Post by doctorclockwork on Feb 10, 2011 9:39:06 GMT -5
Aside from the pics on GW's website, a buddy of mine got to see the army book at an FLGS back home. Here's what he remembered.
- Animosity works like it used to, if you roll a 1 for the unit, roll again. On a 1, they do some damage to nearby units, on a 6 they move forward (not march)
- All orc weapons are "choppas" aka they all grant +1 str in the first round. So yes, a choppa spear is also +1 strength and a great weapon is +3 strength in the first round.
- Common goblins get half point upgrades and the skulky stalkers are only 10 points each
- Big un upgrade is only 2 points now
- Savage orcs get a big spear thing ( i forget the name) that gives the unit d3 impact hits which do d3 wounds on large targets
- Spider riders do not have to dismount to assault a building, although they still cannot occupy it.
- Goblin Wolf chariots can be bought in units of up to 3 models and are slightly cheaper than currently.
- Black orcs are pretty much the same but now have immune to psychology
- Boar Boyz, of both types, are cheaper.
- Regular trolls are now special choices while stone/river trolls are still in rare ( and they are cheaper than they used to be as well)
- Pump Wagons can now be upgraded to increase their strength and movement as well as other things
- Rock Lobbers are now rare choices
- Doom divers can now correct their scatter by d6 inches instead of d3.
- There is a new rare unit called the mangler squig which is basically like a fanatic but does 2d6 STR 6 hits on enemy units. However, once it hits an enemy unit it goes crazy and moves in a random direction.
- The new giant spider monster has 8 wounds and the crew cannot be killed. 4+ Armor save, stubborn ( 99% sure on that), poison attacks, and one of its attacks is poisoned and does d6 wounds. It can be upgraded to have a STR1 (3) stone thrower that gives any enemy unit it touches the always strike last special rule. Or if a goblin great shaman is mounted on it, it can have some sort of upgrade that gives all friendly casters +2 on their channel attempts and gives the goblin the loremaster ability.
- The Waaaagh Spell is gone.
- The foot of gork/warpath spell now is a template that scatters d6 inches....
- There is an orc spell that lets you pick up a unit and move them 3d6 inches or 5d6 inches. AKA the hand of gork comes and grabs them and moves them where you want in any facing.
- There is only about 8 magic items to chose from, and none of them were really that impressive.
Pretty cool stuff!
- Animosity works like it used to, if you roll a 1 for the unit, roll again. On a 1, they do some damage to nearby units, on a 6 they move forward (not march)
- All orc weapons are "choppas" aka they all grant +1 str in the first round. So yes, a choppa spear is also +1 strength and a great weapon is +3 strength in the first round.
- Common goblins get half point upgrades and the skulky stalkers are only 10 points each
- Big un upgrade is only 2 points now
- Savage orcs get a big spear thing ( i forget the name) that gives the unit d3 impact hits which do d3 wounds on large targets
- Spider riders do not have to dismount to assault a building, although they still cannot occupy it.
- Goblin Wolf chariots can be bought in units of up to 3 models and are slightly cheaper than currently.
- Black orcs are pretty much the same but now have immune to psychology
- Boar Boyz, of both types, are cheaper.
- Regular trolls are now special choices while stone/river trolls are still in rare ( and they are cheaper than they used to be as well)
- Pump Wagons can now be upgraded to increase their strength and movement as well as other things
- Rock Lobbers are now rare choices
- Doom divers can now correct their scatter by d6 inches instead of d3.
- There is a new rare unit called the mangler squig which is basically like a fanatic but does 2d6 STR 6 hits on enemy units. However, once it hits an enemy unit it goes crazy and moves in a random direction.
- The new giant spider monster has 8 wounds and the crew cannot be killed. 4+ Armor save, stubborn ( 99% sure on that), poison attacks, and one of its attacks is poisoned and does d6 wounds. It can be upgraded to have a STR1 (3) stone thrower that gives any enemy unit it touches the always strike last special rule. Or if a goblin great shaman is mounted on it, it can have some sort of upgrade that gives all friendly casters +2 on their channel attempts and gives the goblin the loremaster ability.
- The Waaaagh Spell is gone.
- The foot of gork/warpath spell now is a template that scatters d6 inches....
- There is an orc spell that lets you pick up a unit and move them 3d6 inches or 5d6 inches. AKA the hand of gork comes and grabs them and moves them where you want in any facing.
- There is only about 8 magic items to chose from, and none of them were really that impressive.
Pretty cool stuff!