Wheel of Misfortune — A Word Game with a Devilish Twist

Wheel of Misfortune marks a new chapter. This was our first jam as Golden Grove Games–we added Alex to the team and set up goldengrovegames.com as a proper indie studio. New engine too: Godot, after years of Unity.

We built it for ShroomJam 2025, where the theme was “Retro TV.” The concept clicked immediately: Wheel of Fortune, but roguelike, and set in hell. You solve word puzzles across nine levels of the underworld, spinning a wheel that can reward you or (more often) ruin your day. There’s a Rubber Duck artifact. I won’t spoil what it does, but it became a point of discussion among the judges.

The game actually works–which, after Airlocked!, I don’t take for granted. It runs in the browser, it’s immediately understandable, and it’s the kind of thing where “just one more round” turns into an hour. We got an honourable mention from Vinesauce for being addictive to play, which is about the best compliment a game jam entry can get.

We’ve already patched a couple of issues since the jam–a soft lock when all consonants were guessed, and a music swap after a copyright flag–and we’re planning a full release with more content.

Built in Godot, no generative AI used (the jam required disclosure). Just code, art, and a lot of arguments about word difficulty.

Play Wheel of Misfortune on itch.io

Wood Elves Beginner’s Guide

For those in a real hurry: just gimme the lists.

Edit: Sisters of the Thorn are M8, not M9. My bad 🙁

I’ve written a bunch of posts about all the different units in the Wood Elves army roster for Warhammer: The Old World, and as I’ve played the army more over the last lot of months and answered questions on Discord, I figured I should write a guide for those folks who are new to the army and don’t know what to buy or buy first. This is an opinionated and abbreviated guide to helping you get started with a Wood Elf army, with advice on what units to start with and how to use them together. No doubt lots of folks have different opinions on how to do this, and that’s great – write a guide and I’ll link it here! This is a starting point. Feel free to copy/modify any of the lists to suit the models you already have.

The links sprinkled throughout this guide will take you to a deeper look at any given unit. This guide assumes you are trying to build a 2,000 point army that can be used for both casual games and organized play, and want to get there by aiming for 1k then 1.5k. I’ve listed “what’s in” and “what’s out” meaning what units are good for beginners and are part of these lists, and which ones I’ve left out with a brief explanation for why. Everything I’ve left out is still good in its own way, but needs a bit more familiarity with the game and the army before adding.

Treeman vs Dragon

Before you start, ask yourself if you are going to have a Forest Dragon in your list. The list you run with a Dragon is a bit different from the one you run without the Dragon, so I’ve created two paths (six lists). One for players who want a Dragon, and one for those who don’t (which uses a Treeman and Great Stag instead).

Not everyone likes to run a Dragon, nor is every game suitable for it. However, it is a very strong option for a beginner because a) it looks cool, b) it gives you 500 points with just one model to buy, build and paint, c) it’s literally the punchiest unit in the army list, and d) it can be built for durability.

I think the Dragon path is probably the more competitive build, but still requires learning on how best to use and deploy. I don’t use a Dragon, but then again I’m not playing ultra-competitively, and I like my Tree Spirit models.

If you’re following the Dragon Path, I have highlighted all the relevant passages in red so that you can just read those bits instead. This list is likely to win big or lose big.

If you’re following the Treeman Path (The Way of the Leaf? nope, wrong world!) it uses the green background. This list is more balanced between attack and defense, and a mix of Elves and Tree Spirits, and uses the common hammer/anvil tactic (whereas the Dragon list is mostly all hammer and all Elves).

Any advice that’s relevant for both will be both just plain text.

Key Wood Elf Concepts

Regardless of which list you are using, these concepts apply.

Fleeing is Normal

We are not tough troops. Even our tough troops are only tough by comparison. When your T3 Elves get charged, the most likely thing you should be doing with them is fleeing. This is normal and OK, and they will most likely rally and be able to fight on in another turn.

Shooting Phase is a Big Deal

Use your (usually long range) Poison shooting to take out enemy war machines and monsters. Use Fireball and Pillar of Fire spells to take out enemy units. Everything else can be softening a unit to make it more breakable from a charge.

Always Charge Together

Generally, Wild Riders are going to do a lot of damage. Generally, your BSB will do a lot of damage. Same for a Dragon, and to a lesser extent a Treeman. However, they will sometimes whiff, it’s a game of dice. Charging with multiple units is a winning strategy, as it means you’re a) more likely to win the combat and b) more likely to outnumber the enemy and actually break them.

Pick Your Fights

Use your superior mobility to stay out of range of charges or out of arc, as best you can. Sacrifice smaller and cheaper units to a charge that then allows a decisive counter charge in the following turn. This game is won and lost in Deployment and the Movement phase, and we have arguably the most mobile army.

The Core

Your choices in core are:

You must have at least one unit of Glade Guard in your army.

What’s Out

I don’t recommend Glade Riders or Eternal Guard for beginners because they are not easy to use. Glade Riders are 21 points a model (assuming you give them Reserve Move and Hagbane tips), but are only T3 with no save and thus die very easily. Eternal Guard have to be built around, and infantry blocks do not do well in the current Dragon dominated meta (especially T3 with a 5+).

However, Glade Riders are an option for a Wizard bunker, if you’d rather put your L4 on a horse than on a Warhawk. They’re also the preferred option for when you’re taking a Dragon. If you’re going down that path, then don’t use Dryads and only take the mandatory single Glade Guard unit.

What’s In

So, it’s Glade Guard, Deepwood Scouts and Dryads for Core.

Deploy your Glade Guard in a line, outside of enemy shooting/magic missile and charge range as much as possible. You have the range advantage, and you’re fishing for 6s mostly anyway when you shoot. Move forward only if you maintain all of the above … having more room behind you to retreat / flee when charged is a good thing. If in doubt, use Hagbane Tips. Arcane Bodkins are also reasonable as Glade Guard don’t move much.

Dryads are used to protect the Glade Guard. Ideally you put one unit on each flank (if you have more than one unit), or you put one flank of the Glade Guard line against some terrain (or a Treeman!) and the Dryads on the other flank.

Deepwood Scouts get deployed as needed and as the battlefield and opponent deployment allows. Try to get them into cover, keep them out of easy Magic Missile range (or line of sight) as that’s the real killer. Fire and flee is a good idea with these guys, so bring a musician as points allow. Hagbane Tips, always. Fire at War Machines and unridden Monsters as priority targets.

If you have the Glade Rider bunker, deploy them in or near your Woodland Ambush forest, and put the one unit of Glade Guard nearby. Those Glade Guard are sacrificial if needs be, to ensure your Wizard stays safely away from combat aggressors.

Characters

Your options for characters are:

  • Elves
    • With mount options
      • Glade Lord/Captain (Lord/Hero elf warriors)
      • Spellweaver/singer (Lord/Hero elf wizards)
    • No mount
  • Tree Spirits
    • Treeman Ancient (Treeman wizard)
    • Branchwraith (Dryad Hero, wizard option)

Mounts available to characters include Elven Steed, Great Eagle and Warhawk for everyone, Unicorn for the wizards, Great Stag for the warriors and finally the Forest Dragon for the Glade Lord only.

What’s In

The Treeman Ancient is a good purchase for the army, because the same model is used just as a regular Treeman. I recommend the TMA as the Level 4 spellcaster in small points games, after which it can move over to be a Treeman. The Treeman / TMA is probably the best anvil-style unit we have, and having a difficult to kill unit that’s worth a lot of points is good for beginners. Kitting out the TMA with an Annoyance of Netlings helps protect them in combat from pretty much everything scary (possibly not Dragons). I use Battle Magic. Order of preference: Fireball, Pillar of Fire, Arcane Urgency, Oaken Shield, Curse of Arrow Attraction, Curse of Cowardly Flight. I will always trade one of them for Hammerhand.

A L4 Spellweaver is essential at higher points levels, I recommend getting one on a Warhawk, with the Oaken Stave and Talisman of Protection. This is an easy to use piece, with 360° line of sight, meaning you only have to worry about range for casting spells. Evasive and Feigned Flight mean you can keep it safe pretty well–flee when charged, preferably over another unit! I prefer using Battle Magic here too, and in tandem with another L4 Battle Mage like the TMA, you can accomplish a lot in terms of mobility and firepower. Order of preference changes because Oaken Shield is useless to this model, and I usually trade out a spell for Tree Singing, which I use primarily to help prevent line of sight to vulnerable models.

And then we get to the GotH BSB. This is my favourite model in our army, and I play it in every list. The Helm of the Hunt (aka HotH – I shortened Great Weapon/Stag + HotH to GotH for ease of reference) goes on a Glade Captain BSB, who goes on a Great Stag with a Great Weapon, and the War Banner. You get 2 static combat res on a unit with 360° line of sight, M8, T4 and a 2+ armour save. Plus on the charge will do S5 impact hit, 4 S6 attacks at I8, 2 S5 attacks at I7 and a S5 stomp, which everything but the stomp at AP -2. Pair this model up with Wild Riders and you’ll get a lot of mileage out of them.

The L4 Spellweaver on an Elven Steed goes into Glade Riders, who effectively act as ablative wounds for the Spellweaver, and grant Reserve Move so she can move into range during the shooting phase and then reposition to between 24″ and 27″ for optimal dispel with the Oaken Stave. She doesn’t need the Talisman of Protection in the bunker, it gets used by the Glade Lord on the Dragon. Ruby Ring of Ruin is also good here. Again, fleeing if charged is probably the right move.

Glade Lord on a Dragon has a few kit out options, but the one I’m recommending is built for a balance between combat output and durability. Dragons want to be in combat Turn 2, to avoid being shot at by cannons or being charged by something with Monster Slaying. The Wood Elf Forest Dragon can’t stack a Regeneration save on top of the Ward Save like other Dragons can do, so you have to be a bit more careful about where you position it. Take the Talisman of Protection and the Spear of Twilight, and charge into infantry and cavalry. The Befuddlement of Mischiefs and Annoyance of Netlings are great particularly when you’re fighting characters. Try to keep the Dragon in combat particularly during your opponent’s turn.

What’s Out

Branchwraiths offer very little value in any list, at least at time of writing. Waystalkers are kind of a tax for taking Waywatchers and again are a bit fiddly to use as a beginner, given how many points they are with no real save to speak of. Shadowdancer is a model that needs to run with Wardancers, and Wardancers (as much as I love them and use them) are not easy to use, again due to low survivability vs points spent on them.

Special and Rare

Your choices in Special and Rare are:

  • Special
    • Deepwood Scouts
    • Wildwood Rangers
    • Wardancers
    • Sisters of the Thorn
    • Wild Riders
    • Warhawk Riders
    • Treekin
  • Rare
    • Treemen
    • Great Eagles
    • Waywatchers

What’s In

Sisters of the Thorn are probably the most points efficient unit in the game. 134 points for a 5 wound unit with Poisonous Attacks and 4++ ward save. M8 (with Swiftstride and Move & Shoot javelins), Fast Cavalry, Fire & Flee (with Quick Shot javelins) … Oh, and pick any spell from Battle Magic or Elementalism to cast as a Bound Spell at L2. You pick the spell at the start of the game, so I roll all my wizard spells first and see what they get before choosing the Sisters’ spells. This unit can be used to screen the Wild Riders and help prevent frenzy baiting, can go down a flank and take out Warmachines on their own, can support your scouts … literally anything, because they are so mobile. They’re not a first order combat unit, so only put them against small things and war machines, or in the flank of something to get some extra combat res. Use Arcane Urgency from your primary caster to help redeploy these units to where they need to go. In a pinch, you can move 48″ in a turn (if they are in Marching Column) so don’t be afraid to start the game in Marching Column.

Wild Riders ARE a first order combat unit, but need to be protected in order to reach combat. They’ve got a 5+ Armour Save (if you give them shields) and 6++ ward save, so they’re not completely vulnerable, but Pillar of Fire and Fireball are not their friends. When they charge (including counter charge) 3″ or more, it triggers their Furious Charge ability, which means that with Frenzy they are putting out 3 S5 AP -2 AB (1) attacks each, plus 1 S4 attack from the mount. Run them in a straight line to maximize the attacks (you get one from each of rider and mount in the fighting rank, even if not in base contact), and combo charge them with the GotH BSB/Dragon Lord. They are a bit tricky to use at first because of Frenzy, so if you’re just starting out and aren’t sure where to pay attention yet, this is where. Read the linked article which has some suggestions on what to do to prevent unwanted Frenzy charges.

The Treeman is a great anvil unit, and can easily protect a flank all on their own. They are more close combat oriented than the TMA, and can usually hold their own against pretty much any unit–stuff doing multiple wounds are probably the main exception. Use them to keep your Glade Guard and Wizard safe, claim objectives or in a late game combo charge. The Treeman also functions as a mini-General for your Dryads.

Likewise the Treekin just squeak into the Treeman list because a) I don’t think everyone wants to run two Treemen like I do, and b) they are a very durable unit. The Treeman list is about medium wins and conserving points, and Treekin definitely fit the bill here. They also excel against high armour save, low initiative models due to Tree Whack, but really they are just their to hold their own while you dogpile in with other models (preferably the GotH BSB and/or Wild Riders).

What’s Out

Warhawk Riders (too many points per model for something with no save), Wildwood Rangers (situationally useful, but ranked up infantry takes some getting used to), Wardancers (I use them all the time, but they are a defensive piece disguised as attack pieces and way too vulnerable), Waywatchers (akin to more expensive Deepwood Scouts), and sadly Great Eagles (T4/W3 with no armour save is just free points). Deepwood Scouts are taken in Core.

Just the Lists

Edit: updated link to Dragon 1,000 point list to correct destination

Treeman Path

Dragon Path

Models to Buy or Print

Treeman Path

  • 1000 points
    • Treeman / Ancient
    • 5 Dryads
    • 13 Glade Guard / Deepwood Scouts
    • 6 Sisters of the Thorn
    • 6 Wild Riders
  • 1500 points
    • Spellweaver on a Warhawk
    • BSB on a Great Stag
    • +3 Glade Guard / Deepwood Scouts
    • +3 Dryads
  • 2000 points
    • 3 Treekin
    • +10 Glade Guard / Deepwood Scouts
    • +4 Sisters of the Thorn

Dragon Path

  • 1000 points
    • 7 Glade Riders (they come in 8s)
    • 1 Spellweaver on Elven Steed (can be a converted Glade Rider)
    • 14 Glade Guard / Deepwood Scouts
    • 6 Sisters of the Thorn
    • 6 Wild Riders
  • 1500 points
    • +12 Glade Guard / Deepwood Scouts
      • Can only take 1 Scouts in core, the other 8 are ‘fake scouts’ (they are Glade Guard with Vanguard and Fire & Flee)
    • +4 Sisters of the Thorn
    • +6 Wild Riders
  • 2000 points
    • Glade Lord on a Forest Dragon

Originally written for rankandflank.com.

Wood Elves – the Fourhawk

Wood Elves have a few choices of wizard, but this article really focuses on the virtually essential Level 4 Wizard, the Spellweaver, and a build that is easy to use in your army regardless of how you’ve built the rest of your list.

Fourhawk

It’s a level 4 wizard, on a Warhawk, geddit? I don’t take credit for the name, as it’s been kicking around on the web for a while (let me know if you know who coined it), but I’m using it because it seems appropriate! Here’s the build I’ve been using. There’s 30 points of magic items to spare, so you can also add Ruby Ring of Ruin if you don’t have a better place for it in your army.

Here’s what I wrote about the Oaken Stave in my Wild Riders article:

Bring the Oaken Stave (or Broaken Stave as it’s been nicknamed locally). This is our most potent Arcane item, on your L4 Spellweaver. I can’t overstate how good this item is. 27″ Dispel Range vs everyone else’s 24″, so you can stay out of range of their Dispel while still being able to Dispel them. Oh, and when you are Dispelling? Roll 3d6 and drop the lowest. It actually feels like cheating: it’s not, but the math is very good! Apparently the probability shows that 62.4% of the time 3d6 drop lowest is higher than 2d6, 27.6% of the time it’s lower, and the other 10% of the time it’s a tie which in the case of Dispelling means a loss. The odds of winning a straight up Dispel roll (my 2d6 beats your 2d6) is 44.4%, so it’s like you just got a 40% boost to your odds of winning that roll, which is why it feels like cheating 🙂 Yours for the low price of 40 points. (The downside is very mild: you must be within 3″ of a Forest.)

It’s hard to argue with this math, and you’ll definitely feel the benefit of the Stave on the battlefield. Place your Woodland Ambush forest within 12″ of the centre but close to the centre line of the battlefield, and you’ll have Dispel range over the whole battlefield except for maybe 15″ on one flank. You can often stay within 27″ of the enemy wizard while outside of 24″, given the high manoeuvrability of the Warhawk, thus giving you free reign to cast while still being able to dispel. However, even without that advantage, the dispel dice are definitely in your favour.

The Talisman of Protection gives you a 5++ save against the unexpected, stuff like Cannonballs that don’t actually target. Otherwise, you’re relying on the Evasive ability of the Warhawk to enable you to either flee behind another unit (e.g. some Dryads) or out of range, so that you end up not being a legal target. Often just telling your opponent the Warhawk is Evasive is enough for them not to try targeting you at all.

The Warhawk also gives you an extra point of toughness, and being a Monstrous Cavalry mount, you get that all-important 360° front arc for casting your spells, particularly useful for Magic Missiles, but it also applies to Enchantments and Hexes, so no need to worry about whether you can see that unit you want to cast Arcane Urgency on. You also get Feigned Flight along with Swiftstride, so if you are charged you can safely flee (over another unit preferably) and will have a high chance of getting out of charge range while automatically rallying once you do, thus being ready for your Conjuration sub-phase next turn. Finally, by causing Fear, your Fourhawk won’t have to take a Ld test when charged by a Terror causing unit (thanks to the recent FAQ!).

If you keep the Wizard near a unit of regular cavalry (e.g. Glade Riders or Sisters of the Thorn) then they can’t even be targeted by shooting attacks unless they are the closest model to the enemy.

Lore

Here’s a quick rundown of the four Lores available, and why you may or may not want to take each one. I’m listing them in my order of preference.

Battle Magic gives you Arcane Urgency, Fireball and Pillar of Fire, along with a couple of Curses that might be useful depending on your build and your opponent – I’ve had utility from both. You won’t want Hammerhand (or any assailments) with this build, and Oaken Shield is kinda useless (because you’ve already got a 5++) unless you also have Warhawk Riders, so I usually end up trading out for Treesinging. If unsure, take Battle Magic. It has low casting costs and pretty high utility, particularly as you’ll just be rolling for spells and not choosing (like you would if you had a Lore Familiar).

Elementalism gives you Plague of Rust, Wind Blast, Travel Mystical Pathway (remember it says ‘within 12″ of it’s original location’ not ‘wholly within 12″‘). Earthen Ramparts and Summon Elemental Spirit can be useful in some builds, depending on the rest of your army. The assailment is just bad, and this build doesn’t want assailments anyway. Storm Call is a bit meh as a signature spell, so again I’m usually trading out for Treesinging, but occasionally the -1 initiative is useful against certain foes (particularly if you’ve got a lot of Treewhacks in your army).

High Magic is higher casting values on average, so I wouldn’t recommend it for this build – it really wants an arcane item that boosts casting value (hopefully we’ll get a good one in the Arcane Journal!). However, if you’re feeling lucky, or don’t mind casting a bit less often, Fiery Convocation, Tempest, Fury of Khaine and Shield of Saphery are all good spells. Drain Magic is a bit of a nombo with the brOaken Stave, as it wants you to be within 24″ whereas the Stave allows you to be outside of 24″, so again, I’d be swapping out for Treesinging.

I don’t recommend Illusion for this build either, primarily because a lot of the spells don’t suit it well: Shimmering Dragon is a bit meh for Wood Elves because we tend to be very mobile anyway, Spectral Doppelganger requires a different load out, Glittering Robe isn’t a useful signature spell for an Evasive unit that doesn’t want to see combat, and Confounding Convocation and Mind Razor are both a bit meh. Miasmic Mirage can be game changing but is tough to cast on an 11+, and Column of Crystal is good but we can get a similar effect with Treesinging.

Summary

So, it’s pretty simple: stay near your forest, move around to get maximum value from the brOaken Stave, and generally dominate the magic phase. If I only take one wizard, this is the build. Have you been taking your L4 on a Warhawk? If so, do you build them differently? What’s your experience been like with them? Let me know in the comments, or on our Discord!


Originally written for rankandflank.com.

Dwarf Mountain Holds – Gyrocopters, Gyrobombers & Scout Gyrocopters

In the ancient Dwarven city of Zhufbar, Engineer Grumbar Ironfist unveiled his masterpiece: the Gyrocopter. Designed to overcome Dwarfs’ mobility limitations, this compact, steam-powered marvel with gyroscopic stabilizers ascended into the sky amidst cheers of awe.

In subsequent years, Gyrocopters and heavy Gyrobombers became vital in the World’s Edge Mountains. Piloted by skilled crews trained under Grumbar’s legacy, they facilitated swift communication and transported supplies across treacherous terrain.

During conflicts, these machines transformed into formidable weapons. Gyrocopters unleashed precision steam guns, while Gyrobombers rained havoc with bombs, showcasing Dwarf engineering at its peak. Innovations like mounted cannons further solidified their battlefield prowess, marking a new era of airborne dominance for Zhufbar and the Dwarven realms.

Evolution and Impact of Gyrocopters in Warhammer Fantasy

Gyrocopters in Warhammer Fantasy have undergone significant evolution since their introduction in the 4th edition. Initially unpopular among Dwarf players due to weak stats and poor synergy with traditional strategies, they received upgrades in the 8th edition, including improved weapons and the introduction of Gyrobombers. Despite these enhancements, they remained overshadowed by the combat prowess of other Dwarf units.

In Warhammer: The Old World (TOW), gyrocopters have seen substantial improvements in rules and stats, transforming them into one of the best units for Dwarfs and nearly essential for army building. These enhancements have made gyrocopters more durable and effective in combat, offering unique tactical advantages such as mobility and bombing capabilities.

Their newfound importance lies in their ability to disrupt enemy formations and provide crucial aerial support, adding tactical flexibility to Dwarf armies. This strategic synergy with traditional Dwarf units has positioned gyrocopters as indispensable assets in competitive play, contributing to balanced and versatile army compositions in TOW.

Stats & Special Rules

The Gyrocopter has become a pivotal unit in Dwarf armies due to several standout features. It is classified as monstrous cavalry with Unit Strength 3 and a 50 x 50 mm base size, available in units of 1-6 at a cost-effective 60 points each.

This unit type benefits from Skirmish formation, Fly (9) movement, Vanguard, Swiftstride, and the ability to perform a Dive Bombing attack (more on this later). In combat, it delivers D3 S4 impact hits on the charge, followed up with 2 attacks at WS4, and offers versatile armament options like the steam gun, Brimstone gun (+5 points), or Clatter gun (+10 points).

Defensively, along with the WS4, it is Toughness 5 with a 4+ save from an armoured fuselage, backed by 3 wounds per Gyrocopter. These attributes collectively ensure resilience against standard shooting attacks and sustained presence on the battlefield.

Strategically, the Gyrocopter excels in disrupting enemy formations, providing swift aerial support, and engaging diverse targets effectively. Its affordability, combined with its tactical flexibility, makes it a cornerstone of Dwarf army compositions, adapting seamlessly to various battle tactics and scenarios in The Old World.

Weapon Options

Steam Gun

The Steam Gun on the Gyrocopter functions as a breath weapon with Strength 3 and Armor Piercing -1. Unlike traditional ballistic skill-based weapons, it doesn’t require a BS roll, which simplifies its use despite its relatively low Strength. This characteristic limits its effectiveness against tougher units and heavily armoured opponents. Additionally, it prohibits marching and shooting and precludes benefiting from the Fire & Flee special rule.

However, the Steam Gun excels in damaging or even dismantling large units with low toughness. Its ability to consistently weaken clusters of lower-toughness foes is invaluable, especially when quantity outweighs individual unit strength. This makes it particularly effective in scenarios where area denial can strategically disrupt advancing enemy units. Although it lacks versatility in maneuverability, the Steam Gun’s precise and significant area-of-effect damage can decisively alter the course of extended engagements.

Brimstone Gun

The Brimstone Gun is an enhanced weapon option for the Gyrocopter, costing an additional +5 points. It boasts an 18” range, S5, D3+1 shots, and AP -2, making it a formidable choice against tougher and heavily-armoured opponents. Special rules such as Quick Shot, Dwarf Crafted, and Flaming Attack further enhance its effectiveness.

Despite its advantages, the Brimstone Gun does come with some trade-offs. It incurs a -1 modifier for multiple shots which reduces its accuracy compared to single-shot weapons. However, its potency remains significant, especially when deployed in groups of 2-3 gyrocopters where the minimum number of shots is not overly restrictive.

The ability to utilize the Shoot & Flee special rule adds tactical flexibility, allowing the Gyrocopter to engage and disengage effectively during gameplay. This makes the Brimstone Gun particularly effective in coordinated attacks with other units, where it can create tactical advantages and weaken even the most resilient foes.

Moreover, the Brimstone Gun’s flaming attacks are invaluable against Flammable regenerating units, further enhancing its utility in specific matchups. Overall, it stands as a versatile and potent choice for commanders seeking to maximize the Gyrocopter’s effectiveness in diverse battlefield scenarios.

Clatter Gun

The Clatter Gun is the most expensive (+10 points per model) weapon option available for the Gyrocopter. It features a 24” range, Strength 4, and AP -1. Additionally, it boasts D6 multiple shots, Armor Bane (1), Quick Shot, Dwarf Crafted, and Move & Shoot special rules, making it a versatile choice for tactical engagements.

Strategically, the Clatter Gun excels in short-range skirmishes and rapid strikes where mobility is crucial. It allows Gyrocopters to move swiftly across the battlefield, perform Dive Bomb attacks (described later), and shoot after a march move. Despite facing a -1 modifier for multiple shots its ability to deliver consistent firepower is enhanced by its versatile ruleset.

The Clatter Gun proves particularly effective against opponents with low toughness and a 5+ armor save, making it adaptable in various combat scenarios. Its high mobility and shooting capabilities lend themselves well to guerrilla tactics, allowing Gyrocopters to confuse and frustrate opponents by exploiting gaps in their defenses.

Deploying the Clatter Gun in groups of 2-3 Gyrocopters enhances its effectiveness, creating a formidable force on the battlefield. This coordinated approach can overwhelm opponents and lead to swift, decisive victories by leveraging the Gyrocopter’s mobility and potent shooting abilities to their fullest extent.

Mix Weapons

Mixing all three weapon options Steam Gun, Brimstone Gun, and Clatter Gun within a Gyrocopter unit provides tactical flexibility on the battlefield. To use the Fire & Flee special rule effectively, over 50% of the unit must have weapons that allow standing and shooting.

This versatility allows commanders to adapt strategies based on battlefield conditions and engage various enemy forces effectively. Mixed weapon units can exploit enemy weaknesses and create opportunities for strategic maneuvers. Ensuring the majority of the unit has stand and shoot capabilities is essential for maintaining effectiveness and maximizing impact during engagements.

In summary, mixing weapons in a Gyrocopter unit enhances its adaptability, enabling it to play a versatile and effective role in achieving tactical objectives and securing victories in Warhammer Fantasy battles.

Gyrocopter Bombing Tactics in Battle

Bomb Mechanics:

  • Activation: Once per game option.
  • Trigger: Dropping bombs occurs when flying over an enemy unit, including during a march move.
  • Effect: Each gyrocopter or group of gyrocopters that flies over an enemy unit deals D6 hits with Strength 3 and Armor Piercing -1.
  • Risk: On a roll of a natural 1, the gyrocopter suffers one wound.

Strategic Use:

  • Target Selection: Focus on low Toughness and lightly-armoured units to maximize damage.
  • Timing: Utilize bomb drops at critical moments to disrupt enemy formations and weaken key units.
  • Risk Management: Weigh the potential damage against the risk of your gyrocopter taking a wound.

Tactical Advantages:

  1. Disruption: Bomb drops can scatter enemy units, causing chaos and disrupting their planned maneuvers.
  2. Damage: Even a single gyrocopter can inflict significant hits, potentially turning the tide in crucial areas of the battlefield.
  3. Psychological Impact: The threat of bombs forces the enemy to reconsider their formations and movements, providing a strategic advantage.

Execution Tips:

  • Formation: When using a unit of 2-3 gyrocopters, coordinate their movement to maximize the number of bombs dropped.
  • Overlapping Routes: Plan flight paths to ensure multiple gyrocopters fly over the same enemy unit, amplifying the damage.
  • Enemy Weak Points: Aim for clusters of lightly-armoured units or units with low Toughness to ensure bombs are most effective.

Risk Mitigation:

  • Fall-back Plans: Have a contingency plan in case your gyrocopter(s) suffer wounds from the bomb drop.
  • Timing of Bomb Drops: Use the bombs early enough to disrupt enemy plans but late enough to ensure their impact is maximized.

By integrating these bombing tactics into your overall strategy, you can leverage the gyrocopters’ unique capabilities to gain an upper hand in battle. Proper planning and execution of bomb drops can lead to the swift decimation of critical enemy units, ensuring a well-rounded and effective battle strategy.

Gyrocopter Unit Sizes and Their Strategic Roles

Single Gyrocopter (Optimal Chaff Unit)

Role and Tactics:

  • Disruption and Annoyance: A single gyrocopter excels in acting as a disruptive force on the battlefield, akin to an annoying mosquito. Its exceptional mobility and low points cost make it perfect for blocking enemy charges, forcing opponents to redirect their assaults or waste valuable turns adjusting their strategies.
  • Vanguard and Fly Abilities: Utilizing its vanguard move, a single gyrocopter can position itself advantageously before the battle begins. Its flying capability allows it to navigate the battlefield swiftly, positioning itself where it can cause the most disruption.
  • Shoot & Flee: Encouraging enemy units to charge it, only to evade engagement with its Fire & Flee ability, creates chaos in the enemy lines and forces them to reconsider their tactics.
  • Combat and Support: Despite its size, a single gyrocopter can still deal damage to weaker units and war machines. It can perform dive bombing maneuvers or soften targets from a distance with its shooting capabilities. In tight battles, it can provide support by dealing impact hits, giving a slight edge to your forces.
  • Strategic Placement: Deployment and precise timing are crucial for maximizing the potential of a single gyrocopter. Its strength lies in being a versatile and cost-effective unit that can adapt to various battlefield roles.

Strengths:

  • High mobility and low cost.
  • Effective at blocking enemy movements and charges.
  • Capable of dealing damage to weaker units and war machines.
  • Versatile in both offensive and support roles.

Weaknesses:

  • Limited impact in direct combat due to low strength.
  • Vulnerable to concentrated enemy fire.

Unit of 2-3 Gyrocopters (Balanced Offensive and Support Unit)

Role and Tactics:

  • Increased Firepower and Bombing: A small unit of 2-3 gyrocopters can deliver more substantial damage during shooting and dive bombing, making them more efficient at dealing with war machines and smaller enemy units.
  • Combat Support: In addition to increased offensive capabilities, they can provide better support in combat by dealing multiple D3 impact hits. Their ability to charge the flanks or rear of enemy units and gain bonuses enhances their utility in battle.
  • Skirmish Formation: While their skirmish formation prevents them from disrupting enemy units as effectively as a single gyrocopter, their enhanced firepower and combat support make up for this limitation.

Strengths:

  • Higher damage output in shooting and bombing.
  • Improved combat support with multiple impact hits.
  • Better suited for dealing with war machines and weaker enemy units.

Weaknesses:

  • Less effective as chaff due to larger size and difficulty in manoeuvring.
  • Higher points cost compared to a single gyrocopter.

Unit of 4-6 Gyrocopters (Strategic Deployment in Large Battles)

Role and Tactics:

Increased Firepower and Bombing: Larger units of gyrocopters can concentrate their fire on heavily armoured targets, increasing the chance of penetrating defences and causing significant damage. Focusing firepower on a single opponent can quickly overwhelm and neutralize key threats, tipping the balance in critical moments.

Shock and Awe Tactics: Larger units can deliver powerful strikes that disrupt enemy formations and force morale checks, potentially causing retreats or disarray. The significant impact of a larger unit’s attack can change the course of engagements, creating opportunities for allied forces to exploit.

Psychological Impact: The presence of a larger unit can intimidate opponents, causing hesitation or forcing them to commit more resources to counter the threat. Opponents may be compelled to focus on the larger unit, diverting attention and resources from other crucial areas of the battlefield.

Strengths:

  • Higher than smaller units damage output in shooting and bombing.
  • Improved combat support with multiple impact hits.
  • Better suited for dealing with large enemy units.
  • Cause retreats or disarray.
  • Force opponents to focus resources on the larger unit.

Weaknesses:

  • Manoeuvring larger units can be cumbersome, limiting their ability to exploit gaps or respond quickly to changing battlefield conditions.
  • While effective against single targets, larger units may struggle to engage multiple dispersed targets simultaneously.
  • High cost of unit limiting other units selection.

Summary

Gyrocopters are incredibly versatile units that can be adapted to various roles based on their unit size:

  1. Single Gyrocopter: Ideal for chaff, disrupting enemy movements, and providing versatile support at a low cost.
  2. Unit of 2-3 Gyrocopters: Balanced between offensive and support roles, capable of delivering significant damage while still providing some disruption.
  3. Unit of 4-6 Gyrocopters: Best suited for large battles, offering ability to destroy large units of week enemy and may have significant psychological influence on opponent.

Deploying gyrocopters effectively requires careful consideration of their size and role on the battlefield. Mastering their unique capabilities can provide a significant strategic edge, disrupting enemy plans and maximizing the effectiveness of your forces.

Gyrocopters as Chaff Units

Gyrocopters can excel as chaff units, providing strategic disruption and control over enemy movements. Here’s how they can be effectively utilized in this role:

Deployment and Vanguard Move

Setting up at the edge of the deployment zone, gyrocopters can take advantage of their vanguard move, allowing them to reposition before the battle begins. This initial move can place them in an advantageous spot to immediately start interfering with enemy plans.

Movement Phase Tactics

During the dwarf player’s movement phase, gyrocopters can move or march to position themselves directly in front of an enemy unit. This strategic placement serves multiple purposes:

  • Blocking Enemy Movement: By positioning in front of an enemy unit, gyrocopters can block their advance and force them to deal with the gyrocopter before progressing further.
  • Preventing Marching: If within 8″ of an enemy unit, the gyrocopter’s presence has a chance to prevent that unit from marching, significantly slowing down their movement and disrupting their timing.

Shooting and Clatter Gun Usage

After moving, gyrocopters can shoot with their brimstone gun, or use their clatter gun if they have marched. This adds another layer of harassment by dealing damage and further disrupting enemy formations.

Provoking Enemy Actions

The presence of a gyrocopter directly in front of an enemy unit will often provoke a reaction. The enemy may attempt to:

  • Charge: If the enemy charges, the gyrocopter can use its Swiftstride and Fly special rules to flee, making it difficult to catch due to its high mobility and speed.
  • Shoot: If the enemy opts to shoot at the gyrocopter, it draws fire away from other, potentially more vulnerable dwarf units, effectively absorbing damage that would otherwise be directed elsewhere.

Fleeing and Swiftstride

When fleeing from a charge, gyrocopters benefit from the Swiftstride special rule, allowing them to roll three dice and discard the lowest for their flee distance. This makes them exceptionally hard to catch, unlike other dwarf units that are usually slower and bound by the resolute special rule, which doesn’t affect gyrocopters. They can also flee over terrain or other units, due to Flying, so use that to your advantage.

Strategic Advantages

By acting as chaff, gyrocopters force the enemy to react in ways that can be beneficial to the dwarf player:

  • Controlling Enemy Movement: By dictating where and how the enemy moves, gyrocopters can funnel them into unfavourable positions or slow their advance, giving the dwarf player more time to prepare and position their forces.
  • Additional Rounds of Shooting: By delaying the enemy’s advance, gyrocopters can provide extra rounds of shooting for the dwarf player, potentially causing more damage before the enemy can engage in close combat.
  • Short Range Engagement: If the enemy is forced to move into a position favourable to the dwarf player, it can allow for more effective use of short-range weapons and ambush tactics.

Summary

Gyrocopters serve as excellent chaff units due to their mobility, ability to disrupt enemy movements, and resilience. Their vanguard move and swiftstride special rule make them hard to catch, allowing them to effectively block and delay enemy units. By drawing enemy fire and provoking charges, they can protect more critical units and set up advantageous battlefield conditions for the dwarf player. This strategic use of gyrocopters can create openings, extend the effectiveness of ranged attacks, and control the flow of the battle, providing a significant tactical edge.

Movement Phase and Dive Bombing

Gyrocopters are versatile units that excel in mobility and battlefield control. During the movement phase, they can fly over enemy units, performing a special attack known as dive bombing. This maneuver allows each gyrocopter to inflict up to D6 wounds on the unit they fly over, potentially causing significant damage before the main engagement even begins. This ability to harass and weaken enemy units from above makes gyrocopters invaluable for softening up targets and disrupting enemy formations.

Strategic Positioning and Shooting

After completing a dive bombing run, gyrocopters can land behind enemy lines. This positioning not only places them in an optimal spot to use their ranged weapons but also puts pressure on the enemy’s rear, often causing disruption and confusion. The gyrocopters can shoot at nearby enemy units, further contributing to the overall damage and helping to weaken the enemy’s backline. This rear assault can force the opponent to divert resources to deal with the gyrocopters, relieving pressure from your frontline units.

Charging and Combat Support

Gyrocopters can also charge enemy units during the movement phase. When charging into the back of an enemy unit, they not only deal extra wounds due to their impact hits but also add valuable points to combat resolution. This can be particularly effective when used in conjunction with other units, such as ‘Anvil,’ to break enemy lines and cause significant morale checks. The impact hits, combined with their regular attacks, make gyrocopters formidable in close combat, especially against units not designed for melee defense.

Targeting Enemy War Machines

One of the most strategic uses of gyrocopters is to target enemy war machines. War machines can be a significant threat, often dealing heavy damage from long range. Gyrocopters can quickly maneuver behind enemy lines and charge these war machines, using their mobility to bypass enemy defenses. When two gyrocopters charge a war machine, they have a 33% chance to deal at least 3 wounds from impact hits alone. Their additional attacks further increase the likelihood of wiping out the war machine crew in one go.

Once the war machine crew is eliminated, gyrocopters can perform an overrun if the battlefield situation allows. This can lead to further disruption of the enemy’s backline and potentially engage other vulnerable units. If an overrun is not possible or strategically viable, gyrocopters can easily restrain and reform, positioning themselves for more attacks in subsequent turns. This flexibility in tactics allows them to continuously harass and weaken the enemy, making them a persistent threat.

Tactical Versatility

The ability to quickly move across the battlefield, perform dive bombing runs, shoot, charge, and overrun makes gyrocopters incredibly versatile. They can adapt to various battlefield scenarios, providing both offensive and defensive support. Their presence can force the enemy to spread their forces thinner, trying to counter the threat of gyrocopters, which in turn can create openings for your other units to exploit.

Summary

In summary, gyrocopters are a highly mobile and versatile unit that can perform a range of roles on the battlefield. Their dive bombing and shooting capabilities allow them to weaken and disrupt enemy formations from behind. They can provide crucial combat support by charging into the rear of enemy units, dealing additional wounds, and bolstering combat resolution. Furthermore, their ability to swiftly eliminate enemy war machines makes them an essential asset in gaining battlefield superiority. By leveraging their mobility and diverse attack options, gyrocopters can significantly influence the outcome of battles, making them a valuable addition to any strategic plan.

Gyrobomber

The Gyrobomber, introduced in the 8th edition of Warhammer Fantasy, initially faced limited popularity among Dwarf players due to similar reasons as the Gyrocopter, alongside its higher points cost.

In The Old World, the Gyrobomber returns and presents a promising addition to certain army lists. While it boasts slightly less mobility than its counterpart, it compensates with the potential to inflict greater damage on the battlefield.

Stats & Special Rules

The Gyrobomber is categorized as a Monstrous Creature in the Dwarf army list, available as a Rare unit for 95 points per model. As a single model Monstrous Creature, its Unit Strength corresponds to its starting wounds, which total 4. Statistically, it mirrors the Gyrocopter with WS4, S4, T5, and A2. Its special rules include Fly (8), Close Order, Swiftstride, the ability to deal D3+1 impact hits, and perform Bombing Runs. As a Monstrous Creature, it adheres to all relevant rules, including the limitation to pivot 90 degrees after movement unless charged, march moved, or flying, affected by the Lumbering special rule. Despite being less mobile and versatile than the Gyrocopter, the Gyrobomber remains a valuable asset on the battlefield.

Bomb Runs

Armed with heavier bombs than the Gyrocopter, the Gyrobomber excels in performing unlimited Bombing Runs over enemy units not engaged in combat. A single D6 roll determines the outcome:

  • Rolling a 1 inflicts a wound on the Gyrobomber.
  • Rolling a 2 inflicts one wound on the enemy unit.
  • Rolling a 3 or 4 places a large blast (5″) template over the unit, scattering D6 inches. Models under the template suffer hits at Strength 4, AP -1.
  • Rolling a 5 or 6 places two small (3″) blast templates over the unit, with each model under the templates risking a hit at Strength 4, AP -1.

Effective against large units with low toughness and armour up to 5+, caution is advised to ensure the Gyrobomber remains clear of its own blast radius.

Tactics

Bombardment

The primary role of the Gyrobomber is to disrupt large enemy units through Bombing Runs. While it may not be as efficient as the Gyrocopter against War Machines or in a direct combat support role, it excels in disrupting enemy tactics and supporting the overall army strategy. In combat scenarios, the Gyrobomber can deliver additional damage and effectively pursue fleeing units, either eliminating them or driving them off the battlefield.

The Gyrobombers Bombing Runs are designed to target and disrupt formations of large enemy units, creating chaos and breaking enemy lines. By disrupting enemy tactics, it allows the rest of the army to capitalize on the confusion and gain strategic advantages. Although not its primary role, the Gyrobomber can still inflict significant damage in combat, providing an additional layer of offensive capability. Its speed and firepower make it effective in chasing down retreating enemies, ensuring they are either destroyed or forced to retreat further, thus reducing the threat they pose later in the battle.

Gyrobomber as Chaff Unit

Gyrobomber would work excellent in Chaff Unit role as it meet all criteria of Chaff. It cost less than 100 points, its mobile and may be scarified once job is done. This tactic leverages the attributes of Gyrobombers in a strategic way, taking advantage of their classification as Close Order units rather than skirmishers. It would have similar use as Great Eagles in Wood Elves Army. Detailed information can be found Wood Elves – Great Eagles – Rank and Flank – A Warhammer: The Old World Podcast. Here is just some brief info.

  • Controlling frenzied troops

Position Gyrobomber 1″ away from frenzied unit, with its flank facing enemy unit looking along the front of it. Front arc of gyrocopter has to be off-center of enemy. Frenzied enemy unit would be forced to charge Gyrobomber in its front arc. Gyrobomber takes charge and frenzied enemy are forced to pivot 90°and, due to Frenzy, they can’t make a restraint test and are forced to overrun 2d6″ in the wrong direction!

  • Delaying and Redirecting

Sometimes your enemy has a unit you just don’t want to engage with and/or buy one or more rounds of shooting but that’s too mobile to get a lot of time shooting at it. Sometimes it’s turn 5 and you just need to stop a charge on turn 6 and you need a speed bump. To preform that you can use Gyrobomber same was as with controlling frenzied unit.

Gyrobomber has fly (8) and it allow you to march up to 16″ and can wheel during march. A 90° wheel for 50mm wide unit uses up 3.1″ of movement, so any pivots you make while you’re flying will use up 3.1″ per right angle. That result in making move up to 13″ and that is great distance for Dwarfs and may be extremely useful. Moreover as Gyrocopter is Monstrous Creature Lumbering Special rule apply to it. That mean when you move (not march) you can pivot up to 90° and total movement will be 11″ and that allow you to shoot of some weapons.

  • Deployment Drops

One of most difficult things is to find out how opponent is going to deploy his force. Gyrobombers are be great option force your opponent to start committing to where their forces are going to be deployed before you have to do the same. However Dwarfs are not mobile army so it wont give you too much options of outflanking enemy force but it may help with setting up Rangers and other key units in places you want to have them without being first target of spells or shooting and may give extra round of shooting if enemy will have to waste first round on changing his force positions.

Summary

The Gyrobomber proves to be a worthwhile choice among Dwarf rare units, influencing opponent movement and tactics through its disruptive capabilities. While it may not match the effectiveness of a group of Gyrocopters in combat, its strategic impact and potential to exploit enemy mistakes make it a valuable addition to any Dwarf army.

Scout Gyrocopters

Scout Gyrocopters are option available only in Dwarfen Mountain Holds Expeditionary Force. This is lighter version of gyrocopter it is coming as fixed build and doesn’t give weapon options however is fastest unit Dwarfs can set on battlefield.

Stats & Special Rules

Scout Gyrocopter is Monstrous cavalry based on 50×50 square base with cost of 60 points per model. It is 0-1 unit per 1000 points as Core choice and unlimited as Special in Dwarfen Mountain Holds Expeditionary Force. Can form units of 1-2 models and is skirmish unit. Scout Gyrocopter has amazing movement of fly (10) what make it fastest unit in Dwarfs army. Is equipped with Clatter Gun (described earlier) and has no ability to preform bombing runs. Due to lighter build has T4 and has lightly armoured fuselage that give it AS 5+. Has Fire & Flee, Swiftstride and Vanguard special options as well as deal D3 impact hits. Has two new special options. Extended Formation that allow to set up models in unit 3″ apart vs standard 1″ in Skirmish Formation. Hit & Run special option allow to chose to FBIGO after won combat instead of making pursue move.

Tactics

Scout Gyrocopter as chaff unit

It can fulfill the same role as a gyrocopter, as previously described. However, its high mobility provides greater flexibility in maneuvering across the battlefield and in positioning. Furthermore, the Extended Formation special rule allows you to engage one unit against multiple enemies, creating confusion that may result in mistakes or poor decisions by your opponent, as well as the potential to block multiple units.

Scout Gyrocopter as combat support unit

It may be used on very similar way as gyrocopter. Just note that Hit & Run special option allow you to FBIGO after successful combat round.

Dealing with war machines or chaff units

Due to its mobility, it would perform excellently in destroying war machines or anti-chaff units. It may execute a hit-and-run and be ready to attack again in the next round or move to a more strategic position.

Strengths:

  • High mobility and low cost.
  • Effective at blocking enemy movements and charges.
  • Capable of dealing damage to weaker units and war machines.
  • Versatile in both offensive and support roles.

Weaknesses:

  • Limited impact in direct combat due to low strength.
  • Vulnerable to concentrated enemy fire.

Originally written for rankandflank.com.

Wood Elves – Wildwood Rangers

The final rank and file unit for the Wood Elves are relative newcomers, having first appeared in 8th edition, just a few months before the End Times. Wildwood Rangers have cool hoods, big weapons and no fear.

Stats and Special Rules

Wildwood Rangers have exactly the same statline as Eternal Guard, with a base cost of 14pts, which is 1pt more than their spear-wielding brethren. Much like the Eternal Guard, they come with light armour as base (you can buy shields for 1pt per model), and they are Close Order and come with Elven Reflexes and Move Through Cover. You can purchase full command for 6 points each (compared to 5 for Eternal Guard) and the champion and standard bearer each have 50 points to spend on magic items/banners.

Where things start to diverge is with the last two special rules and their weaponry. The Rangers are armed with the “Ranger’s Glaive”, which Requires Two Hands (making the shields only useful vs shooting attacks), but gives S+2 and AP -2. Note that unlike a Great Weapon it does not have Armour Bane (1) nor does it Strike Last. At base Initiative 4 (or 5 when Elven Reflexes kick in), it’s likely that you’re going first against a lot of enemies.

Rangers are Immune to Psychology, which makes sense when combined with their unique special rule: Guardians of the Wildwood. This rule gives them +1 Attack and Multiple Wounds (2) when in base contact with a model that causes Fear or Terror. Note that it explicitly states base contact, so you’ll have to roll two sets of dice if your unit is wider than what you’re attacking, to account for those supporting attacks that don’t do Multiple Wounds.

Battlefield Role

Part of the reason I left this unit to last is because I actually think they have a very limited battlefield role. At S5, they are not good against the big ridden monsters that are dominating the meta (looking at you, Dragons) as they are all T6. I really want them to be, but the math just doesn’t work out. Even assuming the Dragon Rider has foolishly allowed you a charge in the flank, where you can get 6 models in base contact with the 100mm of the base, you won’t do enough damage to really hurt it. (Against a Dragon Rider with a 3+/5++, you’ll do on average 1.78 wounds, assuming 12 attacks with multiple wounds 2, which really means you’ll either do 0 or 2. The Dragon and Rider (assuming wielding a GW), will do 5.58 wounds, not counting stomps …).

So, you’re really looking at smaller monsters or monstrous creatures, monstrous infantry / cavalry, or Undead. This means that against some armies, you’re just not doing much (e.g. most of the Forces of Fantasy), but against others you’ll do pretty well (e.g. Tomb Kings). Once I start getting into situationally good units, it turns them into a narrative / fluff choice rather than a competitive one. It could be argued that they’d still have S5 vs say Dwarfs, which is fine. But you’re still T3 with a 5+ AS at best, which means you’re an excellent shooting target (albeit one that won’t panic at any point).

Let’s take a look at how they do against some of these more ideal targets. One monster I see a lot of is the Chimera: it’s fast, and it’s pretty effective against T3 infantry, so it’s something that a Warriors player might well take vs Wood Elves. At I3 and Fly (10), it’s likely that the Chimera will get the charge, but let’s assume you’ve screened the Rangers well with Dryads, and now you’ve got the charge and get to attack first. You’ll get max 3 in base contact (front/rear) or 6 (flank). In the flank, you’ll average 5.33 wounds (assuming it has 5+ Regen, which they typically do) which will kill it. In the front, it’s half that, which means you’ll either do 2 or 4 wounds … the latter kills it. Likely you’ll get it either way, so that’s not bad? Getting the charge will be tricky though. The Chimera, if it survives, will likely do ~4 wounds back (maybe more if it also has a Fiend Tail), so if you don’t kill it, you’re still probably winning combat, assuming you have a banner …

Another common threat from Warriors are Dragon Ogres. Vs them you’ll likely go first because they usually have Great Weapons. They are 50mm wide, so it’s easy to get your whole front rank into base contact. Let’s assume the maximum amount of models in base contact which would be 8. It’s more likely it’d be 6, so I’ll look at that too. 16 attacks results in 9.5 wounds on average (vs T4, 3+ AS) so you’ll kill 2 and take the attacks back from the third. It’s about 7 wounds on average for 12 attacks (6 models in the front rank) so you may end up only killing 1 Dragon Ogre and taking attacks back from 2. Each Dragon Ogre will average 3 wounds back (the 2 stomps are the real killers), so you may still win combat – definitely not a sure thing.

So what about vs Tomb Kings? Vs 3 Ushabti, assuming you can maximize frontage to 7 models, you will wreck face. 10 unsaved wounds before they’ve even had a chance to loosen those Ritual Blades. The big difference here is T4 (vs T5 of the Chimera) and only having heavy armour (which your AP -2 deletes).

In fact, if you start to math it out, the right targets for Wildwood Rangers are Fear causing models that have multiple wounds and a 4+ AS or worse, and ideally no regen/ward save (although a 6+ is fine). Against anything else, they’re taking too much damage back for not enough damage output.

This leads me to the conclusion that a big block of them is only really useful if you know in advance that you’re facing a lot of monstrous infantry (who tend to fit that profile). Not great in a take-on-all-comers list.

The 5-pack

I actually think the right way to take these guys in all-comers list is the same way as you should take all our other infantry (except Eternal Guard) which is in small units. 5-7 models max, and just run them one rank wide. No champion, no upgrades, keep them cheap and treat them like specialist chaff. 70 points for 5 is not bad for what they can do, and they’ll be situationally excellent, and you could go up to 7 and still be (just!) under 100 points.

You could also put the Ruby Ring on a champion in this unit, which is not amazing but it’s an option. The range on the Ring means they don’t have to move super fast to be useful with it.

However, I think I’d run them more in the backfield, protecting the units of Glade Guard that are trying to weaken your opponent with repeated archery shots. If you’ve got 10 models because you bought a box, put 5 on each side of your archer battle line, along with 5 Dryads, and you’ll have enough chaff to prevent enemies from just casually eating your archers for several turns and possibly the whole battle. Of course, I like to also keep a Treeman nearby …

Final Thoughts

I want this unit to be better than they are. All the evidence I’ve had of them being good has been anecdotal or situational (“Oh, they wrecked this unit in my game vs Vampire Counts”). From an optimal tournament choice, they’re low on the list. If you love the models, run 1-2 small units of them (heck, even run 3-4) to help prevent losing too many points at once and to give you the best chances of getting into base contact with those prime Monstrous Infantry targets.

I’m building mine some as Eternal Guard and some as Rangers, and putting the EG at the front of the unit when I want a big block of Guard.

How are you using yours? Had much success at a tournament with them? Any character builds that really maximize their utility? I’ve not found any, but I’d love to hear from other folks about their experiences.


Originally written for rankandflank.com.

Wood Elves – Warhawk Riders

Flying cavaly units are pretty rare in Warhammer: The Old World, and the Warhawk Riders are definitely the fastest and most mobile. But even in army that’s all about mobility, do they have what it takes to make them effective?

Continuing my series on Wood Elf units, in this article I take a look at the Warhawk Riders and try to answer that question.

Stats and Special Rules

Warhawk Riders are the only Monstrous Cavalry rank and file unit in the army, and come on a 50x50mm base (which is bumped from previous editions when they ran on 40x40mm), the same size base as their larger cousins, the Great Eagles. Also like the Eagles, they have T4 but sadly only 2 Wounds (compared to the Eagle’s 3). Other than that, the Rider statline is the same as for a Glade Rider, and like the Glade Rider comes equipped with both Asrai Longbow and Cavalry Spear. The hawk itself gets 2 attacks at WS3 and S4 AP -2, which is not bad.

For Special Rules, the Warhawks come with everything you’d expect from flying Elven cavalry: Elven Reflexes (which only applies to riders), Fly (10), Skirmishers and Swiftstride. There’s also a few extra rules that start to flesh out what their intended role in the army is meant to be. Oddly, like the Glade Riders, they don’t get Move Through Cover.

Feigned Flight, Fire & Flee and Evasive combined with their ability to take enchanted arrows for their Asrai Longbows all lean toward this unit being a ranged threat (although the 8pt champion upgrade gets both +1 BS and +1 A–more on this later). However, at 44pts per model, plus 2 points for e.g. Hagbane tips, you’re paying 138 points for a minimum unit size of 3 which has just 6 wounds total. Having Evasive helps protect the unit from missile fire, because even though they have T4, they have no saves whatsoever, which makes them a prime target for your opponent’s ranged attacks.

The unit can’t have a banner or a musician, but with Feigned Flight giving an automatic rally when you Fire & Flee, this isn’t such a big deal. The champion can take a magic item up to 25 points, which might potentially be an Obsidian Lodestone, but I suspect the fewer points invested in the unit the better, given their likelihood to die.

The final special rule is Fear, which I’ll cover next as we discuss their role on the battlefield.

Battlefield Role

With only 3 shots in the unit, the ranged damage output on this unit is minimal. Compared to 138 points of Deepwood Scouts (9 models with Hagbane tips), you’re getting one third of the shooting power. So, how would I use Warhawks?

I think their potential use is to help huntdown War Machines and solo Wizards in the backfield. Getting into combat on T2 after a 20″ march down the extreme flank is pretty essential if you want to avoid them getting shot or magic missiled to death. Causing Fear means that they’ll ignore the Fear caused by e.g. Liche Priests and potentially even get the drop on some cowardly war machine crew. Against a lone wizard, you’ll get two models into base contact, both doing 3 S4 attacks, likely hitting 3 times and maybe getting one wound in, which might be enough to win the combat. If you’re able to cause Fear, the odds of surviving go up.

However, it’s hard to recommend them for this role, because of their lack of survivability. It’s just as likely that the wizard or war machine will shoot them off before they get into combat, and most assailment spells will likely do more wounds than the Warhawks will in close combat – the hawk being only WS3 makes hitting a lot less consistent than I would like. Deepwood Scouts are both a Core choice and are definitely better at war machine hunting. But maybe there’s something to this Wizard hunting thing, particularly as I see more and more players deploying their wizards beside the bunker rather than in it …

Wizard Hunting

What if I put a combat character on a Warhawk into a unit with them? That would certainly make them more likely to kill Wizards, and it would give some shooting protection to the character in the form of warm bodies to soak up the damage. This is maybe a niche use for them, but you’d be then committing somewhere between 250 and 350 points into that unit … increasing the likelihood that they become a primary target for your opponent which is not great when they have no saves. A Glade Captain on a Warhawk is 100 points base, or 104 if you give her a Great Weapon, and that could potentially do a decent amount of damage in hunting an enemy Wizard. Taking a BSB with the War Banner, you could now get 2 base combat res, cancelling out some static res of your opponent’s. Give the BSB a Giant Blade for some extra oomph …

I’ve considered them also as a bunker for a Warhawk riding Spellweaver, but my ‘Weaver ends up being great at dodging enemy fire anyways, and you’d need a unit of at least 5 Warhawks to actually give the benefit of a Look Out, Sir! roll … spending 132 points for a meat shield seems like it would be better spent on a Glade Riders unit with Reserve Move (110 points for 5 with Hagbane Tips). But let’s explore it a bit further. If the Wizard has High Magic, he could at least make them Ethereal from Walk Between Worlds, which would protect the unit for a lot longer, and Drain Magic would make them harder to nuke off the board with a Ruby Ring. Shield of Saphery could offer a further 5+ Ward Save if the enemy had a lot of magical attacks that would cancel out Ethereal, and Fury of Khaine would give each model 2 more attacks (one each for rider and mount) in close combat. So now you have a unit that can pump out 20 attacks from 4 models and take zero damage back, assuming the enemy has no magical attacks. They can get way in the backfield and harrass whatever they like, from pretty much any angle because Skirmisher gives them a 360° charge arc. The wizard build might be: L4, High Magic, Warhawk, Lore Familiar, Talismanic Tattoos, Ruby Ring of Ruin and optionally Spealleater Axe for an extra MR -2, coming in at 325. Add 4 Warhawks in at 176, and you have a 500 point unit that is very difficult to kill, can easily hunt down enemy wizards or war machines and protects your L4. It’s not optimal, but it is at least viable.

You could put both the BSB and the Wizard into the unit, and now you have a 700+ point unit that will be really hard to kill and that can dish out some decent combat damage, be in combat virtually anywhere on the battlefield by T2, and can likely win any non magical combat, and most likely kill a wizard before they have a chance to strike back. But that’s the rub: a lot of armies have access to magical attacks (e.g. most of Warriors of Chaos, Chaos Dwarfs, Daemons, heck even our own Forest Spirits) and of course all the magic missiles. So this is definitely risky tactic to use. Fun though!

Conclusions

When comparing Warhak Riders points-wise with other units, it’s hard to justify them on the battlefield at all. Sisters of the Thorn cost the same for a minimum unit plus champion and standard, and will put out more shooting potential, more battlefield threat (with their bound spell) and survive longer having only 1 wound less (5) but protected with a 4+ ward. And the Great Eagle does a lot of the same job but for half the points, while also doubling as chaff.

So sadly, Warhawk Riders are really only likely fielded in a general purpose “take on all-comers” list for one reason: because you like the models and want to play with them (aka The Rule of Cool). Any role they have on the tabletop is probably better filled by a different unit: Deepwood Scouts or Great Eagles for War Machine hunting, or Glade Riders as a Wizard Bunker. The one niche might be for hunting wizards with the help of High Magic Spellweaver, but unless I’m taking two L4s, I prefer my Spellweaver on her own Warhawk, with the brOaken Stave, Talisman of Protection wielding Battle Magic.

Maybe the Arcane Journal will gift us something to make the Warhawk Riders a bit more appealing. Or maybe I’m missing something that you’ve found? Let me know your thoughts in the comments, or on our Discord!


Originally written for rankandflank.com.

Introducing TheOWL

In all the Old World discussions on Discord, people have been posting screenshots of rules, and links to the WHFB rules site as they’ve been trying to learn all the different rules and their interactions.

I teamed up with the developer of that site to create a bot: TheOWL (Old World Lawyer). Ask the Owl about any rule, spell, magic item or unit and it will do its best to find what you’re looking for and post a link right into the Discord channel for you.

If you’d like to invite TheOWL to your server, just click this link!

If you’ve any feedback or notice a bug, just hit me up in the comments below.


Originally written for rankandflank.com.

Combat Movement

Warhammer The Old World – Highlights for Warhammer Fantasy Veterans

Introduction

While Warhammer – The Old World (TOW) is built on the foundation of the former Warhammer Fantasy Battles (WFB), it has several key differences pertaining to movement, as well as some additional complexity.  In this article, I will highlight several of the top things you need to know as a Warhammer Fantasy Battles Veteran jumping into the “new” Old World.

CHARGE!

Charge Range / Charge roll

As opposed to a unit doubling its movement characteristic while charging as was the case in many past editions of WFB, in TOW the amount a unit moves when charging is referred to as its Charge Range and is determined by the Charge roll.  The maximum Charge Range is also the key determining factor in whether or not a charge is eligible to be declared (terrain and/or Special Rules (SR) may impact whether or not a charge is eligible to be declared as well)

To make a Charge roll, roll 2D6 and discard the lowest result. The highest result is the result of the Charge roll. If both dice roll the same result, discard either. The result of the Charge roll is then added to the unit’s Movement characteristic to give the unit’s charge range (which can be further impacted by terrain and/or Special Rules (SR) such as Swiftstride).  For example, a unit of Elven Spearmen is Movement 5.  When the Elven Spearmen declare a charge, they roll 2D6 (using only the highest result) and add that to 5 to determine their Charge Range (which has a maximum of 11 inches).

Note that Swiftstride is the key SR in TOW which impacts movement as it is found on many fast-moving units in the game and gives a player the option of adding an additional +D6 roll to the result of a Charge, Flee, or Pursuit roll.

Key takeaway:  Charge moves are random and Swiftstride is a very powerful SR!

References: Rulebook pages:  121, 178

Failed Charge

As opposed to moving its movement characteristic when failing a charge against an enemy unit that elects to Hold or Stand & Shoot as was the case in many past editions of WFB, a unit that fails a charge in TOW moves the result of its Charge roll, wheeling as required.  

Note that units with the Swiftstride have the option of adding an additional D6 roll to their Charge roll and this will impact how far they move on a failed charge as well.

Key takeaway:  When failing a charge, the amount a unit moves is random and will and usually fall between 1-5 inches for most units and 1 – 9 inches for units with Swiftstride. (Note: the upper ranges of the random rolls are excluded as in most cases those will result in a successful charge, not a failed charge).

References: Rulebook pages:  121, 178

Not a Failed Charge – Wait – What?

This one is sure to trip up old school WFB veterans!  Note that in TOW if a charging unit elects to pursue an enemy unit which fled from a charge and it fails to make contact with the fleeing unit (e.g., it rolls poorly on its Charge roll) it moves its full Charge Range (movement characteristic + Charge roll) towards the fleeing unit.  It has not made a failed charge as the charge target ran away.  

Key takeaway:  This rule is very different from earlier WFB rulesets and has important tactical implications it terms of where units end up on the tabletop if they fail to catch an enemy who has fled as a charge reaction.

Key References: Rulebook page:  129

Running Down the Foe

If your Charge Range allows you to catch an enemy unit which fled from your charge, the charging unit makes contact with the fleeing unit and will wheel to align as normal. Caught by the enemy, the fleeing unit is then hacked to pieces and immediately removed from play.

The charging unit may then attempt to reform by making a Leadership test. If this test is failed, the unit is unable to reform. If this test is passed, the unit may make a free reform. In either case, the unit cannot move again this turn.

Key takeaway:  When you run down a foe, don’t forget you have the option to take a Leadership test to reform and better position yourself for future turns.

Key References: Rulebook page:  129

POST-COMBAT MOVES

Alright, now that we have covered some of the key concepts pertaining to the charging, let’s dive into the glorious complexity of post-combat moves.

Overrun

Let’s start with a discussion of post-combat moves where your unit(s) have obliterated the enemy.  In TOW this type of post-combat movement falls under the term Overrun.  Note for WFB veterans, there is a key difference here – Overrun in TOW applies to every time you wipe out the enemy, not just when you wipe out the enemy on the charge.

The rule for Overrun is as follows: “If a unit completely destroys its enemy before the Break Test sub-phase, it may attempt to restrain and reform, or it may ‘overrun’. A unit that overruns makes a normal pursuit move but must move directly forwards, without pivoting.”

Note that an important official FAQ related to Overrun exists as well:

Q: If a unit completely destroys its enemy in combat and makes an overrun move, can it attempt to reform after moving?

A: Unless it pursued into a fresh enemy, yes. A unit that overruns makes a normal pursuit move and, since its enemy has already been wiped out, it may attempt to reform as if it had run down its foe, as described on page 129.

Key takeaway:  Overrun applies to any time you wipe out the enemy (not just when you wipe them out on the charge).  In addition, when Overrun applies, you may take a leadership test to restrain and reform on the spot or you may move your pursuit move directly forward and then attempt to reform.

Key References: Rulebook page:  156, FAQ & Errata v1.2 – page 6

Give Ground and Fall Back in Good Order

Definitely a new one for WFB Veterans here.  In prior editions if you successfully passed your break test, in most instances the units stayed where they were positioned on the tabletop – but that is no longer the case as that situation is now covered by Give Ground or Fall Back in Good Order (FBIGO).   Let’s start by reviewing the related rules:

Give Ground

A unit that Gives Ground does so reluctantly, maintaining its formation whilst attempting to put a bit of much needed distance between itself and the enemy.

When a unit Gives Ground, it moves 2″ directly away from the enemy unit or units that caused it to Give Ground, without turning, pivoting or otherwise changing its facing in any way, stopping immediately should it come into contact with another unit or terrain, or if continuing to move would bring it within 1″ of an enemy unit.

Fall Back in Good Order (FBIGO)

When a unit Falls Back in Good Order, it is beating a hasty retreat, but has not yet lost all courage and is able to quickly rally its fighting spirit. A unit that Falls Back in Good Order moves exactly like a fleeing unit, with the following exceptions:

When making its Flee roll, a unit that Falls Back in Good Order rolls two D6 and discards the lowest result. If both dice roll the same result, discard either.

A unit that Falls Back in Good Order automatically rallies at the end of its flee move.

Key Takeaway:  Units rarely stay in the same position on the tabletop post-combat in TOW and this has important tactical implications.

Key References: Rulebook page:  134

Follow-up & Pursuit

Alright, so the movement rules for the defeated units are covered pretty well in the rules references above, but what are the options for the victor here?  Fortunately, those are pretty well covered in the Follow-up & Pursuit section – refer to the key related rules references below.

Follow-up & Pursuit

Once Break tests have been made, but before any units belonging to the losing side Give Ground or make a Flee roll, the winning unit(s) must decide what they will do next: restrain and reform, follow up or pursue.

Restrain & Reform

Most units may attempt to ‘restrain and reform’, rather than making a follow up or pursuit move, by making a ‘Restraint’ test. To make a Restraint test, test against the unit’s Leadership characteristic. If this test is failed, the unit must either follow up or pursue. If this test is passed, the unit remains where it is and may make a free reform.

Follow-Up & Change Facing

A unit can make a ‘follow up’ move when an enemy unit it was engaged in combat with Gives Ground. A unit that makes a follow up move simply follows the enemy unit, moving back into contact with it. The two units then become engaged in combat once more and remain locked in place until the next player’s turn when the combat will continue.

Before making a follow up move, a unit may ‘change facing’ by performing a free turn maneuver (of 90° or 180°).

Pursuit

A unit that won combat can ‘pursue’ a single losing unit that Falls Back in Good Order or flees. If there is more than one losing unit, the pursuing unit must declare which it is pursuing before any Flee rolls are made. Once all of the losing units have completed their moves, pursuit moves are made, one at a time, in an order chosen by the controlling player.

Key takeaways:  If the defeated enemy unit Gives Ground or makes a Flee roll (which encompasses FBIGO), the victorious unit does not have to chase.  There are times when it can be advantageous to restrain and reform to allow yourself to charge again, charge another target, or take an incoming expected charge in a better position. Also note that when a victorious unit makes a follow-up move into a defeated enemy unit which Gave Ground, the victorious unit is allowed a free turn maneuver which allows it to change its facing to put it in a more advantageous position (usually to face a defeated enemy that it was fighting to its flank or rear). 

Key References: Rulebook page 156.

CONTINUING COMBATS

As noted in the rules previously referenced, units will regularly continue to be engaged in combat by the enemy after they Give Ground or FBIGO.  Let’s take a look at the key rules to be aware of when such situations occur.

Follow-up into an Enemy which Gave Ground

In a situation where the defeated unit Gives Ground and the victorious unit makes a Follow-up Move the combat counts as an ongoing combat.  Models engaged in a challenge remain in that challenge, and the units are extremely limited in terms of any types of changes.  This is reinforced by two important Official FAQs as well:

Q: If my unit loses a round of combat and either Gives Ground or Falls Back in Good Order, can it choose to use different weapons in the next turn if the enemy made a Follow Up or Pursuit move?

A: No. Even though the units separated momentarily, they remain locked in place and engaged in an ongoing combat once the Follow Up or Pursuit move has been made. In other words, because the combat is ongoing, neither unit is able to swap one weapon for another. 

Q: Two characters are engaged in a challenge whilst their units battle around them.  At the end of the round, the losing unit might Fall Back in Good Order or Give Ground.  If their enemy pursues or follows up, does the challenge continue?

A: Yes. As stated on page 211, if both participants in a challenge survive the round and if the combat continues, the challenge continues.

Key Takeaway:  Give Ground is largely the equivalent of how units were treated when the defeated unit passed a break test in prior versions of WFB.  The big difference here is that in TOW the defeated unit will be pushed back 2 inches – and take note that as confirmed in an additional official FAQ, if a unit is pushed back off the board it is indeed destroyed.

Key References: Rulebook pages:  134, 155, 156; FAQ & Errata v1.2 – pages 5, 6

Pursuit into an Enemy which Fell Back in Good Order

In a situation where the defeated unit FBIGO and the victorious unit made a pursuit move and re-engaged the enemy, the victorious unit counts as having charged.

Also note that a unit which FBIGO counts as having automatically rallied at the end of its fallback move. 

This is an extremely important point to note as a unit which rallies may perform a free reform which will allow it to change its facing, its formation, and rearrange its ranks and files.

Key Takeaway:  FBIGO is a very new concept for WFB veterans.  FBIGO is powerful for the defeated unit (the unit is allowed a free reform), but the pursuing unit also receives additional benefits it terms of counting as having charged etc.  Be aware of the tactical implication on both sides of the coin here.

Key References: Rulebook pages:  117, 154, 155, 157

Final Thoughts

I hope this article helps out all my fellow veteran WFB players checking out The Old World to demystify the ruleset and clarify some of the newer concepts related to combat movement.  If you have any feedback for me on this article you can find me on the Rank and Flank podcast Discord under the user name of Margrim.


Originally written for rankandflank.com.

Wood Elves – Sisters of the Thorn

A relative newcomer to the Wood Elf list, Sisters of the Thorn were added for the first time with the 8th edition army book, the last army book before The End Times and the death of rank and flank Warhammer. As such, they don’t have the same nostalgia or model count that most of our other units have. Let’s take a closer look at these Handmaidens of Ariel …

Stats and Special Rules

Sisters have a standard Wood Elf statline, with a couple of improvements which immediately help us understand their role on the battlefield. They are BS5 (6 for the champion) and Ld9, so they seem to want to be used as a ranged unit, and likely on a flank or away from the General’s Inspiring Presence. Being a cavalry unit, they are actually a bit slower than the rest of our cav at only M8, but the Steed of Isha gives a nice extra S4 attack if you do end up in combat.

They’re equipped with their own special Blackbriar Javelins, S3 range 12″ AP -1 with Move & Shoot (so you can march and still shoot) and Quick Shot (meaning you can Stand and Shoot no matter how close the charging unit is). They also have Fire & Flee, but I want to call out that right now Quick Shot and Fire & Flee do not work together (seems illogical, but that’s how the rules are written. Edit: some groups are FAQing that these do work together, so check with your opponent/TO) so keep that in mind when you’re playing with them. They come with Swiftstride, Open Order and Fast Cavalry, so you get the free pivot even if you march … we can start to see this all coming together now. March 16″, pivot up to 90° and then shoot up to 12″ away with the javelins.

Like the rest of the army, they have Move Through Cover and Elven Reflexes, which are both very useful, but what really sets them apart are these last three rules: Poisoned Attacks, Daughters of Eternity and Deepwood Coven.

Poisoned Attacks is a rule on the model, not the weaponry, which means that it applies to both ranged attacks and close combat attacks AND it applies to the attacks of both rider and mount when in combat. This fits in with a wider poison attack strategy by equipping your archers with Hagbane Tips, and the extra -1 AP from the javelins definitely comes in handy: it doubles the number of wounds that go through vs something with a 5+ save (a common save on high toughness monsters, who are great targets for poison shooting).

Daughters of Eternity is a simple but awesome rule: all the models have a 4++ ward save. Very few models in the game have or can get a ward save like this, and it really helps keep the Sisters alive given that they don’t wear armour. But the real kicker is in the wording of the rule “This unit has a 4+ Ward save against any wounds suffered.” Not this model, or models with this special rule … this unit. That means that when a character joins the unit, they also get the 4+ Ward save! I’ll go into this a bit more when I talk about their battlefield role, but it opens up a ton of interesting possibilities for potential character builds and the role the unit can play.

Caveat: some folks have argued this doesn’t apply to characters. I’ve yet to hear a solid argument as to why (most of them seem to be “Oh but if you look at this other similar-but-not-quite-the-same rule / FAQ” which doesn’t really hold water with me). In the spirit of fun and fair play, find out from your TO or opponent what their thoughts are before assuming it’s OK.

Deepwood Coven is the last rule on the unit and grants the unit the ability to cast a Bound Spell from either Battle Magic or Elementalism, at L2 if you have both a champion and standard, or L1 if you have just a champion, L0 if you have neither. It would have been nice for this to be L3 if you had full command, no? And sadly no access to Lore of Athel Loren, because I think Treesinging might have suited this unit. Ah well. This is still a pretty nice ability. However, as L2, your odds of casting the spell aren’t great. Here’s a graph showing the odds of rolling any given total on 2d6.

Odds of rolling at least # on 2d6 source: anydice.com

The lowest casting cost spells are 7+, and the highest are 10+, meaning you need between 5+ and 8+ on the dice. Not too bad, until you consider the odds of being dispelled. I have a simple spreadsheet you can use to see the odds of casting vs L4, and the chances drop dramatically …

Casting Value is on the y-axis, and chance to cast is on the x-axis.

The best chance is a 7+ spell, which will go off roughly 1/3 of the time, or twice per game, vs 10+ spell which will only go off 1/4 of the time, or 3 times every 2 games. This assumes they are in range of an opponent’s L4 for dispel, but as I said earlier, it’s likely that the best place for these ladies is on a flank and away from the your opponent’s main force. Let’s take a look at the spells that might be good options. I’m recommending you take both a Standard and a Champion for that +2 to cast, in case that wasn’t obvious!

Edit: one final critical note that I failed to mention. This spell is chosen before deployment, not in the list building phase. So you can pick what you want based on what your opponent’s army is, rather than having to guess up front!

Spells

TL;DR pick from Fireball or Plague of Rust

Cast on a 7+

TL;DR nothing amazing in the 7+ spells.

The four options are Hammerhand, Curse of Arrow Attraction, Oaken Shield, and Storm Call. Obviously Oaken Shield is completely pointless, so don’t take it! Storm Call is, imho, a really weak spell and should really never be cast, so recommend you don’t take that either. That leaves either Hammerhand or Curse of Arrow Attraction. Broadly speaking, this unit could be either a combat-oriented unit, or a shooting-oriented unit and so I could see a case being made for either of these two spells to reinforce that orientation. However, I don’t think Hammerhand really does enough damage to make it a good choice (it’ll average 4 hits per combat, which likely will only translate into 1 wound against most units). Curse is OK if you have a lot of other shooting in the list, and your other wizard(s) aren’t running Battle Magic. I’ve generally found it translates into roughly one extra wound from ~30 poison shots (which is what I’m typically running).

Cast on an 8+

TL;DR if in doubt, choose Fireball.

The chart shows that the odds of casting an 8+ are only marginally worse than the 7+ vs an L4 dispel. The odds of the spell going off at all are ~72% (6+ on the dice). The three options here are Fireball, Flaming Sword and Wind Blast. I think Flaming Sword is not as good as Hammerhand, and so definitely can’t recommend it. That leaves either Fireball or Wind Blast. Fireball is probably the gold standard of magic missiles: it’s a very solid spell, and given that every list seems to run the Ruby Ring of You-win, choosing this on a Sisters unit as a bound spell is like getting an extra Ruby Ring. Wind Blast is also a pretty good magic missile–you average 5 hits at S5 AP -1, which is likely to do more damage against certain targets than Fireball, and you also push them away from the Sisters by 2″, which is situationally good: preventing an opponent from being able to make a charge for instance. I think this one requires a bit more finesse to make work, but definitely a solid option. Again, either of these spells is reinforcing the ‘shooting-oriented’ option for the unit.

Cast on a 9+

TL;DR take Plague of Rust if you’re up against units with 2+/3+ Armour. Take Pillar of Fire if your opponent has lots of units of Low toughness units.

The odds have now dropped to about 3 in 10 vs an L4, which is not a big enough drop to really be concerned about. The odds of the spell going off at all have dropped by ~14% to ~58%, so still being cast more often than not. My personal opinion here is that this is probably the highest spell casting cost to shoot for with a L2 spell, as after this you drop below a 50/50 shot for casting at all. So, what are the spell options?

Battle Magic offers us Pillar of Fire and Curse of Cowardly Flight, while Elementalism has Plague of Rust and Summon Elemental Spirit. Of the two Vortex spells, I think Pillar of Fire is stronger because you can control the direction, and the AP is higher even though the Strength is lower (S3 AP -2, vs S4 AP -1). Even though Remains in Play spells are pretty easy to Dispel, having this unit be out on a flank and casting centrally may make this easier to go off and do some damage, or even roll into enemy War Machines. Remember that the enemy wizard has to be in range of the caster to Dispel, not the vortex itself. Pillar is great against units with low saves and toughness (um, Wood Elves?), including things like Goblins, Witch Elves, most human infantry, and most light cavalry.

Curse of Cowardly Flight is an underrated spell. When we did our Magic Lore review, I was very down on this spell but having now used it multiple times in battle, I’ve discovered it’s main strength which is on lone monsters. These tend to have high movement but low Ld, and are often used to try to hassle your back lines. It’s got a pretty low range though (15″) so I think it doesn’t combo well with the Sisters, who most likely want to be further up field and pressing the enemy battleline.

But really, I think the spell to choose from the 9+ spells is Plague of Rust. Whether you are shooting- or combat-oriented, this spell is arguably the best debuff we have available to the army, granting a very important AP -2. Wild Riders, Great Weapons and Arcane Bodkins also have AP -2 and AB (1), meaning that a unit with Plague of Rust cast on them is losing their armour save against our preferred attacks (or dropping it to a 6+ vs those very well armoured 2+ units). Even the Sisters themselves can benefit from it, because Poisoned Attacks at AP -3 are likely to get some wounds through on pretty much any target. It also has an excellent range at 21″, again reinforcing this notion that the right usage for the Sisters is on the flank, providing ranged support.

Cast on a 10+

TL;DR don’t take any of these, they’re too hard to cast

The math definitely works against the 10+ spells. You need an 8+ on the dice (~42%) even just to cast the spell, never mind it being dispelled. However, for the sake of completeness, here’s my thoughts on what’s available.

Earthen Ramparts, Travel Mystical Pathway and Arcane Urgency are the 10+ spells. Of the two conveyance spells, I think Arcane Urgency is the stronger, but neither are very good for the Sisters themselves because they are pretty fast moving on their own (I’ve written before about this being great for Eternal Guard though). However, I think that conveyance spells are best when you can rely upon them, which means it’s something for your L4 to do.

Earthen Ramparts is a so-so spell, giving a 5+ Ward to another unit in exchange for it’s ability to move. I think the best target for this spell is a unit of Treekin or a Treeman, who then become very hard to wound and can function well as an anvil or flank defenders. Sisters are likely to be functioning on a different part of the battlefield than the Trees though, so I think it’s a suboptimal choice. Again, I think this is the sort of spell you want to get off reliably if you’re going to put those units into that role, so take it on your L4.

Battlefield Role

I’ve alluded to their being two primary roles for the Sisters, either as a shooting-oriented unit, or a combat-oriented one. Let’s tackle combat first, as I think it’s the less obvious choice.

Combat Oriented

In combat, the Sisters are reasonably solid on their own. Their damage output is limited, even though it can be buffed with their Bound Spell and benefits from Poisoned Attacks, but they do get two attacks per model in the fighting rank, and they are at AP -1 for the Sisters attacks. Versus Chaos Warriors (a decent benchmark) they’d do ~2 wounds on average, and ~3.5W if you cast Plague of Rust. Clearly, they’re not a front-line combat unit, so on their own they are best at attacking your enemy’s chaff and war machines, or providing some flank support in a combo charge. I think the main use for them in a combat role would be to deliver a combat character into base contact with the enemy, and provide them with a 4++ Ward save from the Daughters of Eternity special rule.

This sort of combat character is probably best being a Glade Captain, rather than a Glade Lord, simply because the types of targets they’ll be good at taking out are going to be the enemy cavalry or infantry, not enemy monster-riding Lords. Any build that you might put together to take out e.g. a Lord on a Dragon is unlikely to kill them in a single turn, and even with a 4++ Ward save is going to result in you most likely dying to attacks back and Thunderstomps. (The best build I could come up with was with the Ogre Blade, Potion of Strength, Befuddlement of Mischiefs and Annoyance of Netlings – you’re likely going first and doing some wounds, but on average not the 9 you’d need to kill the Lord. Even though you’re being hit back on 5s, you’re still likely taking 3 wounds total from attacks back and Thunderstomps).

This kind of unit is probably useful in support of some Wild Riders. You could put the BSB into this unit, to provide some useful static combat resolution and damage output in a combo-charge with Wild Riders, but I think the GotH BSB does this better and provides more options.

There is a possibility of making a cavalry deathstar here … BSB, Lord and Spellweaver all on Elven Steeds, keeping the Weaver in the 2nd rank because the front rank is the two combat characters and the command group. The Lord could take a similar build as above, the BSB could have the War Banner, and the Spellweaver could take the Lore Familiar. You could get up to +5 static combat res (+1 for rank, +1 BSB, +1 Standard, +1 War Banner, +1 Banner of the Eternal Queen), and take Lore of Illusion for Glittering Robe, meaning you’re most likely only being hit on 6s when combined with the Netlings and Mischiefs. (Spectral Doppelganger might be an option, with the Dragon Slaying Sword). Against a Dragon Lord, your Glade Lord would have a good chance to survive (likely only taking damage from stomps) and you could win on static combat res and force the Break Test into a Flee result due to outnumbering the Dragon on Unit Strength (you’d have 20, vs their 9). Not sure how good an idea this is, but it sounds intriguing–let me know if you’ve tried this! I’d definitely want to put some Magic Resistance into the unit too. Even if it didn’t do well, it’d be really fun to try it out! I calculate it out to be over 800 points though 🤣

(High Magic might also be a fun lore with them, because then they go from 2 attacks each to 4 attacks each with the Fury of Khaine spell. However, I think that spell is better at targeting Wild Riders, and doesn’t offer a lot more to help compared to Illusion.)

Shooting Oriented

I think this is the natural place for Sisters, as I think should be clear from everything you’ve read so far. They can take a spell that either makes your shooting better (e.g. Plague of Rust) or does more ranged damage (e.g. Fireball), fitting into the general Wood Elf strategy of softening up the enemy with shooting, staying out of range/charge arc, before finally attacking late game.

In terms of characters that could bunker well, in this unit, I think there are two main options: a Glade Lord with the Bow of Loren and Potion of Strength, or a Spellweaver running a good ranged Lore.

The Glade Lord with the Bow of Loren and Potion of Strength can pump out shots at up to S7. It almost doesn’t matter what enchanted arrows they take because they only get to use one (thanks to the very dumb FAQ, GW has decided that Wood Elf characters carry two quivers of different arrows into battle), so I think the right choice is Swiftshiver Shards to give an extra shot. You’ll get 5 shots at BS7, potentially S7, and if combined with Plague of Rust from the Sisters, will be at AP -2, AB (1). Not bad for plinking a few wounds off of pesky monsters, but probably not worth the points (it’s ~200) and there are better Lord builds (most notably, bringing one on a Dragon).

The Spellweaver I’d bring would probably be taking Lore of Illusion and a Lore Familiar, with the goal of stopping the advances of the enemy with Miasmic Mirage and Column of Crystal, and protecting herself and her sisters with Glittering Robe and probably Spectral Doppelganger and a simple magic weapon for being able to thwack chaff units in combat when needed. I’d argue that this same build is probably just as good in Glade Riders with Reserve Move, and that the Riders would chew up some of your Core allowance.

Having said all that, I think running Sisters on their own is probably the most viable option. Units of 5 will be annoying to deal with, and they’ll still be a L2 wizard until the champion is left standing on her own.

Summary

I think the Sisters are a very strong all-rounder unit for the army. They have a lot of flexibility, provide ranged attacks and magical support, plus defense for bunkering a character. They are comparatively hard to kill due to the 4++ save, and give an option for being able to choose a good spell like Fireball or Plague of Rust without having to roll for it. And they can pump out a few wounds in virtually any combat they get into, due to their volume of Poisoned Attacks.

What do you think of them? Have you had much success with them? What spells are you taking, and are you bunkering characters or just running them solo?


Originally written for rankandflank.com.

Empire of Man – The ‘Spellslinger’ Wizard

Knowing how to kit out your Wizard is hard. There’s arguments to be made for every Lore of Magic — and when you add Magic Items into the equation —  it’s pretty easy to end up in analysis paralysis when putting a list together. 

I’ve been testing out several Wizard builds with my Empire of Man lists, trying to find the one that fits best. While there are a bunch of viable options that work well in different lists, the most effective for me has been the ‘Spellslinger Wizard’. 

What is the Spellslinger Wizard Build?

Wizard Lord [207 pts]

Hand weapon, Level 4 Wizard, Empire Warhorse (Optional), Arcane Familiar, Wizard’s Staff, Daemonology

Special Rules: Magical Attacks, Magic Resistance (-1)

Model M WS BS S T W I A Ld
Wizard Lord 4 4 3 3 4 3 3 2 8
Empire Warhorse 8 3 3 3 1

I keep taking this Wizard build in almost every game, so wanted to come up with a fun and accurate name for it to use with my friends.

I took “Spellslinger” from a Magic: The Gathering Deck Archetype. A lot of these decks revolved around throwing a bunch of spells at the enemy in quick succession, dealing a bunch of damage and winning quickly — which is exactly how I like to run it in Warhammer: The Old World.

The Spellslinger Build revolves around using two magic items on a Level 4 Wizard Lord:

Arcane Familiar (15pts)

The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.

Wizard’s Staff (20pts)

0-1 per Wizard. The bearer of the Wizard’s Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile.

Using the Arcane Familiar, you want to pick one spell in Daemonology, and three in Battle Magic. This has to be declared when you write your list, so make sure it’s clear to your opponents.

In Daemonology, you’ll be taking the signature spell: The Summoning. 

The Summoning

Type: Magic Missile
Casting Value: 9+
Range: 18″

The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -1.

In Battle Magic, you’re primarily looking to roll a 1 for Fireball.

Fireball

Type: Magic Missile
Casting Value: 8+
Range: 24″

The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -. This spell has the Flaming Attacks special rule.

With a ~50% chance of getting it (I think re-rolling duplicates increases your odds slightly? But don’t quote me on that) you’ll end up with two of the best Magic Missiles in the game being cast at a +5.

This turns your L4 Wizard into a ranged killing machine.

But What if I Don’t Roll Fireball!?

If you don’t roll Fireball, it’s not the end of the world! Battle Magic is an extremely versatile lore of magic, and you’ll likely find some use for all of the spells in there.

Personally, I really like Pillar of Fire and Arcane Urgency.

Pillar of Fire is great for zoning and killing your opponents units as they near your army, while Arcane Urgency means you can move 18 inches and still shoot. It’s really great for if you’re running your Wizard solo or in a mobile unit.

What Mount Should I Use?

Typically, I run this Wizard on an Empire Warhorse. I’ll bunker him with a group of knights, fire off a bunch of spells — then when the enemy gets close I’ll move him out of the unit and find another unit or spot to shoot from. This will also give your Knights their ability to counter-charge back, as they lose it when the Wizard is in the unit. 

An Imperial Wizard… Getting ready to ping some Dark Elves with Magic Missiles in Wicklow!

I can see this being extra annoying on a Pegasus, or even a flying carpet. That extra mobility will give you some great vantage points to find the best targets. Just make sure to position yourself so the opponent can’t shoot you off the board on turn one.

I would personally be unlikely to run this Wizard in an infantry block. The Summoning is only 18″ range so you need some mobility to get in range early in the game.

___

Thanks for reading, fellow Empire players! If you like this build and want to try it out — let us know how it goes. Or maybe you’ve tried it already, and you call it something else! If you have any alterations or other builds you’d like to share, head to the Rank & Flank Discord and show us!


Originally written for rankandflank.com.