Zapowiedzi, plotki - co nowego w Vampirkach
Moderator: misha
wlasnie dlatego DoW sa zakazane na GTZajcew88 pisze:A to co moge wystawic vampirami dzialo jak to mozliwe moze?
Z DOW ma ktos charakterystyke tego dziala bym prosil na priv ;]
wszystko nowe jest po 10.Narożny pisze:Czyli jak to jest. Wampirki tez szkielety maja w brygadach po 10 typa jak imperium? A Ghule w paczkach po 20 czy tez po 10 ?
"I fart in your general direction"
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- Wałkarz
- Posty: 65
Hłe, hłe. Działo wziąłem 2 razy w życiu, obydwa razy nic nie zrobiło (poza zejściem). Za to parę razy brałem 10 kuszników albo 10 halflingów względnie garnek z zupą. Tak w sumie z sentymentu za czymś strzelającym . Poza tym zawsze można postraszyć fasty albo jakie ratlingi. Przydaje się, zupełny brak stzrelania w armii jednak boli. A halflingi zawsze miło mieć, zwłaszcza że tak po sąsiedzku z Sylvanią sobie żyją...Murmandamus pisze:Ładnie tak kłamać?
A jesteś pewien że nie chodzi ci o symboliczne działo do symbolicznego rozwalania rydwanów etc?
Sugerowałbym się aż tak nie podniecać ilością bitsów w nowych boxach. Samymi plastikami również. Widziałem, i sklejałem nowych kuszników krasnoludzkich i powiem jedno. Z taką ch*jnią, to ja dawno nie pracowałem. Nic do siebie nie pasuje. Szpary na 3 mm, strach to ciąć, bo, albo można obciąć sobie paluchy, albo rozwalić część. Pełno nadlewów, linie z formy wystają na dobre 1,5 mm. Same figurki też są jakieś takie dupne. Praktycznie to same klony, bez żadnych szczegółów. To co mają plastikowe fanole do o&g też widziałem. Z całej taaaakiej wieeelkiej gamy części Można sobie zmienić co najwyżej łepek fanatyka i ew. jakąś kulkę bardziej fikuśną zrobić. Bo reszta to jedna część. Dodatkowo łapki ma tak odlane, że w pewnym momencie przechodzą w łańcuch. Acha sam łańcuch nie ma oczek- jest odlany tak jakby był zrobiony z wypukłych dysków. Z bitsów zostają same takie jakieś wypierdki mamuta, w tym squig, którego można pomalować na zielono i dać dziecku jako żabkę do zabawy. Sądzę, że z nowymi szkieletkami nie będzie lepiej. W zestawie pewnie będzie tarcza, nóżki i korpusik, oraz główka i dwie łapki, w tym jedna z bronią. Nie sądzę, żeby było tego więcej.
- swieta_barbara
- habydysz
- Posty: 14642
- Lokalizacja: Jeźdźcy Hardkoru
A ja slyszalem, ze teraz bedzie jakis core w wampirach z mv 10, s5, 2 atakami za 15 pts. Czy to prawda?
Na powazne: ma ktos jakiegos linka z kompilacja zdjeciowek nowych wampirow?
Na powazne: ma ktos jakiegos linka z kompilacja zdjeciowek nowych wampirow?
zajrzyj tu:
http://warseer.com/forums/showthread.php?t=40093
http://warseer.com/forums/showthread.php?t=40093
A jaka jest data premiery nowego booka?Shinue pisze:zajrzyj tu:
http://warseer.com/forums/showthread.php?t=40093
- Black_Power
- Powergamer Rozpiskowy
- Posty: 37
- Lokalizacja: Karak Var
New models in the first wave
- Mannfred the Elder on foot and on steed [metal]
- Vlad von Cartein [metal]
- Isabella von Carstein, possibly in the same box as Vlad [metal]
- Konrad von Carstein [metal]
- unknown number of new Vampire models [metal]
- Varghulf, probably 1 model per blister [metal]
- Skeleton Warriors redo, slightly smaller than before, 10 models per box [plastic]
- Grave Guard, 10 models per box [plastic]
- Ghouls, 10 models per box [plastic]
- Dire Wolves, 10(?) models per box [plastic]
- Knights of Blood Keep, box of 5 / direct order blisters [metal]
- Corpse Cart, box of 1 [metal?/plastic?]
Spearhead deal:
- Vlad von Carstein (showing off Carstein ring)
- new Vampire Countess model (may be used as Isabella)
- Varghulf
- 10 Skeletons
- 10 Ghouls
- 10 Grave Guard
- 10 Dire Wolves
- Corpse Cart
44 models
New models in the second wave
- Possibly new Zombies
- Possibly new Black Knights
- Possibly plastic Bats
Special rules
Undead
- Applies to all units, including those not technically dead (probably to keep things simple).
- Ward saves (possibly also regeneration saves) may be taken against wounds suffered from crumbling
- Possibly units within 12" of any Vampire may march, not just general (may include Blood Knights and Varghulf), which if true essentially means that most of the army should be able to march most of the time
- Possibly restriction that general must be a Vampire (similar to Tomb Kings where the general must be a Mummy)
Ethereal
- Latest rumour says it stays as it currently is.
Necromancy
- Spells generally have a shorter range than before
#0 Invocation of Nehek
- Every caster has it, possibly in addition to their normal number of spells
- Very easy to cast
- Casters may cast the spell multiple times rather than just once each
- Heals any undead unit (d6 wounds?)
#1 Summon Zombies
- Summons d6 +4 zombies (only to an existing unit?)
#2 Vanhel's Danse Macabre
- Lets you move a unit that is not in combat, as before
- For a unit that is already in combat, the effect is as for the old Hellish Vigour
#3 Gaze of Nagash
- Unchanged?
#4 Curse of Years
- Easier to cast
#5 Wind of Death
- High casting value
- Every enemy *unit* takes *one* wound on a D6 roll of 4+ (no saves?)
- Wounds caused lets you create a new Spirit Host close to the caster with that number of wounds
#6 Summon Zombie Horde
- High casting value
- Summons 5D6+4 Zombies
- Can be used to create a new unit, the unit may not be increased in size later
Lords
Vampire Count
- Only Lord choice apart from special characters
- Can get 100 pts of items plus 100 pts of vampire powers
Vampire Lord: gone
Necromancer Lords: gone
Heroes
Vampire
- New name for Thralls
- Start as level 1 wizard, may be upgraded
Necromancers
- Uses different lore than Vampires, more specialised towards raising / healing stuff (which they will be better at than previously)
- May not be upgraded beyond level 1?
Wight Kings (new name for Wight Lords)
- Toughness increase
Wraiths: now a unit instead of a character
Core units
Skeletons
- New plastic models
- Come with hand weapons and light armour (following trend of reducing armour upgrade options for units)
Zombies
- Strength 2, Toughness 2
- Really always strikes last
- Can not be joined by characters
- Can never pursue
- Possibly only new unit you can raise
Ghouls
- New plastic models
- Count as Undead(!) for simplicity's sake
- No longer skirmish
- Cheaper?
Dire Wolves
- New plastic models
- Cheaper?
Bat Swarm
- Count as Undead
- *Significantly* cheaper
Corpse Cart
- Possibly count as a monster rather than as a chariot
- Some sort of support for units nearby, rumours include giving the Always Strike First rule to friendly units within 6", or allows units within a given range to march, or casts the Incantation of Nehek as a bound spell
- Do not count towards the minimum number of Core units in the army
- Very cheap (cheaper than Gobbo chariots)
Special units
Grave Guard (possibly get a new name)
- New plastic models
- May have great weapons
Black Knights
- Nightmares may move through terrain/obstacles without penalty, in the same manner as Ethereals can (not otherwise Ethereal)
- Supposedly toned down somewhat to give a more defined role for the Knights of the Blood Keep. Not known by how much, but losing the option for barding is not unlikely.
Fell Bats
- Cheaper
Spirit Host
- Cheaper
Rare units
Black Coach
- 4+ ward
- feeding it with power dice (any wizard within 6" can do this) gives it enhanced abilities, roll a D6 for each PD and on a 6 gain a new one permanently, in order(?): 1) Scythes, 2) Hatred, 3) Unknown, 4) Ethereal, 5) Fly
Knights of Blood Keep
- Essentially equivalent to old Thralls on steeds
- WS6, S5, T4, W1, A2, frenzy
- Expensive (more than 50 pts each)
- Lance, heavy armour, shield, barded Greater Nightmares (with S4 but not the terrain-crossing abilities Black Knights get)
- May have a magic banner, champion (Kastellan) might be able to take vampire powers
Varghulf
- M9 (does not fly)
- Stats more or less like a big monster (Hydra, Manticore, ...) rather than a small monster like a Gorger or Spawn
- Costs slightly less than a Giant
- Possibly Regeneration
- Possibly Terror
Wraiths (unit name not certain)
- Skirmishing unit
- Statwise much the same as currently, though obviously may not have magic items
- May be joined by one (or more) Banshees (whose scream now works on all enemy units, including those ItP)
- Mannfred the Elder on foot and on steed [metal]
- Vlad von Cartein [metal]
- Isabella von Carstein, possibly in the same box as Vlad [metal]
- Konrad von Carstein [metal]
- unknown number of new Vampire models [metal]
- Varghulf, probably 1 model per blister [metal]
- Skeleton Warriors redo, slightly smaller than before, 10 models per box [plastic]
- Grave Guard, 10 models per box [plastic]
- Ghouls, 10 models per box [plastic]
- Dire Wolves, 10(?) models per box [plastic]
- Knights of Blood Keep, box of 5 / direct order blisters [metal]
- Corpse Cart, box of 1 [metal?/plastic?]
Spearhead deal:
- Vlad von Carstein (showing off Carstein ring)
- new Vampire Countess model (may be used as Isabella)
- Varghulf
- 10 Skeletons
- 10 Ghouls
- 10 Grave Guard
- 10 Dire Wolves
- Corpse Cart
44 models
New models in the second wave
- Possibly new Zombies
- Possibly new Black Knights
- Possibly plastic Bats
Special rules
Undead
- Applies to all units, including those not technically dead (probably to keep things simple).
- Ward saves (possibly also regeneration saves) may be taken against wounds suffered from crumbling
- Possibly units within 12" of any Vampire may march, not just general (may include Blood Knights and Varghulf), which if true essentially means that most of the army should be able to march most of the time
- Possibly restriction that general must be a Vampire (similar to Tomb Kings where the general must be a Mummy)
Ethereal
- Latest rumour says it stays as it currently is.
Necromancy
- Spells generally have a shorter range than before
#0 Invocation of Nehek
- Every caster has it, possibly in addition to their normal number of spells
- Very easy to cast
- Casters may cast the spell multiple times rather than just once each
- Heals any undead unit (d6 wounds?)
#1 Summon Zombies
- Summons d6 +4 zombies (only to an existing unit?)
#2 Vanhel's Danse Macabre
- Lets you move a unit that is not in combat, as before
- For a unit that is already in combat, the effect is as for the old Hellish Vigour
#3 Gaze of Nagash
- Unchanged?
#4 Curse of Years
- Easier to cast
#5 Wind of Death
- High casting value
- Every enemy *unit* takes *one* wound on a D6 roll of 4+ (no saves?)
- Wounds caused lets you create a new Spirit Host close to the caster with that number of wounds
#6 Summon Zombie Horde
- High casting value
- Summons 5D6+4 Zombies
- Can be used to create a new unit, the unit may not be increased in size later
Lords
Vampire Count
- Only Lord choice apart from special characters
- Can get 100 pts of items plus 100 pts of vampire powers
Vampire Lord: gone
Necromancer Lords: gone
Heroes
Vampire
- New name for Thralls
- Start as level 1 wizard, may be upgraded
Necromancers
- Uses different lore than Vampires, more specialised towards raising / healing stuff (which they will be better at than previously)
- May not be upgraded beyond level 1?
Wight Kings (new name for Wight Lords)
- Toughness increase
Wraiths: now a unit instead of a character
Core units
Skeletons
- New plastic models
- Come with hand weapons and light armour (following trend of reducing armour upgrade options for units)
Zombies
- Strength 2, Toughness 2
- Really always strikes last
- Can not be joined by characters
- Can never pursue
- Possibly only new unit you can raise
Ghouls
- New plastic models
- Count as Undead(!) for simplicity's sake
- No longer skirmish
- Cheaper?
Dire Wolves
- New plastic models
- Cheaper?
Bat Swarm
- Count as Undead
- *Significantly* cheaper
Corpse Cart
- Possibly count as a monster rather than as a chariot
- Some sort of support for units nearby, rumours include giving the Always Strike First rule to friendly units within 6", or allows units within a given range to march, or casts the Incantation of Nehek as a bound spell
- Do not count towards the minimum number of Core units in the army
- Very cheap (cheaper than Gobbo chariots)
Special units
Grave Guard (possibly get a new name)
- New plastic models
- May have great weapons
Black Knights
- Nightmares may move through terrain/obstacles without penalty, in the same manner as Ethereals can (not otherwise Ethereal)
- Supposedly toned down somewhat to give a more defined role for the Knights of the Blood Keep. Not known by how much, but losing the option for barding is not unlikely.
Fell Bats
- Cheaper
Spirit Host
- Cheaper
Rare units
Black Coach
- 4+ ward
- feeding it with power dice (any wizard within 6" can do this) gives it enhanced abilities, roll a D6 for each PD and on a 6 gain a new one permanently, in order(?): 1) Scythes, 2) Hatred, 3) Unknown, 4) Ethereal, 5) Fly
Knights of Blood Keep
- Essentially equivalent to old Thralls on steeds
- WS6, S5, T4, W1, A2, frenzy
- Expensive (more than 50 pts each)
- Lance, heavy armour, shield, barded Greater Nightmares (with S4 but not the terrain-crossing abilities Black Knights get)
- May have a magic banner, champion (Kastellan) might be able to take vampire powers
Varghulf
- M9 (does not fly)
- Stats more or less like a big monster (Hydra, Manticore, ...) rather than a small monster like a Gorger or Spawn
- Costs slightly less than a Giant
- Possibly Regeneration
- Possibly Terror
Wraiths (unit name not certain)
- Skirmishing unit
- Statwise much the same as currently, though obviously may not have magic items
- May be joined by one (or more) Banshees (whose scream now works on all enemy units, including those ItP)
Łamiesz mi serce....Szaman pisze:zapomnij o DoW.
Tak sobie wymyśliłem dzisiaj, że działa DoW można by dopuszczać na turnieje, pod warunkiem że w armii znajduje się jakiś inny oddział DoW/RoR. Niezbyt opłacalne dla graczy wstawiających sobie działo lub dwa do armi VC, albo WE, ale jak ktoś faktycznie chciałby wystawić armię zasilaną najemnikami to ma to jakiś sens (bo ciężko mi wyobrazić sobie samotny odział podróżujący z armatą, szukający zatrudnienia).
Na normalne wydanie wampirów trzeba będzie czekać aż miesiąc po wyjściu sparheada? W sumie miałem go nie kupować, bo 10 osobowe oddziały piechoty średnio mi gdziekolwiek pasują, ale miesiąc czekania więcej to solidny argument. Z nowych wampirów najbardziej podoba mi się Konrad, a nad miałkością Mannfreda już się chyba wypowiadałem w tym temacie.
A jak szkielety mają mieć na starcie lekką zbroję i tarczę, to przy obniżonym koszcie będzie z tego dobra piechota zaporowa. Ależ ja się nie mogę doczekać, hłe, hłe
- Chaoschild
- Chuck Norris
- Posty: 534
- Lokalizacja: London Fa%^n City
Jak dla mnie to to podsumowanie bylo dosc przydatne....bo niechce mi sie wracac okolo 10 stron wstecz
W kazdym badz razie ciekawy ostatni punkt na temat Wraithow i Banshee...a mianowicie ze moga do nich dolaczyc jedna badz wiecej Banshee...czyzby wiec nasz damulka nie byla tylko zwyklym czempionem oddzialu??
W kazdym badz razie ciekawy ostatni punkt na temat Wraithow i Banshee...a mianowicie ze moga do nich dolaczyc jedna badz wiecej Banshee...czyzby wiec nasz damulka nie byla tylko zwyklym czempionem oddzialu??
a niech tam sobie DoW nie bedzie, ja tam sie ciesze, jako armia spoks ale dodatek armat byl po prostu glupi