Whether in 40K or Fantasy the enigmatic Old Ones are depicted as the elder race behind the creation of the majority of the races in both franchises, but despite the fact that they, you know, created most of the creatures inhabiting the universe we actually know very little about them. What their motivations were for creating the Old World, what their intentions were with their servant races, hell, even their appearance are almost a complete mystery to us. I will address the following issues that I think are perhaps the primary questions people have regarding these enigmatic beings. Firstly, their appearance, attitude, and culture. Secondly, their motivations and reasoning behind manipulating the Old World and its denizens. Please note that the majority of my reasoning and information that will support my theories come from 40K lore and Fantasy Lore, particularly from the Lizardmen book. Without further ado, let's begin.
Where the Old Ones came from is never fully addressed, but from the information available to us we do know that they came from a completely different sector of space from where the Old World is located. Ancient Lizardmen lore says that they were so advanced that for them, science and magic were one and the same, and it was they that created the Warp Gates through which their ships traversed to and from the Old World. Now, this detail in and of itself is actually one of the two biggest clues as to what they look like. Logically, if they traversed in spacecraft then they must have corporeal forms to operate said ships. Now, some people may argue that they could simply have created a race to operate said ships for them, but I also address this little detail in my theory. Why they came to the Old World is never specifically stated, but it is stated that they saw potential in the Old World. Again, the potential for what is never especially stated, but their next actions do clear things up a bit. Using their advanced technological and mystic power they physically moved the planet closer to the system's star, increasing the temperature of the planet. As a side note, it is specifically stated that there were beings living on the planet that is the Old World prior to the appearance of the Old Ones. One of these races in particular were the Dragons. That bit of information aside, the Old Ones had effectively destroyed most of the lifeforms on the planet after shifting it so dramatically. Ironic, considering that the one definitive thing that we know about the Old Ones is that they valued all life, regardless of its insignificance. However, the Old Ones did not stop there. They then began to do something they seem to enjoy the most, creating new life. First came the Slann Mage-Priests, and this is the second of the two biggest clues as to the physical appearance of the Old Ones. The Slann are in fact the only beings to have physically been in the presence of an Old One, and it was from them that the Slann learned and mastered the arts of magic. This again provides a key part to their identity. Slann do not, well, act, think, or pretty much do anything in ways that human beings can possibly understand. In fact, Slann are so much more intellectually evolved than humans that we monkeys can not even comprehend their thought processes. Even elves, considered to be the most magically gifted creatures in the Old World cannot make sense of the Jabba the Toads. All this means that Old Ones are so much, well, more than corporeal creatures can understand and as such if they were to create a race specifically to be their students and administrators of this new world, they would have to be able to physically learn from their creators. We also know that the majority of the gods that the Lizardmen worship were in fact Old Ones and they also had names, implying that the Old Ones had individual mindsets, and weren't a hive mind or a collective. However, this new planet was not the complete blank slate the Old Ones hoped it to be. There were still creatures existing on this planet that could interfere with their plan. This is where the Saurus come into the picture. As we well know, the Old Ones seem to despise ending the lives of creatures, it was easier, at least for them to justify, that it was simple survival of the fittest rather than genocide. The Saurus turned out to be perfect for this purpose and it was obvious that the Old Ones had succeeded in creating a perfect killing machine. Next came the rest of the Lizardmen species, and then other races. Elves, dwarfs, men, ogres, halflings, etc. As we all know Chaos came next and it was with their appearance that the Old Ones disappeared. Now, for all of you still awake, here is what we know as to the identity of the Old Ones; they were corporeal creatures, they had a fetish for creating new lifeforms, they hated taking the lives of others, they seemed to disappear with the appearance of Chaos.
Now we leave fact and enter theory territory hardcore with the reasons for their manipulating of the Old World. Now, this is completely theoretical, but I believe that the Old Ones used the Old World as a laboratory of sorts. Consider this, we know the Old World is NOT Terra of 40K, and thus the two planets are not connected directly. We also know that at the time of Old Ones appearance into the Old World they were still corporeal. Remember, the Old Ones and the Necrons of 40K (when they were still fleshy) went to war a looong time ago. At this time, the Old Ones had the ability and means to fight the war, but not the soldiers or the desire. In short, my theory is quite simple. We know that the Old Ones of both fantasy and 40K were the creators of most of the races in both franchises. I believe that the Old Ones used the planet that is the Old World of Warhammer Fantasy as a testing area for the races they would use to fight the Necrontyr. Observing the effectiveness of each race, and then deciding which of them they would use to combat the Necrontyr. We call them Elves, the Old Ones called them Eldar. We call them Orcs, the Old Ones called them, well, Orks? We humans proved to be the most adaptable and multi-functional race, not as fragile and fickle as the Eldar/Elves but not as savage and uncontrollable as the Orcs/Orks. The other races were much too flawed to fight effectively for the Old Ones. The Lizardmen were too robotic, too cold-blooded to be effective soldiers in a war that literally was fought across galaxies. The Dwarfs too resistant (and stubborn) to the psychic powers of the Old Ones to be effective in terms of communications and psychological enhancements. The Ogres and Halflings, well, they seemed to be incarnated in 40K in the form of Ogryns and Rattlings, but they're not the same. The former are certainly their own species while the latter are considered to be just mutations to a normal human being. Now, please remember, this is a theory and it has plenty of holes in it, such as the Orcs being the result of a seed caught in the Old Ones' ships, the God Emperor of Mankind's appearance, and the geographic similarities between Terra and the Old World are a little suspect, but honestly, this is the bet way to explain the Old Ones and why they created the Old World as it is and the not so subtle similarities between 40K and Fantasy.
Sunday, November 13, 2016
Saturday, November 12, 2016
Taking the Offensive
Mr. Malorian once did a
video, one of his Orc Tactical Teams, entitled Sun Tzu and Warhammer.
It's perhaps my favorite OTT, but he does say that the Art of War is
about real life war and Warhammer Fantasy is not real life warfare. I
agree with Malorian, but I still think very much that by learning
about the different battles and wars that occurred in the past that
it is possible to become a better warhammer player. One of the ways
that gleaming information on war from the past can help with WHFB is
by approaching the age-old question; is it better to take the
offensive approach, or the defensive approach? As you can guess by
the title, we will be discussing the former over the latter, although
that will be a discussion for a later time. For now however, let's
talk about the key tactical advantages to taking a more aggressive
posture.
First off, there are a
couple of things that you should keep in mind when running an
offensive style army. Primarily among them is that there are some
armies that are not as competitive when played offensively. In my experience, the following armies are better played in a more defensive or counter-offensive style: Chaos Dwarves. Dwarves, Empire, Lizardmen, and Tomb Kings. These armies tend to run better when they take charges or are allowed to dictate the position on the battlefield in which the fighting will take place. As for the other armies, I've found a more aggressive approach tends to be more successful than a more cautious playing style. However let's discuss why you'd want to take a more offensive approach to the game. But first, let's talk a little history! (Insert moans here) Shut up! You're going to learn something today goddammit! In particular, let's discuss the American Civil War. When the southern states seceded from the Union, they were faced with many logistical problems that would eventually lead to their defeat 5 years later at Appomattox. The Confederacy had less man power, and even less industry and raw resources to go with it. What they didn't lack however was skillful generals. Among some of these famous men, several names stood out. "Stonewall" Jackson, Longstreet, John Bell Hood, J. E. B. Stuart, and arguably the most famous, Robert E. Lee. These men were charged with defending a newly formed nation from an invading force better equipped, better armed, and with at least a 2 to 1 numerical advantage in most battles. They did have another key advantage. The majority of the battles would be fought on southern soil. This geographic advantage would naturally lead to a more defensive style of thinking. The south could, in effect, win by simply not loosing the war much as Washington had in the Revolutionary War. However, instead of retreating into their own nation further and playing a frustrating game of cat and mouse, the commanders of the Confederacy decided to instead take a more offensive approach to warfare. By taking the fight to the enemy, the South was able to dictate the pace and flow of any fight they wanted to take. In fact, for the first two years in Northern Virginia, the Confederacy absolutely handed the Union their asses on a silver platter. Now, what does all this really mean?
This little tale shows us three key advantages of taking the fight to the enemy. First, he who attacks first dictates the pace of the fight. By seizing the initiative, in both warfare and warhammer, one can easily decide the way in which the fight will be carried out. When you march your forces up, and you get into your opponent's grill, you force him to make decisions he might not necessarily want to make. Second of all, forcing the enemy into a defensive mindset limits the options that armies have in terms of movement and positioning. In some cases, depending on the scenario, this can even prevent them from winning. For example, in the case of a Watchtower scenario, defensive armies tend to have a difficult time winning the scenario. Gun Lines and Corner Castling doesn't work when you have to hold a position in the middle of the field. Now, in a standard fixed battle, this principle still applies. The defensive player is going to be trying to figure out what the attacker is going to do. This leaves a defensive force forced to sit tight and become a reactionary force. And from my time in the Army, I can tell you being reactionary is not a good thing to be. Waiting for something to happen compared to having a plan with a variety of options in which to facilitate that plan, well, you know which one you'd rather have. Finally, and perhaps the most important advantage you have on the attack, a blank check in the Movement Phase. I here a lot of people say that the game is won in the Deployment Phase. This, most of the time, to me is a complete falsehood. Warhammer is a game of chance because it has DICE. It's a game of chance with a dash of strategy, much like a good game of poker. That being said, if there is a phase that can decide the outcome of the game, it is the Movement Phase. Controlling the Movement Phase allows you to dictate the combat, deciding what units will fight what units, what kind of magic is best applied where, and units will immobilize your enemy's units. All in all, the Movement Phase is incredibly important and giving it away is a mistake no once can afford to make. All in all, taking the offensive is perhaps the overall best strategy one can take in warhammer, provided reason, and not recklessness, is the one that the offensive is tempered with.
This little tale shows us three key advantages of taking the fight to the enemy. First, he who attacks first dictates the pace of the fight. By seizing the initiative, in both warfare and warhammer, one can easily decide the way in which the fight will be carried out. When you march your forces up, and you get into your opponent's grill, you force him to make decisions he might not necessarily want to make. Second of all, forcing the enemy into a defensive mindset limits the options that armies have in terms of movement and positioning. In some cases, depending on the scenario, this can even prevent them from winning. For example, in the case of a Watchtower scenario, defensive armies tend to have a difficult time winning the scenario. Gun Lines and Corner Castling doesn't work when you have to hold a position in the middle of the field. Now, in a standard fixed battle, this principle still applies. The defensive player is going to be trying to figure out what the attacker is going to do. This leaves a defensive force forced to sit tight and become a reactionary force. And from my time in the Army, I can tell you being reactionary is not a good thing to be. Waiting for something to happen compared to having a plan with a variety of options in which to facilitate that plan, well, you know which one you'd rather have. Finally, and perhaps the most important advantage you have on the attack, a blank check in the Movement Phase. I here a lot of people say that the game is won in the Deployment Phase. This, most of the time, to me is a complete falsehood. Warhammer is a game of chance because it has DICE. It's a game of chance with a dash of strategy, much like a good game of poker. That being said, if there is a phase that can decide the outcome of the game, it is the Movement Phase. Controlling the Movement Phase allows you to dictate the combat, deciding what units will fight what units, what kind of magic is best applied where, and units will immobilize your enemy's units. All in all, the Movement Phase is incredibly important and giving it away is a mistake no once can afford to make. All in all, taking the offensive is perhaps the overall best strategy one can take in warhammer, provided reason, and not recklessness, is the one that the offensive is tempered with.
The Good, The Bad, and the Never Used; Orcs and Goblins Special Characters
Gorbad Ironclaw:
The big Boss orc himself, Gorbad is basically a dick kicker with a stat line of 4 7 3 5 5 3 5 4 10 riding his favorite war boar, Gnarla who's rocking a stat line of 7 3 0 4 4 1 3 1 3. His point cost is 187.5 Skaven Slaves. He comes generically with Heavy Armor, Choppas, Waaagh!, and Size Matters. Gnarla comes base with Tusker Charge and Thick-Skinned. In addition, Gorbad's got only one but one badass weapon in the form of Morglor the Mangler. It gives him ASF, Multiple Wounds (D3), and allows no Armor Saves to be taken against it. Demigryphs run for your lives! He also has three pretty crafty rules. First off, he's Da Great Leader. If any of your units fails an Animosity test within 18" of Gorbad, you get to his number of Wounds to their roll on the animosity table. We will talk about it later, but theres a much better rule in the book to help deal with Animosity. He also comes with Da Boss 'as a Plan! This rule makes him automatically the army's general and BSB, and gives him an 18" range of inspiring presence. This, this is money. Last but certainly not least, we've got Orcs are da Best. This rule allows you to upgrade more then just one unit of Orcs or Boat Boyz to Big Uns. This is also fucking metal. So let's to start with the reasons you'd want to take this guy in an army build. Well, for one, he's the only source of LD10 in this book which for an army like this is certainly a nice little trick to have up your sleeve. Second, he's an ass kicker with a tremendous stat line and a Magic Weapon that will fuck some shit up hardcore. Third, and most importantly, he allows you to maximize your Big Uns allotment. Orcs are pretty tough, but at S3 they're not anything to write home about. Once they're Big Uns? S4 baby! And for a measly one point more appiece? Yeah you should definitely be capitalizing on that little baby right there. The cons? He's only got a 3+ Armor Save and no Ward Save of any kind. So against heavy kitted out fighting Lords, he's gonna have a bad day. Also, he's kind of a target, which forces you to hide him in a unit of Boar Boyz, which if you've ever fought against Boar Boyz, well, they're worse then Cold One Riders really. Now, he's is by no means the most expensive special character in the book, so there is some potential that you could have him and a Level 4 in the same list. He's okay, but he's not an auto-include by any means. Also, why the fuck is he not in Total War Warhammer?! I mean, Grimgor, duh! He's easily the most kickass greenskin to ever exist. But Azhag? Just, just jesus christ. To put it in perspective, Gorbad is like the Karl Franz of the Orcs and Goblins. To me, I would've preferred some fluff bending to set the timeline so you could get this guy in here. Whatever, moving on to the only way to get a generic BSB magic Lore...
Azhag the Slaughterer:
Weighing in at 225 Skaven Slaves and with a stat line of 4 7 3 5 5 3 5 4 9, this guy's a prime example of how taking two good things and putting them together doesn't always result in Reese's Peanut Butter Cups, you know what I mean? So, much like Gorbad, Azhag is pimping out on his pet Wyvern, Skullmuncha, whom he, and I quote, "subdued the beast with but a single glance." Skullmuncha rocks out with a stat line of 4 5 0 6 5 5 3 3 6. He comes base with the rules Choppas (Azhag only), Waaagh!, Fly (Skullmuncha only), Large Target (Skullmuncha only), Poisoned Attacks (Skullmuncha only), Scaly Skin (4+) (Skullmuncha only), Size Matters, Terror (Skullmuncha only). He also comes with the special rule Get on Wiv it! This special rule allows any unit within his Inspiring Presence range to re-roll failed Animosity tests. This is a pretty nice rule, but we will talk about it later. He also comes with three pretty nice items. He comes with Azhag's 'Ard Armor, which gives him a 5+ Armor Save and a 5+ Ward Save. Additionally, he has the Crown of Sorcery, which besides making him a wee bit bipolar, also makes him a Level 3 Wizard on Death Magic and Stupid. This, this kicks serious ass. Again, we'll talk about it later. Finally, we've got Slagga's Slashas. This item counts as Magical Paired Weapons and allows Azhag to re-roll failed to-hits. So in total, let's break this down. Azhag is basically Gorbad, but with +1 Attack, re-rolls failed hits, magical attacks, 4+ Armor Save, 5+ Ward Save, on a 3 Attack WS5 Poisoned Dragon, who's also a Level 3 Death Wizard. Yeah, he's a badass. But there's a couple of things that really discourage you from taking this guy. First of all, he's really damned expensive. Sacrificing your level 4 hurts, because now your going to be at Magic casting and dispelling disadvantage. Second, he's a big damned target, and take it from a Bretonnian player, relying on a 5+ Ward Save against at least two Cannons is a terrifying event. Now, he does have the power to just nuke entire armies with Purple Sun and also run around and Death Snipe. He's also no slouch in close combat, but against going to be a little nervous around dedicated combat charachters. His model is also insanely expensive and ugly. I've played against some nice homemade models of this guy before, and he's certainly a really powerful charachter, but I've found a kitted out Dwarf Lord or a Saurus Old-Bloody can just smash this guy's face in. Bottom line, if you want to take him, he's not the worst choice in the book, but by God is he expensive.
Wurrzag:
This guy is basically the best caster in this book for his price tag. He's 175 Skaven Slaves, and he comes generically with Choppas and Frenzy. He's also got a stat line of 4 3 3 4 5 3 2 1 8. He's a Level 4 in the Lore of the Big Waaagh! He also comes with the Warpaint of Wurrzag, which gives him a 5+ Ward Save. He's also got Wurrzag's Revenge, which is a Hex spell that goes off on an 8+. All enemy Wizards within 12" of Wurrzag roll a D6 first each Wizard within range. On a roll of 1-5, nothing happens. On a 6, the Wizard turns into a Squig and is removed as a casualty. For each wizard affected, you can store one additional die in your Squiggly Beast special item. He's also got the Baleful Mask, which gives him the Vindictive Gaze Spell (Little Waaagh!) on a bound power level of 3. Also, he's rocking the Bonewood Staff, which counts as a Magical Hand Weapon, gives him MR3, and allows him to re-roll miscast results. Last but not least, he's got the Squiggly Beast, which is an Arcane Item that allows him to store one unused dice from the end of either player's magic phase, and at the start of the next magic phase that stored dice must be used. Oh, almost forgot, he can ride a War Boar for 24 points. So, yeah, this guy's a very dangerous caster for a couple of reasons. He is a caster that can actually fight and he's got 5 spells and a bound spell. He has a 2+ Ward Save to any magical damage and basically comes with a reusable grounding staff. His ability to store magical dice is also amazing, so hes going to be getting really high magic phases and just dickslapping enemy magic away like it's going out of style. This is one of the more common special charachters you'll see, and there's a reason why. Stick him in a unit of Savage Orcs with a back up Savage Orc Shaman who's carrying the Lucky Shrunken Head just to be a douchebag. Putting him on a Boar gives him some more killy power and some armor, but I like him on foot better. Great character, he's also only 15 Skaven Slaves more expensive then a Level 4 fully kitted out Savage Orc Great Shaman and comes with a ton more gear that more then justifies his point cost. Great charachter, wonderfully priced. Try him out if you want to have a really powerful magic phase as the Orcs and Goblins.
Grom the Paunch of Misty Mountain:
Never heard of this guy? Well, there's a pretty good reason why that is. Coming in at 142.5 Skaven Slaves this is our first Goblin Lord and he's kind of weird. His stat line is 44 5 3 4 4 3 4 4 8 and he's pimping out in his chariot that has S5, T4, and W3. It's pulled by Giant Wolves who have M9, WS3, S3, I3, and 1 attack apiece. He's also got a little Night Gobbo buddy named Niblet who's got WS, BS, and S of 3, I2, and 1 attack. He has only generic special rule and that's Regeneration (5+). After that, we get into his unique special rules. Niblet is a special rule that makes Grom the BSB and the little goblin cannot be engaged separately, or issue/accept challenges. If Grom gets killed then the BSB is considered lost. There's also Grom's Chariot, which is basically the most useless rule because all it does is state the abundantly obvious. Next up, we've got Eats Elves for Breakfast which means Grom and anyone in his army who has the Fear Elves special rule actually get to ignore that rule. Lastly, he has Grom's Waaagh! This just basically means he gets to call a Wagggh like a normal Ord Warboss, but it also effects units of 5+ Goblins, Goblin Wolf Riders, Night Goblins, and Forest Goblin Spider Riders. Next up, we've got the his two magic items. First up, we've got the Axe of Grom. It's a magic weapon that gives him +2 Strength and Killing Blow. Against Elves he gets Killing Blow on a 5+. Last of all, he's got his Lucky Banner which gives him and hi Chariot a 5+ Ward Save. Okay, so lets look a little at the good things about him. First off, he's the second cheapest special character in the book. Secondly, he's really good against Elves and in my opinion, that's never a bad thing. Thirdly, he is pretty nasty in close combat with S6 and Killing Blow and a 5+ Ward Save. Now, let's look at the bad things here. First, he's on a chariot. Chariots are just not all that good to begin with, especially Greenskin chariots. Second, Ward Saves and Regeneration do not stack, meaning this guy's a little awkward. Thirdly, he's got Leadership 8 which is not really all that good especially in a Goblin themed army as he is obviously supposed to be in charge of. This is all a really sad thing, because I love this guy's fluff. I mean, anyone who just decides, "Yeah, I'm going to sail to Ulthuan and just kick the shit out of some Elves." In fact, anyone who kills Elves, good on you man.
Skarsnik:
Ah, hands down one of my favorite characters in Warhammer Fantasy right up with Thanqol. Coming in at 137 and half a Skaven Slave Skarsnik is the first Lord level goblin worth paying for. So, as with all Night Goblins, he comes with Fear Elves and Hatred (Dwarves). However, he also comes with a buddy in the form of Gobbla the giant cave squig. With a stat line of 4 5 3 4 4 6 5 4 8 and a pet that has stats of - 5 - 6 - - 4 4 - Skarsniks stat line comapred to the other big boys listed above seems really lame, but kind of like Tetto its not the stats that make him worth his points, but two stats in particular are worth looking at. First, Ld8 as a Night Goblin is astronomical and 6 Wounds on any Lord is amazing. Also, he has 8 attacks, half of which are at S6 and all at WS5. It should also be noted that Gobbla has Killing Blow. He only has one magic item, Skarsnik's Prodder. Its basically a Magic Weapon that has a bound spell (Power Level 5) that turns out to be a Magic Missile with a 24" range. It causes D6 Strength 6 hits no armor saves allowed. This increases to 2D6 hits if he's within 12" of a Night Goblin Horde. He has two special abilties, Sneaky Schemes and Tricksy Traps. Sneaky Schemes makes your enemy roll a D6, before deployment, for each unit. On a roll of a 6, the unit does not deploy as normal but instead enters play as reinforcements in their first movement phase. We'll get back to this, but this is in and of itself worth every point you pay for him. Last in terms of abilities, Tricksy Traps allows any Night Goblin units in the same army as Skarsnik that choose to flee as a charge reaction and then rallies the next turn may reform as normal AND then may also move normally but they may not charge. They can shoot however, but the unit always counts as having moved. Lastly of all, he has Light Armor. So, as you can tell, Skarsnik is supposed to be used in a Night Goblin themed army. However, the single best ability he has works in any list. I would say in any large army builds, Skarsnik would be an acceptable pick in the Lords category, and in Night Goblin hordes, almost indispensable. However, his low Movement, mediocre Toughness, and pathetic armor save with nothing in terms of a Ward Save, he's very vulnerable to enemy attention. The only way to really avoid this is put him in a horde and stick him in a corner and pray to god the enemy doesn't have a 10 wide horde formation. I really like Skarsnik, but I would be so worried about loosing him and to be honest, his Leadership also means you're really going to be relying on winning combats or simply being steadfast for days. Fun, but by no means competitive. Don't worry though, we're getting into some good stuff soon!
Grimgor Ironhide:
The biggest, the baddest, and hands down the single best named Lord level character, the great green demon himself, Grimgor. I freaking love this guy. Grimgor is a prime example of what Games Workshop should've been doing, but instead they made the mistake of letting Mat Ward get anywhere near pen and paper. At 177 and one-half Skaven slaves Grimgor comes generically with Waaagh!, ITP, Choppas, and Hatred (everyone). He weighs in at 4 8 1 5 5 3 5 5 9. He also comes with Da Immortulz. Basically he has to be accompanied and deploy with a unit of Black Orcs, and they get +1 WS and and as long as Grimgor is alive, they also get Hatred (everyone). Now on to magic items. Starting off, Gitsnik. This Magic Weapon gives Grimgor +2 S and ASF in close combat. Yes, 5 Attacks with ASF at S7. Last of all, he's wearing Blood-Forged Armor. This gives Grimgor a 1+ Armor Save and a 5+ Ward Save. Honestly, I don't think I need to even say anything. His stats alone make him worth his points then factor in his special armor and weapons and you've got a recipe for destruction. I know a lot of people who bitch about having to take Black Orcs, but to be honest, I usually take a brick of them anyway because trust me, the few times that I bring my Greenskins to the table, I fail animosity rolls like a fat man goes through tacos. Hands down my favorite and the best character in the book. And in case you think I'm exaggerating about just awesome this greenskin is. He kicked Archaon in the balls. Arcahaon, the Everchosen. The guy clad head to toe in magical plate armor, perhaps the largest antagonist in all of Warhammer, fell to a kick in the nuts. From this guy. Just, just too stupidly awesome.
Snagla Gobspit:
Okay, fair warning for this guy and the guy after him. I have absolutely no experience going up against or with these two. That aside, this is the first of the named Hero level characters. 57 and a half Skaven Slaves buys you a 4 4 3 4 4 2 4 3 7 Goblin on top of a 7 3 0 3 3 1 4 1 2 Giant Spider. He comes generically with a shield, Creeping Assualt, Fast Cavalry, Fear Elves, Forest Strider, Obstacle Strider, Hatred (Empire), Poisoned Attacks (Spider only), and Wall-Crawler. Snagla brings the Sting of Snagla, a one use only throwing weapon that has Poisoned Attacks and Multiple Wounds (D3). He's also got Fangspike, a Magic Weapon that also has Poisoned Attacks and Multiple Wounds (D3). Lastly, he comes with Deff Creepers, meaning he must always be deployed in a unit of Goblin Spider Riders, but they have Ambushers, Devastating Charge, and Hatred (Empires). Also, the cause Fear any time they charge successfully. Snagla cannot leave this unit and must set up in it and no other character can join the unit. So, this character very much reminds me of Oxyotl from the Lizardmen book. In 2500 point games and below, I can definitely see him and his unit as a great way to hunt war machines, counter chaff, and hunt lone characters. Also, his insane maneuverability because of all the spider abilities make him really unpredictable against people not familiar with this unit. Other than that, I don't see him as being all that amazing. Against any dedicated combat unit or character, he's going to get pasted. In a themed Forest Goblin army, I think he'd be a perfect little addition if you've got the points.
Gitilla Da Hunter:
Stepping in at 55 points with a stat line of 4 4 4 4 4 2 4 3 7 and a Great Wolf named Ulda at 9 3 0 3 3 1 3 2 3. He comes generically with Fear Elves, a Spear, and Fast Cavalry. His first ability is Ulda the Great Wolf. This gives him and his unit the ability to re-roll any Pursuit or Flee rolls they make. Also, he has Da Howleraz. Very similar to the Deff Creepers, but instead its Goblin Wolf Riders. They get +1 BS and Quick to Fire. He must set up in this unit and cannot leave, and no other character can join the unit. He has two special items, firstly is the Stinky Pelt. This gives him a 4+ Armor Save, giving him a total of a 3+ from the mounted bonus. Lastly, he has the Bonebow. It's a 24", S3, Quick to Fire, and Multiple Shots (3). Most would assume my opinion would be similar to Snagla, but that is because most people are idiots. Honestly, this guy seems like a complete waste to me. You want to know why? Because a Goblin Big Boss on a wolf with a bow is less than half of what this guy is. Every OnG list I make has at least two or three of these guys running around chaffing, hunting war machines, and assassinating characters. Three of these guys are a much better investment and a much smaller target than a pack of Wolf Riders. If you've got the points in a larger army, then maybe. But just to throw him in seems like a waste.
The big Boss orc himself, Gorbad is basically a dick kicker with a stat line of 4 7 3 5 5 3 5 4 10 riding his favorite war boar, Gnarla who's rocking a stat line of 7 3 0 4 4 1 3 1 3. His point cost is 187.5 Skaven Slaves. He comes generically with Heavy Armor, Choppas, Waaagh!, and Size Matters. Gnarla comes base with Tusker Charge and Thick-Skinned. In addition, Gorbad's got only one but one badass weapon in the form of Morglor the Mangler. It gives him ASF, Multiple Wounds (D3), and allows no Armor Saves to be taken against it. Demigryphs run for your lives! He also has three pretty crafty rules. First off, he's Da Great Leader. If any of your units fails an Animosity test within 18" of Gorbad, you get to his number of Wounds to their roll on the animosity table. We will talk about it later, but theres a much better rule in the book to help deal with Animosity. He also comes with Da Boss 'as a Plan! This rule makes him automatically the army's general and BSB, and gives him an 18" range of inspiring presence. This, this is money. Last but certainly not least, we've got Orcs are da Best. This rule allows you to upgrade more then just one unit of Orcs or Boat Boyz to Big Uns. This is also fucking metal. So let's to start with the reasons you'd want to take this guy in an army build. Well, for one, he's the only source of LD10 in this book which for an army like this is certainly a nice little trick to have up your sleeve. Second, he's an ass kicker with a tremendous stat line and a Magic Weapon that will fuck some shit up hardcore. Third, and most importantly, he allows you to maximize your Big Uns allotment. Orcs are pretty tough, but at S3 they're not anything to write home about. Once they're Big Uns? S4 baby! And for a measly one point more appiece? Yeah you should definitely be capitalizing on that little baby right there. The cons? He's only got a 3+ Armor Save and no Ward Save of any kind. So against heavy kitted out fighting Lords, he's gonna have a bad day. Also, he's kind of a target, which forces you to hide him in a unit of Boar Boyz, which if you've ever fought against Boar Boyz, well, they're worse then Cold One Riders really. Now, he's is by no means the most expensive special character in the book, so there is some potential that you could have him and a Level 4 in the same list. He's okay, but he's not an auto-include by any means. Also, why the fuck is he not in Total War Warhammer?! I mean, Grimgor, duh! He's easily the most kickass greenskin to ever exist. But Azhag? Just, just jesus christ. To put it in perspective, Gorbad is like the Karl Franz of the Orcs and Goblins. To me, I would've preferred some fluff bending to set the timeline so you could get this guy in here. Whatever, moving on to the only way to get a generic BSB magic Lore...
Azhag the Slaughterer:
Weighing in at 225 Skaven Slaves and with a stat line of 4 7 3 5 5 3 5 4 9, this guy's a prime example of how taking two good things and putting them together doesn't always result in Reese's Peanut Butter Cups, you know what I mean? So, much like Gorbad, Azhag is pimping out on his pet Wyvern, Skullmuncha, whom he, and I quote, "subdued the beast with but a single glance." Skullmuncha rocks out with a stat line of 4 5 0 6 5 5 3 3 6. He comes base with the rules Choppas (Azhag only), Waaagh!, Fly (Skullmuncha only), Large Target (Skullmuncha only), Poisoned Attacks (Skullmuncha only), Scaly Skin (4+) (Skullmuncha only), Size Matters, Terror (Skullmuncha only). He also comes with the special rule Get on Wiv it! This special rule allows any unit within his Inspiring Presence range to re-roll failed Animosity tests. This is a pretty nice rule, but we will talk about it later. He also comes with three pretty nice items. He comes with Azhag's 'Ard Armor, which gives him a 5+ Armor Save and a 5+ Ward Save. Additionally, he has the Crown of Sorcery, which besides making him a wee bit bipolar, also makes him a Level 3 Wizard on Death Magic and Stupid. This, this kicks serious ass. Again, we'll talk about it later. Finally, we've got Slagga's Slashas. This item counts as Magical Paired Weapons and allows Azhag to re-roll failed to-hits. So in total, let's break this down. Azhag is basically Gorbad, but with +1 Attack, re-rolls failed hits, magical attacks, 4+ Armor Save, 5+ Ward Save, on a 3 Attack WS5 Poisoned Dragon, who's also a Level 3 Death Wizard. Yeah, he's a badass. But there's a couple of things that really discourage you from taking this guy. First of all, he's really damned expensive. Sacrificing your level 4 hurts, because now your going to be at Magic casting and dispelling disadvantage. Second, he's a big damned target, and take it from a Bretonnian player, relying on a 5+ Ward Save against at least two Cannons is a terrifying event. Now, he does have the power to just nuke entire armies with Purple Sun and also run around and Death Snipe. He's also no slouch in close combat, but against going to be a little nervous around dedicated combat charachters. His model is also insanely expensive and ugly. I've played against some nice homemade models of this guy before, and he's certainly a really powerful charachter, but I've found a kitted out Dwarf Lord or a Saurus Old-Bloody can just smash this guy's face in. Bottom line, if you want to take him, he's not the worst choice in the book, but by God is he expensive.
Wurrzag:
This guy is basically the best caster in this book for his price tag. He's 175 Skaven Slaves, and he comes generically with Choppas and Frenzy. He's also got a stat line of 4 3 3 4 5 3 2 1 8. He's a Level 4 in the Lore of the Big Waaagh! He also comes with the Warpaint of Wurrzag, which gives him a 5+ Ward Save. He's also got Wurrzag's Revenge, which is a Hex spell that goes off on an 8+. All enemy Wizards within 12" of Wurrzag roll a D6 first each Wizard within range. On a roll of 1-5, nothing happens. On a 6, the Wizard turns into a Squig and is removed as a casualty. For each wizard affected, you can store one additional die in your Squiggly Beast special item. He's also got the Baleful Mask, which gives him the Vindictive Gaze Spell (Little Waaagh!) on a bound power level of 3. Also, he's rocking the Bonewood Staff, which counts as a Magical Hand Weapon, gives him MR3, and allows him to re-roll miscast results. Last but not least, he's got the Squiggly Beast, which is an Arcane Item that allows him to store one unused dice from the end of either player's magic phase, and at the start of the next magic phase that stored dice must be used. Oh, almost forgot, he can ride a War Boar for 24 points. So, yeah, this guy's a very dangerous caster for a couple of reasons. He is a caster that can actually fight and he's got 5 spells and a bound spell. He has a 2+ Ward Save to any magical damage and basically comes with a reusable grounding staff. His ability to store magical dice is also amazing, so hes going to be getting really high magic phases and just dickslapping enemy magic away like it's going out of style. This is one of the more common special charachters you'll see, and there's a reason why. Stick him in a unit of Savage Orcs with a back up Savage Orc Shaman who's carrying the Lucky Shrunken Head just to be a douchebag. Putting him on a Boar gives him some more killy power and some armor, but I like him on foot better. Great character, he's also only 15 Skaven Slaves more expensive then a Level 4 fully kitted out Savage Orc Great Shaman and comes with a ton more gear that more then justifies his point cost. Great charachter, wonderfully priced. Try him out if you want to have a really powerful magic phase as the Orcs and Goblins.
Grom the Paunch of Misty Mountain:
Never heard of this guy? Well, there's a pretty good reason why that is. Coming in at 142.5 Skaven Slaves this is our first Goblin Lord and he's kind of weird. His stat line is 44 5 3 4 4 3 4 4 8 and he's pimping out in his chariot that has S5, T4, and W3. It's pulled by Giant Wolves who have M9, WS3, S3, I3, and 1 attack apiece. He's also got a little Night Gobbo buddy named Niblet who's got WS, BS, and S of 3, I2, and 1 attack. He has only generic special rule and that's Regeneration (5+). After that, we get into his unique special rules. Niblet is a special rule that makes Grom the BSB and the little goblin cannot be engaged separately, or issue/accept challenges. If Grom gets killed then the BSB is considered lost. There's also Grom's Chariot, which is basically the most useless rule because all it does is state the abundantly obvious. Next up, we've got Eats Elves for Breakfast which means Grom and anyone in his army who has the Fear Elves special rule actually get to ignore that rule. Lastly, he has Grom's Waaagh! This just basically means he gets to call a Wagggh like a normal Ord Warboss, but it also effects units of 5+ Goblins, Goblin Wolf Riders, Night Goblins, and Forest Goblin Spider Riders. Next up, we've got the his two magic items. First up, we've got the Axe of Grom. It's a magic weapon that gives him +2 Strength and Killing Blow. Against Elves he gets Killing Blow on a 5+. Last of all, he's got his Lucky Banner which gives him and hi Chariot a 5+ Ward Save. Okay, so lets look a little at the good things about him. First off, he's the second cheapest special character in the book. Secondly, he's really good against Elves and in my opinion, that's never a bad thing. Thirdly, he is pretty nasty in close combat with S6 and Killing Blow and a 5+ Ward Save. Now, let's look at the bad things here. First, he's on a chariot. Chariots are just not all that good to begin with, especially Greenskin chariots. Second, Ward Saves and Regeneration do not stack, meaning this guy's a little awkward. Thirdly, he's got Leadership 8 which is not really all that good especially in a Goblin themed army as he is obviously supposed to be in charge of. This is all a really sad thing, because I love this guy's fluff. I mean, anyone who just decides, "Yeah, I'm going to sail to Ulthuan and just kick the shit out of some Elves." In fact, anyone who kills Elves, good on you man.
Skarsnik:
Ah, hands down one of my favorite characters in Warhammer Fantasy right up with Thanqol. Coming in at 137 and half a Skaven Slave Skarsnik is the first Lord level goblin worth paying for. So, as with all Night Goblins, he comes with Fear Elves and Hatred (Dwarves). However, he also comes with a buddy in the form of Gobbla the giant cave squig. With a stat line of 4 5 3 4 4 6 5 4 8 and a pet that has stats of - 5 - 6 - - 4 4 - Skarsniks stat line comapred to the other big boys listed above seems really lame, but kind of like Tetto its not the stats that make him worth his points, but two stats in particular are worth looking at. First, Ld8 as a Night Goblin is astronomical and 6 Wounds on any Lord is amazing. Also, he has 8 attacks, half of which are at S6 and all at WS5. It should also be noted that Gobbla has Killing Blow. He only has one magic item, Skarsnik's Prodder. Its basically a Magic Weapon that has a bound spell (Power Level 5) that turns out to be a Magic Missile with a 24" range. It causes D6 Strength 6 hits no armor saves allowed. This increases to 2D6 hits if he's within 12" of a Night Goblin Horde. He has two special abilties, Sneaky Schemes and Tricksy Traps. Sneaky Schemes makes your enemy roll a D6, before deployment, for each unit. On a roll of a 6, the unit does not deploy as normal but instead enters play as reinforcements in their first movement phase. We'll get back to this, but this is in and of itself worth every point you pay for him. Last in terms of abilities, Tricksy Traps allows any Night Goblin units in the same army as Skarsnik that choose to flee as a charge reaction and then rallies the next turn may reform as normal AND then may also move normally but they may not charge. They can shoot however, but the unit always counts as having moved. Lastly of all, he has Light Armor. So, as you can tell, Skarsnik is supposed to be used in a Night Goblin themed army. However, the single best ability he has works in any list. I would say in any large army builds, Skarsnik would be an acceptable pick in the Lords category, and in Night Goblin hordes, almost indispensable. However, his low Movement, mediocre Toughness, and pathetic armor save with nothing in terms of a Ward Save, he's very vulnerable to enemy attention. The only way to really avoid this is put him in a horde and stick him in a corner and pray to god the enemy doesn't have a 10 wide horde formation. I really like Skarsnik, but I would be so worried about loosing him and to be honest, his Leadership also means you're really going to be relying on winning combats or simply being steadfast for days. Fun, but by no means competitive. Don't worry though, we're getting into some good stuff soon!
Grimgor Ironhide:
The biggest, the baddest, and hands down the single best named Lord level character, the great green demon himself, Grimgor. I freaking love this guy. Grimgor is a prime example of what Games Workshop should've been doing, but instead they made the mistake of letting Mat Ward get anywhere near pen and paper. At 177 and one-half Skaven slaves Grimgor comes generically with Waaagh!, ITP, Choppas, and Hatred (everyone). He weighs in at 4 8 1 5 5 3 5 5 9. He also comes with Da Immortulz. Basically he has to be accompanied and deploy with a unit of Black Orcs, and they get +1 WS and and as long as Grimgor is alive, they also get Hatred (everyone). Now on to magic items. Starting off, Gitsnik. This Magic Weapon gives Grimgor +2 S and ASF in close combat. Yes, 5 Attacks with ASF at S7. Last of all, he's wearing Blood-Forged Armor. This gives Grimgor a 1+ Armor Save and a 5+ Ward Save. Honestly, I don't think I need to even say anything. His stats alone make him worth his points then factor in his special armor and weapons and you've got a recipe for destruction. I know a lot of people who bitch about having to take Black Orcs, but to be honest, I usually take a brick of them anyway because trust me, the few times that I bring my Greenskins to the table, I fail animosity rolls like a fat man goes through tacos. Hands down my favorite and the best character in the book. And in case you think I'm exaggerating about just awesome this greenskin is. He kicked Archaon in the balls. Arcahaon, the Everchosen. The guy clad head to toe in magical plate armor, perhaps the largest antagonist in all of Warhammer, fell to a kick in the nuts. From this guy. Just, just too stupidly awesome.
Snagla Gobspit:
Okay, fair warning for this guy and the guy after him. I have absolutely no experience going up against or with these two. That aside, this is the first of the named Hero level characters. 57 and a half Skaven Slaves buys you a 4 4 3 4 4 2 4 3 7 Goblin on top of a 7 3 0 3 3 1 4 1 2 Giant Spider. He comes generically with a shield, Creeping Assualt, Fast Cavalry, Fear Elves, Forest Strider, Obstacle Strider, Hatred (Empire), Poisoned Attacks (Spider only), and Wall-Crawler. Snagla brings the Sting of Snagla, a one use only throwing weapon that has Poisoned Attacks and Multiple Wounds (D3). He's also got Fangspike, a Magic Weapon that also has Poisoned Attacks and Multiple Wounds (D3). Lastly, he comes with Deff Creepers, meaning he must always be deployed in a unit of Goblin Spider Riders, but they have Ambushers, Devastating Charge, and Hatred (Empires). Also, the cause Fear any time they charge successfully. Snagla cannot leave this unit and must set up in it and no other character can join the unit. So, this character very much reminds me of Oxyotl from the Lizardmen book. In 2500 point games and below, I can definitely see him and his unit as a great way to hunt war machines, counter chaff, and hunt lone characters. Also, his insane maneuverability because of all the spider abilities make him really unpredictable against people not familiar with this unit. Other than that, I don't see him as being all that amazing. Against any dedicated combat unit or character, he's going to get pasted. In a themed Forest Goblin army, I think he'd be a perfect little addition if you've got the points.
Gitilla Da Hunter:
Stepping in at 55 points with a stat line of 4 4 4 4 4 2 4 3 7 and a Great Wolf named Ulda at 9 3 0 3 3 1 3 2 3. He comes generically with Fear Elves, a Spear, and Fast Cavalry. His first ability is Ulda the Great Wolf. This gives him and his unit the ability to re-roll any Pursuit or Flee rolls they make. Also, he has Da Howleraz. Very similar to the Deff Creepers, but instead its Goblin Wolf Riders. They get +1 BS and Quick to Fire. He must set up in this unit and cannot leave, and no other character can join the unit. He has two special items, firstly is the Stinky Pelt. This gives him a 4+ Armor Save, giving him a total of a 3+ from the mounted bonus. Lastly, he has the Bonebow. It's a 24", S3, Quick to Fire, and Multiple Shots (3). Most would assume my opinion would be similar to Snagla, but that is because most people are idiots. Honestly, this guy seems like a complete waste to me. You want to know why? Because a Goblin Big Boss on a wolf with a bow is less than half of what this guy is. Every OnG list I make has at least two or three of these guys running around chaffing, hunting war machines, and assassinating characters. Three of these guys are a much better investment and a much smaller target than a pack of Wolf Riders. If you've got the points in a larger army, then maybe. But just to throw him in seems like a waste.
In A Nutshell; The Lore of the Wilds
Okay, so starting off, yes this is the first of the unique magical lores posts that I'm looking to do. Before it was the generic lores and the ones that multiple races had access to like High Magic and Dark Magic. Now however, we go into the faction unique lores, and as I like to do things alphabetically of course we're going with the Beastmen and the Lore of the Wilds. So let's get dangerous, let's get some shit done!
Lore Attribute;
None!
Yes, this is an older book dating from the way back when before GW actually used colored ink when making their books. As a result, this 7th edition shiny turd has no lore attribute and as a side note it has no boosted versions for it's spells or spell types. Just something to note before we get into this.
Signature Spell; Bestial Surge
On a 7+ this spell allows all units within 6" to move up D6+1", roll separately for each unit effected by this spell. You must move towards the closest enemy unit applying the usual penalties for terrain, wheeling, etc. If there are no visible enemies, just move your units forward. Units will stop if they come within 1" of another unit. Fleeing units are not effected by this spell. So, this spell is actually really nice, it's one of the few times I will say that in this post. Yes, it does seem a little limited in it's range and in it's flexability, but here's the thing to remember. Beastmen are an offensive army. They have almost as much shooting in their army as most VC do and thus they are reliant in closing with the enemy as quickly as is possible. This spell allows you to do that, and it does it very well if you're running a tight battle-line. There's not too much left in obsolete-hammer (as I call it now) that lets you move units after the movement phase. As a result, this spell is kind of nice. I give it a 4 out of 5 and a recommendation to swap for it, quite, quite often.
Spell #1: Viletide
... I now see where they got the idea for Flock of Doom. On a 9+, the targeted enemy unit within 24" takes 5D6 S1 hits.Remember the Dark Elves lore attribute for Dark Magic? Well, this is kind of like that, but a spell, and somewhat better. I understand what this spell is intended to do, but countering chaff is actually one of the few good things the Beastmen can do. I guess if you're into horde builds, then this spell can be useful because 5D6 is a lot of dice and 6's are inevitable at that point. Use it to clear chaff and maybe target a war machine crew or something. I give it a 2 out of 5 and recommendation to look at what your opponent is bringing before you take this spell.
Spell #2: Devolve
All enemy units within 12" must take a Leadership test and suffers a number of wounds equal to the amount they failed the test by and no armor saves may be taken against these wounds. This spell is actually pretty nice. And here's why, Beastmen have a lot of Leadership shennanigans they can play and they have access to Shadow and Death magic, which have a lot of spells that can drop Leadership like a hot rock. Now, it is a very specific build, but it can be devastating. My Beastmen buddy Will is a master of using this spell, and I can certainly understand why. Beastmen do not handle tarpits very well, and this spell can certainly help pop that horde of Night Goblins or Skaven Slaves very quickly. Against some armies its not going to do much, but it's also a bubble spell, so again, it's really good at taking out chaff. Good spell, somewhat situational, I give it a 3 out of 5, with a recommendation to keep it if you roll it up.
Spell #3: Bray Scream
A 10+ makes your caster, or any other character within 12", immediately use a breath weapon that has S3 and no armor saves allowed against it. This spell is actually pretty nice because it ignores armor saves and much like Devolve, it can help scythe through large hordes of core infantry. Unlike Devolve, it doesn't require a lot of synergy, it's kind of a stand alone spell. And to be honest, it's actually a really damn good spell to have. I give it a 4 out 5 and a recommendation to keep this one of you roll for it.
Spell #4: Traitor-Kin
With the same casting value as the previous spell, this spell is perhaps the most situationally hilarious spell out there. all enemy models within 12" of this spell riding a mount of any kind, including monster with handlers, chariots, cavalry, monstrous cavalry, etc., will suffer hits equal to the number of attacks and Strength of the mount. Any armor bonuses for being mounted and/or barding do not apply to these hits. Against Bretonnia or any other cavalry heavy army this spell is evil. This is also a great way to neutralize those Monsterous cavalry units that Beastmen really have no answer to. Arguably the best spell in this lore. I give it a 4 out of 5 due to its limitations but it can be an absolute barrel of monkeys.
Spell #5: Mantle of Ghorok
On a 13+ you get to give a friendly unit, including himself, +D6 Strength and Attacks (still maxes out at 10) until the end of the enemy's turn. Sounds great, right? Yeah, here it comes If you roll 6s the model suffers a wound with no saves possible. This spell again reinforces the idea of taking Lore of Beasts. Potentially awesome, but very risky. I give it a 3 out of 5 and a potential for it to go totally wrong.
Spell #6: Savage Dominion
On a big 16+, you get the ability to summon a free Jabberslythe, Giant, or Ghorgon but it must be touching any table edge of your choosing. Now, unfortunately while the creature is alive and under the shamans control, he cannot cast, dispel, or attack. Additionally everything the creature takes a wound, the shaman controlling it must take a Toughness test. If this test is failed the caster takes a wound too with no saves allowed. If the caster dies, the creature gets removed too. This is a slightly better version of Transformation of Kadon, but unless it's on a low level caster, it's not really worth it. 2 out of 5, maybe 3 out of 5.
So all in all, what do I think about Lore of the Wilds? Well, its, uh, its there... Yeah, I'll admit, compared to old school Gut Magic or Wood Elf Magic its not the worst thing out there, but when compared to the three other lores Beastmen have access to (Beasts, Shadow, and Death) its absolutely nothing to write home about. It has a few potentially useful spells, like Bestial Surge and Traitor Kin but most of its spells have an equivalent in Lore of Beasts that happens to be quite a bit better. Nowadays, its the worst lore out there but it does have a little potential on low level wizards. If you do want to take this in a Beastmen army, put it on a Bray-Shaman, never on the Great Bray. Oh, and one more little note. As this is an older lore, there are no spell types so there can be some shenanigans you can pull in Skaven fashion.
So, thanks a lot folks, I see a lot of views in my absence and I very much appreciate it. Now that I'm back home I want to try and pump out at least three blogs per week. Keep reading, commenting, and hating Mat Ward.
Lore Attribute;
None!
Yes, this is an older book dating from the way back when before GW actually used colored ink when making their books. As a result, this 7th edition shiny turd has no lore attribute and as a side note it has no boosted versions for it's spells or spell types. Just something to note before we get into this.
Signature Spell; Bestial Surge
On a 7+ this spell allows all units within 6" to move up D6+1", roll separately for each unit effected by this spell. You must move towards the closest enemy unit applying the usual penalties for terrain, wheeling, etc. If there are no visible enemies, just move your units forward. Units will stop if they come within 1" of another unit. Fleeing units are not effected by this spell. So, this spell is actually really nice, it's one of the few times I will say that in this post. Yes, it does seem a little limited in it's range and in it's flexability, but here's the thing to remember. Beastmen are an offensive army. They have almost as much shooting in their army as most VC do and thus they are reliant in closing with the enemy as quickly as is possible. This spell allows you to do that, and it does it very well if you're running a tight battle-line. There's not too much left in obsolete-hammer (as I call it now) that lets you move units after the movement phase. As a result, this spell is kind of nice. I give it a 4 out of 5 and a recommendation to swap for it, quite, quite often.
Spell #1: Viletide
... I now see where they got the idea for Flock of Doom. On a 9+, the targeted enemy unit within 24" takes 5D6 S1 hits.Remember the Dark Elves lore attribute for Dark Magic? Well, this is kind of like that, but a spell, and somewhat better. I understand what this spell is intended to do, but countering chaff is actually one of the few good things the Beastmen can do. I guess if you're into horde builds, then this spell can be useful because 5D6 is a lot of dice and 6's are inevitable at that point. Use it to clear chaff and maybe target a war machine crew or something. I give it a 2 out of 5 and recommendation to look at what your opponent is bringing before you take this spell.
Spell #2: Devolve
All enemy units within 12" must take a Leadership test and suffers a number of wounds equal to the amount they failed the test by and no armor saves may be taken against these wounds. This spell is actually pretty nice. And here's why, Beastmen have a lot of Leadership shennanigans they can play and they have access to Shadow and Death magic, which have a lot of spells that can drop Leadership like a hot rock. Now, it is a very specific build, but it can be devastating. My Beastmen buddy Will is a master of using this spell, and I can certainly understand why. Beastmen do not handle tarpits very well, and this spell can certainly help pop that horde of Night Goblins or Skaven Slaves very quickly. Against some armies its not going to do much, but it's also a bubble spell, so again, it's really good at taking out chaff. Good spell, somewhat situational, I give it a 3 out of 5, with a recommendation to keep it if you roll it up.
Spell #3: Bray Scream
A 10+ makes your caster, or any other character within 12", immediately use a breath weapon that has S3 and no armor saves allowed against it. This spell is actually pretty nice because it ignores armor saves and much like Devolve, it can help scythe through large hordes of core infantry. Unlike Devolve, it doesn't require a lot of synergy, it's kind of a stand alone spell. And to be honest, it's actually a really damn good spell to have. I give it a 4 out 5 and a recommendation to keep this one of you roll for it.
Spell #4: Traitor-Kin
With the same casting value as the previous spell, this spell is perhaps the most situationally hilarious spell out there. all enemy models within 12" of this spell riding a mount of any kind, including monster with handlers, chariots, cavalry, monstrous cavalry, etc., will suffer hits equal to the number of attacks and Strength of the mount. Any armor bonuses for being mounted and/or barding do not apply to these hits. Against Bretonnia or any other cavalry heavy army this spell is evil. This is also a great way to neutralize those Monsterous cavalry units that Beastmen really have no answer to. Arguably the best spell in this lore. I give it a 4 out of 5 due to its limitations but it can be an absolute barrel of monkeys.
Spell #5: Mantle of Ghorok
On a 13+ you get to give a friendly unit, including himself, +D6 Strength and Attacks (still maxes out at 10) until the end of the enemy's turn. Sounds great, right? Yeah, here it comes If you roll 6s the model suffers a wound with no saves possible. This spell again reinforces the idea of taking Lore of Beasts. Potentially awesome, but very risky. I give it a 3 out of 5 and a potential for it to go totally wrong.
Spell #6: Savage Dominion
On a big 16+, you get the ability to summon a free Jabberslythe, Giant, or Ghorgon but it must be touching any table edge of your choosing. Now, unfortunately while the creature is alive and under the shamans control, he cannot cast, dispel, or attack. Additionally everything the creature takes a wound, the shaman controlling it must take a Toughness test. If this test is failed the caster takes a wound too with no saves allowed. If the caster dies, the creature gets removed too. This is a slightly better version of Transformation of Kadon, but unless it's on a low level caster, it's not really worth it. 2 out of 5, maybe 3 out of 5.
So all in all, what do I think about Lore of the Wilds? Well, its, uh, its there... Yeah, I'll admit, compared to old school Gut Magic or Wood Elf Magic its not the worst thing out there, but when compared to the three other lores Beastmen have access to (Beasts, Shadow, and Death) its absolutely nothing to write home about. It has a few potentially useful spells, like Bestial Surge and Traitor Kin but most of its spells have an equivalent in Lore of Beasts that happens to be quite a bit better. Nowadays, its the worst lore out there but it does have a little potential on low level wizards. If you do want to take this in a Beastmen army, put it on a Bray-Shaman, never on the Great Bray. Oh, and one more little note. As this is an older lore, there are no spell types so there can be some shenanigans you can pull in Skaven fashion.
So, thanks a lot folks, I see a lot of views in my absence and I very much appreciate it. Now that I'm back home I want to try and pump out at least three blogs per week. Keep reading, commenting, and hating Mat Ward.
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