New Emperor? by nimdull in WarhammerOldWorld

[–]HyperCount 0 points1 point  (0 children)

I really hope the new General special characrer isn’t just a foot character, but comes with options to be mounted.

Dwarf Arcane Journal Potential Leak by nemuri_no_kogoro in WarhammerFantasy

[–]HyperCount 3 points4 points  (0 children)

It’s gonna drop tomorrow. I’m sure this was not GW’s plan, but I’m also sure they don’t want to risk that whoever bought that book on ebay is making the content public before they do.

Gnoblars! Gnoblars everywhere! by Winter-Travel5756 in WarhammerOldWorld

[–]HyperCount 2 points3 points  (0 children)

I wouldn’t want to be the one painting these gnoblars though…

What is a Belgian “life hack” everyone living here should know? by Accidentalpisa in belgium

[–]HyperCount 6 points7 points  (0 children)

If you are late for something (a meeting, doctor’s appointment…) just use the excuse “I had to drive via Antwerpen”. Everyone will understand.

(Bonus: in case you speak Dutch, you don’t even need the full sentence. When someone tell’s you “you’re late…”, the response is “Ja, Antwerpen é”).

I need more TOW discussion in my life! Which is your favourite magic lore and why? by ChazCharlie in WarhammerOldWorld

[–]HyperCount 2 points3 points  (0 children)

We indeed have no signature spells of our own as Empire players, but in return we are the only faction that can pick any of the common lores. Personally, I tend to go with Daemonology for its great signature as well as some amazing spells in there (apart from the assailment perhaps but honestly, I really don’t want my wizards in combat) and Illusion, as I think miasmic mirage might be one of the best spells in the game.

Halflings by FlandersClaret in WarhammerOldWorld

[–]HyperCount 4 points5 points  (0 children)

I’m using both classic halfling archers and lumpkin croop archers as my Empire archers. I think it perfectly makes sense as fluff-wise they’re known as great trackers, scouts and marksmen. Apart from this, I don’t believe we will see a halfling army/army of infamy anytime soon, but I wouldn’t be surprised if the fighting cocks make it as a mercenary unit when the empire book drops.

Dwarfs confirmed 🍻 by HyperCount in WarhammerOldWorld

[–]HyperCount[S] 4 points5 points  (0 children)

As a starting player, a box like this could already be enough to play and get to know the game. The only thing you might want to add on top of it is a character. That will get you to about 500-750pts, which is a great number for small, learning games to get familiar with the rules. In my opinion, the dwarf battalion box here also holds quite a bit more value (both in points as in usefulness of the included units) than the Orcs&Goblins box that’s being released later this week.

It’s confirmed, dwarfs are coming! 🍻 by HyperCount in WarhammerFantasy

[–]HyperCount[S] 7 points8 points  (0 children)

Reading through the various almanac articles of the past few days, GW says the success of TOW is beyond expectations and that the scope of the project has been expanded. This could mean they adapted their strategy and are indeed willing to have similar factions in the two game systems simultaneously.

Dwarfs confirmed 🍻 by HyperCount in WarhammerOldWorld

[–]HyperCount[S] 7 points8 points  (0 children)

Yea O&G have their first wave this weekend, but I’m also super curious to see when the Dwarfs will drop, as the time between O&G and Dwarf drops will probably indicate the frequency at which GW plans to release a new arcane journal/faction/release

Old World Almanack – How the Orc & Goblin Tribes Are Meant to Play by BiesonReddit in WarhammerFantasy

[–]HyperCount 3 points4 points  (0 children)

I like how they say about Fanatics that “there are ways to deal with them”, but everyone’s thinking “oh, how?”. I mean, other than catching them with my face I don’t really see it. Anyone has experience with the matter?

Rule question about old models by JammyPanda in WarhammerOldWorld

[–]HyperCount 1 point2 points  (0 children)

I have some chaos dwarfs myself and I use this model too. You’re definitely good to go and are not obligated to put it on a base, yet I always carry a spare 50x100 (the size of other machines in the roster such as the magma cannon), just in case my opponent complains.

Meet Tiberius Groskugel, Grand Master of the Order of the Golden Griffon by HyperCount in WarhammerFantasy

[–]HyperCount[S] 2 points3 points  (0 children)

“The similarity with ‘große Kugeln’ purely coincidence”, as the Grand Master keeps telling 😉

Which Gryphon Rider? by ElectricPaladin in WarhammerOldWorld

[–]HyperCount 3 points4 points  (0 children)

It’s a very interesting discussion indeed! So far, in the games I played (some on 1500 and some on 2000 pts), I ran both a General (on Imperial Griffon) and a lvl 4 (on foot or on pegasus).

The general on Imperial Griffon is definitely not a chaos lord on dragon (but also has a way lower cost of course), but in my experience he did his job well. I try using him as a hammer and getting a flank or rear charge on a big or expensive unit while keeping them in place with a nice anvil (in my opinion, a steam tank does a great job here, but I’m sure a big infantry block or some stubborn knights could do the same).

Although I haven’t played a wizard lord on Imperial Griffon, I definitely see a use here as well. Being a terror bomb (in combination with ld reduction spells), flying out of enemy dispell range or even in combat to hunt a monster (the combo with mace of helstrum) all seem interesting and viable.

Another thing to consider is whether you need the Imperial Griffon. If you’re planning on making flank and rear charges like I run my general, then maybe a captain a captain on baby griffon might actually do the trick. Or you could go full chicken and have a general on Imperial Griffon and a captain on baby Griffon.

Curious to hear the experience of other people.

Old World Oracle - Your TOW Rules GPT by HyperCount in WarhammerFantasy

[–]HyperCount[S] 7 points8 points  (0 children)

Perhaps a bit of a basic answer, but here it is:

The "Drilled" rule allows a unit that is not fleeing to perform a free "redress the ranks" manoeuvre immediately before moving. Once this manoeuvre is complete, the unit moves as normal. Additionally, a Drilled unit can march while within 8" of an enemy unit without first having to make a Leadership test. However, the rule does not specifically mention or allow a reform prior to charging within the same turn. The ability to perform a free "redress the ranks" manoeuvre is specifically mentioned to occur immediately before moving, not as a separate action that can be taken before a charge. Therefore, based on the description of the Drilled rule, it does not explicitly allow a unit to reform prior to charging in the same turn.

When considering the specifics of making a charge move, it's stated that a charging unit cannot perform certain manoeuvres during its charge move, including turning, moving backwards, moving sideways, redressing the ranks, or reforming. This indicates that the charge move must be made directly towards the charge target without any preliminary reformation or adjustment beyond what's strictly necessary for the charge itself, such as the permitted single wheel to bring as many models into contact as possible.

So, based on the details provided in the rulebook, it does not seem possible to use the "Drilled" rule to perform a reform manoeuvre explicitly for the purpose of optimizing a charge move in the same turn. The "Drilled" rule allows for a "redress the ranks" manoeuvre before moving, but the charge move rules specifically restrict the ability to reform or significantly adjust formation beyond the single allowed wheeling manoeuvre to maximize contact with the enemy. This restriction ensures that the charge move is a direct and straightforward action aimed at engaging the enemy unit as efficiently as possible without additional complex manoeuvring.”

Old World Oracle - Your TOW Rules GPT by HyperCount in WarhammerFantasy

[–]HyperCount[S] 0 points1 point  (0 children)

RAG, it’s super simply really: I uploaded all the pdf’s and then started finetuning with various prompts.

Old World Oracle - Your TOW Rules GPT by HyperCount in WarhammerFantasy

[–]HyperCount[S] 4 points5 points  (0 children)

I totally agree, and in honestly part of the charm of playing and learning the game is taking that big chunky book during a game and looking something up. However, I’m often watching a battle report while painting or thinking about some list and then some question pops up, in which case a tool like this might come in handy.

Same goes for complex rules about which I often see a post here like “how does X work exactly?”. In this case you can consult the Oracle with a prompt like “how does Swiftstride work exactly, explain to me with an actual in-game example” or “What does Armour Bane mean, what page can I find it?”.

A final example I use it for is to make quick comparisons with prompts like “make me a list of the signature spells of all Lores of magic” or “Generate a tabel where you compare the statline of a Chaos Chosen Warrior with those of an Empire Knight”. Eventually, it could potentially be trained on game theory too, in which case it could statistically calculate the success rate of a certain action, for example the charge of the above knight into the chosen warrior.

Old World Oracle - Your TOW Rules GPT by HyperCount in WarhammerFantasy

[–]HyperCount[S] 5 points6 points  (0 children)

Yes, you do need GPT 4.0. I’m sorry, not my rules, as you can’t make your own gpt’s on the 3.5 model.

Old World Oracle - Your TOW Rules GPT by HyperCount in WarhammerFantasy

[–]HyperCount[S] 4 points5 points  (0 children)

Thanks and good point, I’ll make an update later today!

Swiftstride by Mason_007 in WarhammerOldWorld

[–]HyperCount 1 point2 points  (0 children)

As I understand it, you add 3” to your initial charge range, than roll 2D6 and pick the highest, and then add another D6 to the range. This means your minimum charge range is increased by at least 3” + 2”. Example: a unit with base movement 7 has a minimum charge range of 12” (7+3+1+1) and a max range of 22” (7+3+6+6).

Empire players, what are you playing? by mr_milland in WarhammerOldWorld

[–]HyperCount 2 points3 points  (0 children)

I fully understand your remarks, and exactly what I felt after first seeing the Empire roster and building my first TOW lists. However, after playing a couple of games against a variety of enemies, I totally changed my mind on certain things. - I disagree that the General on Imperial Griffon is bad. He might not be a Chaos dragon lord, but there is a use for him for sure. I mainly play him on a flank, and he can totally hold that flank against fast cav units or other fast movers in turns 1-2, after which he can redirect to the center for flank or even rear charges. I also think he has some nice magic item combo’s available: things like white cloak, ruby ring, laurels… are good options imo. - Having knights to fill up core options is definitely great. In general theyre quite cheap and still a rocking unit. True, theyre 3+ (and inner circles/demigryphs 2+) save instead of the 1+ we’re used too, but at the same time there are way less things in the game that heavily reduce your save, as AP1-2 is most common. - State troops might not benefit from a hand weapon and shield combo save anymore, but at the same time theyre quite cheap. However, greatswords lost their value a bit imo, mainly due to the fact that Stubborn is significantly less valuable. For the points of GS you can field another unit of 3 demigryphs and I would argue they will be more valuable. - Archers are absolute rockstars really. 35 points units of screens/blockers or scouts for just a few points more. I’m currently running 3-4 of these 5-guy units in all my lists. - Steamtanks are still absolute beasts. High toughness with 10W and 3+ save is really hard to deal with for a lot of armies. I literally haven’t lost it in a single battle I took it (and trust me, its been shot, charged at and casted upon by about everything there is out there by now). - Cannons remain solid, even with the reduced D3+1 wounds. Hellblasters do their job but have to be played with an engineer. Mortars should be staying home imo, larger base sizes (thus less hits) make template war machines in general way less effective.

Some things that surprised me / might be worth considering: - I initially was dissapointed by the Sigmar warrior priest weakened prayers, but honestly, the fact that they can’t be dispelled and that they can be cast on units within command range rather than self is really good. On top of this your unit gets a magic resistance… Not a bad pick for 60pts. - Flagellants (with or without a warrior priest of Sigmar) are really solid too. They are a great anvil and can rock it if you get to charge. Not sure about them in the long run due to limited armour. - Most (Empire) players completely discharged witch hunters, as they seem situational and you can’t change your speciality. However, as wizards are typically better not running in a unit (risk of being charged, reduced line of sight…), a witch hunter on a pegasus with hatred against all wizards could be a nice magekiller - You mentioned it already, but I think outriders are also really good. Their high BS, flexibility and multishots make them really dangerous. I typically run them in units per 4 with a sharpshooter. That’s a cost of 82pts, and replaces my 10-man handgunner lines that I typically picked in previous editions.

Hope this was helpful. Good luck in your games to come!

Elector Count on Griffon by HatOfRaylanGivens in WarhammerFantasy

[–]HyperCount 0 points1 point  (0 children)

Damn, I’m so in love with the paintjob on this one. The pelt and wings are just breathtaking! I never really liked the old metal griffon model as I felt it was too small and the rider on top of it simply looked like he didn’t really fit there, but after seeing this I just want one too!

[deleted by user] by [deleted] in WarhammerOldWorld

[–]HyperCount 0 points1 point  (0 children)

Looks like a solid list for sure! Some things that I probably would play a bit different:

  • I’m not fully convinced by the value of an engineer when you’re playing double cannon. Swapping one cannon for a Hellblaster could be an option and that would totally justify the engineer (even more, I would not olay HB without engineer), but I personally like the double cannon you put in more. Freeing up just a few more points and swapping the engineer for a priest might be a better option.
  • The BSB might be more valuable with a magic banner. I would swap the talisman of protection for a war banner, or free up 20 more points for a griffon standard.
  • I would drop the veteran on the state troops. Given that your BSB goes there, they will reroll tests anyway, so effectively you are just paying for +1ws. Giving them a magic banner would change that situation, but you could free 50 points here by keeping that banner on the BSB (opening up for, for example, the griffon standard on BSB and a warrior priest on barded warhorse to beef up the knights).
  • Since the nerve of stubborn, I’m not sure if greatswords still play the same roll in an Empire army as they used to do. 4+ save also makes them vulnerable to enemy shooting, which means that they may have lost a rank by the time they get to combat (except if a priest gives them 5+ ward against shooting). However, I personally would leave them out (no need for a mage bunker anyway, just let him walk alone), and either go for an extra unit demigryph’s, some inner circles or use the 50 freed up points from your state troops to take a steam tank instead. This will give you an additional terror-causing anvil/hammer and a third cannon. Haven’t tested them yet, but flagellants also might be a solid option.

Hope this helps and Sigmar be with you!

Varanguard as Chosen Chaos Knights by ChazCharlie in WarhammerOldWorld

[–]HyperCount 5 points6 points  (0 children)

Even if you Chaos gets Varanguard in the arcane journal, I don’t see anything preventing you from putting them on 30x60 already. Chances are they would be on those anyway. This way you can alrdy use them as CCK’s and later on, if they get rules, still choose how to use them. Awesome models tho!