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The latest issue of the 9th Scroll is here! You can read all about it in the news.

  • @DanT is exactly right. People have units that they have designated as their 'slave' units. They are on 25mm bases. If the completed book doesn't have slaves on 25mm bases, there are going to be a lot of very angry players (and despite what some people think, we are not actively trying to make very angry players ) As for the "if they don't have born to fight, they will suck" notion, that presumes that everything else about the unit stays exactly the same as it is now. And yes, if you were to jus…

  • Quote from Jomppexx: “Quote from Shako: “Quote from Jomppexx: “So slaves/vassals can be of multiple different races? Will slaves also have more weapon options? Wondering as OnG can get crossbow orcs in core. ” Yes to the first question. But no special rules for different races. So whether yours are human, elf, orc or whatever slaves, doesn't matter, same rules and stats.Weapons, according to the guidelines Slaves should not offer significant damage output and they're definitely not trusted with …

  • I haven't actually used an overlord for months, so the price changes make no differences there. It is, and always has been, totally overpriced for what it actually provides to the army.

  • Quote from Shane: “There's no doubt real design reasons for this decision, but the last of your points there is a terrible one. Orcs and Goblins happen to have both names, so both groups matter, the army could have easily been called "Greenskins" similar to Beastmen not being "Gors and Ungors". Warriors had the unfortunate distinction of not including Marauders in their name, and as such saw their sub-identity be considered an in-book problem for T9A re-design. Ogre Khans don't happen to have Gn…

  • Remember, there are three factors going into this: 1) People have slaves that are on 25mm bases. I use Saurian Warriors for mine, but orcs are the standard. 2) The actual race for the slaves and vassals are not important due to background reasons 3) The book is Infernal dwarves, not Infernal hegemony of various races. Obviously, whatever the new slave unit is has to use 25mm bases. We are certainly not going to demand that people either cannot use those units or have to rebase them. That said, i…

  • Is printing ok?

    lawgnome - - General Discussion

    Post

    Yup! If you are printing for yourself, there are no restrictions on our end. Thank you for asking!

  • Quote from Shane: “I hope the realization is widespread in the upper echelons that the need to re-design army identity (for legal reasons, mostly and originally, for the games future health in the future) does NOT coincide with the need to re-design army functionality. Absolutely entirely different backgrounds can be written for armies who see only minor points and rules changes from their current to their final books. ” The problem is that it becomes a matter of stagnation if there are no updat…

  • All of my experience with KoE comes from the other side of the table, so take this with that in mind. I think that the current incarnation of lance formation is aesthetically pleasing. It makes KoE look unique on the table. You can always tell a KoE army immediately regardless of what models the person chooses to use. I would hate for that uniqueness to be lost. How the lance actually feels to play is beyond my knowledge, so that can be argued however you want. But I like the look of it, so I wo…

  • Cultists!

    lawgnome - - General Discussion

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    Cultists summoning demons has been around forever. That isn't something that privateer press made up. I am looking forward to giving the book a try

  • If I had to guess, I'd say that "clumsy" will translate into "low OS/DS", which makes sense to me. It is less of a "almighty elite fighting unit" and more like fighting a wild fire. It doesn't need to be skillful to kill you. I'm really curious to see how the new Kadims turn out, and how they compare to the taurukh annointed. I'm hoping to have a reason to bring the big bulls, rather than just having them fight for space with incarnates. So.....when does the beta of the book come out?

  • OK General chat

    lawgnome - - Ogre Khans (OK)

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    Quote from RobertR: “Quote from lawgnome: “Is the hunter really so bad for the game that it needs changing ” No, it's not op compared to other cowboys. It's an issue of internal balance, not external. The hunter is auto include in pretty much all competitive lists. So much so that it affects the variety of the lists. It's also a specific hunter build that's auto include. ” But is that bad? The hunter fills a unique role in the army, so it isn't surprising that people want to use it. And there is…

  • OK General chat

    lawgnome - - Ogre Khans (OK)

    Post

    Is the hunter really so bad for the game that it needs changing? As for the GK: I think the issue can be solved with points. As with the majority of armies, a combat character on foot is not worth it unless it brings something unique to the army. The GK doesn’t bring much more to the table than a little more oomph to a unit (for the low low cost of a completely different unit). Same thing happens in ID with the Overlord, same thing happens in SA with the Warlord, etc. 310 for a GK, 270 for an Ov…

  • Quote from hypnotic: “„that you thoroughly check them over after disarming them of larger weapons because might carry small explosive devices that are easily concealed” Please let it not be suicide bombs... That is why I didnt like in the firs place, army wide rule should be skill not weapon. We are not Texas Dwarfs ” I read that more like “they are armed to the teeth. If you think the large weapon is the only one they are carrying, you are in for a world of hurt.” Sounds to me more like they ha…

  • OK General chat

    lawgnome - - Ogre Khans (OK)

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    Not at all. Think about it: in its current state, the GK can join one of 3 units - tribesmen, bruisers, and mercs. Each of these units are strong on their own. The GK gives some extra punch to those units, but it rarely gives the same value as a shaman would. So if bringing a GK just mildly improves the performance of a core unit, why not make it replace part of the core unit? And if the plan is to put the GK in an expensive special unit, why wouldn't you want more room to play with when buying …

  • OK General chat

    lawgnome - - Ogre Khans (OK)

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    You know, the more I look at non-cowboy fighting characters, the more I think that some sort of bonus like 20% core is necessary to make them worthwhile. A Great Khan just adds a little more power to an already strong unit, while a shaman of any kind brings the power of an entire magic phase to the whole army. Without some sort of boost or special ability, I don't know that I could justify a fighting character.

  • ID General Chat

    lawgnome - - Infernal Dwarves (ID)

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    For me, the infernal engine always. The engine is tougher, cheaper and hits consistently well. 3d3 grinding attacks is roughly equivalent to 9 attacks (more or less, depending on the target. Against high DS models, it is the equivalent of a LOT more attacks). Plus, it can't be shutdown by a cheap magic item. Compare that to the Titan: more expensive, it can miss on its attacks, bigger base (more melee counterattacks), and it is inconsistent depending on what it attacks (does huge damage to infan…

  • OK General chat

    lawgnome - - Ogre Khans (OK)

    Post

    Quote from youngseward: “IMO magic and the OK initiative debuffs work better with tribesmen. If you want the unit to be the focal point of your army, a big tribesmen unit is better. But as a more independent unit Id go bruisers ” I never trust that magic will be there when it is needed most, so a big block of bruisers has always worked better for me due to consistency. It's always nice to have a unit that you know will cause copious amounts of wounds if it gets into combat, rather than one that …

  • OK General chat

    lawgnome - - Ogre Khans (OK)

    Post

    I've never really understood the appeal of the tribesmen block compared to the bruiser block. I've always heard that the tribesmen are supposed to be the better unit, but I love taking a big block of can openers. Personal preference, I suppose.

  • I don't really want runes. Runes and engravings indicate the work of Craftsmen (craftsdwarves?) taking time and a lot of effort to handcraft each individual piece. When runes are involved, each artillery piece is an individual work of art and probably given a name. ID aren't craftsmen. They are engineers. They aren't lovingly building their dream car piece by piece every weekend. They are setting up assembly lines and pumping out material. ID and DH are dwarven yin and yang.

  • I wonder if there are Kadim rights advocates. Dwarves saying "You need to release that Kadim from it's contract! It was just a child, it doesn't know what it is doing!" "Hey look, I explained all the terms and it agreed. It was a fair negotiation, and look at how amazing my new massage chair is!"