Not really a direct sequel to Warhammer 8th edition, but follows the rank and file style of wargaming in the Warhammer universe.
From G-W:
It is a dark age. An age where mighty armies from powerful nations clash to carve out empires on the field of battle. An age where alliances can be fleeting, and today’s friends can be tomorrow’s foes. It is an age where the Winds of Magic must be mastered, and where brave soldiers clash against endless hordes of enemies. And for those who are victorious, it can be an age of glory, no matter how fleeting.
The Old World, or The World of Legend, is a rich and wondrous setting where countless factions and races seek to protect their homelands and subjugate their foes.
Explore the mysterious planes inhabited by humans, the undead, forces of Chaos, and more, and learn about their history, legends, and rivalries before choosing an army to take to battle.
Where will your adventure take you?
Warhammer: the Old World is a game unlike any other, in which you command mighty armies of Citadel miniatures, relying upon your own tactical ingenuity to achieve victory.
Newly Released Starter Packs focus on Tomb Kings and Bretonnia
And they just announced the Orc and Goblin Tribes but several factions of good and evil are handled in the main rule book
For older armies, they released legacy army lists to keep you playing
Click
HERE for files
Army building can start
here, but it is unfinished!
Have fun and watch those bases! They changed a lot of them!
Switch: SW-2322-2047-3148 Steam: Archpriest
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Amazing model though. Cant wait to paint it up.
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The last thing I painted for Fantasy ca. 2014:
It's a cool model. I have some newish dwarf stuff that is really cool especially compared to the older dwarf models I also have. I'm excited to assemble and paint now that I retired early!
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Because you can't not use a magic weapon in close combat. So a model that has one literally can't attack a model with the vow in close combat.
It does seem that way. I didn't see anything in the FAQs. They're at least expensive units, right?
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175 for the Bret Duke and 38 for a grail knight.
The Duke is an absolute monster though.
Really looking forward to seeing the Arcane Journal for the Dwarven Holds. New runes! Entire armies of Hammerers! More artillery than even the Empire can claim! Who knows? Also the dice look great.
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Gotta see how much of the old stuff in the pile of shame I can be bothered to reuse and what can be salvaged with new hemets and shields from Elfhead. Although for spearelves, the whole elfhead models might be the way to go.
Maybe we'll finally get a model for Bellannaer. He should be active in the Old World time frame
So if there's ever a fight between two units of them it's all down to the horses kicking each other
wut.
EDIT: Nevermind, Impetuous units have to declare charges when in range so I can see why this needs to be spelled out.
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Yeah, they'd have to declare, and the target could react, but they wouldn't be able to actually move.
So don't roll bad on your impetuous roll when within charge range of a unit with missile weapons while in marching formation!
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How are they immune to magical attacks?
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The Lady provides them with magical blessings for swearing such a noble vow.
Right but I’ve read the Vow and it doesn’t say they’re immune to magical attacks.
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- Immune to Psychology
- Magical Attacks
- Stubborn
If you want to read that comma as joining “Magical Attacks” to “Immune to” then you also have to read the “and” as doing the same thing with “Stubborn” and “immune to stubborn” makes zero sense.Nintendo Network ID: AzraelRose
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Sorry for this silly excursion
Now it’s a flat +1 for being in Lance formation plus rank bonus only for rows that have the required width based on the unit type. So for heavy cavalry (4 wide) that’s the fourth “rank” i.e. a ten horse unit… on the other hand, that’s also the max rank bonus because heavy cav. caps at +1 anyway…
It speaks to a very joined-up design process, which I like a lot. Same as how the Dwarf Ironbreakers and Irondrakes can form detachments now, because that’s a common special rule rather than an Empire exclusive. Bodes well for the future of the game imho.
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More attacks to the front while narrower, easier an faster wheeling. But also slightly harder to get the rank bonus and huge flanks.
The +1 for just being in formation is something close order units get, too iirc. Otherwise open order would just be better, I think. But I have to reread the unit types a bit more , there's a bunch of subtle differences
Another question:
I'm looking at Oaken Shield from battle magic and shield of saphery from high magic. The latter obviously has the advantage of being a ranged spell instead of only on the caster and their unit. On the other hand shield of saphery only lasts until the end of the turn and removes any other enchantment on the unit. Oaken Shield is 7+, saphery is 9+.
Am I missing something? Is the range advantage so good that not lasting into the enemy's turn and removing other buffs on the unit and being harder to cast is still worth it? Or is shield of saphery just kinda bad?
Would the Drilled ability help in that case? It let'S you Redress Ranks before the move. Does a charge count as a move for that? You cant reform during the charge, but Drilled might be fore that?
found a snag in my idea to make an archmage a warden of saphery (who can cast magic while wearing armour) and give them magical armour. you can only take magical armour if the unit has the option to take mundane armour, and only can take magic shields if they have the option to take mundane shields. boooh.
Well at least that means dragon mages have one advantage. they come with light armour, so they can take magical armour (but no magical shields)
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There's a few more spells in the lores that are obviously way better than their counter parts from other lores and easier to cast at the same time. Like the variance in the assailment spells is huge
Another rule detail I missed before: identical special rules (X) explicitly stack, unless the the rules say they don't.
So 3 loadstones and a banner of arcane protection in the same unit? Magic resistance (6).
Arrows of Isha, bow of averlorn, and razor standart? Shooting arrows with armour bane(4)
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Hmmmm, unless I missed that too, I can't find a limit to the number of different spells a wizard can cast. So anything that gives you more spells would be pretty good?
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universal battle is fine, it's just old. So old in fact it used to be used back in 6th-7th edition
pretty much everyone gets a missile, a vortex, a conveyance, and one or two hexes and enchantments.
The average difficulty ranges a bit though. Battle Magic on the low end and High Magic on the high end (even more so if adding Lore of Saphery). Not that High/Saphery necessarily has the better spells, other lores have very comparable spells for some of them but easier to cast.
High/Saphery doesn't even have a single 7+ spell and out of ten spell only two are 8+. The rest are 9+/10+ and the only 11+ spell I've seen so far.
Which makes it kinda useless for lower level mages? Or Maybe the advantage of the rerolls from Lileath's Blessing is baked into High/Saphery?
Well, not anymore it seems https://www.warhammer-community.com/2024/02/22/total-war-warhammer-3-reinforcements-arrive-en-masse/
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No, it's going hundreds of years back in time. The world blew up in 2528 whereas the new game is set in 2276.
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You could probably stick in that version of Cathay into AoS and lean even more into the fun / crazy stuff, and then not have to worry about everything having to rank up / be on a square base.