Nekhro Posté(e) le 6 février 2020 Partager Posté(e) le 6 février 2020 Old World? New Warhammer!! You’ll never believe what we’re working on. The Studio had to tell us twice. Yeah. For really reals. In the deepest dungeons of the Warhammer Studio, the counsel of the wise have convened, ancient forges have been re-lit and work has already begun. So far… we’ve made the logo. Next up, everything else. You get the idea – this is a long way off. Years. More than two. Like three or more. Definitely not soon. Obviously, this is really exciting news for all of us, and just like with Sisters of Battle, we’ll keep you updated with more news as the project unfolds. For those of you who don’t know, in 2015, Warhammer: The Game of Fantasy Battles changed forever, in so far as Archaon destroyed the world. Classic Archaon. Everything we knew of the Old World collapsed into a void of Chaos and infinite possibility. From that tumultuous storm came the Mortal Realms, heralding a new dawn of unending war in the Age of Sigmar. Booooom! From the reforged primordial soup and etheric energies of the Old World rose wonders we could never have imagined – armies of ghosts, fleets of aether-powered aircraft, Greenskin brutes the size of horses, and flying sharks! The heroes, villains, warriors and monsters of Warhammer Age of Sigmar represent the best range of fantasy miniatures in the world, beloved of a passionate, global gaming community. And over the past four years, Warhammer Age of Sigmar has become by far, the most successful fantasy game ever. And yet, the Old World whispers from ages past with its siren song. We grow misty-eyed at the memory of long-lost heroes and glorious kingdoms laid to ruin and of mighty champions whose sagas are sung no more. And of course, much of the lore of the Mortal Realms has its roots in the world that was – with some of its most venerable denizens being the very same that fought across those war-torn kingdoms (along with a small selection of choice magical artefacts.) The Old World is to Warhammer Age of Sigmar, as the Horus Heresy is to Warhammer 40,000. The bedrock of lore from which mortals rose to godhood and legends were forged. And like the Horus Heresy, seeing those mythic heroes in action has an undeniable appeal, as does re-creating the glorious armies of a previous epoch – an exciting proposition for hobbyists and gamers alike. And now, we have a dedicated team in the Warhammer Studio beginning the work of bringing all that awesome back to the tabletop. Exciting stuff! If you’re itching to jump into the Old World right now, you can! There is a fantastic selection of computer games, such as Vermintide and Total War: Warhammer, offering a chance to engage in the enduring appeal of the setting. And what next, then, for Warhammer Age of Sigmar? There are some HUGE (some might say giant) plans for the Mortal Realms… More news soon. For now, we have to keep it hysh-hysh. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 6 février 2020 Auteur Partager Posté(e) le 6 février 2020 Cartography in the Old World You’ve seen the logo and we’ve hinted about what is to come, but today we’ve got another teaser for you – a work-in-progress of a new map of the Empire in the world-that-was… To learn more about how the map was created, we spoke to Forge World artist and budding cartographer Louise Sugden. Louise: With so much excitement having been generated by the announcement of this project, it was quite the privilege to be involved, but it also came with quite a lot of (entirely self-imposed!) pressure to get it right. This led to me checking as much reference material as I could find to ensure that all the geographical locations were as accurate as I could make them. It’s been a lot of fun capturing the fantastical feel of the Old World, but this is only a taste of things to come – there’s still loads more to be added! Thanks, Louise! But that’s not all – check out this video below… Well, those look new… Louise (left) and Holly Goodwin (right) – who worked on the heraldic shield designs – pour over their creation. It’s still early days for the Old World project, but it’s great to see things already starting to come together! Over the coming months, we’ll keep you up to date with news from the project as it continues to take shape, including the lore, art, rules, and eventually… new models. Let us know what you think on our Warhammer Age of Sigmar Facebook page. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
kenbian Posté(e) le 23 mars 2020 Partager Posté(e) le 23 mars 2020 The Old World: Ice Guard of Kislev One of the coolest aspects of returning to the world-that-was is the opportunity to revisit certain aspects of its classic lore and delve into them in greater detail than ever before. A perfect candidate for further investigation is the harsh, frozen realm found to the north of the Empire – Kislev, the land of the Ice Queens. To that end, let’s take a look at a project that’s currently in development… Putting the Class into Classic The people of Kislev were renowned as being among the finest horsemasters in the world – and for giving a frosty reception to Norscan raiders and the hordes of Chaos who frequently invaded their land. They also had two iconic cavalry units in their Ungol Horse Archers and Kislevite Winged Lancers. Do you remember these miniatures from many years past? They’re so old, we reckon they were around during the last Ice Age… Ungol Horse Archers Kislevite Winged Lancers One new unit that’s in the early stages of development is set in the Ice Court – the seat of the ruling Tsar or Tsarina. Known as the Ice Guard, they’re an elite fighting formation of warrior women, equally skilled with bow and blade. But where they differ significantly from the other Kislevite units we’ve seen in the past is that they’re able to channel the elemental magic of their realm in a similar manner to their Ice Queen – the most powerful practitioner of this unique form of sorcery. Here are some awesome pieces of concept art for the Ice Guard, courtesy of Forge World’s Mark Bedford. Cool, huh? Judging by the enchanted ice that wreaths their blades and arrow tips, we reckon they’ll make for some cold-hearted killers on the battlefield… The Old World is still a long way off, but it certainly makes you wonder what else Kislev might have in store. In any case, if you’d like to learn more about Kislevite culture, be sure to read the Black Library Hall of Famer Riders of the Dead by Dan Abnett. Graeme McNeill’s With Ice and Sword and David Guymer’s Gotrek and Felix novel Kinslayer are also fascinating reads, revealing the fate of Kislev during the apocalyptic End Times. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Tibo Posté(e) le 11 mai 2020 Partager Posté(e) le 11 mai 2020 Old World Update: Bears! A few weeks ago, we saw an early look at one of the factions that’s in the works for the return of Warhammer’s Old World – the cold northern nation of Kislev. Today, we’re taking a look at one of the thematic aspects of that force: bears! Kislev is a cold and hard country which forms a natural border between the Empire of Sigmar and the Chaos tainted-lands further north. Between the chill winters and constant threat of marauding enemies, the people of Kislev are hard and constantly ready for battle, and they use all the meagre resources of their country to their advantage… including the most abundant of their native animals. As an added bonus, they’re a bit fierce too. Many heroes of Kislev tame great bears and ride them to war. Forming a bond with their mighty beasts is not easy, but for those who do, it is lifelong – indeed, legend says that when Tsar Boris died, his loyal bear guarded his corpse for a day and a night before disappearing into the snow. Some of you might actually remember this classic model of Boris riding his bear from years past… We can’t wait to see the bear cavalry that will be coming to Warhammer: The Old World. They’re a long way from being models yet, but we’ve secured some stunning concept sketches of what you’ll be able to expect. This is only the beginning. Even though this game is quite a ways off yet, there’s loads of cool stuff to see over the coming months, and we’ll keep bringing you these awesome nuggets of what you can expect as the project progresses. Sign up to the Games Workshop newsletter to stay up to date, and keep an eye out for more news soon. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 28 décembre 2020 Auteur Partager Posté(e) le 28 décembre 2020 The Old World – Your First Look at the Map of Bretonnia If you thought we’d forgotten about the Old World, then fear not – we’re back with another update about the (very) early development of the new game in an old setting! In our last article, we looked at the map of the Empire as it was during the earlier era in which the action of the Old World is set to take place. This time around, we’re bringing you the map of the neighbouring kingdom of Bretonnia, across the Grey Mountains to the west… Amazing, right? But to save you poring over the map until your eyes pucker like corn kernels in the sun, we’ll pick out some points of significant interest that our talented cartographers have added. New Heraldry Even though many of the Bretonnian cities, such as Parravon, Quenelles, and Aquitaine, will no doubt be familiar to many, the names and coats of arms of the lords who command each province are brand-new. However, one name, in particular, stands apart from all others, for it’s a name steeped in Bretonnia’s glorious history – that of the incumbent ruler, King Louen Orc-Slayer. But for someone to get a name like Orc-Slayer, there has to be… Orcs The greenskins have been a thorn in the side of Bretonnia long since before the legendary Duke Gilles le Breton first won the favour of the Lady of the Lake and united the country under his rule. The alarming regularity of their Waaaghs! and destructive rampages is the primary reason why the northern lands of Bretonnia are so heavily defended with mighty castles and walled cities. From the sheer number of greenskin icons dotting the north-eastern region of Bretonnia on the map, it’s clear that the Orcs are back on the warpath – and closer inspection of Couronne’s symbol on the map doesn’t bode well for the city’s current status either. High Elf Enclaves The High Elves of Ulthuan were once the undisputed rulers of the seas, maintaining a trade network of colonies and glittering port-cities on every continent, from the Tower of the Rising Sun in the east to the Citadel of Dusk in the west. The coast of Bretonnia was no exception, and the map features no fewer than four such enclaves. Tor Soleil sits on the north-west coastline, while Tor Bidouze can be found to the south-west, just north of the city of Brionne. Meanwhile, Tor Martel and The Silent Isle can be found on islands just off Bretonnia’s western coast. All that and we didn’t even mention the Wood Elves! We’ll leave you to take another look at the map for now, but remember to sign up for our newsletter so that you’ll be among the first to be informed of the latest news about the Old World as and when it arrives. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 11 février 2021 Auteur Partager Posté(e) le 11 février 2021 Pas nouveau, mais elle n'était pas dans l'épinglé. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 13 mai 2021 Auteur Partager Posté(e) le 13 mai 2021 Little Grom While having cannons towed by mere packhorses and pushed into place by their gunners might be good enough for the Empire, the unforgiving nature of war in the frozen north demands a more hardy approach, designed by our very own studio for Warhammer The Old World. Instead of horses, the giant gun affectionately named Little Grom is towed by two mighty bears atop a magical carpet of ice – nearby Kislevites are so emboldened by its majesty that they fight even harder than usual in its presence. Elemental Bear The warriors of Kislev believe that, in times of great need, the land itself will rise up in defence of Ursun’s faithful. A massive invasion from the Chaos Wastes undoubtedly qualifies, and so the gigantic Elemental Bears are called from the earth to fight back the tides of daemons. Designed by the Warhammer studio, the Elemental Bear is a colossal engine of destruction that embodies everything Kislev’s people hold dear about their homeland. Frankly, there’s no better symbol of Kislev than a giant bear made of ice and stone, and even the daemons of Chaos will know to fear their brute strength and crackling frost magic. Before we let you go off to watch over the trailers again, we do have one more thing to share. As you’ll have gathered by now, the Kislev units appearing in Total War: Warhammer III are being designed for Warhammer The Old World by our very own creative team. We took a look at one of them last year, the Tsarina’s devoted Ice Guard, and now we want to show you the map of Kislev as it appeared in the time of heroes like Louen Orc-Slayer. Alongside the maps of Bretonnia and the Empire that we saw earlier, the landscape of the Old World is starting to come into focus. Let us know on Facebook, Instagram, and Twitter what you’re looking forward to most from the frozen north, and keep an eye on Total War’s Facebook and Twitter channels for more information on the game as it appears. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 21 juillet 2021 Auteur Partager Posté(e) le 21 juillet 2021 Square Bases and Kislev Ascendant – See Your Questions About Warhammer: The Old World Answered The last time we checked in with the development of Warhammer: The Old World, we showed you the first look at the map of Bretonnia from the time in which the game is set. This time around, we’re heading north of the Empire to frozen Kislev – but there’s more! We also managed to catch up with the project’s leader, Andy Hoare, who joined us to answer some of the most hotly debated questions about the game’s development. Andy Hoare: Work is continuing apace on the Warhammer: The Old World project, and while much of it must remain cloaked in a veil of secrecy for now, we can share the latest on the ever-evolving map of the world in which the game is set. This latest revelation concerns the icy nation of Kislev. A country of stoic human warriors and cunning elemental sorcerers, Kislev has ever stood as the bulwark against incursions from the wild lands further north, whether that be the incessant raids of the ravening Norscan tribes or the all-consuming incursions of the Hordes of Chaos. Those who have studied the previous map updates will no doubt have discerned that the Empire is riven by civil war, with no one Emperor or Empress uniting the elector states, and so the Kislevites’ role is even more vital to the defence of the entire* Old World. Students of Warhammer lore will also note that the borders of Kislev are very different from what they may be familiar with. The eastern border is not here defined by the World’s Edge Mountains, but in fact extends through the Belyevobota Pass, through the Great Skull Lands – northernmost reaches of the Dark Lands – through the Mountains of Mourn, and out into the limitless expanses of the eastern steppes beyond. Clearly, at this time Kislev was a vast empire indeed, its territories encompassing lands said by some to be haunted by Hobgoblins, Centaurs and Half-Orcs, though who can say which of these, if any, are true? We’ve put out a couple of updates on the progress of the development of the Warhammer: The Old World setting now, and we’ve kept a close eye on the responses on social media. All manner of theories have been presented about the setting and the game set within it, and while some are preternaturally insightful, some are as far off the mark as a drunken Snotling attempting to bullseye a Hobhound with a catapult-launched puffball! So just to clear a few things up, here are some hints of things to come! Definitely square! Warhammer: The Old World is a reinvention of the classic rank-and-file game of Warhammer Fantasy Battles. Regiments move in ranked-up units, and strategic manoeuvring into position to launch or receive a critical charge will be as much a key part of the game as it ever was. What? No! What madness is that?! The scale will remain the same as it ever was. We want people to be able to use their old armies if they wish, or to start new ones, or to add new miniatures to old armies – whatever they want. Both! We’ve played every single edition of Warhammer Fantasy Battles over the years and like every player, we have our favourite bits from each. Warhammer: The Old World will gather up all our favourite mechanics from the 3rd edition to the 8th edition** and add new elements where needed to create something deeply familiar yet fresh and new. Da boyz woz called Orcs in da Old World, so datz what dey’z called! Keen-eyed observers will have gleaned by now that Warhammer: The Old World is going to be set several hundred years before the End Times, so there’s plenty of space to explore the history of the setting. Especially knowledgeable students may also note this puts us just before another calamitous Chaos invasion, and one which, while central to the story of the Empire and the entire Old World, was barely touched on in previous iterations… Yes, we’re positive! It’s going to be quite some time yet as we work on making sure this is the best version of the game we all love. We’ll give you more updates at some point here on Warhammer Community when the time is right. Until then, employ the patience of Nagash and plot your return to the Old World – the wait will be well worth it! Thanks, Andy. That’s certainly put a lot of wild theories to bed once and for all. Make sure you sign up to our newsletter to be among the first to learn about any future developments with Warhammer: The Old World. * And entirely ungrateful. ** The 1st and, to some extent, 2nd editions were more of a roleplaying game with miniatures than a tabletop war game, with Warhammer Fantasy Battle as we know it truly being born to the world with its 3rd edition. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 15 septembre 2021 Auteur Partager Posté(e) le 15 septembre 2021 (modifié) https://www.warhammer-community.com/2021/09/14/watch-grand-cathay-come-to-life-in-an-epic-collaboration-for-total-war-warhammer-iii/ Modifié le 21 septembre 2021 par Nekhro Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 21 septembre 2021 Auteur Partager Posté(e) le 21 septembre 2021 https://www.warhammer-community.com/2021/09/21/read-the-official-background-for-total-war-warhammer-iiis-most-deadly-units/ Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 7 octobre 2021 Auteur Partager Posté(e) le 7 octobre 2021 Discover Warhammer: The Old World’s Ultimate Getaway for Exiled Lords and Rotten Princes With all the buzz surrounding the long-awaited reveal of Grand Cathay, our minds are turned once again to the goings-on in Warhammer: The Old World. Since revealing the chivalrous lands of Bretonnia and the frozen north of Kislev, the team has been hard at work on one of the lesser-known areas of the setting. Today, Andy Hoare from the Warhammer Studio is here to tell us all about the ever-changing Border Princes. Andy: Work continues on the Warhammer: The Old World project. While the fruits of our labour must remain locked behind sturdy oaken doors, we nonetheless wanted to show off our ongoing work on what is, in many ways, the most important part of the project – the setting. Over the last few months, our artists and writers have been thinking hard about an area of the Warhammer world that’s been around since at least the 3rd edition of the game. This region, however, has seen little development over the years – the Border Princes. The Border Princes is a rugged, largely arid region occupying a crossroads between the various nations and factions of the Warhammer world. It’s an area well-used to the tread of invading armies passing through in all directions. As such, it’s claimed by no one nation. Instead, it’s a patchwork of petty kingdoms. Each is ruled over for a brief period by a leader charismatic or despotic enough to claim a temporary throne before being knocked off it within a year or two by the next rival. Exiled nobles and fallen warlords come to the Border Princes from far and wide to set themselves up as rulers, gathering any waifs and strays that will flock to their tattered banners. This area is fascinating, but it’s also a challenge when it comes to expanding the setting. It was originally created to provide a ‘sandbox’ in which players could set their own campaigns and stories, so we didn’t want to over-describe the area. Instead, we gave hobbyists enough information to run with it and make it their own. To capture this area of shifting power and fate, we’ve created a snapshot of the region as it might appear for a very brief moment in time. The places are largely permanent, but the people occupying them are very far from it. The crests shown on this new map are those of outcast nobles from all over the Old World, but who can say how long they’ll hold onto power before being cast down by a jealous rival? Thanks, Andy! Seeing the Border Princes in this level of detail is truly a first for Warhammer fans. We can’t wait for a tour around more of Warhammer: The Old World – in the meantime, we’ll be pouring over that beautiful map for details. If you’re an Old World megafan, don’t forget you can get the latest news fresh from the presses by signing up for the newsletter – there’s no better way to see the next big announcements. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 18 février 2022 Auteur Partager Posté(e) le 18 février 2022 Grand Cathay is Mapped for the First Time in Warhammer: The Old World It’s taken more than three decades, but light is finally being shed on the mysterious eastern realm of Cathay. Though this nation’s first full appearance in the world of Warhammer can be seen in the just-released Total War: Warhammer III, Cathay will also be coming to the tabletop in the upcoming Warhammer: The Old World. And now, there’s a map. Here’s the Old World supremo Andy Hoare to explain. Andy: Welcome to a very special reveal for Warhammer: The Old World! This time we’re taking a look at a region that has remained a big blank void ever since the very first maps of the world of Warhammer – the great empire that is Grand Cathay. Cathay is really nicely fleshed-out in the upcoming Total War: Warhammer III, but this wasn’t always the case. Below is the first ever map of the known world, published in the second edition of the game all the way back in the mid 80s. As you can see, none of the now-familiar nations had much detail. Most would go on to become highly detailed parts of the setting with rich histories and in-depth descriptions, but Cathay went almost entirely unexplored for all that time – beyond some tantalising tidbits in the Ogre Kingdoms army books. Until now. Grand Cathay is such a vast land that we have decided to focus – for now – on its north-western regions. So behold them, in all their glory! The Warhammer: The Old World team has been busy developing this area as part of our support for the guys at Creative Assembly for some time, so that games of Total War: Warhammer III set in this region feel every bit as rich and characterful as games set anywhere else in the world. Cathay has been ruled by a race of immortal shape-shifting dragons for thousands of years, and it’s not a place that changes much, so this map is just as valid for the era in which Total War: Warhammer III is set as it is during the earlier period that will be explored by Warhammer: The Old World. Rest assured, scholars of Warhammer, this map works in both settings, so get studying! We’ll reveal more of Grand Cathay and the fascinating peoples that call it home in future articles – as well as closer looks at other areas of this incredible setting. Thanks Andy – it’s amazing to finally see what Cathay looks like after all these years. We now turn to Owen Barnes, who can explain more about the Empire in the East. Owen: Far beyond the Old World, across the Worlds Edge Mountains, the Dark Lands beyond them, and even the Mountains of Mourn, stretches the vast empire of Grand Cathay. A sprawling land of mist-shrouded mountains, endless forests, mighty rivers and magnificent cities, this is the largest realm of men in the known world. The first taste of this empire encountered by travellers (or invaders) from the west and north are the lands ruled over by the Storm Dragon Miao Ying and the Iron Dragon Zhao Ming – children of the Celestial Dragon Emperor Xen Yang. Miao Ying defends the Great Bastion to the north, a towering wall that stretches for hundreds of miles across Grand Cathay’s northern border, from the ever-present forces of Chaos and the Hobgoblin Khanates. It is said the strength of the Storm Dragon and her innumerable armies have never faltered in their protection of the empire, thanks to the discipline of Cathay’s soldiers and the wondrous weapons produced by the artificers of Nan Gau. In the west, Zhao Ming rules the lucrative trade city of Sang Yang, guarding the Ivory Road from the rest of the Old World. However, there’s more than the high walls of Sang Yang and the Iron Dragon’s mercenary armies keeping western Cathay safe. Stretching beyond the gates of his city is the Warpstone Desert, a cursed land forever tainted by the impact of the ancient meteor that created the Great Maw, which makes for a formidable barrier to any who would dare strike at Grand Cathay from the west. Thanks Owen! There will be a lot more to come from Grand Cathay and The Old World in due course – and you’ll hear about it all here first. Why not sign up to the newsletter to get the news delivered direct to your inbox? Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 14 octobre 2022 Auteur Partager Posté(e) le 14 octobre 2022 Warhammer: The Old World – Orcs, Bretonnians, Tomb Kings Arrive Welcome back, denizens of the Old World, to another of our semi-regular updates on our ongoing work on Warhammer: The Old World. Here’s Andy Hoare from the Warhammer Studio with more on the most exciting thing to hit the setting since, well, chunks of Morrslieb made planetfall. Andy: It’s been quite a while since our last update, but that’s how you know we’ve been extra busy! Our miniatures designers, painters, writers, illustrators, and graphic designers have all been engaged in a period of industrious activity getting new miniatures designed and the main rulebook written, playtested, lavishly illustrated, and laid out. This truly is a gargantuan project with lots to show off, but for now we want to give a glimpse of some of the amazing artwork the Warhammer: The Old World team’s illustrators have been producing… New Art The world of Warhammer has always been blessed with the most lavish of artwork, but that’s no excuse not to create more! The studio illustrators have been hard at work rendering classic and new miniatures into full-colour artwork. A key part of this process has been to identify exactly the correct look and feel for these new pieces, capturing just the right level of gritty, myth-inspired classic fantasy that much of this beloved setting encapsulates.* This Peasant Archer of the Kingdom of Bretonnia wears the heraldry of his liege lord Gastille – the Red Hand of Brionne. Peasant Archers and Men-at-Arms wear mostly drab colours on their somewhat ratty clothes, with hints of the main colours of their lord’s heraldry. This Tomb Kings of Khemri chariot sports the classic red and teal of Settra the Imperishable. These are the colours of the city of Khemri, the great necropolis of the Land of the Dead, but each of Settra’s client kingdoms sports its own distinctive livery. Like the humble Peasant Archer, this Knight of the Kingdom of Bretonnia wears the black and red of Duke Gastille. In his case though, his raiment is much more sumptuous, bearing the white axe icon of Brionne. Incidentally, the presence of the gold rim around the shield device on his barding marks him out as a Knight of the Realm – a more junior Knight Errant would not be permitted this element. This Orc Boar Boy is shown simply doing what Orcs love doing more than anything else in life – charging into battle without a care in the world! It wouldn’t be a Warhammer: The Old World update without an update on the ongoing development of the setting. We’ve mentioned in past updates that the new game would be set in an earlier point in the timeline, and we know people have been eagerly examining the maps for clues about what things are like at this particular point in time. There’s lots more work to do, but we’ve recently added a number of emblems indicating locations important to the Dwarfs and the greenskins – in particular up in the mountain ranges that cross the Old World, and in the northern reaches of the Badlands. Each icon is just the tip of the iceberg, with a huge amount of work going into developing the character and history behind each and every group and faction. More to come So that’s it for now, but stay tuned to the Warhammer Community website for more information throughout 2023, which is of course the 40th birthday year of the venerable game of Warhammer! * I say “much of” because there are, and always have been, what could be described as “high fantasy” elements within certain Warhammer factions, in particular the High Elves with their wondrous cities and the Empire of Cathay, with its floating bastions! Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 11 janvier 2023 Auteur Partager Posté(e) le 11 janvier 2023 Old World Development Diary – Explore the war torn lands of the World-that-Was It’s been a while since we made the first cryptic announcement of a return to the Old World in 2019. Many of you have clamoured to know more and now it’s time for Rob Alderman of the Warhammer Studio to explore the gripping setting of Warhammer: The Old World in more detail than ever before. Rob: We’ve hinted at the unprecedented amount of work that has gone into this new game and its setting. In candlelit secrecy behind the great oaken portcullis doors of the Warhammer Studio, the Old World team has dedicated countless hours to research and playtesting. Our goal was to create a game that captures the best elements of all the editions of Warhammer Fantasy Battle, but at the same time providing new and exciting rules, and fresh challenges to overcome. The Old World One of the most important aspects of Warhammer: the Old World is the setting itself. Obviously, this is the World-that-Was, a world of legend destroyed by the machinations of the Ruinous Powers of Chaos at the culmination of the End Times – an event that doomed the denizens of the Old World to oblivion and heralded the birth of the Mortal Realms and the Age of Sigmar. It’s important to remember, though, that even though the setting is returning, these events still happened, and that the Old World was destroyed. The End Times had long been foreshadowed in the background of Warhammer Fantasy Battle. The Great War Against Chaos With the end of the world well documented, the design team wanted to explore the earlier history of the Old World in more depth, to examine events in the history of Warhammer in more detail than ever before. But which part of its long and storied history should they focus on? Go too far back in time – to the War of the Beard or the time of Sigmar for example – and the setting would have become unfamiliar. This led us to events well known to fans of the Old World, the Great War Against Chaos and the Siege of Praag, two centuries before the End Times. More precisely, we decided to look into the decades prior to this legendary world-changing event. In those years before the Chaos Lord Asavar Kull led his armies south against the nations of Men and Dwarfs, the Empire of Man was not the unified nation that bravely faced the armies of Archaon that players of Warhammer Fantasy Battle will remember. Instead, it was deeply divided and ravaged by war following long centuries without the unifying presence of a single Emperor. Anarchy in the Empire Following the death of the famed Emperor Mandred von Zelt, the Elector Counts were unable to decide upon a successor and, when the Countess of Talabecland and the Count of Stirland mobilised their armies to claim the imperial throne by force, the lands of the Empire fell into civil war. In the centuries that followed numerous claimants to the imperial throne emerged, deepening the divides between the provinces of the Empire and prolonging the civil war. Thus, at the time Warhammer: The Old World is set, in the years before the Siege of Praag, the Empire stands divided – riven by intrigue and beset by internecine war. Of the many provinces that once formed the Empire, four stand tall, their mighty rulers pressing their claim for the imperial throne and hoping to reunify the fractured realm. The Barony of Westerland Ruled by Elspeth Magritta VI, Westerland is a wealthy province, its merchant-lords grown fat on the trade that flows through Marienburg’s vast harbours. The Grand County of Osterland Ruled from the great city of Middenheim by Count Sigismund Ulric, Osterland is home to the Wolf Emperors of the north, fierce devotees of Ulric. The Principality of Reikland Occupying the heartland of Sigmar’s Empire, the Reikland is ruled by the pious Prince Wilhelm I of Altdorf, a devout servant of the Empire’s patron deity. The Grand Duchy of Talabec The largest and most culturally diverse of the four provinces, Talabec is ruled from the great walled city of Talabheim by Duke Ludwig XII. In Warhammer: The Old World, we discover an Empire weakened by centuries of civil war, vulnerable to the ever-present threat posed by rampaging armies of invaders. Beastmen Brayherds surge from the deep forests, burning and defiling all that stands before them. From the moors and mountains come roving bands of Orcs and Goblins, looting and pillaging, while in distant and forgotten lands ancient kings sit upon crumbling thrones, planning the reconquest of the lands of the living. Yet beyond these present threats looms the spectre of something far greater – the armies of Asavar Kull amassing in the north. While we know that the Empire would ultimately unify under the leadership of the great Magnus the Pious and turn back the armies of Chaos, at what cost will this unity come? There are many stories to tell of the years before the Great War against Chaos, and the desperate ruination of the End Times. Truly, Warhammer: the Old World promises to reveal much about the world that was, in ways sure to captivate fans of the Old World old and young… Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 6 février 2023 Auteur Partager Posté(e) le 6 février 2023 Old World Development Diary – Walk Like a Nehekharan in the Land of the Dead Rob, the Design Manager for Warhammer: the Old World, and writers Jonathan and Dan reveal some of the macabre details of the Land of the Dead and its tyrannical monarch. Warhammer Community: After the excitement of the previous Old World Development Diary, it’s fair to say that fans of the Old World have been champing at the bit for more. What have you got for us this time, guys? Rob: In our previous article, we looked at the very heart of the Old World, the Empire of Man. What we found was a realm both familiar to fans of Warhammer – but also subtly different, not the unified nation you might remember from Warhammer Fantasy Battle. This time, we’re going to take a look at something that will be extremely familiar to long-time fans – the Land of the Dead and the tyrannical rule of Settra the Imperishable, the Undying King of Khemri. The supreme monarch of Nehekhara and the other Tomb Kings are going to be major players in the stories we will tell in Warhammer: the Old World, and it has been wonderful to come back to them after all these years. They’re not technically denizens of the Old World, but their invasions play a key part in the narrative at this time during the history of the setting. Warhammer Community: Settra has been a prominent character in Warhammer for a long time, but what interest does he have in the lands of the living and the people of the Old World? Jonathan: In life, Settra expanded the borders of Nehekhara until his realm stretched far beyond the horizon. Eastwards and westwards, his legions marched across deserts and mountains until they reached distant coasts and to the north his dominion included the lands now known as the Empire and Bretonnia. In the years that followed his death, lesser monarchs lacked the will and ambition to maintain such a massive kingdom and over the centuries, it shrank to a shadow of its former glory. When Settra awoke from death, following the Great Necromancer’s diabolical ritual, his wrath was unmatched – not only had the Liche Priests failed to return him to an eternally youthful body, but his dynasty had crumbled to insignificance in his absence. Since that day, Settra has been plotting the reconquest of the lands that were once his and the subjugation of the usurper kings, queens, and emperors who dare rule in his stead – no doubt we will see these plans of conquest set into motion when the time is right… WC: Can you give us any clues about how a Tomb Kings army will wage war upon the denizens of the Old World? Dan: We’ve taken a great deal of care to make the Undead work. It was vital that the rules presented balanced game mechanics while evoking the frightening image of rank upon rank of skeleton warriors marching in unison, as chariots speed towards the enemy flanked by monstrous constructs animated by the ancient magic of the Mortuary Cults. You will be able to wield the powers of a Liche Priest once more, commanding skeletal hordes to Arise! from their tombs and march upon the lands of the living. WC: With Settra’s attention seemingly fixed upon foreign affairs, will we get much chance to explore the Land of the Dead itself? Rob: Our main focus is going to be on the role that Settra and the Tomb Kings of Khemri played in the Old World. But there’s nothing to stop us returning to Nehekhara in the future. There are plenty of instances of Tomb Kings waging war on one another while Settra’s attention was elsewhere, and that’s before we even get started on raiders and invaders from far-off lands. Many have scoured the blistering deserts of Nehekhara in search of ancient treasures, some hoping to stumble upon wealth beyond imagination, while others sought long-forgotten secrets or legendary artefacts worth far more than gold… Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 13 mars 2023 Auteur Partager Posté(e) le 13 mars 2023 Old World Development Diary – Revealing the Weapons of War In today’s article we’re visiting the armouries of the Old World and giving you a first look at some of the weapons and wargear that can be found in the brand new plastic kits coming for the Kingdom of Bretonnia and the Tomb Kings of Khemri. En garde! Fresh from the forges of fair Bretonnia come new helmets, weapons and shields. Bretonnian knights commonly adorn their helmets with creatures that appear on their family heraldry, or those they believe they share a personality trait with. A knight famed for being stubborn in the face of adversity might sport a horned bull, while a noble renowned for their love of hunting may embellish their helm with a pair of antlers. These large helmets feature just a small selection of the fantastical birds and beasts you’ll see when the Bretonnian army marches to war. The fleur-de-lys is a common symbol, and features prominently upon the metallic trim of these shields. There is also plenty of room on the shield face to display the heraldry of whichever high-ranking noble your knights have pledged to. While the sword and lance are the preferred arms of the nobility, some knights – especially those from Brionne – prefer the head-hewing potential of a battleaxe. For the more traditionally-minded knight, however, there is a swathe of sword options, each with classic Bretonnian iconography on the crossguard or pommel. Tomb Kings and Liche Priests have always carried weapons and artefacts of exquisite quality and artifice. First up is an ornate spear with wings projecting out from the shaft – a feature designed to prevent an impaled victim from sliding too far down the blade! Above the spear is a spiked flail decorated with the symbol of a scarab towards the bottom of the handle – a common icon in Khemri and in Numas (known as The Scarab City), in particular. The large-bladed halberd and curved khopesh are signature weapons, each capable of slicing through armour, flesh and bone, with long sweeping blows. Weapons such as these have claimed an untold number of lives in the name of Settra the Imperishable and the eternal glory of Nehekhara. Alongside these is a ceremonial staff decorated with skulls and bones, held in the grip of a mummified hand. When the Liche Priests harness their magic to command the vast legions of the Undead, they rely upon these arcane staffs and icons to channel their macabre magic more effectively – reducing the risk of the fickle Winds of Magic acting against the caster’s wishes. Thanks to the Old World team for sharing this early preview. We’re looking forward to seeing more as we sally closer to release. For all the latest news about Warhammer: the Old World, check back on this very website. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 14 avril 2023 Auteur Partager Posté(e) le 14 avril 2023 https://www.warhammer-community.com/2023/04/14/old-world-development-diary-on-bases-and-the-barons-of-bretonnia/ Old World Development Diary – On Bases and the Barons of Bretonnia The Old World team are back again this month with a treat for fans of the World-that-Was: a Bretonnian army painted in the heraldry of the Dukedom of Brionne. As if that wasn’t enough, we answer your questions on square bases and sizing. Alongside many new kits (some of which we previewed last month), Warhammer: The Old World will herald the return of some much-missed ranges of Citadel miniatures. Amongst these will be the chivalrous armies of the Kingdom of Bretonnia, one of the most iconic armies of the Old World. To celebrate this glorious return, the Warhammer studio created an entirely new army to appear in photography. And so the talented members of the ‘Eavy Metal and Army Painter teams set to work on the army of Duke Gastille, the Red Hand of Brionne. Bretonnian armies look amazing – but painting every knight with a unique heraldry can be a daunting task. But in the era of the Old World that we’re looking at, it’s not uncommon for knights to be part of a regional army. An army’s general would be a Duke or a Baron, and the whole army’s heraldry will reflect their personal heraldry in some way. Each Duke rules one of the 14 Dukedoms, and their heraldry is the symbol of that realm. Barons serve the Dukes, ruling smaller regions. A Baron’s heraldry features themes that match their Duke’s, but differ in details (such as the pattern on the field or the exact nature of the device). The core of the army – Knights of the Realm (on foot and mounted), Knights Errant, Pegasus Knights, and all peasant units – wear the heraldry of the General. “The knights and peasants that make up the army of Brionne all proudly wear the heraldry of their Duke – a white battle axe upon a quartered field of red and black,” explains Rob, one of the designers. “While in the past Bretonnian knights would have all worn different heraldry, we wanted to convey the idea that most Knights of the Realm are minor nobles in the service of a great lord. This has the added benefit of giving the army a unified appearance on the tabletop.” Of course, elite units such as Questing Knights and Grail Knights may wear the colours of their General, or they can each display their own heraldries. This freedom befits such noble heroes and gives fans the opportunity to explore different heraldries on a manageable number of models. None of this means the old colour schemes have gone away. We also plan to introduce rules for Exile and Crusade armies. The first allows fans to focus on dishonoured Knights, while the second focuses on the idea of the glorious crusades that form when Knights from all over Bretonnia answer the call to undertake a quest. These schemes can be very colourful indeed, just like the classic Bretonnian armies. In short, we wanted to give hobbyists the chance to paint a Bretonnian army in a uniform scheme, while maintaining the idea that every model can be unique if you want it to be for those who relish a challenge. Basing As you can see, our painted models are on square bases – but these are slightly bigger than they were back in the days of Warhammer Fantasy Battle. The majority of models in Warhammer: The Old World will indeed sit on bigger bases – there are a few reasons for this. Over the decades, our models have become larger and more dynamic, which means that many units have become difficult to arrange into ranks and files. Players must be able to line their models up without complex planning about which spear has to go where in order to use them in-game. On top of that, we didn’t like that the back ranks were hidden and hard to see. So now, all 20mm bases have been replaced with 25mm bases. Most (but not all) 25mm and 25×50 bases have been replaced with new-sized bases. Q: Are the models getting bigger? A: No, the new models will be in the same scale as the returning range from Warhammer Fantasy Battle. The base size change has come about because some of those ‘90s and ‘00s models became difficult to rank up, and we’re taking the opportunity to fix the problem. It will mean that newer models joining the range can be more dynamically posed, but proportions remain the same. Do I need to rebase my old army? If you’re playing at home there’ll be no requirement to rebase anything. For casual play, the size of base will make a minimal difference to gameplay. The rules will be written assuming the new larger base sizes – so if you’re planning to play competitively, you might want to upgrade to larger bases, If you don’t want to rebase your older models individually, you are welcome to pop them onto a movement tray with the right footprint. In practice, movement trays are a useful tool, even if your army is on the right base size, as it speeds up gameplay and makes for more accurate unit manoeuvring. Q: How do I know the correct base size for my models? A: Base sizes will be given in every model’s profile. Q: Can I take my old armies to organised play events? A: Sure! But organised play events (tournaments, campaign events, etc) will probably require armies to be based appropriately for the new game (or on an appropriate movement tray). Organised play requires some standardisation and this is the best way to do it. Q: Will we be able to buy bases? A: Yes. All models in the Warhammer: The Old World range – including returning models – will be supplied with the correctly sized bases. We’ll also be selling bases and movement trays. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 1 mai 2023 Auteur Partager Posté(e) le 1 mai 2023 (modifié) Rajout des Q&A données dans le sujet de discussion (lien reddit ici). Citation The Old World Q&A Info Hi folks, this info was provided by user "Tin" on the WHFB Discord as they were in the audience, so all credit to them. Just thought I'd compile and post it here as well. No plans for mordheim yet, but if things go well maybe Document before release showing base size. Most base sizes go up, end of Warhammer fantasy the models were already starting to overhang. Cavalry get bigger bases, most infantry go bigger. There's rules for chaos dwarfs, but not a faction for focus and won't be getting new models for a few yrs at least Sounds like they're not simplifying stuff, said it's not the best way to start on your wargaming journey. Said their won't be starter box like the HH one Someone came out and said "so there's no starter box??", He stood shaking his head They'll make boxes to make it easy to jump in (sounds like army boxes?) Army books - focus is on factions in the old world. They'll then reassess whether that's the way the should carry on. No promise of an army book for every faction. May have upgrades compatible with old kits, but far more likely to get new kits Dogs of war, no in initial focus Lizardmen won't get a re release of old kits. New kits + a document showing base size needed. New stuff for AoS unlikely to be ported back to WHF. No re release of old kits (eh old saurus), but will give base sizes to use the new ones Cathay in the very far future "what's the best thing we can do to prepare?" "Paint your minis, but don't put them on bases unless you're very confident" New units for bretonnia that we haven't seen before No plans to bring back the old forgeworld monsters at the moment, but there should be rules for them EDIT: Update from Eddy Eccles from War-Com team on Twitter: https://twitter.com/ed__e/status/1652702518743379972?s=46&t=6WwaCCWCYqXvTJDtC7BONQ "That's not quite what we said. It won't have a "starter set", like Horus Heresy doesn't have a starter set. Starter sets include stuff like boards, and get-started books that assume you have not played a Warhammer game before." Eddy then linked the AOS Harbinger box set as an example of a starter set, which is one of the products with a fold out mat and cardboard terrain Warhammer Fest live Lien vers la rediffusion du live du Warhammer Fest. Les nouvelles figurines, en résine, d’un Roi des tombes et d’un Paladin bretonnien. Les illustrations montrées durant le live. Modifié le 11 mai 2023 par Nekhro Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 23 mai 2023 Auteur Partager Posté(e) le 23 mai 2023 https://www.warhammer-community.com/2023/05/23/old-world-development-diary-the-main-factions-revealed/?utm_source=facebook&utm_medium=social&utm_campaign=old-world&utm_content=ow23052023 Old World Development Diary – The Main Factions Revealed With so many distinct armies fighting over the Old World, you might be asking which factions would be the ones to feature in Warhammer: The Old World. We’ve seen a noble Paladin of Bretonnia and a Tomb King who seems very upset to be awoken, so it’s safe to assume that these two factions will feature prominently in this new game – but speculate no more, as the guys from the Warhammer Design Studio are here with a guide to who’s who in the era before the Siege of Praag. Take it away! Who, Where, and When? Over the last few weeks we’ve shown you previews of new models, shown off freshly painted examples of returning favourites and revealed many more hints of what you can expect from Warhammer: The Old World. This week we wanted to take a look at which factions will feature most prominently in the game. The game will be set firmly within the Old World itself – the lands between the coast of Bretonnia to the west and the Worlds Edge Mountains to the east – during the decades immediately before the Great War Against Chaos and the Siege of Praag. Much of the action in the first wave of books and supplements takes place in and around the Border Princes – the barrier lands between the Empire and Orc territory. Accordingly, we will be focusing on nine core factions. These armies will have rules published alongside the launch of the Old World, and will be the pivotal players in the events covered in narrative expansions and supplements. Fans of these armies can also all look forward to some shiny new miniatures that will accompany the return of many classic kits. The Old World before the Great War Against Chaos The battles of Warhammer: the Old World take place in the decades immediately before the Siege of Praag. At the heart of the Old World lies the sprawling Empire of Man, founded long ago by Sigmar but long since divided into rival states by centuries of civil war. West of the Empire is the chivalrous realm of Bretonnia. Throughout the Worlds Edge Mountains in the east to the Grey Mountains that lie between the Empire and Bretonnia is the realm of the Dwarfs. In the arboreal gloom of the great forest of Athel Loren reside the mysterious Wood Elves, kin to the seafaring High Elves of Ulthuan who, in their arrogance, maintain many colonies and outposts along the coasts of the Old World and appoint themselves custodians over the affairs of Man. Yet these powerful races and nations do not live alone within the Old World, for they must deal constantly with evil creatures of Chaos and destruction. All across the Empire and Bretonnia, savage Beastmen Brayherds explode from the depths of twisted and sickened woods. From desolate wildernesses and high moors rush the endless hordes of the Orc and Goblin tribes. From the distant and arid Land of the Dead come the skeletal legions of the Tomb Kings of Khemri, and from the frozen north march the endless hordes of the Warriors of Chaos. In Warhammer: The Old World, these core factions battle endlessly. Some seek only death and destruction, others seek to reclaim lands they once ruled, still others seek only to serve their dark masters and overthrow the order imposed upon the world by the civilised races of Men Dwarfs and Elves who, in turn, must march unceasingly to war to protect their realms from the darkness that looms. What About the Other Factions? Certain factions people remember from Warhammer Fantasy Battles are not part of the narrative we’re telling with The Old World, but will be provided with rules at the launch of the game. Dark Elves Skaven Vampire Counts Daemons of Chaos Ogre Kingdoms Lizardmen Chaos Dwarfs These legacy faction army lists will be made available for free as pdfs as a service to fans who have these classic armies on their shelf, so they can still bring them to battle for old times sake. We don’t plan to publish rules for Warhammer Age of Sigmar miniatures, except for those units that were part of the game and setting during the final edition of Warhammer Fantasy Battles. What are the other armies up to, then? During the century before the Siege of Praag, the Skaven Under-Empire was riven by civil war to the extent that they retreated from the surface world. This is the origin of the belief that Skaven aren’t real – they vanished for several generations and became folklore. The Skaven re-emerged only after the Horned Rat himself was summoned at Skavenblight to end the strife and instil new purpose into his children (this ties in with the wider rise of Chaos and the destruction wrought by Asavar Kul), turning them into a new power in the world. The Von Carsteins were all dead (for a given value of dead) after the Vampire Wars. With their defeat, other vampires went into hiding and became less active, waiting until the world became safe for them to emerge once more. Dark Elves, Lizardmen, Chaos Dwarfs and Ogre Kingdoms are all based far from the Old World and, during this period, are very inward looking and insular races. Chaos Daemons have existed in the past and will again, but there is an ebb and flow to the power of Chaos – in our period Chaos is at its lowest ebb in a long time. When Asavar Kul rises to become the 12th Everchosen, the power of Chaos will build again, but we won’t see daemonic servants of individual gods for a while yet. Daemons and, especially, Daemon Princes exist, the latter given power by the belief of the mortals that worship them as demigods, but whole legions manifesting in the real world are currently incredibly rare. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 1 juillet 2023 Auteur Partager Posté(e) le 1 juillet 2023 Warhammer Preview – A New Bretonnian Miniature Flies the Colours of the Duke Not long ago we showed off two of the new miniatures coming to Warhammer: The Old World, a Tomb King from Nehekhara and a Bretonnian Paladin. As we get closer to the release of the game, another all-new miniature rides out in its glorious panoply of war. The Battle Standard Bearer is the fulcrum of any Bretonnian army, his resplendent banner a symbol of this chivalrous realm. This resin miniature is covered in details befitting his status as the herald of a glorious army of knights ready to make thunderous charges in the name of their liege. This Battle Standard Bearer has been painted with the colours and heraldry of Duke Gastille, the Red Hand of Brionne. We’ll have more to show from the square-based realm of Warhammer: The Old World later in the year. Head over to our hub page to see all the rest of today’s reveals. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 24 juillet 2023 Auteur Partager Posté(e) le 24 juillet 2023 https://www.warhammer-community.com/2023/07/24/old-world-development-diary-the-more-things-change-the-more-they-stay-the-same/ Old World Development Diary – The More Things Change, the More they Stay the Same… The Old World team are back again with another Development Diary, this time with an exciting look at some of the change to the rules from previous iterations of Warhammer. When we embarked upon the daunting task of designing Warhammer: The Old World, we wanted to create a modern game in the mould of Warhammer Fantasy Battle*, a reimagining of a classic tabletop wargame that would appeal to both veterans of the Old World and newcomers to this most venerable of fantasy realms alike. With this in mind, we set about playing lots of games.** For several months the designers regularly assembled to play games of every edition of Warhammer Fantasy Battle, reminding ourselves of rules that in some cases we hadn’t played for decades. We wanted to identify which parts of a classic game we enjoyed the most, and which parts we felt could be improved upon. Here are some of the tweaks we’ve made to the rules. Drawing the Battlelines Warhammer: the Old World is a game of massed combat. Large armies form into regimented units that advance with grim intent towards the foe. The rules encourage players to field units of varying size based on their type and role. Perhaps most importantly, the formations units adopt (how wide or deep they are) are just as significant as where they are deployed and how quickly they advance. The rules encourage units with wide frontages, but the ideal number of models per rank is decided by the player, not enforced by the rules. To do this, we’ve ensured that as many models as possible can fight in combat, giving even those models that are within the fighting rank but not in base contact with the enemy the opportunity to bring their weapons to bear. Combined with the freedom to create and arm characters as you choose from a wide range of options, players have a lot of strategic choices to make when building their units and writing their muster lists, choices that will, in turn, inform their tactics on the battlefield. Breaking the Enemy One thing we were keen for Warhammer: the Old World to represent was the push and pull of battle, capturing the way in which a hard-pressed army will gradually succumb to fatigue and attrition. To achieve this, units that lose a round of combat will often give ground reluctantly rather than immediately breaking and fleeing, while the winner can advance to press their advantage. Players will quickly learn, however, that a cunning enemy will use this push and pull of battling units to lay traps, and an advancing unit runs the risk of exposing a vulnerable flank to a well-timed counter charge! The Power of Magic Magic is integral to the game, though the mechanics of its use are simple. The untutored Wizards of the Old World practise strange Lores of Magic of their own devising, manipulating the Winds of Magic and crafting spells that suit their purpose. While such recklessness might alarm some, it gives Wizards freedom to cast a wide range of spells with ease. To reflect this, spellcasting has been liberated and spread throughout the different phases of the game, rather than restricted to just one. In doing so, we’ve ensured that every spell available to a Wizard can have a significant impact upon the battle if cast in the right place and at the right time. Situations where a single spell can decide the outcome of a battle are rare. The focus has shifted from keeping track of dice pools or hands of cards onto the positioning of Wizards. This means players will have to plan ahead, moving their Wizards as carefully as any other unit, both to ensure they can bring their magic to the right place at the right time, and to ensure they can counter the spells of enemy Wizards. Final Thoughts These exciting game mechanics, and many more besides, combined with classic elements of a beloved game, give players both old and new plenty to consider when planning their armies and mastering their tactics. It’s an exciting time, and we’re really looking forward to seeing the serried ranks of fantasy armies marching across gaming tables once more! * An early name for the game set in the Old World, it had previously been Warhammer the Mass Combat Fantasy Role-playing Game, then Warhammer Fantasy Battle Rules among others, before finally becoming Warhammer the Game of Fantasy Battles ** It’s a tough job, but someone’s gotta do it… Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 19 août 2023 Auteur Partager Posté(e) le 19 août 2023 Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 31 août 2023 Auteur Partager Posté(e) le 31 août 2023 https://www.warhammer-community.com/2023/08/31/nova-previews-bow-deeply-for-elisse-duchaard/ NOVA Previews – Bow Deeply for Élisse Duchaard The Old World project continues to gather momentum, with recent in-depth developer diaries covering the main factions at play and new rules concepts. Today it’s time to reveal a brand new miniature for the Bretonnians! Lady Élisse Duchaard is a Prophetess of the Lady of the Lake, and a powerful Wizard who rides a muscular unicorn into battle alongside knights and peasantry. The Handmaidens of the Lady of the Lake aid their allies with magical powers rooted in the natural realm. These blessed practitioners of the arcane arts occupy positions of high esteem in Bretonnian society. Accordingly, they are also granted the right to ride unicorns into battle, making them a potent threat in the whirling melee. Élisse Duchaard bears all the symbols of her station – a golden grail, flowing robes of finest silk, and a mystical glowing sceptre. Her unicorn mount Ariandir needs no saddle, but is wreathed with vines and flowers that tighten his rider’s bond with nature. This gorgeous resin miniature can trace its noble lineage back to previous Grail Damsels from Warhammer Fantasy Battles, though in the Old World Élisse Duchaard predates these characters, due to the time frame of the game. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 5 octobre 2023 Auteur Partager Posté(e) le 5 octobre 2023 (modifié) Modifié le 5 octobre 2023 par Nekhro Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Nekhro Posté(e) le 9 octobre 2023 Auteur Partager Posté(e) le 9 octobre 2023 Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
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