Warhammer fantasy 8th edition force organization chart




















For instance, one guy hacked the program and lowered the point cost of the magic items. It was not very believable that the program just happened to glitch in his favor I think the second best experience playing the game was fighting my undead against a total newbie undead player for last place at the end of a tournament. We were playing a basic variation of the same army very uncommon only my Vampire-Lord was on a B.

Dragon while his Vampire-Lord was on a horse; he had a semi-hoard army while I only had my lucky elite Wights. I cut down his general in single combat on the first or second turn, meaning his army slowly began to crumble to dust asked if we could continue playing because he might turn it around.

The guy was a good sport about it and a turn later he somehow managed to get lucky and kill my general as well causing my army to crumble to dust. By the 5th turn of the game there was nothing left on the board A rarity and technically the perfect draw. Years into the glorious 7th edition a new edition was announced and the game completely shifted focus. I was a bit peeved at the huge rules changes after finally perfecting my understanding of the game but was open-minded about it where many of my friends just quit.

In short, the game had dramatically changed. Army books no longer contained pages of army-specific magic items instead relying heavily on a list of communal items found in the main rule book , terrain was now a huge part of gameplay which was a good idea, but they took it to an extreme by giving certain pieces of terrain the ability attack your army or make nearby units neigh unstoppable , heroes and units of small model count like cavalry or monsters were all but crippled because rank and file will likely not flee unless you have more rank bonus [AKA You need to outnumber them to truly win] , and the Magic Phase was dramatically changed now able to "Instantly Kill" something each turn if done right Dispel dice generation changed, giving every army a naturally good defense against magic.

While they did away with any form of Guess Range a key component of the older versions of the game and made the rules significantly easier to learn, I felt that the game was less diverse. You could no longer field an army of 35 knights and hope to win, or play effectively in any way except with a "hoard" mentality.

Though I will happily admit that it's a nicer ruleset than any edition I've played I still don't like it because it specifically crippled all of my strategies. Immediately the Undead army I'd played for almost a decade was useless. This helps even the playing field as these Factions still have a very rewording system for staying focused. Chances are, if you take this Detachment, it will be the bulk of your army unless you are really bringing it cheap to just earn CPs.

A quick note: pretty much each detachment except for Superheavy, Flyer Wing, and Auxiliary have slots for Dedicated Transports, namely for each unit purchased, you can take 1 Dedicated Transport. Now everybody has a ride! You want assassins or a lot of Warp Spiders maybe Howling Banshees now? This is where you go. If your faction has a deep Elite section, this is a good place to go. If you want to run a heavy duty, slap your momma, low model count army, here you go.

Whether it be a wall of Big Beasties, a fleet of Ravagers, or a full armored company, this detachment is your friend. Depending on your Faction, it can be pretty easy to turn this entire Detachment into a single 2K point list of pure heavy firepower.

Just like the other specialized Detachments, you are not going to be getting a lot of CPs here. Did you run Wolftide? Now you kinda can. If you want to spam FA choices, here you go. Whether it be Bikers, Wolves, or Hellions, this is a good detachment if you want to try and add some serious speed to an army. Wolftide…we hardly knew ye. If you want lots of thunderwolf characters, here you go.

Any army that has a lot of badass characters, especially under ten wounds to hide, can make real solid use of this Detachment. Again, space wolves can be happy here. If you have good psykers, you can smite spam here as well.

This is where you put your tanks, missile launchers and giant ramshackle scrap-metal energy cannons. The one with all the fast-movers.

Hulking gun-strapped motorcycles, floating jetbikes, green dudes with incredibly unstable-looking jetpacks, shoals of bat-winged alien monstrosities — they all live here. There are no unifying traits across these, as they each serve a very specific purpose. Compact combat: Read our 40K Combat Patrol guide. This was also in 8th edition, but the rules have been fixed to prevent exploitation. Fortifications have had their ups and downs through successive editions of 40k, but have never really played a starring role in the game — whether it be the Star Wars-y floating, shielded platforms of the Tau or the suitably ridiculous, vehicle-repairing Mekboy Workshop that the Orks sometimes bring to battle.

Worth avoiding unless absolutely necessary. Don't be afraid to join the fray! This gives you an advantage and disadvantage, the first is you have an army that can be used in both games. This seems pointless as we all know GW don't intend to raise prices, for risk of upsetting their loyal fanbase. At first, Daemon units might seem frail with their lack of armour and few available options The power of the Daemons lies here and access to Daemon gifts only buffs them further.

That said, these are not the 40K Chaos Daemons and so you don't get to deep strike your entire army. In fact, you deep strike none of it - you setup just as other armies. Remember that supposed frailty issue we were murmuring about earlier?

Turns out Daemons can at least be shot at to keep them at bay, with almost nothing to contribute with in the shooting phase. Although unlike other armies, they all get ward saves against it. Important Note: Each of the 4 gods Khorne, Nurgle, Tzeentch and Slaanesh all grant their respective daemons a unique trait.

Like the ones from 40K, only better and considerably so. There are three Greater Daemon and four herald characters. Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points.

That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth. Skip for miles. Avoid like the plague of Nurgle.



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