolutions. Which can make a difference when fighting against open order troops. Remember you count multiple close order bonuses.
Great video guys. Question though. At 2.13.0 with the Gorgon fight, you claim a rank bonus for your dwarves..but doesn't the bonus only apply to 1 full rank behind the first? Which you didn't have.
Cheers mate! Units of Heavey Infantry only need 4 models in a rank to claim a rank bonus, and the last rank doesn't need to equal the numbers of other ranks.
Skirmishers only get the +1 to hit from shooting attacks if they have a combat strength of 1 per model. Most cav are 2, not sure for those beastmen but its worth checking.
Well, if I am going to finally watch an Old World BR then I prefer it be Stos and Damon playing it because I know they are 6th edition veterans! I know, to be fair, you will need a few more games to really get a feel for this new edition, but I am interested in knowing your genuine thoughts and reasons on which edition you enjoy more. I am definitely not rebasing models even if I decide to try the Old World, so thank you for playing it in the same spirit. Looking forward to your next video and happy gaming!
Beautifully done. I'm always happy to see a new BR from you. I have to agree with you on terrain placement. I don't care for the current terrain placement rules. We actually use your rules for terrain placement and it works wonderfully.
Does anyone else feel warm and fuzzy when you log in on your pc in the morning and see a new batrep?
Just got it! About to skip the ad!
@@tombarrett1487 Ublock Origin my friend!
I live in Scotland. I never feel warm. Fuzzy, sure. 😂
Oh absolutely!
@@katfezza4570 I live in London and it seems spring is finally coming over here, early June as it is lol
Three points that I think you've missed/forgot in the moment
1) Your Kings and Thanes have the Ancestral Grudge special rule, which makes them hate all enemy characters.
2) Any unit with the Gromril Armour special rule (so most characters and Ironbreakers/Irondrakes) can re-roll natural 1's on their armour saves.
3) Your slayers have the Deathblow ability, which sends out a S3, Ap -1 hit every time a Slayer model is removed from melee.
I had my first game of TOW last weekend (and first game of Warhammer in like 10 years) and I felt quite overwhelmed by how many little things were different. I'm impressed by how well you seem to have adapted to the new rules overall.
Yet another fantastically entertaining battle report. Thanks for sharing. A couple of errors spotted.
Falling back in good order is just 2d6 (picking the highest) pg134
Stubborn units fall back on good order (not give ground) pg 178
As stated swiftstride is an optional d6 of movement to charges/ flee/ pursuit. Pg 178
Behemoths have the thunderstomp rule giving all their stomp attacks -2ap
Scouts can't change in their first turn. Pg 177. You mentioned this during setup but must have forgotten it when turn 1 beastmen rolled around.
All combats are resolved in initiative order now, pg 146 (and stomp attacks are resolved at initiative 1. Pg 177
Skirmishers are only -1 to hit if they are all unit strength 1 per model in the unit. Pg 185.
Still a fantastic game to watch. Thanks for sharing.
Also think you might have caught some of the issues later on in the game.
Also, the casualties in the thunderers from the fireball in beasts turn 2 still happened in the shooting phase (confusing not to have a magic phase now, I know 😂) so after the javelin casualties they would have definitely have to test panic
Hang on, this isn't the King of Editions!
Great Battlereport.Evertyhing is clear to watch.
I usually struggle to follow battle reports, but you guys did a good job of making this watchable and understandable. Thanks!
The only thing that excites me more when I see it in my sub box than a REG upload is a REG upload with Damon in it. Happy goat noises.
Thanks mate - much appreciated! I always enjoy playing Stos and killing his stunties 😉
About the pursue issue and the line formation that you don't like... I'm actually in with it!
I do historic reinacment; and both have very legit grounf in real life battle to make sense...
In the pursue of enemy units;you have to have in mind that chaos and disorer is the real enemy in a battlefield. The game express it prefectlly, once a unit has lost formation, they an be overun with extreme ease... banners, muiscs... all of this help a unit to retain cohesion admist a battle; that's why they give bonus to resolution; if your men know where they have to stay, they see their company colours, and hear the drums; even if the men are falling all arounf them; they know that staying together is a mutch better option to stay alive; so thay will maintain formation as a form of holding to dear life...
...so even when pursue an enemy and break formation to cause mass slaugther in an enemy broken formation; any good commander wil be VERY weary of mainatining order in his ranks; otherwise; there will be no difference between the dispersed enemy unit and their own...
...so; in the situation of this battle: the Ironbreakers have defeated the gors; and make them flee; in their panic, the gors go trhougth theslayers; been a unit in dissaray (despite been retreating in good order) they are an easy target for the slayers; who cut them down... and decide to pursue them to end the job.
The ironbreaker officer sees this, enemies fleing and been pursued by the slayers; if his men commmence pursues, yaeh; there will be two dwrf units doing the killing... BUT two units in dissarray, out of formation. The chances of both allied units becoming a mess with no order dedicated to plunder and indiscriminate killing is not good for the objective; that's why a good comander would never allow (if avoidable) to go through an allied unit... and in this particular case; if the iron breaker commander sees tha the slayers have begun the pursue first, its extremelly logicall to decide to maintain the unit integritty before all.
...seconf, the one line to receive support.
Figthing in ranks is very effective; even if ou first row suffers great cassualitties; people from the otehr ranks can step up to takt the place; spears and other weapons can be used to support the front line; and overally; been a thick mass is better than a breakeble one men line... its a mutch better formation, no doubt
...except whe it isn't XDD
In napoleonic warfare; french would advance in columns to obtain that advantage... except whe suffering cannon fire. In that situation, situating in a double rank line was mutch better; the cannon ball could only kill two men in every shot; and the soldiers could return fire all of them... you clearlly use that tactic no problem with the thunderers...
...but in purelly hand to hand combat units, this tactic was used as well. Romans tended to figth in ranks; but lots of celts and barbarians; tended to form long lines of shieldwalls two or three men thick. Oviouslly, thesse where easier to break... but MUTCH more dificult to flank or surround; and in fact; thesse wide lines could engulf a smaller enemy unit and while the centre holded the possition, the flanks would come in and attack... and that is the support that is represented in the game.
If you believe that fihthing in ranks will not give the usual advantage (as in the exmple here; when the ironbreakers where expecting a chariot charge; not unlike the napoleonic example whe used earlier) you can expand your front line to get that envolving movement, and attack from the sides with your morer flexible (yet aeasier to break) formation
Dang it Stoss ! Now I want to get into The Oldest of Worlds !
Again a banger battle rep. Thank you motivating me for picking up 15 year old me's O&G army and continuing the painting from where I left it all those years ago ! Love what your doing here
23:00 Handguns and Crossbows are *Ponderous* - 2 when move and shoot.
38:45 Thunders and Quarrellers are WS 3 now.
40:25 *Swiftstride* is optional.
42:20 You can *Fated Dispel* once per *turn* (not round). So this mean you can Fated Dispel vortex after they moved for free.
51:05 *Large Target* Doesn't give plus 1 any more, it just removes cover.
57:30 Only *Magic Missile* need line of sight.
1:04:50 Panic test any phase but it need to be *more then* 25% so if you had 8 models you would need to kill 3 but cause you had 7 it only 2.
1:15;20 Centigor need to roll on the *Drunken* table.
1:32:45 You don't get *Gromril Weapons* AP1 if you put a rune on the hand weapon.
1:34:50 *Thunderstomp* give you AP2 against any non monstrous creatures.
1:39:55 *Gromril Armour* allow you re roll 1s. Also *Primal Fury* is only 1 roll for the unit.
1:41:25 *Razor Standard* is AB2 not AP2.
1:43:00 *Stomp* strikes last.
2:09:55 Great weapon make you I1 but you get the bonus 2I for charging 2 inches.
2:48:15 Stomp only killed 1 not 2.
2:55:30 2 Dwarfs die as 1 is AP1 and 1 is AP2.
I think the Lord has the Rune of Cleaving, that's what giving the AP-1. Question is: How does he get +1 to hit? There's no rune doing that.
@@iJasko He made a mistake with Rune of Striking.
@@grlmgor that makes sense
The Stonethrower: maintaining a proud tradition over multiple editions!
Indeed!
I love that the dwarves were coming home from a Wedding and had an organ gun with them. Classic dwarves
Let's go! Always a better Friday morning when a REG game drops and it's Old World! Lovely to see 'Mr Rolls Above Average' back on the channel too!
😂 Thanks mate….always enjoy playing Stos.
That was absolutely brilliant! Loved the narrative. Thanks also for being so thorough and helping me learn the rules. Cheers!
Oh MAN have I been waiting for THIS!!! Will have to prepare with cheese and biscuits for this one, cant wait to watch your first Old World battle-report later tonight! ^^
Hope you enjoy it mate. Definitely a learning experience for both Damon and I 😅
What an excellent idea! A glass of wine and some tasty cheese to go with my favourite batrep creators! 👍
@@isakjohansson112 Creme de la creme!
Somewhere, the "most disappointing of cannons" smiles knowingly at his stone-throwing companion... I genuinely laughed out loud when Damon said "what happens in the herd, stays in the herd" (Possible Rogue Element Gaming Merch / T shirt slogan idea?!)
Hahahahaha! Top tier comment sir! 🏆
nice to see you try the new system! I think the decision you came to at 1:21:30 was the right call to make.
One but not both units could make the charge due to the charge distances involved. Maybe the chariot could have moved before the dogs and then _maybe_ the dogs could have still made it in (and disadvantage the dragon ogres in doing so, most likely), but I think ultimately the controlling player decides which order to move the units in and leaving just the chariot out probably was the best available outcome for the beastmen charge moves here with the dice as they were.
edit: since you asked for them to be pointed out: slight rules error at about 1:34. _Stubborn_ allows a one-time Fall Back In Good Order, not a Give ground (p.178 core). It can however become a Give Ground if the unit combines it with _Shield Wall_ (p. 177 core) and is using shields (as many dwarven units do). A Ghorgon is also a _Behemoth_ (p. 110 Ravening Hordes)and so its stomp attacks are typically resolved at AP -2 (p. 196 core). Unfortunately the latter would have changed some outcomes.
second edit: at 1:41:28 - Razord Standard gives _Armour Bane (2)_ not AP -2. (p. 341)
third edit: 2:31:00 - the chariot had already tried (and failed) a charge, it would not have gotten the benefits of _First Charge_ (p. 169 core).
Amazing! Thanks heaps for the rules clarifications with page number references! Champion 🏆
The Chariot should of charged the Ironbreakers as the Dogs have enough movement to get out of the way of the Gors but still be in combat with the Warriors.
Also forgot the Dwarfs would of been on bigger base size.
Hi as the shaman is in a skirmisher unit, he have all around vision and could have buff the gors
Fun to see you trying Old World. One little thing, the +1 to hit a Large Target is no longer here. They don't receive cover and you can always draw LOS, but there's no more +1 to Hit as per the special rules for Large Target on Pg 172.
Also, Stubborn is a free Fall Back in Good Order, not a free Give Ground. Pg 178.
Correct on both counts mate! Thanks for the clarification and putting in the pg numbers!@@Alfindeol
@@rogueelementgaming my pleasure! I'm an old 6th edition stan moving into Old World as well so breaking some of the old habits is a bit tough haha. I'm really enjoying it even if there are some things like the very wonky way that sometimes winning combat is "bad" you experienced here that are taking some getting used to!
Also I am pretty sure the BSB adds an extra +1 combat res on top of a generic +1 for unit standard. It would not have changed any outcomes in this game though
Thanks!
Thank you so much!! 💓
What an entertaining battle report to watch! I love both the explaining, which really helps to learn/understand the rules better. I found out I've been playing bound spells wrong all along, for example. Both armies, as well as the table itself, look amazing too, which only adds to the great quality of the video!
A few things I noticed in terms of rules that I believe are played incorrect here (ps: apologies if someone else already pointed these out):
- The harpies shouldn't have been able to charge in turn 1. The scouts special rule specifically states a scouting unit that makes use of it's scouting deployment ability cannot charge in the first turn.
- During the turn 1 combat between the harpies and quarrellers, the combat result should have been a tie. Both sides have a kill, the harpies have a flank charge and the quarrellers claim higher ground. The rank bonus is lost due to the flank charge (making the charged unit disordered as described in the rules for Flank & Rear charges).
Looking forward to the next battle report!
Thanks so much bud! stoked you enjoyed it. You're bang on the money with your first correction, we totally forgot this 1st turn. Skirmishers don't cause disruption when attacking in the flank or rear. Pg 185 under Skirmishers & Disruption.
Thanks for watching!
So excited to see you charging at The Old World 😁 thank you for keeping these batreps as fun and awesome as always
Note ate about 1.45. The Centigors could not have pursued the warrior unit as they already pursed during that turn (war machine crew) -'Pursuit into a new combat' P157. Meaning that the warriors would have got away as the Gors could not pursue them as they would stop making contact with the Centigors.
Absolutely correct. Good catch!
One of the better "linehammer" houserules i've come across is just to add a flat cap of 10 across.
Hello,
Very nice battle indeed.
Just a small hint : the swiftstride 3rd nice is not a must but a « can », can be useful if you don’t want to flee too far…
Quote : « when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to the result. »
40:35 I'm pretty sure you dont have to use the extra swift stride dice when your fleeing if you dont want to, its optional
Keen for the battle report. Just one small thing, in the army list, you mentioned the Dwarf king had rune of striking giving +1 to hit. It's actually only +1 WS this edition
Woops!
These mini look great, look forward to seeing more BRs. Great production and charisma from you both!
Much appreciated!
One thing to remember about the runelord/runesmiths....
They give the unit they are in buffs.... the unit gains Armour Bane 2 and Flaming attacks.
I generally run 2 runesmiths one with 2 runes of spell breaking and 1 with one.
I know its 75 points for the 3 runes but if they are in range the spell is just stopped just like in 6th ed. Good way to say "NOPE!" to any spell (Viletide) that you don't want to happen.
Handguns are ponderous, which means that they're -2 to hit when moving. That means that the Thunderers would have needed 7's to hit the dogs on turn 1, if I'm not mistaken.
Ranged Weapons; Handguns page 217
Special Rules; Ponderous page 175
Edit; So are crossbows.
Fall back in good order is NOT 3D6 (like a regular flee move). Just movement + roll 2D6 and use the highest.
Page 134
Also, if the stone thrower could see on the first turn then the scatter was 8 minus the BS of the crew. Good reason to put an engineer with them.
you are correct absolutely.
@@blastvader I have investigated this quite thoroughly and unfortunately Dwarf engineers can't use their BS to help war machines in TOW, they can't join them either. This is confirmed by the fact that Empire engineers can explicitly use their BS through their rules.
@@Mithoulagrenade I stand corrected. I've just gone and checked. What a waste of BS5.
@@blastvader I guess it's nice flavour at least. I'll be giving my engineers handguns or braces of pistols for the fun of it. Or maybe a 2H weapon with rune of flight, that could be fun too!
Stomps from behemoths are -2ap, called thundsrstomps (found in behemoth type entry!)
Yeah, we missed this. Would have made a difference in that combat for sure.
You sure missed a hell of a lot less than I did in my first game. You guys did well. Hell, I've played like 8 now and still miss stuff, haha.
I play Beastmen, and I really enjoy them. But I have to say that Gaze of the Gods is kinda silly. Back in the older editions there was a very real chance that you could turn into a Chaos Spawn if you evoked the gaze of the gods, especially repeatedly. It feels a bit soft now :P
Amazing work as usual but you made a mistake during dispell roll
That's because you actually can't roll irresistable force on fated dispell but you can on wizardly one.
Again great work and batrep and keep it up.
True that. Good catch!
Sweet, a new vid! Was busya friday for once so have to save it but always nice to see!
Always ncie to see Damon too!
Oh hell yeah great Battle Report, keen to see more Old World! Absolutely killing it!
More Warhammer TOW please.
Tactical comment.👍
Your videos are always an instant watch for me! 😊
Cheers mate! 🍻
loving the old world! Has anyone played a list with mercs or allies yet? How does it feel?
Razor standard is armour Bane 2 not AP-2. Quite important differences are 6s' to wound trigger the AP bonus.
What a spicy meatball! Great to see you back, and hope to see more Old World soon. As much as I love 6th (and would happily see more of it), I do think Old World edges out 6th for me as a new king of editions overall.
Dogs are bad, just take extra Razorgors and take them in singles so killing one cant make them panic.
Beastmen Turn 2 & 3you should take a Terror test when the Ghorgon charges.
Also, skirmishers have a 360degree vision arc (Important for wizard casting)
Swiftstride is voluntary
You can Gaze of the Gods on your BSB also
Turn 3 you didn't roll for Drunken for the Centigor
1:21:25 You can only wheel once in a charge move so not sure there was a way to make it in
The Ghorgon is a Behemoth so has Thunderstomps, his stomps have AP-2
The Razor Standard is Armour Bane 2 not AP-2
2:10:30 Your dwarfs do get single attacks when they're not in base contact, but for clarity of rules they are NOT Supporting Attacks. Supporting Attacks are from Spears etc in the 2nd rank.
2:14:44 Linehammer is correct there, if you do follow up he gets to eat one guy and heal a wound too
Odd one: If you roll a direct hit when scattering a Vortex template, theoretically it stays still. These rules do not actually tell you to use the little arrow on that facing.
Cheers for the clarifications mate!
Love seeing Damon and his goatpigs. Great match!
Thanks mate. I’m looking at putting together a whole “farmyard” list for shiggles: goats, cows, pigs, dogs, horses, lizards, and a chicken 😀 will it be any good? Who knows but it’ll be fun!
Quick question, did you change you base sizes? or does your movement tray compensate for it, also did you reduce the table size to 60"x44"? This matters more than one would think, concerning ranges specially of your Runesmith and his dispell range, also makes vortices and artillery templates less effective.
Nah, going to get some spacer trays and base adapters soon. But for now I'm just gonna use the regular base sizes.
@@rogueelementgaming 💪💪 Yass!
23:00 Handguns are Ponderous (Page 217) which means they suffer -2 to hit if they move (page 175)
Yep, missed that. Good catch!
1:34:23 The Ghorgon is a behemoth and gets -2 AP to stomp attacks(on anything not a behemoth) P196 Core Rule book
Being quite new to the hobby i find you battles extremely educational rules wise. I really like your style and charisma! I am also a dwarf player. I ll be looking forward for morem thabks, i appreciate!
Awesome, thank you!
Awesome stuff! For future reference, you don't get +1 to hit large targets anymore.
First time watcher... really enjoyed the energy of the game. Keep em up!
Thanks mate!
Good battle report as ever, certainly for a first go at the new rules. The job you do of explaining how you are interpreting the rules (whichever edition you're playing) is streets ahead of pretty much anyone else doing this sort of thing. I did find this one dragged on a bit and it was clear that the two of you were flagging towards the end. Not sure if going the full 2000 points was too much for the first go - perhaps it was but then with smaller armies maybe the difficult stuff wouldn't have come up at all and you did a really good job on the more basic stuff anyway. I'm sure it will get quicker and easier with more experience though I do wonder if The Old World is just going to be more drawn out than 6th Ed regardless, I guess time will tell.
Wonderful video. It feels like 25mm bases will fill up your deployment zone very quickly for shooting armies.
Another old world report is always a plus for me, even if they are not every time youve got a new subscriber for certain. good luck gents
Heck yeah bud! Welcome aboard!
Welcome back, Damon!
Thanks mate - hope you enjoyed the battle!
Awesome batrep, Glad you have decided to play some old world, it does have some issues but overall I think it’s great fun! I have played 4 games so far , lost first 3 but easily won 4th game ( playing wood elves) I think dwarfs are going to be a tough army to get right! Big thanks as due to your channel you got me back in to playing warhammer fantasy (last time i played was 4th edition)
Thanks mate! There is a LOT to get my head around, but I really enjoyed my first game. Amazing to hear the channel played a part in bringing you back into the hobby mate. Makes my day!
Glad I stubbled on your channel. I am a huge fan of the New Old World. It has a close enough feel to my favorite system of Kings of War. Looking forward to more REG Old World :)
Welcome aboard my man! 😁
Great game and an interesting to see the old world rules. The Dwarfs didn't feel as strong and resilient as in 6:e.
But still fun to see and can't wait to see how the list can be changed for them to rise again.
Stubborn is NOT the ability to auto "give ground", but to auto "Fall Back in Good Order".
Yep, got this one wrong. Cheers for the clarification!
@@rogueelementgamingLearning together is fun! xD
Been looking forward to this! I'm glad your batreps are still the best, regardless of edition!
Thanks mate. It was a bit of a stumble through, but we got it done.
First old world video and it's beastmen! Just started this army myself for old world
Welcome to the Brayherd mate and best of luck defiling the Old World 😃
Fantastic battle report! I wanted to ask, does Damon have an instagram or something with some closeup pictures of his army? Thanks
Wow everything was so confusing xDDD i've only ever done 6th edition so even the other editions confuse me, and now there was so many things I had no idea about xD I still had a good time, though :D It for real makes my day/evening/weekend every time there's a new BR from this channel, god game guys! And hopefully the next one will be easier to figure out!
Great to see. 6th was definitely my favourite edition and this one is giving me those feels
Also harpies cannot declare a charge on the first turn scout's pg 177 in the main rulebook
where do you get the viletide at 24"?? in the forces of evil its 15" @Rogue Element Gaming - nice painted armys ♥
You’re right, and something I picked up on after the game. I was using a reference card I found on the inter-webs and it has the wrong range on it. I just assumed it was correct at the time and didn’t check it against the book.
Finally finished watching. Yes it's sadly no 6th, but on the other side it's still well done and that's what counts 😄 I'm also going to play Beastmen in a local Campaign (ToW) and I'm happy to see that Damon took almost the same choices as I will do XD. My initial impression is that Beastmen are literally a beast in ToW regarding Core and Special Choices. Gors are in my opinion undercosted for what they can do. Giving them the -2 AP banner or Poison Attacks on top of their innumerable special rules is just cream on the cake. Dragon Ogres are also quite a nuisance. And the new rule of giving Minotaurs Ambush is just nuts 😅. Nice to see that both armies still function like in 6th! I love seeing narrative games with functional army lists (which both of you had!). Thanks for the video Stos and Damon! @Stos: Now you need to travel to the real Empire to give your newly achieved Empire Army a tour ;) Kind regards FA
Excellent game! I've never played old editions so the Old world is very new to me and am really enjoying it. Hope to see more!
Thanks for playing TOW!! 👏👏👏 great game!!!
1:56:20 - Dragon Ogres have ensorcelled weapons. No 6+ ward for those dirty ironbreaker dwarfs! (magic and -1 ap in addition to armourbane)
They also have closed order for combat res (musician would have caused same result).
Quarellers could have rerolled to restrain vs harpies. BsB was in the unit right in front of the hill
Unfortunately not sir. BsB on allows rerolls of Panic, Rally and Break tests. Pg 203 under "Hold Your Ground"
Happy to see you playing TOW. Happy to see more content..
More to come!
I'm happy for the first battle in TOW. And it would be nice to see the remaining factions that haven't been on this channel yet - Wood Elves, Tomb Kings, Ogre Kingdoms, Chaos Dwarfs (doesn't matter if 6th or TOW).
hey, great batrep. Love the battlemat ,where i can find this one, cuz it's really eye catching.
Cheers mate!
I get my mats from www.tablewar.com.au/
So yeah Thunderers, Quarellers and Rangers have Ponderous on Handgun/Crossbow which is -2 for move and shoot
When you give it flavor that makes it even better I loved the backstory however brief. Beastman and dwarves is a pretty interesting match up I would give the natural edge to dwarves due to tankiness but we shall see.
Hi guys, first time watching your battle reports. Was very entertaining - good work! I liked that you actually checked the rules, rather than just making shit up like most of the people playing Old World on youtube. I did spot a few small errors, but i think most of them have been captured in other comments... Rune of striking is +1Ws not +1 to hit, and if you have a rune on your weapon, you no longer get the gromril weapon -1ap... I think runes on great weapons is the way forward though.
Linehammer houserule: In my group, we've talked about making it so you can only get an attack if you're within your Movement characteristic of an enemy in base-to-base with your unit. tough on dwarves, but we're hard as anything so no worries.
Looking forward to more Old World games - I think I love it.
Thanks heaps mate, glad you enjoyed it! Welcome aboard!
Great video man! Just a heads up, with the slayers if you take a giant slayer he has to be your standard bearer, your second has to be your musician, third your champion. Or you can take a giant slayer without a command. Page 27, the asterisk
Wow, you're right. I kinda hate that.
@@rogueelementgaming me too lol. I almost didn’t wanna tell you but I figured somebody’d call it out eventually and probably be an ass about it
JUST AT 2:59:20 terror causes -1 leadership so the warriors failed the roll from the gorgon
Oof. Yep, missed that.
I really enjoy your battlereports. Very great job. Besides, it's really thanfully how you speak, because I'm not native english speaker but it's easy to understand you ❤
Glad you like them!
Love this channel! look forward!
Loved the game man!! So Anvil is the true runelord and there is an amazing anti magic rune to balance things more.
Thanks for the report!
Finally the Beastmen are here to talk about grazing rights and not taking no for an answer, look out old world. An enjoyable diversion from the King of editions .. I wouldn't rebase my miniatures, just use adaptors if required. Boo .. linehammer, filth, bad enough you nolonger need to be base to base to attack. A cheesey move, definately not for friendly play.
when you had the unit that wanted to charge the terror causing unit, things that cause terror also cause fear, in fear it says "If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit Strength, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal."
I don't think the charged unit did have a higher unit strength, so it didn't matter, but for future reference!
Cool! Where is that battlemat from?
I don't understand the rule about beastmen characters & chariots. If I mount them on the chariot they don't replace the bestigor right? So the chariot would have the gor, bestigor plus the character, right?
I believe that is correct.
thanks a lot!@@rogueelementgaming
Yes indeed, the character is added to the chariot's crew.
The extra dice for swiftstride is optional.
Awesome batrep! Hope you're enjoying TOW, it's been my favorite edition so far. Couple rules things, Rune of Striking is +1WS, not +1 to hit. Also, quarrellers and thunderers are now WS3 (representing that they are beardlings in this era). I know it's expensive but I would never leave home without MRoGrungni at 2K, spreading the 6++ shooting ward is amazing, in addition to giving a unit 5++.
Also, stubborn = choose to fall back in good order, not give ground.
Also also, this is up for debate but RAW a hit on a vortex or other random movement unit means it does not move.
And your general hates enemy characters so you should have rerolled your hits in the challenge.
Guys, viletide only has a 15 inch range! Swift-stride is optional! But love seeing the beasts, keep up the good work. You do the best battle reports!
Definitely a learning experience for the both of us! Thanks for watching and your continued support my man!
I noticed you forgot to add the close order bonus towards combat resolutions. Which can make a difference when fighting against open order troops. Remember you count multiple close order bonuses.
Great video guys. Question though. At 2.13.0 with the Gorgon fight, you claim a rank bonus for your dwarves..but doesn't the bonus only apply to 1 full rank behind the first? Which you didn't have.
Cheers mate! Units of Heavey Infantry only need 4 models in a rank to claim a rank bonus, and the last rank doesn't need to equal the numbers of other ranks.
@@rogueelementgaming good to know, keep it up gents 👌
Skirmishers only get the +1 to hit from shooting attacks if they have a combat strength of 1 per model. Most cav are 2, not sure for those beastmen but its worth checking.
Shoo shoo shoo shoo! Boom boom boom boom! Great game mates!
WIth the chariot, I think the hounds could have charged the flank of the Iron guys in the earlier charge, leaving room for the chariot on its charge?
Well, if I am going to finally watch an Old World BR then I prefer it be Stos and Damon playing it because I know they are 6th edition veterans! I know, to be fair, you will need a few more games to really get a feel for this new edition, but I am interested in knowing your genuine thoughts and reasons on which edition you enjoy more. I am definitely not rebasing models even if I decide to try the Old World, so thank you for playing it in the same spirit. Looking forward to your next video and happy gaming!
Your reformed thunderers could shoot.
Love these games and love the beast men!
KING OF EDI-wait a god damn minute here...
Brilliant work as always mate!
My reaction exactly!! 😂❤
Very amazing first ToW game!! As allways, brutal!!🤘
Rangers can be a good edition to potentially go wizard hunting or going after flanking units.
Working on getting some built currently. 💪
It’s probably been picked up by someone else but Terror causing models also cause fear :) pg 168!
Love your content guys keep it up!
Beautifully done.
I'm always happy to see a new BR from you.
I have to agree with you on terrain placement. I don't care for the current terrain placement rules.
We actually use your rules for terrain placement and it works wonderfully.
Thanks mate, I think I'll be going back to how I generated a table in the past. Wanted to give the new terrain placement rules a go though.