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8th edition O&G rumors
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Topic: 8th edition O&G rumors (Read 1027 times)
Simon
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8th edition O&G rumors
«
on:
January 28, 2011, 03:37:58 AM »
Animosity is going to get a bit more complex. Units are supposed to infight and/or shoot/attack others. But the potential benefits are bigger as well.
In general, the point costs are supposed to be lower.
The Arachnork spider is going to be huge (just think of a beast being able to spit on the WHF buildings - from above!). The profile is based around the number 7... its biggest problem seems to be the goblin crew.
Choppas give a strenght-bonus in the first round of a combat (wether charge or not). Every Ork weapon is a choppa now - spears, magical weapons... a BO would attack with +3S in the first round of combat, as an example.
The number of magic items is going to be drastically reduced.
Feral Orks on boars... think S5... potentially 4A... dangerous on the charge...
Black Orks might get another attack on top of what hey have, and seem to be more dangerous than before.
Most interesting: there are a few new units without models. When those will be released... no idea.
Arachnorak:
Bigger as the Screaming Bell
Can be a mount for a shaman
Can be a mount for a bolt thrower or a net launcher (this one reduces stats).
Rare Choice
Goblin Slittaz:
Upgrade for normal Goblin units, but they are not hiding.
WS 4
A 3, Armourpiercing, ASF
Looking like Ninjas
Wurzzag on foot is coming definitely.
Savage Orcs Boars 5 in one box
Savage Orcs 10 in one box, but so much parts, that you can say you have 11.
General Orc boys could get a point more expensive, with a possible improvement in stats.
Goblins could get a little cheaper.
Choppa's indeed apply to any weapon.
Trolls move from rare to special, while rivertrolls and stonetrolsl remain rare.
Savage Orcs get a very fun option I will reveal when the pics of the miniatures are shown, though they speak for themselves... =)
Oh, and there apperantly IS a kind of Squig fanatic. I still don't buy this one.
I can't wait.
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nik_
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Re: 8th edition O&G rumors
«
Reply #1 on:
January 28, 2011, 07:02:44 AM »
Sounds like a very good fit to the 8th edition rules. Looking forward to goblin ninjas!
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8th edition WHFB record:
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Loses - 23
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droog
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Re: 8th edition O&G rumors
«
Reply #2 on:
February 01, 2011, 05:50:44 AM »
its going to be hardback and full colour. i wonder about price
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Simon
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Re: 8th edition O&G rumors
«
Reply #3 on:
February 09, 2011, 05:59:08 AM »
NEW orc and goblin models are out for pre order at GW site!
all look freakin insanely awesome!
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Fujin
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Re: 8th edition O&G rumors
«
Reply #4 on:
February 09, 2011, 08:32:44 AM »
Holy craaaaap! That Giant Spider is freaking AWESOME!!!
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Lucky Dave
ADC scalps collected = 2 (does it count as 2 when it's been Philfy both times?)
nik_
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Re: 8th edition O&G rumors
«
Reply #5 on:
February 09, 2011, 08:59:17 AM »
Me want Savage Orc army. Grunt. Go hit things with club now.
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8th edition WHFB record:
Wins - 18
Draws - 2
Loses - 23
Gaming Outlook: Can I play with a Dragon every time? Please?
Derick
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Re: 8th edition O&G rumors
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Reply #6 on:
February 09, 2011, 10:23:09 AM »
Quote from: Fujin on February 09, 2011, 08:32:44 AM
Holy craaaaap! That Giant Spider is freaking AWESOME!!!
Has anyone seen the stats yet?
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Simon
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Re: 8th edition O&G rumors
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Reply #7 on:
February 09, 2011, 11:48:57 AM »
Quote
Has anyone seen the stats yet?
meaner than a stegadon ! M : 7, S : 5, W : 8, A : 6, .
Rules :, immune to psychology, poisoned attacks, terror, may carry a catapult (no missfire) cost : 290 points.
time to take your spider army out again Derick.
I have been waiting all these time for this, Savage orc is definitely my next army.
«
Last Edit: February 09, 2011, 11:53:05 AM by Simon
»
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richardbarby
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Re: 8th edition O&G rumors
«
Reply #8 on:
February 09, 2011, 11:50:55 AM »
S5 poison thats a winner
derick keep your spider riders there about to smash everyone
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Xander
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Re: 8th edition O&G rumors
«
Reply #9 on:
February 09, 2011, 02:44:43 PM »
Advanced Orders:
http://www.games-workshop.com/gws/catalog/armySubUnitCats.jsp?catId=cat440004a&rootCatGameSty
le=
What do you guys think about the new book layout?
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By the Blood of Sanguinus!?
Fujin
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Re: 8th edition O&G rumors
«
Reply #10 on:
February 09, 2011, 03:30:33 PM »
Quote from: Simon on February 09, 2011, 11:48:57 AM
time to take your spider army out again Derick.
Quote from: richardbarby on February 09, 2011, 11:50:55 AM
derick keep your spider riders there about to smash everyone
Bwahahahahahah
a!
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Lucky Dave
ADC scalps collected = 2 (does it count as 2 when it's been Philfy both times?)
richardbarby
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Re: 8th edition O&G rumors
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Reply #11 on:
February 09, 2011, 03:46:24 PM »
the bores look like the minatours from the beastmen im not really sure about them
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Derick
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Re: 8th edition O&G rumors
«
Reply #12 on:
February 09, 2011, 05:49:56 PM »
Quote from: Fujin on February 09, 2011, 03:30:33 PM
Bwahahahahahah
a!
They are still squishy and fluffy
The bigger they are the more they go splat
«
Last Edit: February 10, 2011, 05:53:13 AM by Derick
»
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Simon
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Re: 8th edition O&G rumors
«
Reply #13 on:
February 11, 2011, 08:40:32 AM »
General Rules
Animosity: Each Unit with the Animosity special rule with at least 5 moldels wit hthat rule rolls 1d6 at beginning of their players turn. 2+ nothing happens, and the unit may act normally.
You do not toll for animosity as long as you man a building.
On a roll of 1, roll a D6 again, and consult the following chart to see what happens.
1: The unit deals D6 S3 autohits to the nearest friendly unit with: at least 5 models that have the animosity rule, within 12 inches. The 'hit' unit afterwards deals D6 S3 hits to the quarreling unit. If there's no valid 'target', treat this result as a 2-5
Hordes caus 2D6 hits.
This never causes panic.
Both units may not perform any other action in this turn. The 'victim' does not have to roll for animosity this turn - they are to busy fighting back.
2-5: The unit has to declare an attack at the nearest valid enemy unit. If there is no target, the greenskins start to attack each other. Nothing happens, but the unit may not move, attack, shoot or cast spells for the following turn.
6. "Who's da best? Yes, dat's us. Let's get 'em!" The unit is aligned towards the nearest enemy unit and performs a regular move action towards that unit (it may not march, and stops 1 inch before enemy units. ). Afterwards, the unit may act normal. If there is no visible opponent the unit moves straight forward.
EG: A unit of Goblin Wolf Riders rolls a 1, followed by a 6, for animosity. You measure the distance to all enemy units, and find that a unit of Highelf Reavers, standing 20" away in their flank, is the nearest unit. The goblins are now turned on spot (as they would be if they were to persue an enemy) and are moved 9 inches towards the reavers afterwards. They may declare a charge, move, march or fire their weapons at will.
Choppas.
A model with a Choppa increases it's strength characteristic
s by 1 for each first round of close combat. This does not apply to mounts of any kind. It applys to magical weapons aswell.
Fear Elves:
Any Elven Unit causes fear for a unit with this special rule.
Size matters:
Orks never have to pass a panic test caused by a unit that is only composed from goblins or creatures ridden by goblins (that goes for the arachnarok spider aswell)
Big'unz
You may have one unit total per army.
Units
Ork Warbosses (any kind)
Profile the same. Orc Warbosses have light armour, black orc warbosses heavy armour as standard loadout.
Waaagh! Special rule.
Once per game, a Orc Warboss who is the army general of any kind (Savage or Black or Vanilla) may declare a Waaagh, after he declared a valid charge. For the rest of the turn all units of Boar Boys (any kind) or Orcs (any kind) that have at least 5 models gain +1 on their combat resolution. The Generals unit gains +D3 instead. (Yes, that rule is lame.)
Surpress Animosity (Black Orc Characters) If a unit fails their animosity check, the Boss deals D6 S5 hits, that may not be allocated to the boss and never cause panic.
Shaman - no change.
I don't know if it was the case earlier, but great orc shaman may mound a wyvern now.
Orcs:
Arrar Boys Boss gains +1 BS instead of +1 A/WS
Boar Boys:
No changes in stats. Come with a hand weapon and light armour at moderate point costs. Big un upgrade and weapons upgrades are a little cheaper. Overall I personally still don't deem them worthy...
Orc Chariot
No changes. Keeps spears and the option on 3rd crew member.
Black Orcs
Points dropped (or point drop), gained ItP
Savage ORcs
Savage orcs gain the impact-spear. It'S a unit upgrade that can be taken once. The unit deals D3 S5 impact hits (which deal D3 wounds at large creatures) as long as it has at least 1 rank of 5 models behind the first.. You have to nominate 1 model that causes the hits at the beginning of close combat.
Savage Boar Boys
Savage Boar Boys gain +1 attack from fighting with 2 handweapons, but they suffer casulties for dangerous terrain on a roll of 1-2.
Goblin Bosses (any kind) - no changes. They may NOT declare a Waaagh.
Goblin Shaman
Night Goblin Shaman now have magic shrooms (don't know what they are called) as a default loadout. they have to take one at east attempt to cast a spell. They add D6 on their casting attempt.
This is not counted a power dice and therefor may not trigger irresistable force. If the goblin rolls a 1 for the shroom he loses a wound on a roll of 4+ and the cast is automatically considered a miscast (meaning it fails) as long as he doesn't roll irresistable force with the power dice.
Goblins
Upgrade costs at the same price as skaven clanrats.
Nigh Goblins may get to pic either bows or spears for free instead.
Sneaky Gitz (those new chars) are treated as characters and may not leave the unit. They are hidden just as skaven/DE assassins, nut have to be revealed at 1st round of cc. they may be targetted individually.
Thay gain killing blow at first round of combat.
They have a S of 3, 2 A, WS 2.
Goblin Wolfriders
remain light cavallery with 4+ AS.
Goblin Chariots
the same, same options.
Rock Lobba - the same
Spear Chukka:
If you roll a 1 to hit you roll on the misfire chart of Stonethrowers from the rulebook.
Doom Divers
Fires like a Stonethrower, but still deals D6 S5 hits with no AS allowed.
You may hit several units with the doom diver theoratically, as you use his base (the winged guy on the skimemr base) to determine who's hit.
Spider-Riders
May move across obstacles and Buildings without penaltys, but not end their movement atop of them (or in them)
They can fight in buildings and keep all benefits from being mounted. Mount and rider count as 1 model.
Arachnarok Spider
Where to start?
ItP, causes Terror, Large Target, Stubborn, Fast Movement, Wallclimber (may move over buildings like Spider Riders), Poisoned attacks (spider only)
All attacs in CC are fought against the Spider. You cannot attack the goblin crew in any way. If it's mounted by a great shaman the shaman is hit by all ranged attacks on a roll of 5+
It has a Crew of 8 goblins armed with bows and spears.
Poisoned blow: befor rolling to hit with the spider you have to pick one of it'S attacks and roll that seperate. This attack deals multiple wounds (D6)
Netlobber is a Stone thrower with S 1(3), units hit suffer from always strikes last until the End of the spiders NEXT turn (3 rounds of cc totally). It may fire and move, but not march. Misfire means it just doesn't fire at all.
Shrine: +2 to channel for all friendly mages within 12", shaman on top gains Master of Lores
Fanatics: The same as before, only that they are counted as being in light cover.
Squigs: No characters may join squig herds.
Squig Rider
Cavallery, skirmishers. If you roll a triple 6 for movement, each squig causes impact hit (1)
Giant Cave Squig: A character mounted on a giant cave squig may join squig riders. Ig he does the unit may reroll their movement roll.
Squig fanatics:
S6, T4, W3.
They move 3D6 inches until they come in contact wit a unit. From there on they act like fanatics. Counting to be in light cover.
Work like fanatics, only that they deal 2D6 S6 armourpiercing attacks.
Trolls: Same as before
Stone Trolls: 5+ scaly save, MR (2)
River Trolls: as befor.
Snotlings: Special Coice.
Boom shroom: Boom shrooms are a thrown wapon that hits automatically and ignores armour saves.
snotling chariot
several upgrades, like dealing stronger impact hits, first impact hits ignore armour saves, more movement, etc.
Gorbad Ironclaw
His wapon grant him ASF, ignores Armour saves and causes multiple wounds (d3)
Works as General and BSB within 18 inches all the time
you may field as many biguns as you want with gorbad
as long as he lives all units within 18 inches from him get a bonus of his current wounds on their rolls on the animosity chart.
Azhag
Lvl 3 Wizard using lore of death
all orcs within 18 inches of azhag have to reroll failed animosity checks
Wurzhag
Lvl 4 wizard
Furry Squig: may store up to 1 power or dispel dice per (regarding who's turn it is) to be used in the next magic phase. (either as a power or dispel dice)
Has MR (3) and may reroll miscast rolls.
5+ wardsave through his warpaint
His mask contains the spell "Destructive Glare", see magic section later on.
Wurrzagh's Fury: Curse spell, 8+. all enemy casters within 12 " have to roll 1 d6. They are removed from play with no saves allowed on a roll of 6, including their mounts. For each killd wizard Wurrzhag gains 1 die in his furry squig, and the capacity for stored dice is increased by 1.
Grom
no change, but he may declare a Waaagh which affects all Goblin infantry or cavallery in adition to all orc units.
Skarsnik
Skarsniks weapon contains a bound spell, level 5: Deals D3 S6 hits with no armour saves allowed. Increased to D6 hits if he'S within 12 " to a night goblin horde.
At the beginning of the game roll a D6 for each emeny unit. On a roll of 6 they are delayed and arrive in their owners 1st turn via reinforcements
.
Nightgoblin Units that rallied after chosing 'flee' may move after regrouping, as if they were light cavallery.
Snagla Magotspitta
Spider Cavallery character. (he's a hero choice, not an upgrade.)
he has poisoned attacks and dals multiple wounds (D3) - he has a one time thrown weapon with the same rule.
He has to join a unit of spider cavallery. They get hatred (Imperium).
Gitilla the Hunta
Wolfrider Character
He and his unit of wolf riderz gain +1 BS and may reroll flee and persuit rolls.
HE has a Sultiple shots (3) Bow
Grimgore Ironhide
Looses 2 Attacks and drops in points. Same weapon, same armour.
He has a choppa (and therefor S8 in first round of combat...)
He may declare a Waaagh!
He has to join a unit of Black Orcs, and no other character may join that unit.
The unit gains hatred (everyone, every last of 'em) and increases it's weapon skill by 1 (yes, that's for free)
Magic
I'm sorry, I don't know casting values.
The small Waaagh!
Sneaky thievery: After a small waaagh spell is succesfully cast (and not dispelled), roll a D6. You gain 1 powerdice on a roll of 5+, while your oponnent loses a dispel dice. if he has no more dispel dice, this has no effect.
Base spell: Naughty Stabbing
targetted unit within 12 inches gains armour piercing attacks. In adition they may reroll hits and wounds when they attack an enemy in the flank or rear.
1st spell: Destructive Glare
magic missile, 24". Deals 2D6 S3 hits, or if boosted, 3D6 S3 hits.
2nd spell: Gift of the Spider God
targetted friendly unit gets poisoned attacks, or the effect of exsisting poison is increased to 5+.
3rd spell: Itching
Targetted enemy unit reduces it's Movement and Initiative characteristic
s by D6 (minimum of 1). Units with the random movement rule reduce the dice rolled to determine their movement by D3 (and still suffer D6 penalty on their I score)
4: Gork will fix it:
Targeted enemy unit has to reroll all To hit, to wound and armour saves of 6.
5: Nightshroud.
casters unit is treated as being in light cover. All enemy units getting in b2b ontact with the affected unit have to take a test for dangerous terrain. May be expanded to all friendly units within 12".
6: Bad Moon's Curse
RiP, Magic Whirl. 3" template, moved 4D6 in a straight line away from the caster in a direction of his chosing. All models touched by the template have to pass a test on the following characteristic, or louse one wound with no AS allowed (roll a D6 to determine the characteristic):
1-2: Initiative
3-4: toughness
5-6: strength.
May be boosted to 5" template and characteristic of the wizard's chosing.
Big Waagh!
As long as there are more Orc units in CC than there are fleeing Orc units the strength characteristic of all spells from the big Waaagh is increased by 1.
Base Spell: Mork (or Gork)'s gaze: Draw a 4D6" line away from the caster. Each model touched suffers a S4 hit. May be boosted to 6D6
1st spell: Brainbursta: Pick one enemy model within LoS and 18". Targetted model gains 1 S5 hit. May boost range.
2nd spell: Gorks Fists: Caster gains +3A, +3 S and 6+ ward save. RiP.
3rd spell: Gorks hand:
Pick one model from the frst rank of targetted friendly unit. Place it with alignement of your chosing within 3D6 inches of former location, and arrange the unit in same formation around it. May be boosted to 5D6.
4th spell: Headbutt
Targeted enemy caster within 4D6 inches suffers a S4 multiple wounds (D3) hit withou AS. Range may be boosted to 6D6.
5th spell: Let's get going:
Affacts all friendly orc units within "d& inches. They may reroll to hit rolls in Close combat.
6th spell: Gorks Feet.
Place the Gork's Feet template (yes, it's back.) within 36 inches of the shaman, and scatter it D6 inches. all touched models suffer a S6 hit that causes multiple wounds (D3)
afterwards, roll a D6.
1: Gork Slippes (or was shoved by Mork) and stomps upon one of your own units
2-3: Gork Wanders off (spell ends)
4+: stomp again (either a different unit, or the same one.)
«
Last Edit: February 11, 2011, 08:42:34 AM by Simon
»
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Simon
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Re: 8th edition O&G rumors
«
Reply #14 on:
February 11, 2011, 08:42:41 AM »
Battleaxe of the Last Waaagh! - (Weapon)
+d6 to Strength and Attacks, half that bonus as penalty to weapon skill
Basha's Axe of Stunty Bashin' - (Weapon)
+1 Strength and Attack, double that bonus plus fear vs Dwarves
Armour of Gork - (Armour)
+d3 Toughness (roll first time you are hit in the turn and that bonus stays for the entire turn), also gives Impact Hits (d6)
Lucky Shrunken Head - (Arcane Item)
Ability I cannot remember, also increases Savage Orc Warpaint ward save from 6+ to 5+, increases Wurrzag's to 4+. Savage Orc shaman or great shaman only.
Morks Spirit Totem - (Banner)
Unit gains Magic Resistance d6 (rolled first time the unit is hit by a spell, lasts the whole turn). Also no enemy magic items in base contact with bearer will work.
Spider Banner - (Banner)
Goblin BSB only (specifically says night goblins cannot take it). Unit gains Poisoned Attacks.
Bad Moon Banner - (Banner)
Night Goblin BSB only. Unit gains stubborn and soft cover. Models that charge into base contact with unit must make dangerous terrain test.
Skull Wand of Kaloth - (Enchanted Item)
At beginning of combat phase pick a model in base to base with user, Ld test or die no saves of any kind allowed. User also causes terror.
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Simon
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Re: 8th edition O&G rumors
«
Reply #15 on:
February 11, 2011, 09:01:06 AM »
my 2cents:
the new orc and goblin army doesn't look too impressive. Waagh magics should be extremely random, dangerous but devastating however the new Waaagh magic lores look pretty boring.
The Arachnorak spider looks freaking awesome but its cost is a fat joke compare to HPA or hydra.
Furthermore, rest of the army look pretty much just like 7th edition O&G with very little changes, I was hoping to see some new funny and random units.
disappointing really, I expect GW to do better in this edition after they screwed up their previous army book.
«
Last Edit: February 11, 2011, 09:14:18 AM by Simon
»
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juiced
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Waaaaargh...aar...a..a.
Re: 8th edition O&G rumors
«
Reply #16 on:
February 11, 2011, 09:09:20 AM »
thats sad news was thinking this maybe my first fantasy army.....altho
ugh that won't proberbly stop me
«
Last Edit: February 11, 2011, 09:13:26 AM by juiced
»
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0 wins 3 draws 5 losses
richardbarby
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Re: 8th edition O&G rumors
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Reply #17 on:
February 11, 2011, 11:51:35 AM »
the spider is huge 100mm but around 160mm
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Simon
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Re: 8th edition O&G rumors
«
Reply #18 on:
February 11, 2011, 12:21:50 PM »
Quote
the spider is huge 100mm but around 160mm
it is on 100 X 150mm base
«
Last Edit: February 11, 2011, 12:26:34 PM by Simon
»
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Vaul
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Re: 8th edition O&G rumors
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Reply #19 on:
February 11, 2011, 12:22:50 PM »
The combat resolution bonuses from waaagh seem like one of the more significant changes, but I only skim read it.
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richardbarby
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Re: 8th edition O&G rumors
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Reply #20 on:
February 11, 2011, 12:43:21 PM »
i had a look at gw today its hard back like the main rule book all colour . it looks like gw has put a lot more effort in to it
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LOA
W14 L8 D2
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Fujin
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Re: 8th edition O&G rumors
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Reply #21 on:
February 11, 2011, 12:50:56 PM »
Sounds like the kind of stuff that would suit someone more interested in enjoying a fun game than beating all seven colours of the rainbow out of an unwary opponent. Some interesting magic, a huge variety of different unit options and warmachines, some quirky special rules and upgrades. Cool. less magic items - yes, disappointing (especially because until the books are released everyone else gets to keep their multitude of toys. Sigh - if only they would errata/remove everything from the other army books).
Not a powerhouse army of brokenness perhaps but still plenty of tricks and traps and weirdness to keep things entertaining. I know that's what I'm looking for in an O&G book.
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Lucky Dave
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richardbarby
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Re: 8th edition O&G rumors
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Reply #22 on:
February 11, 2011, 12:56:36 PM »
goblin mages get a mushroom cap for free ( maybe per turn)
goblin lore cast a spell ona 5+ steal a dispel dice and use it as a power dice instead
with the big spider an upgrade on it everymage with in 12 i think chanels on a 5or 4 +
sounds fun
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daemion
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yay 4 me. i rule.
Re: 8th edition O&G rumors
«
Reply #23 on:
February 11, 2011, 01:10:40 PM »
isthe o&g book worth $79 nz dollars and buying it here? no. is it worth buying it from maelstrom games? yes. its a good read.
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Simon
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Re: 8th edition O&G rumors
«
Reply #24 on:
February 11, 2011, 02:46:04 PM »
I think the new spells are quite boring, they removed all those really cool spells that O&G had and replaced them with mostly direct damage spells and argment spells.
also added a few stupid brainless big spells like Headbutt, Bad Moon's Curse and Gork's feet which somewhat similar to gateway and dweller. (throw 6 dices, I get IF, I win)
I was hoping they would have spells like the 7th edition WAAAGh spell or the hand of Gork instead of the usual roll 6 dices and I win spells.
in regards to army book design, most of new army books had at least 4-5 new units.
skavens have plague furnace, doomwheel, HPA, plagueclaw catapult and 2 unit upgrades (doom flyers and warp grinder)
Beastmen have razorgor chariot, razorgor, cygor, ghorgon, jabberslythie
warriors have daemon prince, dragon ogres, forsaken, warshrine, dragon ogre shaggoth, giant.
and now the new O&G only have Arachnarok Spider and 2 units upgrades (Squig fanatics and Sneaky Gitz)
I just feel GW didn't put too much effort in this army book, instead of 8th edition O&G arm book, it is more like a "revised" 7th edition army book so it can be use in 8th edition.
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Last Edit: February 11, 2011, 02:48:57 PM by Simon
»
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Vaul
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Posts: 1,436
Re: 8th edition O&G rumors
«
Reply #25 on:
February 11, 2011, 03:15:45 PM »
That's because the team in charge of the new army book spent all their time making it into a 'hardback' copy and colouring in the pages!
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Fujin
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Daemonified
Re: 8th edition O&G rumors
«
Reply #26 on:
February 11, 2011, 03:27:57 PM »
Another take
on the new OG book. And this one highlights the positives for those who don't share Simon's rather bleak outlook on the colour green
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Lucky Dave
ADC scalps collected = 2 (does it count as 2 when it's been Philfy both times?)
richardbarby
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Re: 8th edition O&G rumors
«
Reply #27 on:
February 11, 2011, 03:57:28 PM »
with orcs and goblins they are one of the hardest races to add new units to as they have lots of back ground fluff
with out doing a big rewrite on the fluff
that proberly why they only added 2 new units
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Simon
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Re: 8th edition O&G rumors
«
Reply #28 on:
February 16, 2011, 11:42:11 AM »
New O&G Battallion
release on the 5th of March.
Contents:
15 Orcs
20 Goblins
10 Spider Riders
5 Orc Boar Boys
and I was hoping they will pop those brand new savage orcs and savage orc boar boyz in the box.... sucks.
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Big D
Grand Master
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Posts: 892
The worlds biggest Dwarf.
Re: 8th edition O&G rumors
«
Reply #29 on:
February 18, 2011, 01:49:08 PM »
I'm lking the nw options for NGs Mid-range monsters and SNotlings. And as I am finding my return to 40k boring in the extreme , I may just have to build my Night Gobbo horde
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