Beasts of Chaos Battletome review !
It's time for the Beasts Of Chaos Review !!!!!!
For the last 20 Years the Herd have been my main army. I am more of a purist, no chaos mark and only Brayherd units, using ambush if possible with lots of Gors and Ungors supported by one unit of Bestigors!
On the other hand having a Battletome reassembling all the Chaos Beasts in one synergistic army was always an incredible idea !
I am not gonna lie, in all history of Beastmen armies my favorite army book was the force compendium pdf they made for the AOS release. This compendium pretty much started my AOS motivation and without a good Army book for the Herd I feel less inclined to play AOS. (but there are so much cool game right now that it's hard to keep up with everything)
Rest assured, the New Beasts of Chaos Battletome is nearly as great as the PDF compendium from AOS release. Yes it's missing the named characters from the world that was. That is if you only focus on Beastmen, considering they managed the inclusion of the Chaos Menagerie in one army it's maybe the Best Army book ever created !!!!!
I usually try to follow a conducting line when I write a review but to honor the Beast, i'll go Wild without much planning !!
The fluff part while succinct help to understand the Beasts presence in the realms. The Beast were here before Sigmar and age of Myth they got slaugthered hard but when chaos rose they rose with him.
We also learn that they are Half Natural force Half Chaos hence Beastmen reflects the realm they are originating from. So yes There are Beastmen with fish head at the bottom of the ocean ^^
On the god side Beast venerate some kind of alpha Progenitor beast (that could very well be a god beast). There are a few more story/Theories in the book that I don't want to spoil ^^ But there is this idea that Beast are part primordial force part chaos.
It was fun to read that Gavespawn herd worship an entity know as Morghur the great Devolver.
The Beasts of Chaos army is lot more that the sums of all his components let's look at the different army rules and see what they grant.
As usual with the AOS Battletome if you choose the Main keyword of the book ''Beasts of Chaos'' in this one you get allegiance abilities. The difference is the number of them there is a ton :
Before the game begin you can place an heardstone in you territory and 12” from enemy territory.
All the old scenery rules are removed and replaced with 2 powers. Both have a 6'' range from the stone and get an extra 6'' at the start of each battle round.
1) -1 to armor save to units within range. This is bonker good as rend is usually one of two big Herd problems (Spoiler alert : not anymore ^^) and the wording is very lenient since if only 1 model for a unit is in range all the unit get the debuff.
2) Don't take Battleshock for BOC units wholly within the range. You can't get too far but will see in a minute that you don't have to !
Very close to the old rule but now you get 1 brayherd unit in ambush for 1 BOC unit. Meaning you can ambush with all the brayherds and keep other BOC by the herdstone ^^. Distance is 6” from any edge and more than 9” from enemy.
Timing is end of turn 1 move phase unless you have a specific trait mile this one :
Creature of the storm
Ability for Shagoth and Dragon ogor. At start of your hero phase free move of 1d6" if you are more than 3” away from a enemy unit. Keep in mind that the Shaggoth is now a wizard so moving before casting is super interesting.
Anyway it's a super good power that grant extra threat range.
For Warherd (bullgor..) heal 1d3 wounds if you wipe an enemy unit.
Optional, you can choose 1 Greatfray and get extra abilities but you are forced to choose a certain warlord trait / relic. The 3 options are Allherd, Darkwalkers, Gavespawn.
Darkwalkers and Gave Spawn are very good. Honestly all herd feel like the weakest but if you go full summon it's scary !
The Allherd offer : command ability is if general is on the BF you get 1 summon point (primordial call point). Allherd trait is re-roll charge roll for unit wholly within 18” if general is within 3” of enemy.
Darkwalkers offer : Ambush for everyone , Turn 2 ambush, Teleport command ability (must be 9” from enemy and 18'' from a friend hero, teleport anyware 9'' from ennemy.
Gavespaw : My favorite, Dead heroes become spawn on 2+, command is +1 attack to 1 unit if 12” from a spawn ^^, relic is +2 dmg to a weapon but unmodified 1 deal 1mw to the bearer. super good on a beast lord !
A K A Sacrifice and Summon !
-You get 1 point each turn
-A hero 3” away from the stone can inflict 1d3 mw on a unit within 3'' of the stone, you get 1 point per wound.
-At the end of the movement phase you can Summon and Ambush with one summoned unit.
This rule is awesome for 2 reasons : First it's powerfull that you can transform weak ungor in Bestigor. Secondly your opponent can't ignore The Herdstone, unless he want to see the new improved chimera spawning in his back line.
That's it for the Allegiance abilities and that already a lot to compute if you include the Herd choice !
While there is no name characters left in the book there is 5 choices,
Heroes in the book are : Beastlord, Shaman, Doombull, Shaggoth, Tzaangor shaman,
Lost the shield and 2 handed weapons options.
No points change
Still can't run and charge :/
Grizzly trophy Command ability changed and benefit a lot from AOS2. Now you can use it at anytime during the combat phase and the beastlord doesn't need to be the general.
That mean you can send a non general beast lord with the new dmg 3 weapon. For 6 attacks 3+ 3+ -1 3 reroll 1 and reroll wounds on hero. If you kill something (and you should I think) you wait on your next activation and before attacking if the Beastlord is still alive ^^ you pop the command for rerolling).
On the paper it's a terrible command abilities but it kind of force the opponent to attack an already activated models. I don't know why GW hate the beastlord but heh your guess is as good as mine !!
Great Bray Shaman
No point or stats change but a +1 to wounds .
Devolve still the same but note that herdstone doesn't give +1 to cast anymore unless you roll it (if you can I am not sure).
Big nerf in the wording of infuse with bestial vigor.
We might as well talk about the Brayherd spell list here :
Viletide : d3 mortal at 12 or d6 mortal at 6”
Vicious stranglethorns : pick a terrain piece in 24” all enemy within 3” take d3 mortal (strong !)
Savage dominion : Take control of an enemy monster.
Tendrils of atrophy : -1 save roll within 12 until your next hero phase ! Awesome
Wild Rampage : See the image
Titanic Fury : BOC monster get +1A on all his weapons, very good on Chimera, Ghorgon
Chronomantic cogs from Malign Sorcery
it's perfect for BOC army :
Grant +2 to charge distance on all the table, can be casted very far from the action and benefit all the units ambushing. Crazy good ^^ Combo pretty well with the trumpet that grant +1 to hit for brayherds entering the terrain.
Just for this option you need at least 2 shamans !
-2 horns attacks 4+ 4+
Slaugther call heavily changed(nerfed), start of combat phase select 1 warherds unit within 12” add +1 to wounds until end of phase.
A bit more killy, bit more tanky, command ability a lot nerfed but : Have access to specific trait and specific items.
One of the trait grant reroll charge for warherd around 12”.
Combo : Ambush 12 bulls that get to charge on 6+ reroll with cogs+ bullgors banner ^^
No more behemoth but take a behemoth slot on army creation
-1 axe attack
Now a wizard with summon lightning and a spellist (3 choices)
Want more rend ?
Access to traits and Items :
-One relic allow run and charge friendly thunderscorn ww18”
-One trait grant +1d3 command points ^^.
If you want to go all in on summon, with a bit of luck you could gather 10 summon points first turn ! (but you have to take Allherd Greatfrays)
Grant +1 to hit to nearby skyfire or Enlightened.
Same spell items.
Tzaangor Shaman is a super important addition for Ambush/alpha strike plan. The elixir allow once per game to cast a second spell and reroll part or all casting dice. So the combo would be to cast the Chronomantic cogs endless spell with reroll and then Ambush with your units to benefit from the +2 charge range.
That's it for the Heroes let's look at the units.
Lots of little change here :
-Same as before.
-Anarchy and Mayhem became +1 attacks if more than 20
Ungors and Ungor raider
No change but ungors raiders can't be battle-line anymore. I hope it's a mistake ^^
Rant : I have amassed 80 Ungors raiders that are not Battleline anymore and they lost the old Herdstone buff.
Despoiler became +1 to hit vs units with 10+ and reroll 1 vs order.
Gained Bestial charge +1 attack on charge.
The amount of synergies with Bestigors is incredible you can do :
An Ambush with 1 unit of 30 Bestigors that will do, 4 attacks on charge hit on 2+, wounds on 3+, with +3 charge range. There is no point enumerating all the options, there are too many. Bestigors are now KING of the Herd !
Added despoiler for the depoiler axe.
Charge bonus is now +1A and not reroll attack anymore.
Can still reroll charge.
BloodGreed changed to deal 1 extra mortal wound on unmodified 6 to wound. Note there is a way to get blood greed on 5+
Got 2 horns attack each !
Drummer bonus nerfed from +1 for each enemy within 12” units to flat +1. Off course I was a bit sad when I discovered the drummer nerf but with Ambushing Bulls it would have been Totally crazy !!!
-BRAYHERDS keyword added !!!!!
-Gained 2 forelimbs attack (5+ 5+)
-Drunken revelry +1hit and +1 to be hit & replace drunken courage.
Got 5 Bravery now
Super mobile they can move a flat 17” with the shaman speed buff, run 1d6+1 and then charge 2d6 for a 18+3d6 threat range ^^ Pretty good if you want to disrupt back line, charge supports or visit enemy territory.
-Battle line if Shaggoth is general
-Dual weapons gained 2 attacks
-hit on 3+ now
-reroll 1 if 12 from a shaggoth.
-Could be very good with the Shaggoth itemsgranting run and charge for a 8+4d6 threat range.
Uncontrollable Stamped changed a bit : No more forced to charge, ReRoll charge distance and mortal wound on 6 to hit.
Battleline if Tzaangor shaman is general
18pt each (expensive)
Savagery Unleashed nerfed to flat +1 attacks if more than 9models.
Gained +1 attacks on spear.
Preternatural enhancement is now on the Shaman warscroll.
The big change is on Judgement from afar, now it's unmodified 6 and it was 6+ (with a +1 from shaman) but they are 20 points cheaper as a trade off.
Arcanite inclusion : It's happened Tzaangor are part of the herd now and they can be used to ambush. It's been a long time since I had 2w gors under my commands ! ^^ I am still not sure how to use them tbh.
Now that we check all the Units let's get to the monsters !!
A few update there too :
Gained 2 wounds.
Benefit a lot from the new unbind distance.
No point change.
Not much synergies but still a fun model.
Ravenous bloodgreed changed.
Swallow whole was previewed by Rhu already (roll 1d6 to eat someone)
No point change
Only one change the sword like talons is 4 attacks 8 on charge instead of 1d6/2d6
No more a behemoth
Bile blood is 4+ for 1 mortal wound.
The weapons stat are at full life.
take a behemoth slot
Gained 1 attack on each head
Gained 2 attacks on claws
Super strong option now !
Only difference is that Eadbutt first step is 6 dmg (like durthu)
A bit better than before, you can inflict 1 mw to get 1 extra attack on each melee weapons.
A giant can get to 3 Eadbutt a turn if you have magic/Hero support.
That's it !!!
No more harpies in the book. :/
There are 3 :
Birds : remove 2 bravery
Doomblast : debuff non Beast of chaos with -1hit (unit within 3'') get an extra 3'' each turn.
Taurus : predatory with 24” threat range (12 range and 12 move) deal 1d3 or 1d6 against large units if you take wounds you fight last.
Taurus is nearly auto include in every Beast Army.
Palisade is very handy to protect a shaman near the Herdstone or a Beastlord ^^
Cogs are auto include if you are Ambush Heavy
If you are wizard heavy you can stack multiple source of -1 to hit (Feminid, Doomblast, Light palisade).
4 gods specific battalion, nothing specials but add Khorne, Slaanesh, Tzeench, Nurgle keywords. Still I have no idea on how use them since Brayherd only have slave to darkness ally.
I read a message from Rhu where he was saying that everything would be working fine but I don't know how unless you plan to use these Battalions as allied force. All cost 160+ points.
Non-god specific Battalion :
-Thuderscorn Stormherd battalion : random healing or mortal wound each turn (a bit less than 200)
-Hungering Warherd Battalion : Extra pile in movement
-Desolating Beastherd : mixed warherd/Brayherd that grant unmodified 6 generate 2 hit. Apply to melee and ranged but only in enemy territory. So it's super neat if you ambush or take the fight to them !
-Marauding Brayherd : +1 charge roll but very big Battalion (around 10 units to have)
Excluding these, this Battletome is incredible. We are now a Faction !!
Forge World Pre Orders
Hello everyone !!
Carnodon Battle Tank up on pre order (ship the 21/9/2018)
68£/85€/106$ Using XE conversion rate you get 76.26 euro and 89.23 dollars
Beasts of Chaos Preview- Part 2
Hello everyone !!
Rhu give more info on BOC units :
Buffed with :
-So they lost +1 to hit against unit with standards. Gain extra attack on charge and if they kept their threat range it's awesome.
-Battleline with Brayherd hero
Nice snipe ability
-So their fluff is sad :'( (poor dragon ogors)
-hit on 3+ (haaaaaa)
-Battleline with shaggoth general
-Shaggoths can be generals
-Wizards and can cast ES
So bloodgreed went from 1 extra attack on a 6+ (5+ with command) to a 1 mw on a unmodified 6.
Battleline with bullgor general
Regenerate wounds after a fight.
So is it a nerf or a buff ? :
Before one attack under command vs a 4+ sv with a 2 handed axe : 1/3*1/2*5/6*3*5/6 = 0.34 extra wound per attack that hit. Now you get 1/6 to get a MW 0.16 per attack that hit. So Bulls loose 0.18 per attack so 0.36 dmg lost par 2h bulls.
That mean, if Bullgors got 2 extra horns attack it's not a nerf or a buff it's the same, it's get better if doombull command is off or if you have 2 axes.
-Can be on foot for discounted price.
-6 new spells
-Spell list is very good ;)
That's it for now !
Full review on friday night !
Shadespire New set pics
Hello everyone !!
Tower Games shared these on twitter
Beasts Of Chaos Preview 1
Hello everyone !!
First faction focus for the Beast of Chaos Battletome !!
Beast of Chaos faction key word is linked to 4 Allegiance abilities :
Buff nearly every keyword and the Heardstone abilites look very strong.
You can also summon by saccing models
Represent specific herds of the BOC like different cities for the Deepkin or stormhost for SC
Marks are back !
You can select Warscroll Battalions to include Mark of chaos !
The Hype is real !
The Rumour Engine - Smoke Signal !
Hello everyone !!
Interesting, what could it be...maybe a squat smoke grenade ?
What do you think ?
This week Pre orders prices
hello everyone !!
Pre order price and listing.
Source : Beast of Chaos facebook page.
Warhammer Fantasy Ropleplay Review
Hello everyone !!
10 days ago WFRPG 4th edition pdf was released in his final form by cubicle7. I was waiting it for a long time and i immediately bought it to find how they improved the venerable D100 system.
In all pen and paper RPG i had the chance to play over the years, WFRPG hold a special place in my heart. It was my first session of pen and paper rpg (28 years ago I think). I don't remember all the details but I was a troll-slayers with a big AXE !!
Before going into the details of the review i'd like to talk about what were the good and bad points of the WFRPG and what Cubicle7 promised us to fix !
Old versions of this game had 3 mains problems : D100 is binary or math intensive, combat stalemate , Characters balance.
Rolling D100 is linked to WFRPG and cubicle7 had promised to keep it. The benefit of this roll system are : simple and fast ! Rolling a D100 and checking success or failure is instant. The boon of the D100 system is also his flaw, it's a binary solution, Success or fail. If you want to have a graduation of success or failure, subtractions are involved, and it's a problem because spending the night doing two digits subtraction is boring and tiring. When I was running Dark Heresy, and Deathwatch the amount of math involved was heavy and straining.
Another problem of the old editions was Stalemate. In WFRPG players often have 40 to 50 in combat skills resulting in lonnnnng series of missed or non effective blows. Cubicle7 promised to change this !
Ho god i remember this fight where me and a guard kept missing each other for rounds ^^
Career is more of a subjective impression, i love them but when during a campaign you need thousand of exp to get an extra +10 by changing class 5 times it get really old really fast.
Sure it bring a lot of diversity but the binary nature of the D100 system make it extremely punitive. If you don't get an early +20 ws/bs or those juicy +30/40 end game you loose a lot of fun in combat ^^.
Cubicle7 kept the careers but added Class group, and Career Rank and changed how exp is spent solving a lot of issues.
So in the end we needed : Non binary result with D100 but with simple math, a way of preventing long series of miss and more balance/fun on the careers.
I have the digital version of the book so I can't comment on the print quality.
The pdf is 345 page long. It's a Rulebook and the focus is on the rules. there are less than 30 pages on the Reikland and a few fluff pages on gods and magic in their respective section. Also there is no introduction adventure at the end :(.
The lack of fluff is not really a problem as there are a lot of source already out and the fluff provided in the book is enough to start new players on WFRPG !
The Missing mission on the digital book is a bigger issue as it's always easier to grab the book/pdf and run the introductory adventure.
Other than this it's a very nice laid document with a lot of good arts !
The Review is going to be split in 2, the first part will be the technical review of the Rules change and one shorter about the my personal feeling after running a 2 sessions, adventures (Night of blood !)
There is 3 importants evolution that I want to comment : Success Level, Advantage and Character balance.
The 4th of WFRPG by cubicle still allow simple binary result but you can also do Dramatic skill test and Opposed Dramatic skill test for more fun interaction !
Dramatic skill test :
Simply knowing if you pass or fail is not always enough; sometimes, it is useful to know how well you succeed or how badly you fail a Test. This is especially the case when pitching your Skills against another (see Opposed Tests), which is often the case for magic and combat
Another reason for choosing a Dramatic Test is when the progress of the adventure could depend on the Test. Dramatic Tests provide outcomes rather than straight success or failure, which means that even if the test is ‘failed’ the adventure continues, albeit in a more challenging way than if you had achieved a success
Success Levels (shortened to SL) are used to describe the effectiveness of a Test. To determine the SL of a Test, subtract the 10s number of the rolled dice from the 10s number of the Skill being tested, including any modifiers . The higher the SL, the better the outcome; the lower it is, the worse things have gone.
So When rolling a D100, compare your roll vs your skill, you count Success Level (SL) by doing this math : First digit of your Skill score + modifier – First digit of your roll.
Example: Bob is careering across muddy fields atop his stallion, desperately fleeing the lands of a disgruntled noble when a wall blocks his passage. He decides to push his mount to jump, and the GM calls for a Dramatic Ride (Horse) test. Bob rolls 29 against his Ride (Horse) skill of 41. The 10s number of the Skill being tested is 4, and the 10s number rolled was 2, so the test succeeds with +2 SL (4–2=2) and he clears the wall with space to spare.
Even if we have a bit of math now it's really easy and 99% of time single digit subtractions.
The second sort of dice roll is opposed test, it's like a Dramatic skill test but you roll against someone. All close combat test are opposed test where you compare your success level with the Success level of the defender.
Example : Attacker have 4 success level vs 2 Success level for the defender, the attacker win by 2.
It's very interesting in combat because even if both fail there is a winner with more SL than the other (even if negative). So there is no stalemate with this rule and because everything escalate very quickly with the “Advantage“ mechanism there is no everlasting fight where everyone miss ^^
Advantage represents your momentum in combat, and is gained when you outwit, defeat, or otherwise dominate your opponents.It is recorded with tokens — be these coins, cards, chits, counters,or specially designed Advantage tokens — or by a tally sheet on scrap paper.
Advantage is secured each time you win an Opposed Test in combat, you assess the battlefield using your Skills, or when your spirits are lifted. The following provides some examples of this, but is far from exhaustive, and the GM is encouraged to hand out Advantage tokens as suits the circumstances.
Each Advantage you secure adds +10 to any appropriate combat Test or Psychology Test (see Psychology on page 190). Thus, if
you have 5 Advantage tokens, you have an impressive +50 bonus to hit, defend, and resist the influence of others.
The great effect of this rule is, even if two low WS fighter are in combat something always happen. You gain advantage or hit or get hit it's very dramatic.
Note : This rule is hard to appreciate without playing, but I can assure you that combat in WFRPG never felt so much dynamic and interesting, no down time, nothing really complicated or tiring. Each attack is solved with 1 roll. During the first fight, the elven cavalryman got up to 11 advantages token (+110% bonus to all roll) cleaving the opposition.
Note 2 : If you take dmg or loose an opposed test your advantage are back to 0 !
Character always concerned me in WFRPG because of binary aspect of D100. As a GM i don't like when one of the player have all his/her action depending on a 43% chance.
I want to write a little about the process because during our test play we decided to follow Character creation rules to the letter and see what happen. I already played and run a lot of old WFRPG, game balance was never really attained or even desired^^. So when we discovered that character creation had random element we wanted to try to see what happen,
I'll cut the details but in the end after rolling character we had :
Gaheriet, elven cavalryman (with 65 starting ws)
Wilfrida, human reverwoman (Fisher/poacher)
Bronk, Human servant ^^
both Human had some bonus XP to spend and more fate and resilience point but will that be enough to balance with the super elven ?
Spoiler : after our first fight 3 PC vs 3 mutants and 2 gors we where convinced that the elven warrior was OP by a fair margin ! (Twist : We were wrong),
Fate and resilience
Your Fate represents your destiny, and is directly tied to your
Fortune, a measure of your luck. Your Resilience is your inner
strength, which is directly related to your Resolve, defining your
You have 2 main score : Fate and resilience and 2 secondary score that are Fortune and Resolve. Humans get 3 times more points than elf that only get 2 !
-Fate is still the same and work as extra life or get out of death situation.
-Fortune is a re-roll or a +1 success lvl (after roll) or getting initiative. You start each session with fortune = fate.
-Resilience : one time use like fate and allow to : Prevent mutation (lol) or auto win test with +1SL
-Resolve : it's super important, You start each session with Resolve = Resilience. You can use it to : Pass psychologie test, Remove condition, Ignore wound modifier.
Ps : You can regain Resolve during game with good roleplay and decision !
As I said earlier after the first fight we assumed that Elves were still bonker good and no amount of secondary stat would make any difference but we were wrong !! In an easy fight Fortune and Resolve don't matter much but when you are engaged with monsters and daemons or confronted by black magic and weird curse these reroll, initiative free pass and condition removal are incredibly strong !
I can pretty much say that at least human and elves are Balanced (so dwarf should be too)
There is 63 Career with 4 lvl in each.
Here the 3 images of the 3 class they have rolled :
Each Career allow you to :
You can train 3 stats + 3 as you gain level in your career.
You can train any skill on your current or lower Career rank.
You can only train talent from your career rank.
The training cost is based on the number of time you already upgraded, you don't need to jump career to increase your max lvl like. So if your career allow ws upgrade you can spend Exp on it for as much time you want.
Even the lowly servant have some good options and with the new advantage mechanism everyone can shine in battle by setting up good situation to gain advantage. So I would say everyone get to shine !
Cubicle7 was nice enough to send me a test adventure, “Night of blood”. It's the adaptation of a very old scenario published in the WD.
While the group could be called the Super elf and his 2 lowly servants the adventure was fun and we had a very good time ! In the end everyone was useful and the new mechanism developed in the 4th really helped to balance PC.
1) The Character creation was a bit slow with lots of points to spend on different skills but at the same time it's a fun process.
2) This rules-set is the best ever made for WFRPG, the opposition test, the advantage, the fortune / resolve mechanism, the way magic is handled, the NPC. I loved all of it.
3) Advantage is really a great idea and change combat in a very unique way !
That's it for my WFRPG review ! (next is the Beast Battletome)
Hello everyone !!
Chainwrasp revealed by : Agents Of Sigmar ( i think)
One kit ! seven knights !
Hello everyone !!
This week end the new knight kit hit the shelves !
Same as before + 1 extra sprue for the preceptor
Inside the Knight Preceptor Canis Rex set, you’ll find everything you need to build any one of seven Knight variants, with every frame from the Knight Gallant set included in the box. That’s your choice of Crusader, Warden, Gallant, Paladin, Errant, Preceptor or Canis Rex itself in one box.