Sehr gut zusammengetragen von Doomham thx!
Story:
Quote:
STORM OF CHAOS
Okay, let's start from scratch on this one. Most of you will know a lot of this, but there are a number of posts appearing which would suggest that not everyone does! So, from the top:
As you cannot have failed to notice, the stories in White Dwarf and army books have been angling towards a major event which will culminate this summer in Storm of Chaos. Archaon has gathered the "Sacred" items he needs to truly proclaim himself Lord of End Times, and is about to start rampaging south through Kislev and into The Old World.
Archaon has split his forces into two main groups: one, he is leading through the Empire on a direct course towards Middenheim. The second - under the command of Crom - is wreaking havoc amongst the Dwarfs and Orcs as he travels through the mountains in an attempt to come at Middenheim from another angle - maybe to cut off any reinforcements to the beleagured city. Unfortunately, his presence is guaranteed to upset the brooding Sylvanian vampire, Manfred von Carstein...
Major Lists Summary:
Quote:
The book will feature a number of variant army lists - four lists for the major combatants, and some for other armies which are involved to a lesser extent.
Middenheim Defence Force
Led by the charismatic high priest of Ulric, the standing army of Middenheim are traditionalists. There will be a severe limit on gunpowder weapons (yes that does include cannons) and "New fangled technology". Expect to see Teutonic Guard (Great hammer wielding, full plate wearing elite state guard) on a battlefield near you.
Archaon's Horde
GW are trying to get Chaos players to re-think their army composition with this one. This army is composed mainly of mortals, humans and nearly humans, as well as the TRULY AWESOME Hellcannon (more on that later). The emphasis is on pure, brute, relentless and blunt assault!
The Slayer Host
Garagrim, son of Ungrim the Slayer King, is Warmourner of his clan. In an attempt to save his own son from the duel geas of King and Slayer, Garagrim is attempting to die gloriously in battle.
The idea of Slayers has been expanded, with different types of the crazed fanatics appearing. You will also see new artillery, and - it has been rumoured - a Forge World airship.
Grimgor's Ardboyz
Still smarting from the his defeat at the hands of Crom, Grimgor is set on killing as many ummies/stunties/beasties/fings as he can. The army will contain a greater number of Black Orcs (to represent the near elite status the army now has) and an emphasis on big hard troops. This is also an excuse for GW to release a few Orc miniatures to complete the range...
Lesser Lists Summary:
Quote:
Bretonnian Errantry army
King Louen is on the march to support his sometime ally, the Empire. This list is based on the King's Army varient in the back of the Bretonnian armybook - so expect to see a larger number of knights of all types than normal.
Be'lakor's Horde
A return to the purely daemon army, including command groups - and most importantly - daemonic cavalry!
Delvis Slanneshi Cult
Well, we always knew it was going to come in one form or another!
Sylvannian Undead
Manfred's minions are on the march (or should that be 'the stumble'?) and it looks like they are also homing in on Middenheim.....but as a new danger or an ally? To represent manfred's hatred of Necromancers, there will be new summoning rules, as well as new equipment for the troops.
More lists as my sleep deprived memory allows...
Die Listen im einzelnen:
Quote:
DEFENDERS OF MIDDENHEIM - the army list
Ar Ulric
Rules to be confirmed.
Teutonic Guard
Stats equivalent to Greatswords. Full plate armour, Great Weapons.
Reduced access to gunpowder weaponry.
Valten
Goes from strength to strength. He (effectly) has a charge of 18 inches, a 2+ armour save and a 5+ ward. Can anyone say "Terminator"?
In addition, he has Magic Resistance 2, and can stop magic items in base contact from working!
Emil Valgeir - High Priest Ar Ulric
Reliability: 9/10
Armour Save: 4+, 5+ Ward. Magic Resistance (1).
Hammer of Skoll: Roll 1D6 before the battle:
1-3: +2 Strength
4-5: Killing Blow
6: +2 Strength AND D3 extra attacks on the charge!
More appearing as it comes in.
RELEASE SCHEDULE:
29th May
Middenheim Defence Force boxed army
5th June
Empire Battlion
12th June
Ar Ulric
Teutonic Guard
Teutonic Guard Command
26th June
Valten Exhaulted!
Quote:
THE SLAYER HOST - the army list
A selection of new Slayer Skills for heroes.
Troll slayers may upgrade to Great Weapons at no extra charge.
Garagrim Ironfist
Rules to be confirmed.
The Goblin Hewer
Makes D3 Str4 attacks against EACH RANK of targetted unit. -2 armour save.
Translated from Funstore4u.de by JaqTaar, and confirmed by me.
Doomseekers
Elite skirmish unit, along the lines of Goblin Fanatics. All models in base contact with the Doomseeker are automatically hit. Meanwhile, models in base contact with those automatically hit are also struck on a roll of 4+.
1-5 are bought as a single choice (believed to be Core) and you must have a different Core unit to use them in the first place. The Skaven Mainstay rule concept applies to them.
Posted by me, confirmed by Loosemoose.
Slayer Hero's and Lord's will have access to these. No idea what the limitations are.
Deathblow: When the slayer is killed the slayer attacks his enemy with all of his attacks again. He is then removed from play.
Killing blow: One guess what it does.
Beastslayer: Every wound caused doubles for the result of the close combat.
Vampireslayer: Against enemies with T5 or higher he does D6 wounds for every wound caused.
Skaven/Dragonslayer/Daemonslayer: The attacks of the slayer are multiplied with models in base contact with him up to an maximum of 10 attacks.
More appearing as it comes in.
RELEASE SCHEDULE
29th May
Garagrim's Slayer army
19th June
Garagrim Ironfist
Goblin Hewer
Doomseekers
Quote:
ARCHAON'S HORDE - the army list
Humans, near humans and former humans.
The Hellcannon
Guess range artillery, using the small template - to begin with. A unit struck by the small template has the option of fleeing. If however, it chooses to stand and fight, you get to pull out the ordinance template! Hits by the smaller template are at Str 10, the ordinance is at Str 5.
Enemy units approaching the war machine need to be wary too. If the Hellcannon can sense them, it will charge them in close combat (charges 2D6 inches). Oh, and to make it more fun, it causes Terror too...
First posted by Luthor Heph, and confirmed by me.
In addition, I can add that the Hellcannon eats the crew on a Misfire (confirmed) and charges a friendly unit (unconfirmed).
The Marauder Mutant Thingys
The beasties mentioned in last month's White Dwarf have 2 attacks (LooseMoose - though I have yet to confirm) and Killing Blow.
More as it comes in...
RELEASE SCHEDULE
29th May
Archaon's besieging army
5th June
Hellcannon
Chaos Warriors boxed regiment
Quote:
Grimgor's Ardboyz - the army list
Possible to make an army entirely of Black Orcs. Black Orcs now have the option of Great Weapons.
Boargut Facebeater
This little tinker gets to make a free Edbutt attack when he charges.....and when he gets charged too. LooseMoose has this down at Str 7, though I could have sworn it was Str 5. Either way, injured survivors are at WS1 for the rest of the turn...
Effigy of Gork
I haven't seen this one myself (not an Orc player) but LooseMoose (he gets about a bit! ) has reported that it has the ability to make all Orcy banners magical - or at least, a roll on the Big Waaagh Table. The effigy counts as terrain, and cannot be destroyed.
More as it comes in...
RELEASE SCHEDULE
3rd July
Boargut Facebeater
Black Orcs with Great Weapons
10th July
Orc Shaman on Boar
Quote:
THE DEAD OF SYLVANIA - the armylist
New options for skeletons and zombies:
Sylvanian Levy are skellies with slightly better stats. May have bows or crossbows. (me)
Sylvanian Militia are Zombies with light armour and shields. (Me)
Absolutely NO Necromancers - Manfred doesn't like to share power. Instead, new "recruits" can be summoned from pre-determined areas of the battlefield. (Me)
Grave Guard have the option to wear Full Plate and wield Great Weapons. This is, however, limited to one unit - the Drakenhoff Guard. (Me)
Black Knights are limited to 0-1, the Knights of Drakenhoff.
Quote:
BEL'AKOR TRIUMPHANT
Causes Eternal Terror in opponents - must make Terror tests every turn.
All Leadership tests (opponents) are at -1 around Bel'akor.
The return of Daemonic cavalry for all four Gods, as well as Daemonic chariots.
RELEASE SCHEDULE
17th July
Bel'akor
Quote:
SEA ELF LIST
Confirmed: Mark Chambers
Reliability: 8/10
Special rule: All units with the army that carry a bow get a free round of shooting after the enemy has set up in thier first turn. There are no penalties OR LINE OF SIGHT!
The list will also get two new spells.
Seawrym- (grimtuff) 200pt monster that is bound to its master. Basically a monster with dragon stats but no wings.
Quote:
BRETONNIAN ERRANTRY LIST
1+ Knights Errant, rather than 1+ Knights of the Realm.
No Grail knights.
Story:
Quote:
STORM OF CHAOS
Okay, let's start from scratch on this one. Most of you will know a lot of this, but there are a number of posts appearing which would suggest that not everyone does! So, from the top:
As you cannot have failed to notice, the stories in White Dwarf and army books have been angling towards a major event which will culminate this summer in Storm of Chaos. Archaon has gathered the "Sacred" items he needs to truly proclaim himself Lord of End Times, and is about to start rampaging south through Kislev and into The Old World.
Archaon has split his forces into two main groups: one, he is leading through the Empire on a direct course towards Middenheim. The second - under the command of Crom - is wreaking havoc amongst the Dwarfs and Orcs as he travels through the mountains in an attempt to come at Middenheim from another angle - maybe to cut off any reinforcements to the beleagured city. Unfortunately, his presence is guaranteed to upset the brooding Sylvanian vampire, Manfred von Carstein...
Major Lists Summary:
Quote:
The book will feature a number of variant army lists - four lists for the major combatants, and some for other armies which are involved to a lesser extent.
Middenheim Defence Force
Led by the charismatic high priest of Ulric, the standing army of Middenheim are traditionalists. There will be a severe limit on gunpowder weapons (yes that does include cannons) and "New fangled technology". Expect to see Teutonic Guard (Great hammer wielding, full plate wearing elite state guard) on a battlefield near you.
Archaon's Horde
GW are trying to get Chaos players to re-think their army composition with this one. This army is composed mainly of mortals, humans and nearly humans, as well as the TRULY AWESOME Hellcannon (more on that later). The emphasis is on pure, brute, relentless and blunt assault!
The Slayer Host
Garagrim, son of Ungrim the Slayer King, is Warmourner of his clan. In an attempt to save his own son from the duel geas of King and Slayer, Garagrim is attempting to die gloriously in battle.
The idea of Slayers has been expanded, with different types of the crazed fanatics appearing. You will also see new artillery, and - it has been rumoured - a Forge World airship.
Grimgor's Ardboyz
Still smarting from the his defeat at the hands of Crom, Grimgor is set on killing as many ummies/stunties/beasties/fings as he can. The army will contain a greater number of Black Orcs (to represent the near elite status the army now has) and an emphasis on big hard troops. This is also an excuse for GW to release a few Orc miniatures to complete the range...
Lesser Lists Summary:
Quote:
Bretonnian Errantry army
King Louen is on the march to support his sometime ally, the Empire. This list is based on the King's Army varient in the back of the Bretonnian armybook - so expect to see a larger number of knights of all types than normal.
Be'lakor's Horde
A return to the purely daemon army, including command groups - and most importantly - daemonic cavalry!
Delvis Slanneshi Cult
Well, we always knew it was going to come in one form or another!
Sylvannian Undead
Manfred's minions are on the march (or should that be 'the stumble'?) and it looks like they are also homing in on Middenheim.....but as a new danger or an ally? To represent manfred's hatred of Necromancers, there will be new summoning rules, as well as new equipment for the troops.
More lists as my sleep deprived memory allows...
Die Listen im einzelnen:
Quote:
DEFENDERS OF MIDDENHEIM - the army list
Ar Ulric
Rules to be confirmed.
Teutonic Guard
Stats equivalent to Greatswords. Full plate armour, Great Weapons.
Reduced access to gunpowder weaponry.
Valten
Goes from strength to strength. He (effectly) has a charge of 18 inches, a 2+ armour save and a 5+ ward. Can anyone say "Terminator"?
In addition, he has Magic Resistance 2, and can stop magic items in base contact from working!
Emil Valgeir - High Priest Ar Ulric
Reliability: 9/10
Armour Save: 4+, 5+ Ward. Magic Resistance (1).
Hammer of Skoll: Roll 1D6 before the battle:
1-3: +2 Strength
4-5: Killing Blow
6: +2 Strength AND D3 extra attacks on the charge!
More appearing as it comes in.
RELEASE SCHEDULE:
29th May
Middenheim Defence Force boxed army
5th June
Empire Battlion
12th June
Ar Ulric
Teutonic Guard
Teutonic Guard Command
26th June
Valten Exhaulted!
Quote:
THE SLAYER HOST - the army list
A selection of new Slayer Skills for heroes.
Troll slayers may upgrade to Great Weapons at no extra charge.
Garagrim Ironfist
Rules to be confirmed.
The Goblin Hewer
Makes D3 Str4 attacks against EACH RANK of targetted unit. -2 armour save.
Translated from Funstore4u.de by JaqTaar, and confirmed by me.
Doomseekers
Elite skirmish unit, along the lines of Goblin Fanatics. All models in base contact with the Doomseeker are automatically hit. Meanwhile, models in base contact with those automatically hit are also struck on a roll of 4+.
1-5 are bought as a single choice (believed to be Core) and you must have a different Core unit to use them in the first place. The Skaven Mainstay rule concept applies to them.
Posted by me, confirmed by Loosemoose.
Slayer Hero's and Lord's will have access to these. No idea what the limitations are.
Deathblow: When the slayer is killed the slayer attacks his enemy with all of his attacks again. He is then removed from play.
Killing blow: One guess what it does.
Beastslayer: Every wound caused doubles for the result of the close combat.
Vampireslayer: Against enemies with T5 or higher he does D6 wounds for every wound caused.
Skaven/Dragonslayer/Daemonslayer: The attacks of the slayer are multiplied with models in base contact with him up to an maximum of 10 attacks.
More appearing as it comes in.
RELEASE SCHEDULE
29th May
Garagrim's Slayer army
19th June
Garagrim Ironfist
Goblin Hewer
Doomseekers
Quote:
ARCHAON'S HORDE - the army list
Humans, near humans and former humans.
The Hellcannon
Guess range artillery, using the small template - to begin with. A unit struck by the small template has the option of fleeing. If however, it chooses to stand and fight, you get to pull out the ordinance template! Hits by the smaller template are at Str 10, the ordinance is at Str 5.
Enemy units approaching the war machine need to be wary too. If the Hellcannon can sense them, it will charge them in close combat (charges 2D6 inches). Oh, and to make it more fun, it causes Terror too...
First posted by Luthor Heph, and confirmed by me.
In addition, I can add that the Hellcannon eats the crew on a Misfire (confirmed) and charges a friendly unit (unconfirmed).
The Marauder Mutant Thingys
The beasties mentioned in last month's White Dwarf have 2 attacks (LooseMoose - though I have yet to confirm) and Killing Blow.
More as it comes in...
RELEASE SCHEDULE
29th May
Archaon's besieging army
5th June
Hellcannon
Chaos Warriors boxed regiment
Quote:
Grimgor's Ardboyz - the army list
Possible to make an army entirely of Black Orcs. Black Orcs now have the option of Great Weapons.
Boargut Facebeater
This little tinker gets to make a free Edbutt attack when he charges.....and when he gets charged too. LooseMoose has this down at Str 7, though I could have sworn it was Str 5. Either way, injured survivors are at WS1 for the rest of the turn...
Effigy of Gork
I haven't seen this one myself (not an Orc player) but LooseMoose (he gets about a bit! ) has reported that it has the ability to make all Orcy banners magical - or at least, a roll on the Big Waaagh Table. The effigy counts as terrain, and cannot be destroyed.
More as it comes in...
RELEASE SCHEDULE
3rd July
Boargut Facebeater
Black Orcs with Great Weapons
10th July
Orc Shaman on Boar
Quote:
THE DEAD OF SYLVANIA - the armylist
New options for skeletons and zombies:
Sylvanian Levy are skellies with slightly better stats. May have bows or crossbows. (me)
Sylvanian Militia are Zombies with light armour and shields. (Me)
Absolutely NO Necromancers - Manfred doesn't like to share power. Instead, new "recruits" can be summoned from pre-determined areas of the battlefield. (Me)
Grave Guard have the option to wear Full Plate and wield Great Weapons. This is, however, limited to one unit - the Drakenhoff Guard. (Me)
Black Knights are limited to 0-1, the Knights of Drakenhoff.
Quote:
BEL'AKOR TRIUMPHANT
Causes Eternal Terror in opponents - must make Terror tests every turn.
All Leadership tests (opponents) are at -1 around Bel'akor.
The return of Daemonic cavalry for all four Gods, as well as Daemonic chariots.
RELEASE SCHEDULE
17th July
Bel'akor
Quote:
SEA ELF LIST
Confirmed: Mark Chambers
Reliability: 8/10
Special rule: All units with the army that carry a bow get a free round of shooting after the enemy has set up in thier first turn. There are no penalties OR LINE OF SIGHT!
The list will also get two new spells.
Seawrym- (grimtuff) 200pt monster that is bound to its master. Basically a monster with dragon stats but no wings.
Quote:
BRETONNIAN ERRANTRY LIST
1+ Knights Errant, rather than 1+ Knights of the Realm.
No Grail knights.