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Hmmm....
https://www.warhammer-community.com...preview-the-endless-spellsgw-homepage-post-1/

I am a tad underwhelmed by those spells.
Only the third one is quite nice IMO, as it could mitigate issues with fast melee armies.

Edit:
To expand on that:
- the ship sounds like it could be hard to get on to. (Wholly within 3" and 9" from enemies to set up again)
Could be useful for retreating maybe.
- same for the bridge basically. 12" isn't that far and there can't be enemies near. It is quite easy for the enemy to block.
- Horror ghost head: could be funny because we can stack bravery debuffs (knights + troglodon + that spell). If it is cheap.
- could be nice to slow down enemies, against an Ironjawz Gorefist for example. Makes Skeletons basically static.
 
Hmmm....
https://www.warhammer-community.com...preview-the-endless-spellsgw-homepage-post-1/

I am a tad underwhelmed by those spells.
Only the third one is quite nice IMO, as it could mitigate issues with fast melee armies.

Edit:
To expand on that:
- the ship sounds like it could be hard to get on to. (Wholly within 3" and 9" from enemies to set up again)
Could be useful for retreating maybe.
- same for the bridge basically. 12" isn't that far and there can't be enemies near. It is quite easy for the enemy to block.
- Horror ghost head: could be funny because we can stack bravery debuffs (knights + troglodon + that spell). If it is cheap.
- could be nice to slow down enemies, against an Ironjawz Gorefist for example. Makes Skeletons basically static.
I agree the bridge and boat are borderline useless for transport with the 9" distance from enemies and they only transport you 12". Charging after using em will be a pain. And unless you're horrifically slow they won't even give that much extra movement. Just run and you'l probably get something near 12" anyway on most units. They basically need to be used in shyish for them to be worth anything. (and yeah I realise you can smuggle a bit cuz you get to place within 6" of the bridge, so a bit more than 12" but it's still not brilliant unless you're at the absolute edge of the effective range)

Minor sidenote, the bridge reduces bravery as well, which is neat.

Scary skull face seems a bit weird. It's just a moving bravery debuff. But with how common battleshock immunity is thanks to command abilities it seems underwhelming to say the least. The ones who you want to target with the spells are also the obvious targets for these command abilities. So it seems somewhat pointless. Plus you know, you're going to be hitting your own stuff as well most likely with its relatively big area of effect.

Shards are quite cool. But I feel they should also have an effect for crossing the line before the movement phase. The wording is a bit strange in how it is supposed to function imho.

What I am happy to see though is that they have vastly more interesting effects than "does D3 damage to everything near it". That is quite promising for the direction they're taking.
 
Guys , if i read it correctly the ship is great.
You transport and disembark the unit with the move of the ship... it doesn't say that it counts as the move of the transported unit.

Basically it increases by more than 12" the unit's move

Edit: i'm pretty sure it works this way, as the bridge specifies that that counts as the movement for the unit
 
Last edited:
Guys , if i read it correctly the ship is great.
You transport and disembark the unit with the move of the ship... it doesn't say that it counts as the move of the transported unit.

Basically it increases by more than 12" the unit's move

Edit: i'm pretty sure it works this way, as the bridge specifies that that counts as the movement for the unit
You are right, that makes it quite a bit better. Could be worth it.
 
Guys , if i read it correctly the ship is great.
You transport and disembark the unit with the move of the ship... it doesn't say that it counts as the move of the transported unit.

Basically it increases by more than 12" the unit's move

Edit: i'm pretty sure it works this way, as the bridge specifies that that counts as the movement for the unit
That's actually interesting then. Though that does make the 9" minimum distance a tad weird. It's not like you're going to stop anyone from charging with it as even the slowest units should be able to get within 5" with their follow up movement. But it does leave a large enough gap that manouvering can get awkward.
 
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I want to believe...
 
Seems to thick a tail for the dragons though. All of the aelves' dragons tend to be relativly lithe and thin.
That's what I hope they will change. Could make me play Aelves.
Most previous Warhammer dragons are ugly with their snake bodies IMO.
 
Also the scales don't match with the previous aelven dragons. I could see it being a dragon ogre though, those have nice thick limbs as well.
 
As much as I would wish it was a new Seraphon kit, it looks like it will be an Elven dragon of some kind since the following text mentions that it is tied to Hysh, which is where the Light Elves live.
 
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