Oh PS I'd not be disappointed that things aren't as horribly over powered as before,toning things down is the best thing about this edition.i fear the super power guys
I’ve been slowly reading through the rule book and haven’t gotten to the magic items while trying to prep for an escalation league. This is a big help as I try to learn how this game works.
Nice coverage. Well done. I'll watch more of your videos now :) Note on Arcane Familiar it is clear if I can be so bold. It states you can choose from 2 lores instead of one and also says you can discard one random generated spell as normal and replace with the signature spell of the same lore of magic. So limited to 2 lores and a single trade in to a signature spell.
Hmmm berserker blade just gives frenzy flat out? I know there's downsides to frenzy but the Bullgor in Beastmen has Slaughterers call and bloodgreed which means as long as he has frenzy he gets +2 attacks instead of +1 AND if he has frenzy he gives it to his unit. Combo with other blood greed units like Bullgor (and maybe bestigor?) and that's 25 points to give your entire beef block +2 attacks per model. Spicy if it works the way I'm thinking. Maybe too spicy? Idk Frenzy forced charges are definitely a weakness.
I've tried this specific combo on my beastmen with very mixed results. One game I was stuck chasing HobGoblins for 3 turns, another game I was melting through Empire Swordsmen like hot butter. 😅
I think the challange with arcane items is you get one at a time...good summary mate. I'm sure people have pointed out the flaming regen thing. Good work man
Note that Extremely Common items can also be taken alongside other items in the same category, including multiple of the same item. This is why there's a specific clarification for certain items (such as the Spell Familiar for Chaos) that prevents taking more than one of the same item on the same character. You could give a wizard 5 power or dispel scrolls, for example. You said otherwise when talking about power/dispel scrolls, so I think this is important to note. As for dispel scrolls, I think rather than running the new dispel scroll, ~160-250 points of Dwarf allies for a runesmith with 1-2 spellbreaking runes, which work just like the old dispel scrolls, might end up being fairly common. Magic item balance seems kind of wacky though. A lot of items are very expensive compared to others that do something very similar. Personally, I think Armour of Destiny is going to see a lot less use than it did in 8th edition when it was 50pts. It's still good, but a lot of characters can take full plate and would be losing 1 armour save for it, which hits a lot harder with so much less armour piercing in the game and it being harder to get a 2+ save. Most lists also have 35-40pt items that give a 5+ ward or regen. Eg: Greenskins have Trollhide Trousers*, which are +1 armour and 5+ regen for 40pts, which is incredible, especially since you can stack that with other magic armour like a bedazzling helm; a Black Orc character is easily at a 2+/5+* save even on foot, since they have full plate. High Elves have 35 pt full plate that gives a 5+ ward and a 20pt extremely common item that gives 5+ regen, etc... It's probably at its best for Wood Elves and Beastmen, both of which have little-no access to better armour anyway. 70pts for a 4+ ward is a lot, but is probably worth it more than many alternative items, especially if/when you want to give the talisman of preservation to another character. Potion of Transmogrification is swingy, but I think it'll be balanced out by its high cost and most players likely opting for level 4 wizards, so it's 50pts for a 1/3 to maybe stop their wizard from casting spells for a turn and/or make them vulnerable if they're in combat (Though they can opt not to cast spells to avoid the risk if in range). The new magic rules very heavily favor higher level casters, since you can cast every spell on each of your turns and can't throw more than 2 dice (without magic items). There's a bit of a caveat to that that missile spells and decently long ranged vortexes will be pretty easy for a mobile wizard to cast from outside dispel range, so you might see level 2 Tzeentch wizards, which can guarantee having multiple magic missiles with lores of Dark/Daemonology, and maybe a ruby ring of ruin for fireball on top of that; Chaos can make a pretty potent magic missile/vortex spam list. With +3 to cast in a Tzeentch unit with a US of 10+, that's a way to put out a quite lot of ranged damage. Doombolt (24" range Small template centered on the target for S3 AP 2) or The Summoning (18" 2d6 S4 AP 1) + Blue Fire (18" range d6+3 S4 AP2) could deal quite a lot of damage.
Extremly common can be taken in multiples usually, that's why certain extremtly common has the addtional requirement of 0-1. This doesn't mean that they can be taken inaddition to other magic items of the same category.
@@ponli7532 You 100% can take them alongside other items in the same category. It says so explicitly. There is effectively no restriction whatsoever on extremely common magic items aside from the points limit, or specific restrictions in the description of the item (EG: 0-1 for spell familiars). This is the exact text from pg 337 on extremely common items: "Any magic item marked with an asterisk (*) is considered to be extremely common. Such items are seen in great number and, as such, can be purchased alongside other magic items from the same category. In addition, there is no limit to how many duplicates of such items can be included in an army, or even how many duplicates a character can carry (beyond the limit of how many points that character can spend on magic items)."
Arcane Familiar is incredibly clear Oo... you can randomly generate spells from a second Lore of Magic, you can still exchange one randomly generated spell for that Lore of Magic's signature spell. Army specific 'signature' spells are separate from this. So a Level 2 wizard could generate one spell from the Lore for Battle Magic, and one from the Lore of Death. Swap the Lore of Battle Magic spell for its signature spell, and the Lore of Death spell for that wizards army 'signature' spell.
Correction, and army's 'signature' spell is included with a Lord of Magic siganture spell, so only one can be traded out. Sorry did a search and found the details... UA-cam doesn't allow comments to be deleted or edited.
Arcane familiar I interpret it as you get a total number of spells equal to your level and can swap any spell to signature. So you are lvl 4 wizard with battle and illusion. Say you take 2 from each school then roll each school separately, and if you want can't swap to have the signature spells in both.
are you sure that flaming attacks alone do remove regeneration? Mountain Miniatures said in their review that flaming attacks only remove regeneration in combination with a rule that makes the target flammable (like dry as dust)
The extra dice on the power scroll means a miscast chance rises to 2.66/36 rather than 1/36. Scroll of transmogrification is dumb and I'm not taking it. War banner and maybe pick spells but with chaos you get a 5 cast wizard anyway so with demonology you're guaranteed to get one of the cool buff spells
Sword of Battle is so weird, who and why would anyone pick it over Ogre Blade? +1 Attack sure, but for a mere 5 points more you instead get +1S, +1 AP and MW(D3). Heck, even if the Sword of Battle was +2S +2 AP I'd probably pick Ogre Blade instead, MW(D3) is just so good...
I think Potion of Transmogrification is totally fine, you are paying 50points for something that could do nothing instead of stuff which helps you cast/unbind spells. Iam pretty sure you will hear alot of stories how somebody frogged High Elf wizard on dragon for 6 rounds but usually you just change some lvl2 ruby ring guy into frog for 1 or 2 rounds :) With how heroes could go very expensive and people are looking for stuff which works everytime/always this is more lets have fun with friends item. My opinion...otherwise Thank you for all the videos, from all the creators I like your reviews best and Iam looking forward when I see you play. Cheers
The common magic items definitely seem overall less powerful for the points than they were in WFB. Not necessarily a bad thing, but, with a few exceptions (e.g. Lore Familiar), I doubt I’ll be maxing out every character’s magic item limit.
how does the dragon slaying sword work against a dragon mounted by a character? Does it kill the dragon turning the character to fight on foot? or kill the character as their wounds arre combined?
Beddazling helm is going to be brutal on something like a dragon. Lord level character with full plate, shield, beddazling helm for a 2+ save and -1 to hit (so probably on 5s) and you still have pounds for the dawnstone or a 5+ invul. Borderline unkillable?
I heard High Elves and Dwarfs have some auto spell stopping magical items for 40 and 60 points. Do you think you can combine the two familiars to select your spells from both lores? Seems like a good way to ensure a combo you might want. I do like the Scroll of Transmogrification. Items aren't hidden in this edition so you can expect it, and possibly remove it from play if you can snick the wizard holding it. Also, it does say "instead of Dispelling" so I assume the user must be within Dispel range. Would be nice to verify that. Magical Weapons: I agree that for so many points most of the magical weapons are just bad choices especially compared to a non-magical flail or a morning star or equivalent improved single hand weapon. Biting Blade and Sword of Might is a decent choice. Ogre Blade maybe if you plan to kit out a Duke or something. Sword of Battle is terrible for 60 pts. It's a sword of Might +1 extra attack. It should cost 35 points maybe... Duelist Blades gives +1 attack and AP -1. It should cost 30 points maybe. Biting Blade and a shield is probably better. Dragon Slayer should probably cost 40: It's probably a suicide mission, and you spent all that on the sword. Without monsters to swing at it's a 5 pt magic item. If it works though, it will feel amazing. Giant Slayer seems decent with str+1, multiple wound (2), armorbane (2). Not fantastic, but Beserker Blade: reroll failed charge for the unit and can only join a unit whom also has frenzy maybe or reduce cost to 10 points.
Good pointing out Spell Eater. More value than two Obsidian Lodestones and has a AP -1. Important to point out: Your opponent knows you have magical equipment at the start of the game, and that removes any "Surprise! I have a magical dragon slayer sword!" reveals, which I think is a bit sad and something I liked in old Warhammer.
Magic item design is definitely wonky😅 my favourite is filth mace. Jump through hoops to lower opponents toughnes by 1 until end of the turn. Why doesnt THE filth mace have poisoned attacks?
Seems there still isnt a really broken/strong rule/item/unit in the game? The wizard hat kinda fits the bill for the most random anoying thing that might happen. I can see a lord on a dragon having a charge that is unstopable.
Charmed shield is great on heavy cavalry champions as they alone cost 35+ points and for a 1 in 3 chance to save them for 5 points is gold. Feedback scroll can outright kill a level 2 wizard but very costly.
Thanks for the continual high level content. 👍 When it comes to army list writing, how many points would most players allocate to magic items for old versions of WHFB? When I used to play as a child I would allocate far too many points to my characters, because powerful lords are fun and it allowed me to create an army without spending as much money. But now, spending 100 points to make a slow moving dwarf lord a melee powerhouse doesn’t seem like the best way to spend points. Whilst writing list, between banners and multiple characters I could easily spend 300 odd points on magic items, but I could also get a powerful unit for that cost. I’ve been allocating around 100 points so far (for a 2k list) is that too little or much?
it really depends on the list design and what it brings to the table - its quite a complicated subject. When I do the list show I will discuss this point in detail. Sometimes more guys doesn't really give you an answer to a problem
based on my reading from here, the cost of the base item is included right? so if you give them a special shield for example, the base shield is free right?
Are you sure barding adds to save? I heard someone say it counts as an alternative, so if you don't wear armor your horse count instead? for say Wizards?
Pretty, pretty sure it does. Otherwise all the Bretonians running around wouldn't have their 3+ save all of UA-cam is playing them with, they would have a 4+ save. (Heavy Armour (5+) + Shield (+1) + barding (+1)) What you might be doing is confusing it with the mounts armour (something along the lines of "Scaly Skin (counts as heavy armour)" in which case you indeed compare the rider's and the mount's armour and take the better one instead of combining the two.
Do most magic weapons just replace the basic hand weapon? So for instance if I have a great weapon I'd have to swap it out for a hand weapon with the ogre blade enchantment or something?
As already said, all of your Infantry is on 25x25mm now. All your cav is on 30x50mm bases and the artillery and larger cheatures are on slightly larger bases aswell.
Some cool stuff there but i can't really get over the high costs. 50pts for an item on one model. I can get 10 peasent bowmen for 50pts. My army building method tends to be boots on the ground and if i have points over i'll look at magic items. War banner is a must take though. Because it gives the unit +1 rather than just one dude.
I get that and its a balancing act for sure - sometimes those items can mean the difference between losing or winning a fight or stopping a spell so its hard to say if its worth it
The common magic items definitely seem overall less powerful for the points than they were in WFB. Not necessarily a bad thing, but, with a few exceptions (e.g. Lore Familiar, War Banner), I doubt I’ll be maxing out every character’s magic item limit.
Oh PS I'd not be disappointed that things aren't as horribly over powered as before,toning things down is the best thing about this edition.i fear the super power guys
yeah I totally understand that - think some characters will be awesome tho!
Perfect! Now I can know what the generic items do and finaly build a complete armylist.
Doing Ranals work my man.
I’ve been slowly reading through the rule book and haven’t gotten to the magic items while trying to prep for an escalation league. This is a big help as I try to learn how this game works.
Great to see the old world back, enjoyed watching your videos and looking forward to playing fantasy again soon
Nice coverage. Well done. I'll watch more of your videos now :)
Note on Arcane Familiar it is clear if I can be so bold. It states you can choose from 2 lores instead of one and also says you can discard one random generated spell as normal and replace with the signature spell of the same lore of magic.
So limited to 2 lores and a single trade in to a signature spell.
Correct, it is very clear. Would be interesting to see what spell combos could result from different Lores of Magic.
Hmmm berserker blade just gives frenzy flat out? I know there's downsides to frenzy but the Bullgor in Beastmen has Slaughterers call and bloodgreed which means as long as he has frenzy he gets +2 attacks instead of +1 AND if he has frenzy he gives it to his unit. Combo with other blood greed units like Bullgor (and maybe bestigor?) and that's 25 points to give your entire beef block +2 attacks per model. Spicy if it works the way I'm thinking. Maybe too spicy? Idk Frenzy forced charges are definitely a weakness.
I've tried this specific combo on my beastmen with very mixed results. One game I was stuck chasing HobGoblins for 3 turns, another game I was melting through Empire Swordsmen like hot butter. 😅
I think the challange with arcane items is you get one at a time...good summary mate.
I'm sure people have pointed out the flaming regen thing.
Good work man
thanks
Thanks for the vid. Looking forward to putting lists together
No problem 👍
Note that Extremely Common items can also be taken alongside other items in the same category, including multiple of the same item. This is why there's a specific clarification for certain items (such as the Spell Familiar for Chaos) that prevents taking more than one of the same item on the same character.
You could give a wizard 5 power or dispel scrolls, for example.
You said otherwise when talking about power/dispel scrolls, so I think this is important to note.
As for dispel scrolls, I think rather than running the new dispel scroll, ~160-250 points of Dwarf allies for a runesmith with 1-2 spellbreaking runes, which work just like the old dispel scrolls, might end up being fairly common.
Magic item balance seems kind of wacky though. A lot of items are very expensive compared to others that do something very similar.
Personally, I think Armour of Destiny is going to see a lot less use than it did in 8th edition when it was 50pts. It's still good, but a lot of characters can take full plate and would be losing 1 armour save for it, which hits a lot harder with so much less armour piercing in the game and it being harder to get a 2+ save. Most lists also have 35-40pt items that give a 5+ ward or regen. Eg: Greenskins have Trollhide Trousers*, which are +1 armour and 5+ regen for 40pts, which is incredible, especially since you can stack that with other magic armour like a bedazzling helm; a Black Orc character is easily at a 2+/5+* save even on foot, since they have full plate. High Elves have 35 pt full plate that gives a 5+ ward and a 20pt extremely common item that gives 5+ regen, etc...
It's probably at its best for Wood Elves and Beastmen, both of which have little-no access to better armour anyway. 70pts for a 4+ ward is a lot, but is probably worth it more than many alternative items, especially if/when you want to give the talisman of preservation to another character.
Potion of Transmogrification is swingy, but I think it'll be balanced out by its high cost and most players likely opting for level 4 wizards, so it's 50pts for a 1/3 to maybe stop their wizard from casting spells for a turn and/or make them vulnerable if they're in combat (Though they can opt not to cast spells to avoid the risk if in range). The new magic rules very heavily favor higher level casters, since you can cast every spell on each of your turns and can't throw more than 2 dice (without magic items).
There's a bit of a caveat to that that missile spells and decently long ranged vortexes will be pretty easy for a mobile wizard to cast from outside dispel range, so you might see level 2 Tzeentch wizards, which can guarantee having multiple magic missiles with lores of Dark/Daemonology, and maybe a ruby ring of ruin for fireball on top of that; Chaos can make a pretty potent magic missile/vortex spam list. With +3 to cast in a Tzeentch unit with a US of 10+, that's a way to put out a quite lot of ranged damage. Doombolt (24" range Small template centered on the target for S3 AP 2) or The Summoning (18" 2d6 S4 AP 1) + Blue Fire (18" range d6+3 S4 AP2) could deal quite a lot of damage.
Extremly common can be taken in multiples usually, that's why certain extremtly common has the addtional requirement of 0-1. This doesn't mean that they can be taken inaddition to other magic items of the same category.
@@ponli7532 You 100% can take them alongside other items in the same category. It says so explicitly. There is effectively no restriction whatsoever on extremely common magic items aside from the points limit, or specific restrictions in the description of the item (EG: 0-1 for spell familiars).
This is the exact text from pg 337 on extremely common items:
"Any magic item marked with an asterisk (*) is considered to be extremely common. Such items are seen in great number and, as such, can be purchased alongside other magic items from the same category. In addition, there is no limit to how many duplicates of such items can be included in an army, or even how many duplicates a character can carry (beyond the limit of how many points that character can spend on magic items)."
@@ponli7532The magic item rules in the main rulebook state extremely common magic items can be taken alongside other items of the same category
Found ya cause of Vince, really happy he directed me here!
awesome - Ive met Vince in person a few times and hes great! even been on warhammer weekly in the past
Thank you for your content. Can't wait for your list building thoughts. I have a warriors of chaos army to get ready too.
Nice - coming soon! Just trying to work out best way to "present" it on screen
Arcane Familiar is incredibly clear Oo... you can randomly generate spells from a second Lore of Magic, you can still exchange one randomly generated spell for that Lore of Magic's signature spell. Army specific 'signature' spells are separate from this.
So a Level 2 wizard could generate one spell from the Lore for Battle Magic, and one from the Lore of Death. Swap the Lore of Battle Magic spell for its signature spell, and the Lore of Death spell for that wizards army 'signature' spell.
Correction, and army's 'signature' spell is included with a Lord of Magic siganture spell, so only one can be traded out.
Sorry did a search and found the details... UA-cam doesn't allow comments to be deleted or edited.
This is a great service you are providing!
thanks so much - Appreciate it
Arcane familiar I interpret it as you get a total number of spells equal to your level and can swap any spell to signature. So you are lvl 4 wizard with battle and illusion. Say you take 2 from each school then roll each school separately, and if you want can't swap to have the signature spells in both.
This is complete nonsense. Refresh your textual interpretation skills.
are you sure that flaming attacks alone do remove regeneration? Mountain Miniatures said in their review that flaming attacks only remove regeneration in combination with a rule that makes the target flammable (like dry as dust)
Yea needs to have flammable for it to cancel regen now. Also no more suffering double wounds from flaming attacks for my lovely trees!
mummies rejoice
mummies rejoice
Thanks for the great video!
The extra dice on the power scroll means a miscast chance rises to 2.66/36 rather than 1/36.
Scroll of transmogrification is dumb and I'm not taking it. War banner and maybe pick spells but with chaos you get a 5 cast wizard anyway so with demonology you're guaranteed to get one of the cool buff spells
Sword of Battle is so weird, who and why would anyone pick it over Ogre Blade? +1 Attack sure, but for a mere 5 points more you instead get +1S, +1 AP and MW(D3).
Heck, even if the Sword of Battle was +2S +2 AP I'd probably pick Ogre Blade instead, MW(D3) is just so good...
magic item design is pretty sloppy 😅
I think Potion of Transmogrification is totally fine, you are paying 50points for something that could do nothing instead of stuff which helps you cast/unbind spells. Iam pretty sure you will hear alot of stories how somebody frogged High Elf wizard on dragon for 6 rounds but usually you just change some lvl2 ruby ring guy into frog for 1 or 2 rounds :) With how heroes could go very expensive and people are looking for stuff which works everytime/always this is more lets have fun with friends item. My opinion...otherwise Thank you for all the videos, from all the creators I like your reviews best and Iam looking forward when I see you play. Cheers
The common magic items definitely seem overall less powerful for the points than they were in WFB. Not necessarily a bad thing, but, with a few exceptions (e.g. Lore Familiar), I doubt I’ll be maxing out every character’s magic item limit.
potion of fool hardiness might be good on a champ to just let the unit make those fear and terror checks
It doesn't work like that. ITP isn't granted to the unit, so it's only useful for lone characters.
@@Matt-ln7lb ah my apologies
So you cant have a magical shied along side the Bedazzling helm?
I don't think Glittering scales is over costed. when combined with slugskin for beastmen it's sooo very good.
Another great video, thankyou! Scroll of Transmogrification might be more tolerable if it was only one per army rather than being common?
how does the dragon slaying sword work against a dragon mounted by a character? Does it kill the dragon turning the character to fight on foot? or kill the character as their wounds arre combined?
Kills the whole model - there are no rules for mounts being killed separately
Beddazling helm is going to be brutal on something like a dragon. Lord level character with full plate, shield, beddazling helm for a 2+ save and -1 to hit (so probably on 5s) and you still have pounds for the dawnstone or a 5+ invul. Borderline unkillable?
its very strong for sure
At the cost of a lot of Offensive potential though.
I heard High Elves and Dwarfs have some auto spell stopping magical items for 40 and 60 points.
Do you think you can combine the two familiars to select your spells from both lores? Seems like a good way to ensure a combo you might want.
I do like the Scroll of Transmogrification. Items aren't hidden in this edition so you can expect it, and possibly remove it from play if you can snick the wizard holding it. Also, it does say "instead of Dispelling" so I assume the user must be within Dispel range. Would be nice to verify that.
Magical Weapons: I agree that for so many points most of the magical weapons are just bad choices especially compared to a non-magical flail or a morning star or equivalent improved single hand weapon. Biting Blade and Sword of Might is a decent choice. Ogre Blade maybe if you plan to kit out a Duke or something.
Sword of Battle is terrible for 60 pts. It's a sword of Might +1 extra attack. It should cost 35 points maybe...
Duelist Blades gives +1 attack and AP -1. It should cost 30 points maybe. Biting Blade and a shield is probably better.
Dragon Slayer should probably cost 40: It's probably a suicide mission, and you spent all that on the sword. Without monsters to swing at it's a 5 pt magic item. If it works though, it will feel amazing.
Giant Slayer seems decent with str+1, multiple wound (2), armorbane (2). Not fantastic, but
Beserker Blade: reroll failed charge for the unit and can only join a unit whom also has frenzy maybe or reduce cost to 10 points.
Good pointing out Spell Eater. More value than two Obsidian Lodestones and has a AP -1.
Important to point out: Your opponent knows you have magical equipment at the start of the game, and that removes any "Surprise! I have a magical dragon slayer sword!" reveals, which I think is a bit sad and something I liked in old Warhammer.
Magic item design is definitely wonky😅 my favourite is filth mace. Jump through hoops to lower opponents toughnes by 1 until end of the turn. Why doesnt THE filth mace have poisoned attacks?
Seems there still isnt a really broken/strong rule/item/unit in the game? The wizard hat kinda fits the bill for the most random anoying thing that might happen. I can see a lord on a dragon having a charge that is unstopable.
Charmed shield is great on heavy cavalry champions as they alone cost 35+ points and for a 1 in 3 chance to save them for 5 points is gold.
Feedback scroll can outright kill a level 2 wizard but very costly.
good points
Does Obsidian Lodestone also stack with any native magic resistance a unit may have? E.g. a Bretonnian Prophetess.
no it doesnt - it only stacks with itself
Thanks for the continual high level content. 👍 When it comes to army list writing, how many points would most players allocate to magic items for old versions of WHFB? When I used to play as a child I would allocate far too many points to my characters, because powerful lords are fun and it allowed me to create an army without spending as much money. But now, spending 100 points to make a slow moving dwarf lord a melee powerhouse doesn’t seem like the best way to spend points. Whilst writing list, between banners and multiple characters I could easily spend 300 odd points on magic items, but I could also get a powerful unit for that cost. I’ve been allocating around 100 points so far (for a 2k list) is that too little or much?
it really depends on the list design and what it brings to the table - its quite a complicated subject. When I do the list show I will discuss this point in detail. Sometimes more guys doesn't really give you an answer to a problem
does old world have if u do str 4 it takes 1 of the armor like from 4+ to 5+
No armour saves are only modified by AP now
In 8th hellebron could take kind of magic items of the witches
Could use crusher as "demonic" mount for character?
yeah of course - ive got quite a lot of Demonic mounted heroes tho!
based on my reading from here, the cost of the base item is included right? so if you give them a special shield for example, the base shield is free right?
Yeah for weapons and armour its included - for Standards you need to "buy" the standard or BSB upgrade as usual
Hoping flying carpet is still in.
It is
Can dwarfs take any of these items? I’m assuming not all/any as they’re magical and dwarfs have runes?
no they cannot as the unit profiles don't have the option to buy magic items just runic items
The scroll of transmogrification should be banned unless the wielding player bring s a cute little frog model to replace their victim with !
given how many expensive magic weapons compare poorly to mundane great weapons, i have to wonder if maybe great weapons are too good & need a nerf.
i dunno the Iniative hit is a big deal imo
Are you sure barding adds to save? I heard someone say it counts as an alternative, so if you don't wear armor your horse count instead? for say Wizards?
Pretty, pretty sure it does.
Otherwise all the Bretonians running around wouldn't have their 3+ save all of UA-cam is playing them with, they would have a 4+ save. (Heavy Armour (5+) + Shield (+1) + barding (+1))
What you might be doing is confusing it with the mounts armour (something along the lines of "Scaly Skin (counts as heavy armour)" in which case you indeed compare the rider's and the mount's armour and take the better one instead of combining the two.
barding 100% adds to riders save as does armoured hide - you can check my video on weapons and armour I am pretty sure I show the rules there
@@FaceHammer damn so inner circle knights would have a 2+... and my lord to
I want more empire knights I think lol
@@FaceHammer I dont see it, its just weapons and warmachines
Only auto take I see is War Banner and the one that let's wizards choose their spells instead of random.
The Wizard Hat is basically there to allow you to build Azhag the Slaughterer I feel.
yeah this is a good point :)
Do most magic weapons just replace the basic hand weapon? So for instance if I have a great weapon I'd have to swap it out for a hand weapon with the ogre blade enchantment or something?
basically you wouldn't get to use the great weapon
paymasters coin is isngle use
😊
I like what they did.
Does anyone make a good frog model? Asking for a friend…
ha i had some from GW for the blood bowl ZZZAP spell back in the day - lost to the sands of time now tho!
Highland minatures have toads instead of squigs in the goblin range…
What are the new base size for standard troops, mine is the Empire?
State troops have 25x25! Every unit that had 20x20 before are 25x25 in old world
As already said, all of your Infantry is on 25x25mm now. All your cav is on 30x50mm bases and the artillery and larger cheatures are on slightly larger bases aswell.
Thanks
just a note on Cav - some are still on 25x50
IIRK Outriders and Pistoleers have the larger base size aswell
Some cool stuff there but i can't really get over the high costs. 50pts for an item on one model. I can get 10 peasent bowmen for 50pts.
My army building method tends to be boots on the ground and if i have points over i'll look at magic items.
War banner is a must take though. Because it gives the unit +1 rather than just one dude.
I get that and its a balancing act for sure - sometimes those items can mean the difference between losing or winning a fight or stopping a spell so its hard to say if its worth it
bump
Reviewerd, no less. 🤔
thanks! i missed that typo - corrected now
The common magic items definitely seem overall less powerful for the points than they were in WFB. Not necessarily a bad thing, but, with a few exceptions (e.g. Lore Familiar, War Banner), I doubt I’ll be maxing out every character’s magic item limit.
agree with that sentiment