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Post by walkstheweb on Feb 8, 2011 16:49:19 GMT -5
Notice how there is a goblin slowly tearing at the WFB icon on the GW sight? Getting really close me thinks. I may have to offload all the O&G stuff I have. I love em but never gonna play em.
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Post by heychadwick on Feb 8, 2011 20:54:53 GMT -5
That's the Black Gobbo. He's the arch-nemesis of the White Dwarf. The Black Gobbo took over the magazine a few years back when OnG were released. Also, all the web articles on GW site used to be called The Black Gobbo (as opposed to the White Dwarf). The BG articles were always better.
Well, as for giving up on OnG, I guess you can. You might think the new army book is going to rock and you might want to play 'em! Question, though. Why did you never want to play them before? Was it b/c the last army book was weak?
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Post by heychadwick on Feb 9, 2011 8:55:32 GMT -5
Hey Everyone, The pre-orders for the GW stuff are now up. www.games-workshop.com/gws/catalog/armySubUnitCats.jsp?catId=cat440004a&rootCatGameStyle=whI think most of the new models look great, though a lot of people so far have complained about the savage orcs. I think they could do with a better paint job, but look good. That huge spider looks CRAZY good and you guys can expect to see it on the table soon. Various tid bits about the new book: Army book is $37, but that's only 8 more than the new Skaven book and it's hard cover and over 100 pages. Orcs are now 6 pts (1 pt increase), but get S4 now! There is also an Orc Wide Rule called CHOPPA that turns any weapon into a "choppa" that gives +1 S on the first turn of combat. So, a unit of Orcs with spears will be S5 on the first round of combat. Savage Orcs get a weapon team in the unit called a "Big Stabba". It's a huge spear that is used by two Orcs. With the Big Stabba weapon crew, the unit gets d3 Impact Hits and it causes d3 vs. large creatures! We found a good anti-monster unit! These guys are frenzied, so won't be feared/terror-ed. Savage Orc Boar Boyz in the comments by web team say something about people getting out of their way "when they come thundering across the battlefield". If anything gets Thundering Charge, it will be these guys. That gives them +1 attack? Very cool. I can see these guys smashing into what would be prolonged combats and just killing things. Wurzzag is a special character that seems to have the ability to turn any spell caster near him into a squig. I think that includes Slaan. We can see two new spells. One from each lore. They are the sig. spells. Gaze of Mork - Orc (7+ to cast) 4d6 line - any model it goes through takes a str4 hit. Powered up version goes 8d6 and cast on an 18+ Sneaky stabbin - Goblin (6+ to cast) Unit gets armour piercing unti next magic phase Unit can re-roll misses and failed wounds if on the flank or rear! New unit upgrade for Common Goblins: Goblin Slittaz: WS4, A 3, Armourpiercing, ASF That's all we have for the moment.
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zhaos
Brohammer Listener
Posts: 22
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Post by zhaos on Feb 23, 2011 18:59:59 GMT -5
What is the magic like? Are there any purple suns or unit crushing spells for the orcs?
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woody
Bro-Curious
Posts: 7
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Post by woody on Feb 24, 2011 9:31:47 GMT -5
Yeah the No.6 spell in the goblin waaagh, curse of the spider god or some name like that small version is cast on a 14 or 16: pick a unit or place template, can't remember which, roll a d6 1-2: Str test or dead 3-4: Tough test or dead, 5-6: Init test or dead(dice roll may be different but you get the idea). Larger version is you choose which test. I have the book at home I'll check it out later and tell you.
Orcs are still S3, Choppa rule applies to all weapons (inc. magic weapons) so Blorcs get +3S if using great weapons
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Post by heychadwick on Feb 24, 2011 14:01:39 GMT -5
Little Waaagh! Sneaky thievery: After a Little Waaagh! spell is successfully cast (and not dispelled), roll a D6. You gain 1 power dice on a roll of 5+, while your opponent loses a dispel dice. if he has no more dispel dice, this has no effect.
Goblin Signature Spell Sneaky Stabbin Range 12” Cast of 6+ Sneaky Stabbin is a augment spell with the range of 12”. The target unit’s close combat attacks have the Armor piercing special rule until the start of the casters next Magic phase. In addition, until the start of the caster’s next Magic phase members? of the target unit can re-roll all failed To Hit and To Wound rolls when attacking in close combat against an enemy’s 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 characteristics 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 Waaagh! 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 1S.
Orc Signature Spell Gaze of Mork Cast of 7+ Gaze of Mork is a direct damage spell. Extend a straight line, 4D6 in length, within the shamans forward arc and directly away from his base. Any model whose base falls under the line suffers a strength 4 hit. The shaman can choose to extend the range of the spell to 8D6. If he does the casting value is increased to 16+
1st: Brainbursta Pick one enemy model within LoS and 18". Targetted model gains 1 S5 hit. May boost range.
2nd: Gorks Fists Caster gains +3A, +3 S and 6+ ward save. RiP.
3rd: 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: Headbutt Targeted enemy caster within 4D6 inches suffers a S4 multiple wounds (D3) hit withou AS. Range may be boosted to 6D6.
5th: Let's get going: Affacts all friendly orc units within "d& inches. They may reroll to hit rolls in Close combat.
6th: 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.)
I'm going to like the Headbutt spell against Slaan.
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woody
Bro-Curious
Posts: 7
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Post by woody on Feb 25, 2011 5:21:40 GMT -5
Them's the ones alright, cast on a 25+ though for the mega goblin spell.
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ruppt
Brohammer Listener
Posts: 18
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Post by ruppt on Feb 25, 2011 9:30:38 GMT -5
As an O&G player I am not sure I like the changes in the new book. Will have to play it first,
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Post by Chris M. on Feb 25, 2011 12:56:19 GMT -5
They will be good. I played a game with em yesterday... the Abom can take out the spider all by itself....
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