ile kirjoitti:
Hämähäkin selässä näyttää olevan kymmenkunta uutta metsähiisiskulptia. Saadaan varmasti nähdä, että näitä aletaan bitsikirppareilla myydä niille tyypeille, jotka haluavat rakentaa metsägobboyksiköitä (fluffaajille, kun ei ilmeisesti ole erillisiä sääntöjä näille, hämähäkkejä lukuun ottamatta). Mä haluaisin noita figuja (keihäsgobot sai BfSP-boksista). Ehkä mä haluun ton hämppiksenkin. Pikkufiguissa ei kulmikas muovi pistä silmään kuten isommissa. :)
Itse ajattelin tunkea armeijaan forest gobbo infartyä ja käyttää night gobbojen säännöillä verkoilla, mutta en fanatikoilla, ellen keksi hyvää konversio/fluffi -ideaa...
Huomatkaa että yhdessä kuvassa yhdellä gobolla on hämähäkki munasuojana.. ;D
En huomaanut on kukaan maininnut mitään Loreista..? Big Lore örkkien, Attribuutti on Power of da Waaaagh!, en muista mitä tekee, Waaagh! kai joka buustaa lähistä nykyään, ei anna liikettä, signature spell on Gaze of Mork, 7+ 4d6" linja ja kaikki ottaa S4 iskun. Kovempi versio antaa tuplamatkan, casti 15+. Goboilla taas atribuutti on, kuten arvasin vahinkossa oikein, että jos onnistut loitsussa, heitä noppaa, 5-6:lla pöllit vastapuolelta dispel nopan... signature spelli on Sneaky stabbin, antaa 12" päähän yksikölle armour piercingin ja jos yksikkö on flankissa tai rearissa, antaa re-rollit to hit ja to woundiin... Örkkispelleissä pitäisi olla kaikissa kaksi versiota, esim foot of gork on normina yksi stomppi ja parempana versiona warpath...
Ja Skarsniks on infarty nykyään...
Ja jos joku muistaa DoW charrun Oglagh Khan, no, hän palaa takaisin gobboversiona, unit upgradena wolfridereille...
I also got to see the book at my local store tonight. I have to say the more I think about it the more mixed feelings I have about it.
I read through most of the book, so Ill try to remember as much as I can that I haven't seen already stated.
Night goblins now get spears for free and nets are now 45pts.
BO are actually one point cheaper (so 12 instead of 13) and their full command is like 1 to 2 points cheaper.
Grimgor is 25pts cheaper and when taken, gives the unit of BO that he is with +1 weapon skill.
The lore attribute for the little WAAAG is that every time you successfully cast a spell you take one your opponents dispel dice and it becomes one of your power dice.
Gork'll Fix it now just makes the opponent re-roll 6's instead of them counting as ones.
There is a spell in the little WAAAG that gives a unit poison, and if they already have poison then they get it on 5's and 6's.
Another spell that can reduce their initiative and movement by D3.
You have to have a lord or hero that has the WAAAG ability and it only effects orcs.
The last thing that I remember at the moment is that there is a Bad Moon Banner that gives that basically makes a unit stubborn.
Black Orcs and animosity work the same way they currently do sadly.
Also, as I stated earlier, Animosity works like this: you roll for animosity, on the roll of a 1, you roll again on another chart. On the second roll if you roll a 1, then some damage is done to nearby units. On the roll of a 2-5 you squabble and can not do anything. On the roll of a 6 then the unit moves (not marches) towards the nearest enemy and must declare a charge if able to do so.
Orcs magic defense is way down, yes, but their offensive potential is huge. The foot of gork/warpath is the highest spell in the Big Waaagh and it does a templates worth of strength 6 hits and on the powered up version (warpath) it can potentially stomp again on the roll of a 4+.
The ultimate Little Waagh spell is a little more complicated. Basically, its a magical vortex (like purple sun) that when does random stat checks ( could be initiative, strength or toughness checks). The powered up version of the spell is the 5'' template and allows the caster to decide which stat check it is. A very good spell IMO. Against elves you can make them test on their strength or toughness. Against Saurus you can make them take initiative tests etc. Very, very powerful.
If you take an Orc warlord, you can call a waaagh if your warlord charged that turn. All nearby orc units get +1 combat res and the warlords unit gets +d3.
I believe size matters is the same as well.