shimsham
Jun 1 2010, 11:24 AM
I have read quite alot about the rumor mills going on about 8th edition, but I haven't come across anything to do with challenges. For me this challenge rule is one of the most abused rules in the game, where by a character can avoid getting killed by simply challenging his way out of a tricky situation. I play orcs and goblins and for me I need to be able to stack weak characters against more elite heros. but I can't as the enemy can simply challenge one, and 'goblin honour" states that "oneth goblin musteth get his ass handeth to him before one can atacketh" This seems really off that I can't just attack a guy from all sides with goblins and win, or at least have a chance, and simply be pulled into this ridiculous rule that states that my goblins must be whipped piecemeal. And there are a stack of other challenge based rorts going on in games, this is just one example.
So, has anyone heard of what is happening with 8th with the challenge rule? I would be happy to see it deleted, but the guys who write the rules seem to favor elite over chaff.
Any thoughts?
Delrogue
Jun 1 2010, 11:55 AM
So... you're saying that for your own fluff reasons, you're hampering your ability to compete in the game and therefore the rule should be canned?
Just accept the challenge with a little unit champ, or refuse altogether.
Jimbo81
Jun 1 2010, 11:58 AM
your opponent is ALWAYS going to choose the best option for them, combat res wise. Just be aware of the options and work around it.
my WOC ALWAYS have to challenge - suck it up princess.
EmpireGuard
Jun 1 2010, 12:16 PM
I like challenges and would be very annoyed to see them go.
I Play Empire and have no way of beating most charter in combat except by challenges (YAY for VHS).
Really I don’t often kill characters so much as run them over. Just accept with your unit champion and make sure you win combat. That or use some of your own Goblin items to kill the character. You should have a few Magic items that people hate. Like stealing their saves and not letting them get a ward, exploding after they kill you, charging and activating you Str10 for a turn item.
Goblins are one of the best races for sneakily killing characters.
Catpipe
Jun 1 2010, 12:52 PM
The challenge mechanic is one of the best parts of the game. The strategy of where to put your character, when to refuse, and who to accept with is an awesome element.
I think using the rules to acheive a better result for your army in a game is hardly abuse. And you basically accused every tourney player of rorting the system.
Sounds like somebodies bwack orc wasn't awowed to pway

WAAAAAHHH!
Go back to the basement and write more fluff about your stupid army that noone cares about
Ra-num
Jun 1 2010, 01:20 PM
QUOTE(Catpipe @ Jun 1 2010, 12:52 PM)

Go back to the basement and write more fluff about your stupid army that noone cares about
OUCH!!
Jimbo81
Jun 1 2010, 01:31 PM
CP - brutal but fair.
EmpireGuard
Jun 1 2010, 01:33 PM
BTW what is every tanking about Fluff? As far as I see it he’s just saying that Goblins die before they can attack back against most characters. Not that this is his fluff, you know like it was a joke saying that it was their 'vow' to die in a fair fight.
Zippy Wonderdog
Jun 1 2010, 02:11 PM
Really Goblin characters should lead from the back just like Skaven characters can. Naturally though the orc bosses have to step up.
Just remember that you don't have accept every challenge, sometimes its within the best interest of the Warboss to let the champion take one for the team.
zimron
Jun 1 2010, 02:38 PM
i do agree that fluff wise lots of armies would ignore challenges (skaven, goblins, empire, vampires etc) when they could just as easily drown the enemie big-baddie with their plentiful minions. However i wouldn't go as far as deleting the rule

. I would like to see higher placed lords not have to chop their way through every painfully brave unit champion just to get to the other lord who is busy tearing holes their units...
Like when my chaos lord + knights charges a Brett lance and roars out his challenge to the Brett lord only to watch the Brett S*** himself and push the poor unit champ in the way...
maybe make it so that only Lords can accept a Lordly challenge, Heros and Lords can accept a Hero's challenge and everything can accept a unit champion punching over his weight range. Everyone can still decline and walk to the back of course etc etc.
Not a solution - just a thought.
*disclaimer* i agree that writing rules based on fluff is dangerous and risky ***
Jimbo81
Jun 1 2010, 03:21 PM
there's some fluff in the rule book (could be 6th ed) about a goblin champion taking on a high elf hero. something about the goblin pointing a ring at the elf and the elf goes poof! interpret this how you will.
shimsham
Jun 1 2010, 03:35 PM
Hey I do play in tournaments and I have been in the game for a ling time so I don't have to take that crap from you guys. I am going to assume that if you like the rule as it is currentlty written, then you have access to some of the most powerful lords and heros in the game.
I am also quite aware of how the rule works. I know I can sacrifice a unit champ but how does this help me kill the character? So he nails a champion, still wins, then the next turn i have to suffer a challenge call again! I can have this happen turn after turn should i still be around, and not have the chance to kill the character. Why can't I say, ok, i refuse the challenge, and now i want all my rank and file PLUS the champion to throw attacks his way? If I get the charge and a character in the charged unit wants to lessen the attacks coming his way he simply issues a challenge, and I have to either give up my champion or accept. Both of those put me in an unfavourable position.
I also know that goblins have some magic items that are good for taking out characters, but they are dicey, usually one use only, and work best in tandem with other goblin heroes. They are in no way a one stop solution.
And here's one for you.
2 of my characters not in units charge one of his characters also not in a unit. Naturally I want to attack with everything I've got, but instead one character stands by and cheers on whilst the other one gets raped. This may save the single enemies life. How is this not a rort? I know it is simply the most obvious and tactical move to make, but it doesn't make it right.
I don't mind having a challenge rule existing, but I think it should be written how it was originally intended. To allow 2 equal characters who are not in base to base contact to attack each other without having to waste a round of combat waiting untill a movement phase. But the way it is written now is open to abuse, and if you can't see that then you like to abuse it.
And Catpipe, you are right. Nobody does care about orc and goblin armies. If they did they wouldn't have let them go for years with such a badly written armybook. But I think you have shown yourself here to be morally bankrupt. I would never dream of taking shreads off people for asking peoples thoughts about a rule in warhammer. Your loss.
Stallandor
Jun 1 2010, 03:49 PM
Ok Shimmy mate, calm down, you have made some good points.
Don't worry about what some of the guys have said - lets stick to the facts.
You have said you can "sacrifice a champion" but remain there getting stuck turn after turn. This shouldn't be the case. You lose the champ and win combat, or just lose, and then in comes your flanking unit. Killing high level characters in combat, by any army to another, is actually a rare thing. Characters lose by being broken and run down (or crumbled/popped for undead or deamons) and your strategy with a horde army requires said tactic.
You are right that many magic items are dicey. But items that can mitigate the effect of a character killing your units will get you the win. Again - if you have to have goblin hero's killing chaos lords to win combat, you have lost. You talk about wanting to throw all your character, PLUS rank and file attacks at the character. This wont work. Dragons and Lords, or mounted characters in units, laugh at WS3S3 attacks. please do so - it actually wont make any difference, challenging usually contains the super killer lord;s effect to some extent, so the maximum CR they generate is 6 - you generate 5, and then if said character stuffs up, and you pile in flanks and rears, thats when you win.
Now - on your example, you COULD charge 2 goblin hero's at my Chaos Lord, and attacking with both might be a little more successful, but I'd still back my Lord to kill 1 character in the first turn, and the next in the second, and win the combat as all you did going in (maybe) was outnumber, and I generate more CR, and kill you as well.
In other words, is throwing 2 weaker heros at my character actually a good idea? or would you be better served sending those hero's elsewhere at my army?
Now, there are sometimes some annoying factors in challenges (especially when talking about where characters move in ranks and people missing out on attacking) but overall, it is a really good and dynamic rule. The points you mention have some validity, but the truth is, Its actually poor tactical play, not the rule, where your error lies.
And the challenge rule is not about putting 2 equal characters, but about heroic deeds - and the celebration of when leaders represented there armies in arms at the start of combats to inspire their troops. Even the weak willed did this, and we all like it when David beats Goliath - even if I personally try to have the biggest, baddest Goliath in the battle. Every army handles the challenge differently, my Chaos are better at them but can get really frustrated by them at times, my Wood elves often suck in them, but sometimes love them.
So what the guys have said, and not very politely said I might add, is that the challenge rule is one of the most effective rules in the game. I believe your making tactical errors on the battlefield, and finding a lack of sophistication in the rule the frustration point. O&G have some very good and sneaky challenge abilities - see if you can use them more effectively.
EmpireGuard
Jun 1 2010, 04:00 PM
QUOTE(shimsham @ Jun 1 2010, 03:35 PM)

I don't mind having a challenge rule existing, but I think it should be written how it was originally intended. To allow 2 equal characters who are not in base to base contact to attack each other without having to waste a round of combat waiting untill a movement phase. But the way it is written now is open to abuse, and if you can't see that then you like to abuse it.
I think the thing is, I (and other here I guess) never saw that as the original intent. There is a lot of fluff about heroes both strong and weak battling to the death for honour, glory, only hope... etc. I just see this as a way for those things to happen in game.
Lots of stories about some guy telling his men not to attack “insert name” because he is mine. Even when that character is alone and those attacks from him men and other champions would help beat him.
Such as the Volkmar Facing, Archaon. He knew he would lose but did it anyway in a slim chance he would kill/wound him and if not maybe slow him down.
skalathrax
Jun 1 2010, 04:39 PM
i don't mind how challenges currently work,
being a bretonnian player i often find myself accepted challenges i think i will lose (cos my knights actually lose ward saves for not accepting challenges) which i think is fine but i do think goblins should have a concession like the skaven or some sort of sneaky rule (can hit the hero/champ even if hes in a challenge?)
and yes maybe the should change it a bit so people don't "sacrifice a champion",
like maybe if you refuse a challenge its negative leadership modifier if you lose combat or something,
so yeh i don't mind it but i think it would be nice if it was tweaked
(and i can understand a goblin players frustration)
zimron
Jun 1 2010, 04:39 PM
QUOTE
there's some fluff in the rule book (could be 6th ed) about a goblin champion taking on a high elf hero. something about the goblin pointing a ring at the elf and the elf goes poof! interpret this how you will.
That was a goblin lord who had trapped a small expedition force and had an amulet that negated magical weapons... i dont think that amulet exists in the current book mores the pity lol
Also lets think of any Lord mounted on almost any monstrous flying mount charging a unit of goblins with a hero. the usual set up is tricksy trink and the one hit wonder? Lord and hero enter challenge - Lord + Mount probly wont have much difficulty scoring 6 wounds on a WS4 T4 hero with (at best) a 4+ save... Now if the unit has managed to pass its Ld test and charged the goblin is highly unlikely to actually kill the lord with his 3 WS4 attacks. now with the Hero dead the unit is at Ld 6 - looses the combat by 1 (with full ranks and banner and numbers) and then is most likely run down in short order and the flying beast is in a prime terror spot in a mostly Ld7-6 army.
which also brings up the flanks and ranks tactic. I dont know any players dumb enough to put their lord in a position to be so easily caught by that tactic
especially by the slow O&G. Overall Bolt throwers and stone throwers are the O&G's best chance against the big stuff.
and how many chaos players out there have had their lord creamed by the VHS on pope mobile? im sure you were hating the challenge rule too at that time.
Challenges do - mostly seem to only occure to either let one guy cream a significantly weaker guy or stop a fully ranked unit loosing in one round or to keep your wizard alive (looking at all those resurectable skellie champions)
just worth thinking about - if its such a great rule - maybe its worth trying to make it better??
Terry
Jun 1 2010, 04:45 PM
1) Accept the challenge with your unit champion, not your hero
2) If they don't cause 6 wounds (needs about 10-11 attacks on average), they take a break test. If they do, then be happy you had a Ld8-9 general and BSB in range.
3) Countercharge
If the dragon managed to take out an important fully ranked unit and you have no unit to countercharge with, then congratulations. Your opponent just caught you with your pants down.
zimron
Jun 1 2010, 04:56 PM
QUOTE(Terry @ Jun 1 2010, 04:45 PM)

1) Accept the challenge with your unit champion, not your hero
2) If they don't cause 6 wounds (needs about 10-11 attacks on average), they take a break test. If they do, then be happy you had a Ld8-9 general and BSB in range.
3) Countercharge
If the dragon managed to take out an important fully ranked unit and you have no unit to countercharge with, then congratulations. Your opponent just caught you with your pants down.
dont forget dragons can fly 20" and jump over and into almost anything they want to - if my dragon were walking into a trap
i wouldn't charge duhhh. You just attack the weak points, no-one can cover every unit in their army with counter charging units
also we're talking about O&G... General on Wyvern (probly not in range) , goblins usually out on a flank using fanatics to hold it... im pretty sure the bsb is gonna be more central - probly near the units like Orcs who get a reasonable re-roll. Now consider the amount of players using ye-old night golbins as anvils to trap dragons for a countercharge with *insert relyable Orc unit here*...
now think about ur steps in term of Orcs and goblins and how accepting with your champion gets you so much more than declining...
chances are still about 60% that the dragon breaks and runs through the gobbos and ends up in a nice position to break ranks and/or eliminate war-machines.
btw im not trolling - simply trying to make sure people think before they talk.
rat of vengence
Jun 1 2010, 04:58 PM
Rort? I think not. I also think you wouldn't have gotten such a hostile reaction if you hadn't been inflammatory in the first place.
Yes, my gobbos die in challenges, but they are cool and characterful. I like 'em

RoV
Archon Eugenic
Jun 1 2010, 05:13 PM
This is why I NEVER run a scroll caddy only in a O&G force.. I always have 2Lvl2's and one of them in an Orc.. Give the gobbo Itty ring and scroll..
Now you can ignore his "hero" and lord guys as simply put you point your nasty spells (Edbutt, No LOS S5 no armour) at the hero and the chukka's at the beast... I did a random shot at a pope-mobile and was lucky enough to snipe the Lord off the top first turn.. (yeah, 5 to hit, 6 to randomise, 2+ to wound, failed 4+ ward and rolled a 6 for 3 wounds.)..
You should be taking at least 2 chukkas and maybe a doom-diver.. Great toy for taking out skirmishers.. Add into the mix 1-2 units of Night Gobbos with 2 fanatics each and you have a solid battle line.. Even dragon riding nasties steer clear of that, plus if he charges he MUST pass over the fanatics.. 4D6 S5 hits is enough to hurt a lot of nasties..
I believe you are running your units a little wrong too.. Try shaman in an Orc unit with no champion.. Then refuse the challenge.. He goes to the back and still can cast magic..
Otherwise try using Chaos Dwarves.. Take the black gem, accept the challenge and steal the champion and another hero of his from combat.. Ever see a Stardragon disappear and reappear at the end of combat?? He lost by 3 ranks, outnumber, Standard, BSB, warbanner.. Then the dwarves ran over the dragon as it tried to flee.. Even dwarves can catch a dragon that flees 4 inches..
Eugenic
EmpireGuard
Jun 1 2010, 05:18 PM
QUOTE(rat of vengence @ Jun 1 2010, 04:58 PM)

Yes, my gobbos die in challenges, but they are cool and characterful. I like 'em

plus you give the gobbo that item that explodes when he dies. Then oh no you killed my hero... Ha ha ha BOOM got you

. Sounds likes something a Gobbo would do.
Terry
Jun 1 2010, 05:24 PM
QUOTE(zimron @ Jun 1 2010, 04:56 PM)

dont forget dragons can fly 20" and jump over and into almost anything they want to - if my dragon were walking into a trap i wouldn't charge duhhh. You just attack the weak points, no-one can cover every unit in their army with counter charging units

Every game's about someone walking into a trap. The loser is the guy who misjudges his opponent's traps.
If the dragon's hanging back and waiting for an opportunity to charge, then it's not charging. If it's not charging, it's either hiding or getting shot. If it hangs back too long, then your army gets into combat with his, and you should have the numbers because dragons are expensive. A single unit can cover several friendly units, and a screen that you don't care about can give you means to predict where a charging enemy will land.
I try not to play armies vulnerable to Ld, so don't want to comment specifically on O&G tactics.
slayerofmen
Jun 1 2010, 06:31 PM
see me I'm of the frame of mind to hit a character you can't be just touching you HAVE to challenge to stop those moments that spell doom for your vamp caster that you can't do anything about, because you can't refuse a challenge that was never issued
Falconrider
Jun 1 2010, 08:39 PM
Two things annoy me about the challenge system. VC and TK resurrecting champions and when the position of a challenge (usually when it's on a corner) prevents a model from attacking. Eg. 2 Infantry blocks facing off and a monster charges into the front on the corner but is touching only the hero in the challenge therefore can't fight.
soylent_Green
Jun 4 2010, 11:30 AM
One thing I have noticed that people play wrong with the challenge rule is declining challenges. The opponent who declares the challenge gets to decide who goes to the back. Many times I have played someone who will decline with his unit champion and attempt to move him to the back. It’s not his decision, it’s mine.
Therefore, if I was fighting Shimsham, I would send the gobo with the trinket to the back and fight whoever I wanted.
I think in Shimsham’s case what he is angry about is being denied attacks (especially for Gobbo’s who have a lot of ‘swing and a miss’ moments – they need the numbers to cause damage (if not winning by CR which has been stated is often the better option – except most other armies will have better LD, why not go for some points and try and get rid of his expensive lord?).
As an empire player I can see some of the frustration he has with challenges from the other side (thank-you VHS!). Often I will use the Pope-mobile to simply hold up an expensive unit. As the chariot goes into the challenge with me the enemy unit has nothing to attack and can be frustrating, and a little silly for my opponent.
On the idea of charging the two hero’s (let’s go generic hero’s of any army) into an enemy hero, it seams unfair that your biggest advantage (doubling up on the enemy) can be nulled by instigating a challenge? (At work so don’t have my BRB here, but that just does not seam to be in the spirit of the rules – surely challenges should only work from with / or directed to a ranked unit?)
warpaintoz
Jun 5 2010, 09:15 AM
QUOTE
That was a goblin lord who had trapped a small expedition force and had an amulet that negated magical weapons... i dont think that amulet exists in the current book mores the pity lol
Its from the scnario at the bac of the third ed book.
I like the challenge rules, but I think that they are often misplayed, particularly regarding the who moves to whom part that shifts models around (a viable tactic for your wide based Dwarf Lord!).
Other than this, I have no problem with the ruke as is and hope it stays in: you need you heroes to be able to call each other out for single combat: and unit champions to heroically sacrifice themselves for the greater good!
Darth Tron
Jun 14 2010, 02:58 PM
QUOTE(Catpipe @ Jun 1 2010, 12:52 PM)

Go back to the basement and write more fluff about your stupid army that noone cares about
So just to be clear are you saying that we shouldn't use fluff in our arguments? Because I am pretty sure that challenging is about the fluffiest part of the game.
I don't think that Shimsham was asking for advice on how to use the challenge rule, just saying that given there is a new edition of the rules coming out, and given that making a new edition is about updating rules that don't work or don't make sense, perhaps the challenge rule should be altered.
I am not complaining about the rule and I acknoledge that in the tournament scene "it's a legitimate strategy", but that doesn't mean that it makes sense or shouldn't be changed in a new edition. If anyone thinks that it does make sense and that my opponents vampire lord should have to direct all his attacks against a Slann he can't touch rather than killing the minders please post that response, rather than ignoring the question and throwing out insults.
Thanks.
Saviour
Jun 14 2010, 04:01 PM
Why can't the Vamp Lord touch the Slann?
6d6
Jun 14 2010, 07:24 PM
Nothing has been mentioned about the challenge rule changing so maybe it will stay the same?
If it was something drastic it would have been talked up at the GW demo games.
Fingers crossed there are lots of new magic items that help gobbo characters do the "Oh oh you killed me....BOOM! challenge outcome."
Saviour
Jun 14 2010, 07:40 PM
I've got the list of magic items, and there aren't any like that.
Tiny
Jun 14 2010, 08:00 PM
wtb said list
Saviour
Jun 14 2010, 09:36 PM
My personal favourite: 50pt scroll that you use when a wizard casts a spell. For each power dice they used to cast, you roll a d6. On a 5+ the caster takes a wound with no AS allowed. Epic.
Tiny
Jun 14 2010, 10:21 PM
yikes dont want that vs my 13th spell.
6d6
Jun 14 2010, 10:33 PM
Challenge goodies...
Magic Weapons
1.Giantsblade-[60 pts] +3 Strength in close combat.
2.Bloodbath Sword - [60 pts] + 3 attacks
3.Obsidianblade - [50 pts] Wounds with this weapon ignore armour saves
4.Ogreblade - [40 pts] +2 Strength in close combat
5.Sword of Quarrel - [40 pts] Bearer gains 2 attacks
6.Duelling Blade- [35 pts] Weapon pair, bearer has weapon skill 10
7.Heroslayer - [30 pts] Bearer gains 1 attack and strength for every character model that is in base contact with him or his unit. Bonus is calculated at the beginning of every close combat
8.Zauberraubklinge [ 25 pts]If a wizard his wounded with this sword, he will lose one random spell for each wound
9.Schlachtenkling - [20 pts] Bearer gains 1 attack
10.Sword Of might - [20 pts] +1 strength in close combat
11.Beserker Sword - [20 pts] Bearer gains frenzy and can never lose it
12.Goldenes Siegelschwert - 15 pts] Attacks are done with initiative 10
13.Behände Klinge - [15 pts] Bonus of +1 to hit
14.Reissende Klinge -[10 pts] - Attacks are armour piercing
15.Reliquienschwert - [10 pts] - Attacks with this sword wound always on 5+, or better if one would wound normally on a lower score.
16.Kreischende Klinge - [10 pts] Bearer causes fear
17.Sword of Pain- [5 pts] - Monster or character that loses one or more wounds to this sword, will suffer from stupid
18.Kriegerfluch - [5 pts] - Monster or character that loses one or more wounds to this sword, will lose one attack (but will keep at least one attack)
Magic Armour
19.Rüstung des Schicksals - [50 pts] Heavy armour, 4+ ward save
20. Schurkenhelm - [50 pts] +1 Armour Save, enemy has to re-roll successful wounds
21. Silberstahlrüstung - [45 pts] Armour save 2+, can not be further improved
22. Rüstung des Glücks - [35 pts] Heavy armour, 5+ ward save
23.Helm der Zwietracht - [30 pts] +1 Armorsave, enemy character model has to pass a leadership test, if it fails, it can not attack and will be hit automatically
24. Glitzernde Schuppenrüstung - [25 pts] - Light armour, -1 to hit in close combat.
25. Shield of Ptolos - [25 pts] Buckler, 1+ armour save against missile attack
26. Zauberspruchshild - [20 pts] Buckler, bearer gains magic resistance (1)
27. Rüstung des Glücksritters [20 pts] Heavy armour, 6+ ward save
28. Dragonhelm - [10 pts] Armour save is better by 1, 2+ ward save against fire attacks
29.Verzauberter Schild - [5 pts] Buckler, Armour save is better by 2
30.Glücksbringender Schild - [5 pts]Buckler, only one use, first hit will be ignored by 2+
Talismans
31. Talisman der Bewahrung - [45 pts] Bearer gains 4+ ward save
32. Grosser Obsidian -[45 pts] Bearer gains magic resistance (3)
33. Talisman der Ausdauer - [30 pts] Bearer gains 5+ ward save
34. Obsidian Amulet - [30 pts] Bearer gains magic resistance (2)
35. Dämmerstein - [25 pts] Bearer re-rolls missed armour saves
36. Opalamulett - [15 pts] Only one use, 4+ ward save against first wound
37. Obsidiananhänger - [15 pts] Bearer gains magic resistance (1)
38. Talisman des Schutzes - [15 pts] Bearer gains ward save 6+
39. Samen der Wiedergeburt - [10 pts] Bearer gains 6+ regeneration
40. Drachenfluchstein - [5 pts] Bearer gains 2+ ward save against fire attacks
41. Federrupfanhänger - [5 pts] Bearer gain 5+ ward save against models with the “flying” rule.
42. Stone of Good Luck - [5 pts]- Only one use, Bearer can re-roll one missed armour save
Magic Standard
43. Standarte der Mordlust - [55 pts] Unit can re-roll attacks
44. Heulende Standarte [50 pts] Unit causes 'horror' (Not sure if he meant fear or terror)
45. Waldläuferbanner - [50 pts] Unit gains “terrain knowledge???”(Maybe something along the strider rumors we heard?)
46. Klingenstandarte - [45 pts] Unit gains armour piercing
47. Kriegsbanner - [35 pts] +1 Combat Resolution
48. Banner der Eile -[15 pts] +1 on movement range
49. Knochenstandarte - [15 pts] Magic resistance (1)
50. Standad of Disciple - [15 pts] +1 on leadership, but can not use the generals leadership
51. Banner der Ewigen Flamme [10 pts] Unit causes fire attacks
52. Strahlende Flagge [5 pts] Only one use, unit can re-roll first failed leadership test
53. Vogelscheuchenbanner - [5 pts] Unit causes fear on all units with “fyling”
Arcane Items
54. Book of Ashur - [70 pts] Bearer gains +1 on his spells and dispels
55. Scroll of reaction - [50 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of dispelling. The spell will be cast successfully. But after resolving the spells effect, the player will roll one dice for every used power dice. For every 5+ the wizard will lose a wound, no armour saves are allowed.
56.Scroll of energy predation(?) - [50 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the player will gain as many dispel dices as the wizard used power dices.
57.Sivejir’s Fluchrolle - [50 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of Dispelling. The spell will be cast successful. But after resolving the spells effect, the wizard will be a frog, if he is not able to roll one d6 below his magic level. All stats are reduced to 1, only his wounds stay the same. He can not use his magic items etc or cast spells/dispels. The wizard can try to free himself in his next own magic turn on a 4+
58.Energiespruchrolle - [35 pts] Only one use, every doubles will cause total energy and loss of control
59. Pechkohlen-Zauberstab - [35 pts] Only one use, wizard can decide to use the staffs power after a successful casts spell to increase the score by rolling an additional d6. By that he can gain total energy and a loss of control
60. Verbotener Stab - [35 pts] Only one use, at the beginning of his magic turn, the staff grants d6 energy dices. Bearer suffers d3 wounds, no armour saves are allowed
61. Gauners Scherbe - [25 pts] Only one use, one has to declare the use of it at the beginning of his magic turn, if an enemy wizard want to dispel a spell cast by this wizard, he will lose one wound on 5+, no armour save allowed.
62. Erdender Stab -[25 pts] Only one use, wizard can re-roll first loss of control
63. Dispel Scroll - [25 points] Only one use, dispels one spell automatically
64. Powerstone - 20 ptsOnly one use, declare to use the stone before you cast a spell. Wizard can use two additional power dice, but has to use at least one from the power pool.
65.Sceptre of stability - [15 pts] Only one use, after rolling to dispel one spell, you can roll an additional d6.
66.Kanalisierungsstab - [15 pts] Bearer gains +1 to channel an additional energy or dispel dice
67.Spruchrolle des Schutzes - [15 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the targeted unit gains a 4+ ward save for caused wound.
Enchanted Items
68. Wizards Hat - [100 pts], Level 2 mage, random magic lore, stupid
69. Pocket-watchtower - [100 pts] When both armies have placed their terrain and troops, you can place a watchtower. Rules are in the rules book
70. Arabic rug/Magic Carpet - [50 pts] Infantry and monstrous infantry gain flying, cannot join units (have no idea what this means)
71. Crown of command - [35 pts] Bearer is Stubborn
72. Healing Potion - [35 pts] Only one use, gain D6 lost wounds.
73. Flügelfluchreif (winged curse circlet???) - [35 pts] Flying creatures and their riders have to re-roll successful hits against bearer/unit
74. Rubyring of destruction - [25 pts] Bound spell (energy level 3) Fireball
75. Die Schreckensmaske von Iek! - [25 pts] Bearer causes horror. Other units are not allowed to use his leadership
76. Potion of Stregth - [20 pts] Only one use, +3 strength(thought it was d3...)
77. Potion of Toughness - [20 pts] Only one use, +3 toughness (same as above)
78. Des anderen Gauners Scherbe (the others chiseller shard) [15 pts] All models in base contact (friend and foe) need to re-roll successful saves
79. Eisenfluch-Ikone -[5 pts] 6+ ward against war machines
80. Trank der Tollkühnheit - [5 pts] Only one use, Immute to Psychology and killing blow.(Guessing its for one turn or one round of combat?)
81. Potion of Speed - [5 pts] Only one use,+3 initiative
Saviour
Jun 14 2010, 10:59 PM
Well someone doesn't know the meaning of "teasers".
6d6
Jun 14 2010, 11:42 PM
Night Goblin Lord with Duelling Blades (35pts WS10!) and Glitzernde Schuppenrüstung?? - [25 pts] - Light armour, -1 to hit in close combat. Most models will be hitting this sucka on a 6 only.
Night Goblin Shaman Lord with Magic Carpet (50pts) & Skull Wand of Kaloth (40pts) - 20" Flying insta-killer
If only you could equip the magic carpet, tricksey trinket and brimstone bauble all on the same character...
ogrebane
Jun 15 2010, 11:40 AM
i cant read german so I translated the ones I could.
Magic Weapons
1. Giantsblade-[60 pts] +3 Strength in close combat.
2. Bloodbath Sword - [60 pts] + 3 attacks
3. Obsidian blade - [50 pts] Wounds with this weapon ignore armour saves
4. Ogre blade - [40 pts] +2 Strength in close combat
5. Sword of Quarrel - [40 pts] Bearer gains 2 attacks
6. Duelling Blade- [35 pts] Weapon pair, bearer has weapon skill 10
7. Heroslayer - [30 pts] Bearer gains 1 attack and strength for every character model that is in base contact with him or his unit. Bonus is calculated at the beginning of every close combat
8. Blade of spell theft [ 25 pts]If a wizard his wounded with this sword, he will lose one random spell for each wound
9. Blade of Battle - [20 pts] Bearer gains 1 attack
10. Sword Of might - [20 pts] +1 strength in close combat
11. Beserker Sword - [20 pts] Bearer gains frenzy and can never lose it
12. Golden Seal Blade- 15 pts] Attacks are done with initiative 10
13. Nimble Blade - [15 pts] Bonus of +1 to hit
14. Tearing Blade -[10 pts] - Attacks are armour piercing
15. Reliquary sword - [10 pts] - Attacks with this sword wound always on 5+, or better if one would wound normally on a lower score.
16. Screeching blade - [10 pts] Bearer causes fear
17. Sword of Pain- [5 pts] - Monster or character that loses one or more wounds to this sword, will suffer from stupid
18. Warriors Curse - [5 pts] - Monster or character that loses one or more wounds to this sword, will lose one attack (but will keep at least one attack)
Magic Armour
19. Armour of fate - [50 pts] Heavy armour, 4+ ward save
20. Rogue helmet - [50 pts] +1 Armour Save, enemy has to re-roll successful wounds
21. Silver Steel Armour - [45 pts] Armour save 2+, can not be further improved
22. Armour of fortune - [35 pts] Heavy armour, 5+ ward save
23. Helmet of discord - [30 pts] +1 Armour save, enemy character model has to pass a leadership test, if it fails, it can not attack and will be hit automatically
24. Glittering Scaly Armour - [25 pts] - Light armour, -1 to hit in close combat.
25. Shield of Ptolos - [25 pts] Shield, 1+ armour save against missile attack
26. Spell eater shield - [20 pts] Shield, bearer gains magic resistance (1)
27. Adventurers Armour - [20 pts] Heavy armour, 6+ ward save
28. Dragonhelm - [10 pts] Armour save is better by 1, 2+ ward save against fire attacks
29. Enchanted shield - [5 pts] Shield, Armour save is better by 2
30. Shield of Luck - [5 pts]Shield, only one use, first hit will be ignored by 2+
Talismans
31. Talisman of preservation - [45 pts] Bearer gains 4+ ward save
32. Greater Obsidian Amulet -[45 pts] Bearer gains magic resistance (3)
33. Talisman of Stamina - [30 pts] Bearer gains 5+ ward save
34. Obsidian Amulet - [30 pts] Bearer gains magic resistance (2)
35. Dawn stone - [25 pts] Bearer re-rolls missed armour saves
36. Opal amulet - [15 pts] Only one use, 4+ ward save against first wound
37. Obsidian pendant - [15 pts] Bearer gains magic resistance (1)
38. Talisman des protection - [15 pts] Bearer gains ward save 6+
39. Seeds of rebirth - [10 pts] Bearer gains 6+ regeneration
40. Dragon Stone - [5 pts] Bearer gains 2+ ward save against fire attacks
41. Federrupfan pendant - [5 pts] Bearer gain 5+ ward save against models with the “flying” rule.
42. Stone of Fortune - [5 pts]- Only one use, Bearer can re-roll one missed armour save
Magic Standard
43. Standard of bloodlust - [55 pts] Unit can re-roll attacks
44. Howling Standard - [50 pts] Unit causes 'terror' (Not sure if he meant fear or terror)
45. Rangers Banner - [50 pts] Unit gains “terrain knowledge???”(Maybe something along the strider rumors we heard?)
46. Banner of Blades - [45 pts] Unit gains armour piercing
47. War Banner - [35 pts] +1 Combat Resolution
48. Banner of haste -[15 pts] +1 on movement range
49. Bone Standard - [15 pts] Magic resistance (1)
50. Standard of Disciple - [15 pts] +1 on leadership, but can not use the generals leadership
51. Banner of the Eternal Flame - [10 pts] Unit causes fire attacks
52. Radiant flag - [5 pts] Only one use, unit can re-roll first failed leadership test
53. Scarecrow Banner - [5 pts] Unit causes fear on all units with “fyling”
Arcane Items
54. Book of Ashur - [70 pts] Bearer gains +1 on his spells and dispels
55. Scroll of reaction - [50 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of dispelling. The spell will be cast successfully. But after resolving the spells effect, the player will roll one dice for every used power dice. For every 5+ the wizard will lose a wound, no armour saves are allowed.
56. Scroll of energy predation(?) - [50 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the player will gain as many dispel dices as the wizard used power dices.
57. Sivejir’s Scroll - [50 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of Dispelling. The spell will be cast successful. But after resolving the spells effect, the wizard will be a frog, if he is not able to roll one d6 below his magic level. All stats are reduced to 1, only his wounds stay the same. He can not use his magic items etc or cast spells/dispels. The wizard can try to free himself in his next own magic turn on a 4+
58. Power Scroll - [35 pts] Only one use, every doubles will cause total energy and loss of control
59. Carbon Rod - [35 pts] Only one use, wizard can decide to use the staffs power after a successful casts spell to increase the score by rolling an additional d6. By that he can gain total energy and a loss of control
60. Forbidden Staff - [35 pts] Only one use, at the beginning of his magic turn, the staff grants d6 energy dices. Bearer suffers d3 wounds, no armour saves are allowed
61. Rougue Shard - [25 pts] Only one use, one has to declare the use of it at the beginning of his magic turn, if an enemy wizard want to dispel a spell cast by this wizard, he will lose one wound on 5+, no armour save allowed.
62. Grounding Rod -[25 pts] Only one use, wizard can re-roll first loss of control
63. Dispel Scroll - [25 points] Only one use, dispels one spell automatically
64. Powerstone - 20 ptsOnly one use, declare to use the stone before you cast a spell. Wizard can use two additional power dice, but has to use at least one from the power pool.
65. Sceptre of stability - [15 pts] Only one use, after rolling to dispel one spell, you can roll an additional d6.
66. Channeling Rod - [15 pts] Bearer gains +1 to channel an additional energy or dispel dice
67. Scroll of Protection - [15 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the targeted unit gains a 4+ ward save for caused wound.
Enchanted Items
68. Wizards Hat - [100 pts], Level 2 mage, random magic lore, stupid
69. Pocket-watchtower - [100 pts] When both armies have placed their terrain and troops, you can place a watchtower. Rules are in the rules book
70. Arabic rug/Magic Carpet - [50 pts] Infantry and monstrous infantry gain flying, cannot join units (have no idea what this means)
71. Crown of command - [35 pts] Bearer is Stubborn
72. Healing Potion - [35 pts] Only one use, gain D6 lost wounds.
73. Winged curse circlet - [35 pts] Flying creatures and their riders have to re-roll successful hits against bearer/unit
74. Rubyring of destruction - [25 pts] Bound spell (energy level 3) Fireball
75. The mask of terror - [25 pts] Bearer causes terror. Other units are not allowed to use his leadership
76. Potion of Stregth - [20 pts] Only one use, +3 strength(thought it was d3...)
77. Potion of Toughness - [20 pts] Only one use, +3 toughness (same as above)
78. The other rogue shard - [15 pts] All models in base contact (friend and foe) need to re-roll successful saves
79. Cursed iron Icon-[5 pts] 6+ ward against war machines
80. Potion of recklessness- [5 pts] Only one use, Immute to Psychology and killing blow.(Guessing its for one turn or one round of combat?)
81. Potion of Speed - [5 pts] Only one use,+3 initiative