10. Influence units - sacrificial units.
10.1 Small R&F units
All the infantry units described above can be taken in small units instead of large ones.
These units are there to fulfill one role, and they can be sacrificed without remorse once they've done their duty.
In small amounts, they risk giving easily VPs to the opponent, however there are few VPs to give at a time, especially considering that they usually have little command group (just a musician).
You will find there:
- screens (10 AHW corsairs, 10 RHB corsairs, 5-10 harpies, 10 spearmen)
- suicide squads, charging 3-wide in order to kill characters (6 WE, 6 BG, 10 AHW corsairs). More on that tactics:
Witches as suicide squads
- anti-small units shooters (10 RXBmen, 10 RHB corsairs, RBT - see below)
10.2 Warmachines. RBT.
War machine wounds are combined now in a combined profile like Skaven army book for warp lightning cannon. Shooting (and magic) at a WM use T of machine (crew can use for cover).
The crew models have now no value other than indicating the remaining wounds of the warmachine (p.108). Therefore, our RBT is now down to 2 wounds instead of 5 previously in the 7th edition. Be aware that a single cannon hit will destroy it unless only 1 wound is made.
All tests are failed except T and Ld. If ever it flees for any reason, the warmachine is destroyed and the crew vanishes. Fortunately, the panic reaction makes it just loose one shooting round, not flee.
It cannot flee a charge, just hold. In combat, WM has no flanks or rear. A max of six normal models can attack a war machine. Cavalry & monstrous inf/cav/beasts counts for 3, monsters for 5. Use crew T, AS and ward save for attacks on war machine and use crew WS and S for attacks by war machine.
The machine moves as fast as crew (not anymore slowed down if missing crew). All terrain except open ground and hills are impassable. Exception, it can start from within a terrain (including a building), but then it will never move.
The RBT is more vulnerable than before, all the more that opponent can get at it faster than in 7th edition.
Its role to destroy light troops is less vital, as light troops are less annoying.
Its side role to diminish monsters is less vital as well.
RBT still have a role for destroying light troops and diminishing monsters, but it is just less vital.
Also, they benefit from a greater capability to destroy opposing warmachines, as opposing warmachines lost several wounds, too.
A good point is that now, you can take 4 RBTs at 1600 pts, and
8 RBTs at 3000 pts. That represents a hail of bolts piercing the opponent!
In this amount, they can get a more interesting role, as it becomes easier to destroy one or two units (or make a unit panic because of 25% losses) and trigger a panic reaction in chain (panic if a unit destroyed within 6”, then panic if crossed by a fleeing unit, even made of a single model).
However, remember that the BSB allows to reroll panic tests now.
The Rule of “Multi Four, Single Five” is not changed significantly:
Add the Toughness and the Wounds of the target (the higher, the harder - take cumulated wounds in a rank if considering a single shot at a large unit).
Subtract its Armour Save (the higher, the easier).
The higher the total, the harder the target!
If the result is 4 or less, multi shoot. If it is 5 or more, single shoot.
11. Influence units – COB.
The COB has been rewritten for most of it. Unfortunately, the rules are now somehow contradicting themselves, RAW is not strictly feasible and a little bit of interpretation is necessary (but only when the COB is in melee). I’ll try to make it clear when something is debatable, but I provide only my interpretation. In the DE army book, p.50 is unchanged; p.51 has been heavily FAQed, more comments in the FAQ; p.93 has been FAQed but obviously not enough; p.96 (Hag) has not been FAQed. In addition, warmachines have been changed dramatically (RB p.108).
The use of the COB is unchanged: the Gifts of Kaine did not change, nearby Khainite units are still stubborn, the DH may still be BSB of general.
It is the nature of the COB which has been transformed deeply, like all warmachines. Its wounds are combined now in a combined profile. The crew models have now no value other than indicating the remaining wounds (p.108). The COB has practically 4 wounds, the DH counting for 2 wounds.
Be aware that a single cannon hit may destroy it if 4 wounds are made (RB FAQ).
Terror (FAQed p.51 despite not FAQed p.93) and ITP as long as the crew has frenzy.
Ward save 4+ remains. MR(1) stacks with ward save.
Beware: All tests are autofailed except T and Ld (see p.108) => Pits of Shades (Shadows #5), Purple Sun (Death #6), The Dweller Below (Life #6) do instantaneously kill our COB by forcing it to take an I or F test...
If ever it flees for any reason, the warmachine is destroyed and the crew vanishes. Fortunately, the COB is ITP because it is frenzy.
Shooting at a COB: No more randomizing shots on COB. Shooting (and magic) at it use the T of 10 (not anymore indestructible) and ward save of crew. It is not quite resistant to cannons: a single cannonball can kill all four crewmember at a time (but there is still the WS4+). A template will hit all 3 attendants, but they use the T10 so are pretty much immune.
Melee: It cannot flee a charge, just hold. In combat, it has no flanks or rear.
A max of six normal models can attack (of course, they are replaced by rear ranks if the first attackers are destroyed, so 6 always strike, as long as 6 are alive). Cavalry & monstrous inf/cav/beasts counts for 3, monsters for 5. Use crew T, AS and ward save for attacks on war machine and use crew WS and S for attacks by war machine. Due to special rules FAQed (and under debate), our DH hits at I8 with 3 attacks + 1 for frenzy (unable to use her additional attack), then the other 2 Hags hit at I6 with only 2 attacks + 1 for frenzy (same reason). The two Hags die first, the DH last.
Nobody may challenge (RB FAQ).
IT is still stubborn as any Khainite close to the COB, under the DH’s Ld9. If ever it flees, it is destroyed automatically.
A model with heroic KB will kill it on the spot (assuming he was not slain beforehand, the COB attendant having a high I).
In accordance with the warmachine rules, all terrains but open or hills are impassable, however, it may start from within a building or a forest, and never move. There, it will be more vulnerable to templates and melee, but less to BS shooting.
A DH cannot leave the COB, and, as far as I know, she can be a BSB or the general (but not both). She can take Gifts of Khaine.
It has been FAQed that a Hag attendant is not a champion, there is no way to give them Gifts of Khaine (only the DH may take some).
All changes together:
The COB is slightly more vulnerable than before, all the more that opponent can get at it faster than in 7th edition. Still it is very sturdy.
The COB blessings are still extremely useful:
- The ward save is as valuable as ever with all the template shooting/magic threatening our large units
- The KB is more interesting now that the second rank of a unit can fight (3rd rank of spearmen, 4th rank of horde spearmen). For a hydra with its 13 attacks, it is crazy!
- The additional attack is just as useful as before.
- Stubborn is more interesting than before, as our WE or Execs are more likely to receive many wounds.
I’m convinced that the COB is still very competitive.
I expect the COB to be very often the BSB or the general. The BSB is more valuable than ever. A general or a BSB are much more vulnerable inside a unit in melee than previously, so having a nice shelter behind the main battle line from where the COB/general or BSB can spread its influence is a nice thing.
Taking simultaneously a general COB plus a BSB COB requires an army of at least 1700pts.
12. Influence units – Sorceresses.
They are going to play a vital role for magic defence, and for the offence as well.
The power dice will be generated, no matter how many sorceresses we take. The magic defence requires sorceresses, the only characters able to use scrolls and to add their level to the dispel dice. As a consequence, a number of 2 or 3 sorceresses is probably going to be considered often as ideal. Our magic will still rock, thanks to PoD.
How best to use magic is to be discussed in other threads.
Wizards have now a 90° LOS even if footed (fortunately, the FF has no front so it could claim 360°LOS). So this is one less incentive to leave them alone on foot. Another drawback is that a lone character dying triggers a panic test around (no more need for US5).
On the other hand, now a sorceress on a Peggy has 3 wounds and may join a unit to resist more BS shooting. A sorceress cannot join anymore a warmachine.
As a result, I expect quite often to see sorceresses inside large units.
However, miscasts will happen more often, and a majority of miscasts are deadly for nearby models and some miscast results use a large template (p.34). So the best spot for a sorceress is probably at the end of a 2-rank unit of RXBmen.
Look out Sir works on 2+ if inside a unit of the same type (infantry, cavalry…). It does not work if the unit type is different.
Look Out, Sir works on 4+ if the sorceress is alone but at 3” from a unit of the same type (infantry, cavalry, monstrous cavalry…).
A focus familiar can be invaluable for hiding the lvl 4 (put her on a peg or on the new flying carpet) and extending her range by 6" with 360 degree LOS. The Pok is very useful as well.
13. Influence units – Fighting characters.
Overall, I see a lesser utility for characters as before. In that respect, the 25%+25%+illimited assassins should not lead to a herohammer tendancy.
The mount is… paramount, as “Look Out, Sir” works only with a unit using the same category of mount.
Characters on a Pegasus can join units (no look out, Sir, but it allows to avoid most arrows).
Characters on chariots & monsters cannot join units.
I expect fighting characters to have a rough time.
Characters in melee have now to prepare to face the attacks of 3 models in contact plus 3 models behind: even if the front rank is wiped away, more come from the back ranks and are allowed to strike back.
Challenges are going to be vital to preserve their lives. The best spot for a BSB will be on a corner (because of the maximizing rule, so less opponents may be in contact), with a champion next to him in order to take challenges (if the challenger is too fearsome).
You have to prepare your characters to use their magic objects while they live, i.e. often only until the opponent’s first round of melee. Fortunately, our high I allows us to strike usually before. Beware, there is now a common ASF sword and a cheap +3I potion, to which all armies have access.
13.1. General & BSB.
Their best use is not in melee, where they are vulnerable, but alive and close to most of the troops, where their psychological influence is the most required. A great spot for them is safely behind the main battle line. Furthermore, a general bearing the RoH is invaluable as close support, with a greater occurrence of magic and the last FAQ, the RoH is going to be tremendously useful!
Beware of fleeing troops, however, who may trigger a panic to your model.
Both of them increase their range to 18” from mount being a large target. I believe that the BSB on a Manticore is not worth trying, however a dreadlord general on a dragon is probably a good idea.
13.2. Dreadlords and Masters.
You can have several of them!
The limit is the 25% cap on lords, so two dragonlords will remain unseen below 2k.
But a second, footed dreadlord is great, with a full magic equipment, to enhance greatly your main infantry unit (very likely spearmen, corsairs, RXBmen or BG).
Our masters are cheap enough to afford several of them, taking advantage of the impressive list of new magic items.
They could be taken with DS or CO in COK units, or mounted on chariots.
One regret: Cavalry lance works only during 1st round and if charging, else the rider takes his handweapon. So much for the Deathpiercer…
13.3. Death Hags.
The lack of armour is going to be deadly for DH. No matter how many they kill, there will come more from the rear ranks to avenge their fallen comrades. Worse, in frontal attack, the second rank has one attack, i.e. 3 more attacks potentially on the DH. Further worse, the opposing unit, even loosing the first round of melee when side-charged by a DH (but probably still steadfast), will be allowed to turn around and now to face the DH.
DH are probably gone, even as BSB inside Khainite units, they are far too vulnerable to expect surviving a large combat.
13.4. Assassins.
Assassins suffer the same lack of armour as DH. Compared to DH, they may not become BSB and don’t transfer their Ld.
The use of assassins to destroy whole first ranks is gone.
However, they gained a tremendous improvement: ASF combined with high I: Sure, they strike first in any condition, like in 7th edition.
But also: like Hatred allows to reroll first round hits. ASF plus higher I allows to reroll all missed hits in case it was not enough, or in case you decided to hide your assassin one more turn. Think about the likelihood of a successful KB!
Only one small drawback, ASF fighting ASF are simultaneous and don’t benefit from wounding rerolls.
For 151pts, one
KB assassin will remain very useful, in a more specialized role as... character assassin, tooled to KB that charging BSB before he uses his magic banner special property.
You could take a second assassin in another unit and join your main über-unit: now a character may move across his own unit in order to make sure he gets in melee. Two assassins are almost guaranteed to be able to KB two opposing characters! … and to die immediately after from the regular troops stepping in.
I see less use for
star assassins in Shades, although it seems still to be a viable use for them. They must avoid melee from large units now.
13.5. Named characters.
Malekith. Now it makes sense for him to ride a chariot. The midnight armour makes him laugh at warmachines. Unfortunately, he is restricted to Dark Lore. I expect not to see him very often, as he is so expensive.
Morathi may now join a unit and get some protection against BS shooting. Add the dagger and she is a wonder, knowing and actually casting all 6 spells with ease. With +5 on her casting roll spell 1-4 can easily be cast on 1 die (sacrifice if you roll a 1 or 2) and soulstealer and black horror on 2 dice (courtesy of
Lord Damian Valar). Merging her stats with Sulephet resulted in loosing 3 wounds, but together, they recover wounds with Soulstealer at will. Inside a unit, all models in contact have WS 1: handy when she charges out, especially after eating for breakfast a Dragon Egg providing T6 and a dragon breath (she's incredibly beautiful but don't dare to kiss her).
Hellebron main use is to take WE as core troops for a WE fest. Riding a Manticore, she is still a formidable foe, but is more than ever susceptible to shooting and mass melee. I don’t expect to see her very often. Aging to 8th edition shows on her.
Malus has improved: he finally wears a SDC (FAQed). Unfortunately, loosing stupidity means also loosing ITP. He seems as playable as before.
Shadowblade can still hide inside a warmachine crew. Still overpriced, but, as a warmachine hunter, he is the best.
As lord assassin, however, he suffers from the fact that any character/champion in the unit he is fighting may issue a challenge, regardless who is in contact.
Lokhir is going to become more useful, as he is more likely to face many ranks.
Slavery is still a profitable business.
His daring leap is now less useful as any idle character/champion can make his way across own troops in order to meet an opponent, however he is the only one who may do that in following turns, when already in contact, and select always the opponent who has the most ranks.
Kouran is not to be discarded. Sure, his lone wound will not keep him alive long. But his Crimson Death is likely to kill someone before, gaining not only the VPs for the opponent (+100 for general or BSB) but also 50 more VPs as he is a champion killing a character. Also, remember, as long as a single survivor remains from his unit, no VP is gained for the opponent! This is his main advantage against regular characters.
Tullaris, on the other hand, is quite likely not to see any battle anymore. His main advantage was to cause fear, which is now much less useful as it used to be. His ASL weapon, single wound and low armour make him close to useless.