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Nekhro

Modérateurs Section ROYAUMES MORTELS
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  1. Vu qu’ils semblent vouloir dissocier les deux (à quelques armées du Chaos près), je pense qu’ils seront jouables uniquement pour AOS. Mais pas impossible qu’ils soient utilisables pour les Nains du Chaos version PDF pour TOW. Mais ça ne sera pas vraiment «officiel», comme pour les autres armées non-supportées.
  2. Oui, il y a clairement quelques sujets qui migreront en section Général, comme celui sur les gammes alternatives par exemple.
  3. @Setepenmentou Faut voir s’il n’y a pas des malus à coté. Il est question d’une sorcière bretonienne «exilée» (en rapport avec la liste alternative certaine) qui a un malus sur ses fiascos par exemple.
  4. Ils évoquent une figurine bretonienne conçue il y a des dizaines d’années par exemple (sans dire laquelle en revanche).
  5. C’est ce que je me dis à chaque fois que quelqu’un vante les prix revendeurs avec rabais
  6. Il fait parti des figurines annoncées dans les précommandes de demain. C’est dans l’épinglé pourtant
  7. https://www.warhammer-community.com/2024/01/05/old-world-almanack-designer-round-table-on-the-past-and-future-of-a-stone-cold-classic/ Old World Almanack – Designer Round Table on The Past and Future of a Stone-cold Classic So far in our series of round table chats with the team behind Warhammer: The Old World, we’ve discussed the lore, the design, and the painting decisions behind the World of Legend. Today we’re talking about… everything else. How long has Warhammer: The Old World been under development? Jonathan: Ideas get tossed around all the time, but it was probably five years ago when we felt able to sit down and really start talking about this game – perhaps a little earlier. That’s when the ball really began to roll. This is billed as a new game, rather than a continuation of Warhammer Fantasy Battle. What does this mean? Jonathan: Essentially, we broke off from Warhammer Fantasy Battle and chose to go in a different direction. Warhammer: The Old World is still recognisably Warhammer, and still recognisable to players who play and remember that game – it’s got that nostalgia – but it’s something new, insofar as we’re able to do new things with rules and miniatures. Rob: I’d go as far as to say it’s less about the game and more about the framing. Warhammer Fantasy Battle was a window into a certain time period in that setting, and the Old World shifts the frame to a different era. It uses a lot of the same motifs – imagery, artwork, older painted miniatures, and so on – and there has been a lot of work done to ensure those things resonate with people who loved Warhammer Fantasy Battle. But there’s new framing – in areas like heraldry, you’ll see new takes on Bretonnian imagery and symbolism, leaning more heavily into areas we couldn’t before. The game itself is very familiar because it is supposed to be nostalgic, but there are a lot of new developments here too. Dan: In the studio there’s a likening between Warhammer: The Old World and Warhammer: The Horus Heresy. Those who have played older versions of Warhammer 40,000 will be familiar with what’s on offer in the latter game, and that will be the same for players of Warhammer Fantasy Battle of old. Some things will be very familiar to people who played older versions of the game, but many things will feel fresh. Jonathan: One of the exciting things about this project is that there are a lot of things we can bring back – moulds and tools willing. Rob: There’s a lot of invisible work in the Old World project, finding old miniatures in the archive, rebasing everything, and then trying to consider what elements we wanted to bring back – what’s going to excite people, what’s too much. What’s more, plenty of the original ‘Eavy Metal miniatures had been lost or damaged through the wear and tear of 40 years of Warhammer. Painting new versions of these was a massive part of the project for a handful of people who worked very hard on it. Some of them stuck to the original schemes, but more often than not we looked to present things in a more modern way. You spent a long time hunting through the Warhammer archives, warehouses, and the hidden corners of the factory. Which treasures are returning? Rob: Loads of great stuff is coming back. Part of this process involved looking at old kits and how to remake them. Large metal kits are ultimately quite difficult to make. So we went through and remastered the old masters, the ones you’d use to make an army – giants and war machines – and began a process of resculpting them with an eye for preserving details and making the construction process easier, before retooling and recasting them as kits in Forge World resin. Jonathan: We spent ages in the archives searching for classic ‘Eavy Metal models, and the production guys worked hard getting old moulds and tools out of mothballs. Lots of cutting new moulds and polishing old tools, but it’s not old stock – none of the models we’re releasing were found on a pallet. Other Dan: Everybody is from a slightly different generation. Rob and I spent a lot of time in the archives, and the things that were getting Rob excited were completely before my time. Rob: There’s one Bretonnian model coming out that had been designed decades ago and never released. It was incredible to be able to find things like this buried at the back of a cupboard. How will these rarities be made available? Rob: Some collectible metal models and oddities from the history of Warhammer Fantasy Battle will be available on a Made to Order basis, whereas everything else you’d expect to see for representing unit profiles will be available normally. For most units, the most recent version will act as your standard miniature for Warhammer: The Old World, but we could bring back older versions for collectors, or people who want an alternative. How have you blended the new with the old? Jonathan: Old armies were quite flat – with lots of troops at the same height – and the monsters were kept smaller on purpose to maintain that low fantasy aesthetic. In part however, that was down to the constraints of techniques and materials of the time. Giorgio: We can achieve so much more with technology. You can now decide to have a massive monster and then choose to create it without any issues. We’re far away from the time when something like the old Elven Dragon was a huge physical challenge, and that’s broadened our horizons. Rob: As models are being designed now, we’re looking at silhouettes – we can think about how models fit into units – battle standard bearers and champions can be embedded in units, and we can see how that changes the unit, the army, and also the range. Miniatures not only have to look brilliant, but they have to find a place in someone’s collection, too. It’s all done with much more intentionality. Jonathan: People’s expectations have also changed quite a lot in the time we’ve been doing this, but we also have to balance that with an aesthetic and visual identity that makes sense for Warhammer: The Old World. What about the legacy factions? Rob: A few of the factions from the previous Warhammer Fantasy Battle game will not feature in Warhammer: The Old World – this is in terms of game rules, model ranges, and the ongoing background narrative. These ‘Legacy’ factions will however get free, downloadable army lists so people can try out the new system using their older model collections. More about this in the coming weeks, though please note that they won’t be considered legal for tournaments, and won’t receive ongoing support. If you want to come on this long-term journey with us, the factions in the Forces of Fantasy and Ravening Hordes books are the ones to collect and play – and we want to be pretty clear about that How important was mapping out these lands to the design process? Jonathan: The map, the one that was posted all that time ago, was where defining the heraldry started in some ways. It’s now on the Old World website, and it’s a living document which will continue to have new things added to it over time, with areas that can be zoomed in on and a crazy level of detail Holly: Technically, there are multiple maps for each area of the Old World, and all of them are designed to be contiguous eventually. It wasn’t a simple process of just drawing a map, though. We had to work out how to find the middle ground between accuracy and details. But also, over the years, different maps have rendered different areas with slight changes, so we had to reach a consensus on where cities need to be placed for accuracy, comparing Warhammer Fantasy Roleplay, and older maps with the work that we’ve done in creating the world map for the Total War: Warhammer series. Jonathan: Much of the iconography we’ve worked on has been designed so that at a glance you can define territory on these maps. You see the Wyvern in Bretonnia, you know that it’s the King, you immediately define them. Each one works to create a personality for each faction, via their icons and other subtle details. Holly: If someone is interested in interrogating those maps, they’ll find interesting details and Easter eggs – some calling as far back as the third edition of Warhammer. Any final thoughts? Jonathan: It’s weird to think that we’ve been working on this in some capacity for so long. As a game designer, it’s rare to get this amount of time to dive deep into rules and previous iterations of the game, in order to dig out ideas – we’ve all got very strong opinions about which editions we prefer, which elements we like, whether we’re fans of the magic card system or not… It’s very strange, bringing back an old game and old ranges that people know and love – and it wasn’t simple. We had to dive in the archive, retrieve old models, rework things, get new painting done, work out new basing sizes, and rebase everything. And that was a deliberate choice: because we were redesigning the system from the ground up, and because miniatures had scaled up and become more dynamic and three-dimensional as the technology had changed, I took the opportunity to ensure base sizes would actually let you rank up comfortably. All of this was carefully considered. Early on in development, I painted up two full units on bases cut from plasticard. One used the old size and the other involved the sizes we were trialling, to get people to decide which they thought looked better, and to see how they worked in our games. There had been a lot of debate, but the new sizes won out because everything just ranked up so much better. The armies do just look so much more grand on the battlefield. Thanks very much guys! We could have talked for hours more on this fascinating project, and there’ll be much more to come in the future. In the meantime, the first wave of Bretonnians and Tomb Kings will be available to pre-order from tomorrow. Log on early so you don’t miss out!
  8. https://www.warhammer-community.com/2024/01/05/old-world-almanack-how-to-bulk-out-your-regiments-with-unit-fillers/ Old World Almanack – How to Bulk out your Regiments with Unit Fillers Warhammer: The Old World is on the horizon, and with it comes the opportunity to build vast armies from the World of Legend. But what if you wanted to make them even vaster? A unit filler is a creative way to bolster your troop count and spice up your squares – a modelling project set on a larger base that fits into the middle of your unit, representing multiple individual models. Once you’ve taken enough casualties, simply remove the filler. Popular YouTuber Pete the Wargamer had a go at converting some fillers of his own, and here he explains more about his project. Pete: Unit fillers offer a great opportunity to personalise your army without having to modify every single model in each of your units, especially if you are someone who enjoys kitbashing and converting. They are essentially mini-dioramas, giving you the space to get a bit more creative than you could on a single 25mm base. My plan was to create two unit fillers: one for the Tomb Kings and one for the Bretonnians. I began with the forces of Khemri, with an idea that revolved around a ruined obelisk that has been re-empowered and is now unleashing its energy to reanimate the corpses buried by the sands. The basis for this obelisk is the Ossiarch Bonereapers Bone-tithe Nexus. The Bonereapers have an aesthetic that is not totally dissimilar from the Tomb Kings, so some of their parts can work well together. I cut the pillar into separate pieces, and a few carefully-placed rocks were used to create the floating effect. Having them loosely hover one above the other would give the impression of the fallen monument being reformed by a powerful Necrotect. From here, the next step was to create the streams of energy swirling around the obelisk. These are sourced from the Spirit Hosts kit, and just needed a little adjustment here and there to fit flush against the obelisk. My idea for the Bretonnian unit filler was very different. After all, with most of the Bretonnian infantry blocks being peasants, something as arcane as a floating obelisk wouldn’t fit with their aesthetic. So I kept things simple and built… a cart. This was constructed using leftover parts from another conversion and consists of two wheels, an axle, a platform, and a couple of wooden struts, all sourced from a Skaven Plague Furnace. Next, the cart was laden with resources and equipment, with the first of these being a chest taken from the same Bone-tithe Nexus we saw before. This was followed up with some Peasant Bowmen Stakes, a couple of Men-At-Arms shields, and various other accessories found within the Bretonnian infantry kits. Both mini-dioramas were mounted on 75x50mm bases, making them perfectly sized to replace the central six miniatures in a unit of 20. With everything built, they were given a paint scheme to match their respective armies. Whether you’re the kind of person who already enjoys kitbashing or you’re someone who is a little apprehensive about converting your minis, I’d highly recommend adding a few unit fillers to your Old World army. With just a few leftover bits and a little imagination, you can make your army truly your own. Thanks Pete – very smart stuff. Hopefully this will get people’s creative juices flowing – let us know on Facebook and Twitter what your plans are for unit fillers. You can catch Pete on his YouTube channel and Instagram page.
  9. Et on oublie facilement les contre-exemples En fait, GW ne mets pas de trucs forts dedans pour faire vendre. Ils le font car ils ne font les tests suffisants pour s’en rendre compte. Raison pour laquelle il y a aussi des trucs normaux, moyen ou mauvais, mais qu’on ne retient pas.
  10. Plus forte, pas forcément. Différente oui, a minima. Je fais la même supposition que pour les unités (pour lesquelles ça a été confirmé).
  11. Tout dépend si ces OM ne sont jouables qu’avec les Armées d’Infamie, comme les unités qui y seront. Et ça permettra aux armées avec uniquement un PDF de ne pas être larguées non plus.
  12. L’article précise bien que les domaines de magie de Nehekara et de la Dame sont bien dans les recueils principaux, pas dans les Arcanes Journals.
  13. https://www.warhammer-community.com/2024/01/05/old-world-almanack-what-exactly-is-an-arcane-journal/ Old World Almanack – What Exactly Is an Arcane Journal? Warhammer: The Old World will be available to pre-order on Saturday, and nestled amid the mountains of new and returning miniatures are two intriguing softback books – the Arcane Journals Arcane Journals are softback supplements that are designed to work alongside the army lists in Forces of Fantasy and Ravening Hordes, containing supplementary background and imagery, and additional rules that complement these details through extra equipment, special characters, and army lists. Arcane Journals are not required to play your chosen faction in Warhammer: The Old World . The two main army lists contain a complete set of rules for each army, including unique spells that supplement the eight lores in the core rulebook (for instance, the Lore of Nehekara or the Lore of the Lady), unique abilities (like Knightly Vows and Resurrecting the Fallen), and faction specific special rules (Arrows of Asaph, Blessings of the Lady, etc) and magic items. However, Arcane Journals do provide different ways to play and new ways to build your force via themed army lists with their own mustering rules. These Armies of Infamy differ from the main list in meaningful ways: due to their geographical location, the unique tactics employed by certain generals, or the formation of historical retinues for notable characters. For example, the Bretonnian Exiles are forces under the command of a Banished Lord – a knight who has committed some transgression against Code Chivalric and been booted out. Shorn of their honour, these Lords are now free to hire bloodthirsty mercenaries and employ Border Prince Bombards as they attempt to claim glory (or just a new land to rule) – taking up the Vow of the Exile instead of their regular Chivalric Vow. The Tomb Kings can use rules found in their own Arcane Journal to field Nehekharan Royal Hosts, the elite retinue of an influential Tomb King or Prince. The monarchs who lead these armies are often tutored in the secret language of the Priests of the Mortuary Cult, while their legions of Skeleton and Tomb Guard Chariots pulverise their ruler’s enemies under hoof and wheel. These variant army lists are a great way to add a narrative element to your collection, and stretch your skills by undertaking projects such as creating an Errantry Crusade that features a rainbow of unique heraldry. Each Arcane Journal also features one historical recreation scenario. For the Kingdom of Bretonnia, that’s The Battle of Matorea. Set during a seismic war in the Border Princes, this scenario pits a modest force led by Sir Cecil Gastonne the Wyrm Slayer, fighting tooth and nail against a colossal Khemrian host led by Settra the Imperishable – as the Duke of Brionne and Lady Élisse Duchaard ride out to save him. It features mustering rules for each force, as well as a battlefield map and special rules that represent the conditions of the battle – providing unique challenges that differ from the missions in the Core Book. Each Arcane Journal will feature one of these historical recreations, and you can have the first one on us – just click the download button below. It even provides instructions for playing the scenario with armies of your choosing! Each Arcane Journal contains rules for notable special characters, such as the Green Knight, Élisse Duchaard, Nekaph the Emissary of Settra, and Settra the Imperishable himself. There are also additional magic weapons, armour, standards, and other enchanted items for the featured faction. You’ll be able to pre-order the Arcane Journals for the Kingdom of Bretonnia and the Tomb Kings of Khemri on Saturday, alongside the game itself and oodles of beautiful miniatures and accessories. Further Arcane Journals following the other seven core factions will be released in due course. For your first look at Warhammer: The Old World, you can now watch its Warhammer+ debut Battle Report for FREE on YouTube. There’s also Loremasters and Citadel Colour Masterclass content coming up in the next few weeks. Praise the Lady/Hail Settra (delete as applicable)! And if you want to see the Battle Of Matorea scenario in action, check out the MiniWarGaming YouTube channel.
  14. Oui, c’est prévu En revanche, le modélisme restera en section Modélisme. Sauf peut-être ce qui concerne l’adaptation des socles.
  15. C’est un centaure là où un Shaggoth est un Dragon-ogre. La forme est là même, mais le reste non.
  16. Une version pouvant faire Char à sangleboucs ou Char à razorgor (qui n’a jamais existé ; j’ai fait les miens avec des figurines Mierce pour le Razorgor), à la manière du Char du Chaos qui permet de faire les deux versions. Concernant les Démonettes, lorsqu’ils ont passé les démons de base en plastique, ils se sont rapprochés de leur design initial des Realm of Chaos. Les Démonettes de Juan Diaz, aussi belles soient-elles, en étaient éloignées.
  17. Pour les Nains, je verrais bien une nouvelle Enclume du Destin, genre cette de la V4-5 avec des roues et le Maître des Runes dessus.
  18. @Heimmenrich Oui, largement.
  19. Le problème n’est pas l’âge des kits mais leur design. Ok, c’est subjectif, mais les bases Hauts elfes semblent plutôt faire l’unanimité contre elles.
  20. Je parle des anciens. On risque donc de les retrouver tel quel. Je ne suis pas sûr que ce soit rassurant Oui. Mais on ne les voit pas sur les photos justement. Pourtant, c’est la plus basique des troupes.
  21. Pour les Hauts elfes, on a vu les anciens archers dans les photos () mais pas les lanciers.
  22. L’Héliobolis et l’Hurricanum, oui ; normal qu’ils n’aient pas de règles. Je parlais de l’Autel de Guerre du Chaos.
  23. Pour la nouvelle pièce centrale, je pense qu’ils vont rester sur un personnage, monté la plupart du temps aussi.
  24. Surtout qu’il n’a pas le lien qu’ont les Héliobolis et l’Hurricanum avec la création des Collèges de magie. Un simple oubli peut-être.
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