Monday, May 5, 2014

Company of the Damned – 2014 Wood Elf Army Book Review – Part Three: Embracing Change – Army Special Rules, the Armoury and Changes.


Part Three: Embracing Change – Army Special Rules, the Armoury and Changes – Continued…

Previously we discussed what had been lost and changed in the transition from the old Wood Elf book to the new.  We however have not really touched on…

What was gained...

1.       Always Strike First – Every elven unit gaining this ability is incredible.  Now High Elves, Dark Elves and Wood Elves all share the same special ability (stemming from the fact that they were all once the same race...) and are faster than a normal man.  This was one issue that always bothered me as I would get incredibly annoyed that Warriors of Chaos would be hitting simultaneously as a lithe and agile Wood Elf.  This ability will provide greater combat effectiveness to all melee units and to the units that were ranged such as Glade Guard, Waywatchers, etc… this now provides them with a modicum of more offensive melee might that they lacked before.  Striking first and potentially rerolling misses is a huge boon.  I will however note that the Forest Spirits in this book do not benefit from this ability, only the Elves.
2.       Forest Spirit Ward Save of 6+ - Forest Spirits no longer automatically fold to magic missiles or magical attacks.  While the ward save was reduced to a 6+, it is still a permanent ward save that they did not have previously.
3.       Forest Stalker – Not only does this provide Forest Strider, but when a Wood Elf unit with this rule is in a forest they gain the benefits of both the Martial Prowess and the Murderous Precision.  What that means is that the Wood Elf unit not only fights and shoots with an additional rank when in a forest but also rerolls all to wound rolls of “1” in close combat while fighting in a forest.  Essentially Wood Elves get the best of both worlds while fighting in their natural habitat.
4.       Armour Piercing – With the exception of standard hand weapons, Asrai longbows, spears and the Blackbriar Javelins all have the Armour Piercing special rule.  While the standard Glade Guard longbow lost its Strength of 4 at short range, the entire army now benefits from the Armour Piercing rule which is a far more effective option than the previous incarnation.  But why do you ask?  The Glade Guard longbow was only given to the Core troop choice of “The Glade Guard” in the previous book.  This meant that your Waywatchers, characters, scouts, Glade Riders, etc.. did not benefit from the Str 4 short range rule.  For most players this is a good chunk of the army, now that every bow has Armour Piercing however the army is always making opponents save a -1.  This was not the case in the old book where troops could shrug off arrow fire at long range even with a 6+ armour save.  This addition is a great advantage and it also fits the Wood Elf theme of “finding chinks in the armour”.  I haven’t even begun to discuss the synergy of the bows with the magical arrows.
5.       Magical Arrows – Of all the game changing additions that Mat Ward placed upon this army, the Enchanted Arrows special rule is perhaps the most synergistic of them all.  Not only do the six arrow types work well with the Armour Piercing of the Asrai Longbow, but also with the various Lores of Magic that the Wood Elf army has access to.  I will do a brief summary of each arrow and some of the possible combinations that they work well with.
·         Arcane Bodkins – The arcane bodkins impose a -3 to the Armour Save of the target wounded.  This is a huge boon to any Wood Elf general who has to deal with high armour value targets such as: Warriors of Chaos, Lizardmen, Dwarfs, Chaos Dwarfs, etc...  The downside is that the Strength is still only 3 which means it is wounding most of the high armour targets on a 5+ due to their inherent Toughness of 4.  If the Glade Guard are going to be outfitted with this option (which by the way is the most expensive upgrade option), then it is recommended that there be a Lore of Shadow caster to reduce the intended target unit’s Toughness by D3 in order to fully capitalize on this type of arrow.  The main question however is that is it worth taking a Glade Guard for 17 points to impose a -3 to armour saves when you can take a Waywatcher at 20 points who completely ignores armour saves and has a higher Ballistic Skill?
·         Moonfire Shot – These arrows provide a +1 to wound against enemies of the Forces of Order.  These shots are not only Armour Piercing but Flaming also.  The enemies that would be directly impacted by this would be: Lizardmen, High Elves, Empire, Bretonnia, Dwarfs and Wood Elves.  While it helps with the Strength of 3 on the longbow, this selection is perhaps the least useful arrow choice as it does not really synergize with anything but Lore of Shadow’s Withering or the Lore of Death’s Soul Blight. Providing a 2+ to wound against affected units.
·         Starfire Shafts – Much like the Moonfire Shot, these arrows are limited in their use.  The arrows provide a +1 to wound against the armies of: Beastmen, Daemons of Chaos, Dark Elves, Orcs & Goblins, Vampire Counts, Chaos Dwarfs and Warriors of Chaos.  Sharing the same synergy as the Moonfire Shot, these arrows are limited in their usefulness.
·         Trueflight Arrows – These arrows allow generals to hearken back to the time of MSU fighting and the highly mobile strike force.  These arrows work well with the Lore of Shadow’s Withering as the Wood Elf general may sit back in the backfield and hit on 3’s regardless of range or modifiers. I can see this being used by generals who wish to field many equine units or use move and shoot as their primary focus.
·         Swiftshiver Shards – These arrows seem to shine when the general has a Lore of Shadow caster – The Withering is flat out one of the best spells for Wood Elves to use as it reduces the Toughness of the model in question and with the Multiple Shots (2) rule the unit doubles its output which can have devastating effects on whomever is their target.
·         Hagbane Tips – These are the primary choice in my opinion for Wood Elves as they require no additional synergy to maintain effectiveness.  Regardless of Toughness, the arrows wound on a 6 to hit which negates the advantage of high Toughness.  This is also one of the most inexpensive options for enchanted arrows available.  The Hagbane Tips also are the best option for killing monsters and warmachines.

There have been multiple threads on sites like www.asrai.org (the main Wood Elf Warhammer Fan site) that provide break downs for the use of each arrow against not only toughness but also armour saves and to hit modifiers.  The end result proves that the Hagbane Tips are the best option to take as they have the highest wound percentage.  After the Hagbane Tips, the next best selection that barely eek out the Trueflight Arrows are the Swiftshiver Shards.  The multiple shots they put out prove to be more effective when the Lore of Shadow’s Withering is used or the Lore of Death’s Soul Blight. 

6.        Greater Magical Access – With the sad departing of the Lore of Athel Loren, Mat Ward decided to grace the Wood Elf race with full access to the 8 Lores of Magic.  In addition, the Lord level caster (The Spellweaver) gains access to the Lore of High Magic and the Lore of Dark Magic.  Now that Wood Elves have full access to all 8 Lores plus High and Dark Magic, they have gained a huge boost to their might.  Keep in mind that in the previous book only Spellweavers had access to the Lore of Life and Lore of Beasts.  The Spellsingers and Spellweavers also gain a +1 to cast when they are in a forest.  This provides a +5 base bonus for a Level 4 wizard.  In addition several of the units gain access to specific magical lores:
·         Spellweavers – Lore of High Magic, Lore of Dark Magic, 8 Lores of Magic
·         Spellsingers – All 8 Lores of Magic.
·         Treeman Ancients – Lore of Life
·         Shadow Dancers – Lore of Shadow
·         Branchwraiths – Lore of Life
The Lore of High Magic and Lore of Dark Magic also have specific Lore Attributes unique to the Wood Elves.  The Lore of High Magic allows you to place a wound counter next to the unit the caster is in.  Whenever that unit or the caster suffers an unsaved wound, the counter may be removed as if a wound had been taken.  The Lore of Dark Magic allows you to place a counter next to the unit affected.  When this unit suffers hits from the Lore of Dark Magic, the counter(s) are removed and D3 additional hits are added per counter.

This greater magical flexibility allows Wood Elves to no longer be reliant on getting Dweller’s Below or Amber Spear to have a “destructive” magic phase.  The Wood Elves now are able to properly synergize with the close combat, the ranged and the specialist units that are in the army to provide better and effective tactics to handle now every army.

These are just some of the numerous advantages that were gained with the transition from the old book to the new book.  As this review continues I will point out more and more advantages and disadvantages that were created by this new book.

The next few posts will begin to delve into the units that are in the book and how they have changed and what their role will be on the battlefield.

Sunday, May 4, 2014

Company of the Damned - 2014 Wood Elf Army Book Review- Part Two: Embracing Change - Army Special Rules, the Armoury and Changes.

Part Two: Embracing Change - Army Special Rules, the Armoury and Changes. - Continued...

In the last post I discussed briefly the layout of the book and what changes had taken place between the previous army book and the new one.  I listed what had not made the transfer into the new book and what critical items and rules had been lost. 



I think the most critical items/rules that had been left out were:
Asrai Archery
Rhymer's Harp
Sprites
Kindred Rules
Wand of the Wych Elm
Lore of Athel Loren

These items were fairly critical to the Wood Elf theme and back story and added a level of customization to the army that was not present in any of the existing army books.  Now that we have listed what has been lost let us now discuss what has been changed...

What was changed...

1.  Bodyguard - This rule was changed and made obsolete by Eternal Guard being Stubborn without needing a Highborn or Noble in the unit.
2.  Forest Spirit - This rule has been changed whereas it no longer grants the 5+ ward save against non-magical attacks and the restrictions about grouping with units that did not have this special rule was lifted.  The ward save was lessened to a 6+ against all attacks
3.  Forest Stalker - This rule used to be a specific rule for Waywatchers were it provided an additional -1 to hit the unit and allowed their deployment to have no minimal distance from the enemy when scouting.
4.  Forest Walkers - This rule was folded into the new Forest Stalker rule.
5.  Woodland Ambush - This rule was rolled into the Ambush from the Worldroots only instead of a 6" wood you now get a Citadel wood.
6.  Glade Guard Longbows - One of the favorite items of any Wood Elf general is now gone, Wood Elf longbows are no longer Strength 4 at short range.  This special rule was changed into the Asrai Longbow item.
7.  Strangle-root Attack - This is now a Strength 5 attack that does D6+1 shots with a 12" range and the Multiple Shots special rule.
8.  Talismanic Tattoos - These no longer provide the MR 1.
9.  Tree Singing - This spell is provided by an arcane item and replaces one that the wizard knows.  You may also no longer "surf" units with it as the woods now must be unoccupied to be moved.
10. The Spirit Sword - the language on this weapon was cleaned up and you no longer suffer the drawbacks for not beating your opponents leadership test and Ward saves may now be taken.
11. Daith's Reaper - They added the option to reroll failed To Wound rolls.
12. The Bow of Loren - My personal favorite item was changed to be "A+1" number of shots that may not be combined with Magical Arrows (i.e. no Arcane Bodkins or Hail of Doom Arrow). 
13. Moonstone of the Hidden Ways - This is not only no longer "One Use Only" but you may not use it to take your unit out of combat anymore.  It losing it's "one use only" designation means that it's utility just increased tenfold.  Also units count as "marched" after teleporting.
14. The Hail of Doom Arrow - The Arrow gained Armour Piercing and Multiple Shots special rules.
15. Calaingor's Staff - This staff no longer allows you to cast Tree Singing over and over but rather allows you to take the "Tree Singing" spell in place of one you would normally have generated. 

The changes to items and abilities may not seem that game changing at first until you evaluate how much of a subtle impact they had on the tactics used for the past nine years of Wood Elf players.  Let us evaluate how these 15 changes affect the Wood Elves:
A. Forest Spirits are now both better and worse because of how the rules affect them.  Their ward save went from a 5+ to a 6+ but rather than it being negated by magical attacks it is constant. 
B.  Forest Stalkers directly impact the durability of the Waywatchers as they lose a very important -1 to being hit with ranged attacks.
C.  Glade Guard Longbows - This is a huge impact as this now means that Wood Elves may not be skirting around the board trying to get into short range because their bows get better.  This and the loss of Asrai Archery was a devastating combo for Wood Elves to lose.  This means that Wood Elves; dependent upon what Lore, Unit and Arrows they choose will become either more static in their shooting or be forced to use specific combinations to recreate some of the strategies of the older book.
D.  The Bow of Loren and Arcane Bodkins - were my favorite combo as I used to put this on my general and combined with my Waywatchers , just delete units of Knights and heavy cavalry each turn.  The bow will now need to fill a new role in the army.
E.  The Moonstone of the Hidden Ways - This item went from being a "bait and switch" one use or a "Come and get me, ha ha POOF!" item to a now viable assault item which allows the unit to teleport all over the board with skirmishers and loose fire all over.

The actual list of strategic changes are legion as they usually are when a new book comes out that changes how an army functions but those are my top 5 ways that the "changes" to the existing rules affect the Wood Elves.  More specific changes will be listed when I break down the units and begin to discuss actual themes and strategies in future posts.

Now...


The next post will include "What was gained..."  in the Part Three: Embracing Change - Army Special Rules, the Armoury and Changes.

Company of the Damned - 2014 Wood Elves Army Book Review - Part One: Embracing Change - Army Special Rules, the Armoury and Changes.


Hell hath frozen over as the Wood Elves have received a new book!

Games Workshop has decided to silence the cries of indignant Wood Elf players that have echoed through the gaming halls for two editions by giving the reins to Mat Ward to write the newest incarnation of the Wood Elves army book. 

As Wood Elves are my favorite army and the primary content of this blog, it would make sense that the next dozen or so posts will be about the new book and my army list and hobby updates. 

We shall begin with the actual book itself, the cover art depicts a Wood Elf Highborn armed for battle with an antlered helm and a shield with stag and forest heraldry depicted upon it.  This artwork is very similar to what was seen on both the Dark Elves and High Elves book whereas the High Elf helm was adorned with wings while the Dark Elf's bears bladed horns.  The theme across all three books is repeated giving the readers a seamless transition between the three races. 


Mat Ward is the author of the three books and does an excellent job of tying all three races together and keeping them balanced.  The Wood Elf book is divided up into four sections:
  1. The Lords of Athel Loren - this section provides the detailed history of the Wood Elves and their home of Athel Loren. 
  2. The Deepwood Host - this section lists the characters, units and monsters available to the Wood Elf host.  Each selection provides a description and role of the unit along with it's stat block.  This section will also include a list of the spells and magic items available for the army.
  3. The Glory of the Elves - here is where Games Workshop provides a showcase of the models that the Heavy Metal team has painted for display.  This is the section where Wood Elf players get inspired by the paint jobs and pictures.
  4. The Wood Elves Army List - This section divides the units up into their specific selections and provides stat blocks, upgrades, and point costs for each unit.

In order to properly do this new book justice, I will be breaking up the book review into several posts.  Mat Ward did such an incredible job of rewriting the history and lore of the Wood Elves to provide a cohesive story line for not just the Wood Elves but also the High and Dark Elves as well.  I will be spending several posts discussing the Rules, the Lore, the Units, the Changes, Strategies, Synergies and Army Lists and Themes.

Part One: Embracing Change - Army Special Rules, the Armoury and Changes.
In this section we will be discussing the new Army wide special rules, the new base equipment and what major changes that were either modified or removed from the transition from the new book from the old one.

Army Special Rules:

1. Blessings of the Ancients - Any model with this special rule, and is within a forest, will receive a +1 to cast spells.

2.  Ambush from the Worldroots - A Wood Elf player may place a Citadel Wood on the battlefield.  This free terrain piece is placed in the Wood Elf player's deployment before units have been deployed.  This forest is not mysterious terrain - the Wood Elf player will declare what type it is when they place it.

3.  Forest Spirit -  A model with this rule has the Forest Strider special rule and its attacks (both close combat and ranged) are magical.  In addition, as long as the model is not a mount, it receives a 6+ ward save and has the Immune to Psychology special rule.

4.  Forest Stalker - A model with this special rule has the Forest Strider special rule and if at least half the unit's models are in a forest they receive the following benefits:
  • All models in the unit that have the Forest Stalker special rule fire in one more thank than normal.
  • All models that have the Forest Stalker special rule can make supporting attacks with one additional rank than normal.
  • All models in the unit that have the Forest Stalker special rule (but not their mounts fyi) may re-roll all To Wound rolls of 1 when making close combat attacks.

5.  Always Strike First - All elf models (not their mounts) has the Always Strike First special rule.

The Armoury of Torgovann:

  1. Asrai Longbow - Range: 30", Strength: 3, Special Rules: Armour Piercing, Volley Fire.
  2. Blackbriar Javelin - Range: 12", Strength: User, Special Rules: Armour Piercing, Poisoned Attacks.
  3. Asrai Spear - (Foot) - Strength: User, Special Rules: Armour Piercing, Fight in Extra Ranks
  4. Asrai Spear - (Mounted) - Strength: +1 (first turn of combat), Special Rules: Armour Piercing
5.    Enchanted Arrows - these are magical arrows (count as magical attacks) that may be purchased as unit upgrades for several units in the Wood Elf army.  All the enchanted arrows have a range of 30", a Strength of 3 and have the Volley Fire special rules.
    • Arcane Bodkins - Wounds caused by Arcane Bodkins have a -3 to armour saves.
    • Hagebane Tips - these arrows have the Armour Piercing and Poisoned Attacks special rules.
    • Moonfire Shot - these arrows have a +1 bonus to wound rolls against units from the Forces of Order and possess the Armour Piercing and Flaming Attacks special rules.
    • Starfire Shafts - - these arrows have a +1 bonus to wound rolls against units from the Forces of Destruction and possess the Armour Piercing and Flaming Attacks special rules.
    • Swiftshiver Shards - these arrows possess the Multiple Shots (2) and Armour Piercing special rules.
    • Trueflight Arrows - shooting attacks made by these arrows do not suffer To Hit penalties.

Changes:

                The changes from the old book to the new book are legion and completely game changing for any Wood Elf general who has sought to be successful using the same book for the past 9 years.  Upon reading through this book and the other two elf books (High and Dark Elves), the vision that Mat Ward had for the elven races is very obvious and I am scared to admit it but... I agree and approve his vision.

What was lost...
  1. Eternal Guard Fighting Style - the Eternal Guard Fighting Style is no more, they are no longer provided the +1 attack and 5+ armor save.
  2. Asrai Archery - The Wood Elf army no longer ignores the -1 to hit penalty for moving and shooting.
  3. Hit-and-Run - Warhawk Riders no longer possess the ability to escape combat and rally automatically after losing without the enemy pursuing  or causing panic in nearby friendly units.
  4. The Fury of Kurnous - Wild Riders no longer receive +1 attack in rounds of combat in which they did not charge.
  5. The Wild Hunt - Wild Riders no longer cause Fear the turn they charge into combat if they have a musician. 
  6. Wardancer Weapons - Wardancers no longer receive +1 attack from their weapons nor do they receive the +1 Strength in the first turn of combat after charging. 
  7. Spites of Athel Loren - the Spites upgrades are no longer available to Wood Elf and Forest Spirit characters.  The loss of Athel Loren Spites was a pretty big thematic and flavor option for the Wood Elves.  These were used pretty widely through many army lists - especially the Cluster of Radiants (+1 dispel die) and the Annoyance of Netlings (6's to hit in a challenge).
  8. Wood Elf Kindreds - the option for Wood Elf characters to become Kindreds was removed.  This is very unfortunate as it provided a unique and very customizable option for many players to make truly unique characters such as: Waywatchers, Wild Rider, Alters and Glamourweave to name a few. 
  9. The Lore of Athel Loren - the unique Wood Elf lore of Athel Loren is no longer an option for Wood Elf wizards.  Mr. Ward made the decision to provide other options to the Wood Elf wizards which will be discussed later.
  10. Lethal Shot - Waywatcher models no longer possess this special rule which used to provide the Killing Blow special rule at short range.
  11. Magic Items that were removed:
    • Blades of Loec  - Wardancer Kindred used to be able to take these to reroll failed To Wound rolls in close combat.
    • The Dawnspear - this item used to confer a -1 to hit in close combat to models wounded by it.
    • The Spear of Twilight - this used to be my favorite Wild Rider Kindred item as it conferred Killing Blow to it's wielder.
    • Callach's Claw
    • The Hunter's Talon
    • The Sword of a Thousand Winters
    • Rageth's Wildfire Blades - I was disappointed these were removed as they were an affordable 10 pt upgrade to provide not only Flaming attacks but it provided +1 attack to it's wielder.
    • Asyendi's Bane
    • The Oaken Armor
    • Railarians's Mantle
    • Armour of the Fay
    • Briarsheath - another disappointing removal, this was a favored item to my Waywatcher or Scout characters to make them even more difficult to hit with shooting attacks.
    • Rhymer's Harp - this is one of the major magic item losses that affects my army composition as I used to place this on my Spellweaver to give her unit a 5+ ward save and give it a bit more durability. 
    • Amaranthine Brooch - this used to be one of the few remaining 3+ ward save items in the game (granted it was against non-magical attacks).
    • Amber Pendant
    • Stone of Crystal Mere - I was sad to see this item go as well but any 3+ ward save items have been successfully phased out for the most part by now.
    • Glamourweave
    • Stone of Rebirth - no more 2+ ward saves when owner has 1 wound left.
    • The Fimbulwinter Shard
    • Merciw's Locus
    • Wraithstone
    • Hagbane, Starfire, Arcane Bodkins, and Dragontooth Arrows - there were all removed from the magic items gallery
    • The Horn of the Asrai
    • Elynett's Brooch
    • Gwytheric's Horn
    • Wand of the Wych Elm - one of the best items in game was sadly removed.  This item used to allow Wood Elf caster's the ability to reroll failed Dispel rolls when attempting to counter enemy spells. 
    • Divination Orb - yet another reasonably powerful item that yielded an additional dispel die when your opponent used more than 3 dice to cast a spell.
    • The Deepwood Sphere
    • Ranu's Heartstone
    • All five magical standards were removed - Royal Standard of Ariel, Gaemrath, Faoghir, Saemrath and Aech.

The above list catalogs what did not make it into the new book from the old.  There were several functional changes lost that directly impacted how the Wood Elf army played.  One of the most substantial changes was the loss of Asrai Archery as that was a pretty big army defining feature.  The advantage of Asrai Archery provided the Wood Elf general with the ability to have a mobile and fast moving ranged contingent that could capitalize on maneuverability without losing any ranged effectiveness.
                The loss of the Spites of Athel Loren was one of two thematic changes that were removed whereas the Wood Elf general could provide options to his characters not normally found in other armies (Annoyance of Netlings being a primary one). 
                The removal of the Kindreds was another customization loss as it provided several characters with special rules that were not normally available to other Highborn/Nobles.  The Wild Rider Kindred gained the old Forest Spirit rule and could take a Stag as a mount.  The Glamourweave kindred could  take a Unicorn, Waywatcher and Scout Kindred gained the Scout special rule.  Many functional and thematic options that really allowed each Wood Elf general to customize how his army functioned. 


To be continued... 

(Part One: Embracing Change - Army Special Rules, the Armoury and Changes. will be continued in the next post)

Thursday, April 17, 2014

A triumphant return!

I have not really been able to blog much in the past 2 months due to an injury that occurred when my C6/C7 disc in my neck herniated and decided to pinch off the nerve in my arm.  Since then it's been pretty much uninterrupted pain 24/7 which made doing anything such as typing, walking, modeling, etc... just ridiculously painful.  

So on April 14th, I decided to go ahead and have surgery to fix this issue and by God it worked!  So I return triumphant and ready to get my hobby on (as soon as I can bend my neck and turn my head that is - still wearing a neckbrace for a few more days)!

My surgeon did live up to all my expectations when he came out to update my wife after everything was done and said in his best Obi-won Kenobi voice "He's more machine now than man, twisted and evil."

So personal update aside - I return with a new zest and excitement for the next few months as the Wood Elves are rumored to be out in May!  After a long and I do mean long awaited release of a new book, (2005 to be exact) I eagerly await to see how they have changed or better yet updated my favorite army.  

Many rumors state that they are getting rid of the Eternal Guard, making everything skirmishers, etc..  I am not going to concern myself with any of that until the new book has been released.  Based upon the relatively solidness of the last 2 elf books and the dwarfs, I can safely surmise that the Wood Elves will be just fine and my enjoyment in this hobby will continue.

I also eagerly await the 3rd book in the Wood Elf triology - The Council of Beasts.  The last book, Tears of Isha, had me very nervous as to how they are going to move forward with the Wood Elves lore wise.  Darius Hinks has done a pretty good job of instilling this idea of "noble savagery" to the Wood Elves.  Rather than the cold and overly regal demeanor that you see in High Elves or the cruelty and malevolence in Dark Elves; the Wood Elves have been portrayed (to me) as a very shamanistic and clannish society that still has a caste system.  Also, the alliance between forest spirits and the Asrai (Wood Elves) seems to be strained at best, more of a barely tolerable arrangement where the Asrai treat the Forest Spirits like a dog with distemper - fierce and can turn on you at any moment.  There also seems to be an ancient and dark magic rather that permeates the woods of Athel Loren, I have not decided if it is 100% good or evil but rather just ..feral.  I eagerly await the next book!

So I think that perhaps the authors of the new Wood Elf army book and Darius Hinks will have redefined how the Wood elf army is perceived as well as played in the next book.   

In an effort to maintain my sanity and the sanity of my wife, I have put all hobby projects on hold.  I will be waiting for 2 weeks for the new Wood Elf book and then I shall unload the hobby Armageddon as I recreate the Great Hunt once again!  I will also be reviewing each unit and playtesting heavily to see how they function for a whole new Wood Elf: Tactica!

For now, I'll try to fit in a few book reviews until our great event occurs!

Friday, March 7, 2014

OFCC 2014 and The Ordo Fanaticus Fantasy Open - Rules Pack for OFCC 2014

Hello everyone!

The Ordo Fanaticus is putting on the OFCC 2014 event in September this year and we want to invite you to attend!


OFCC 2014 Announcement
Please follow the link above for information concerning the OFCC 2014 event and check out our video below!



I will also be running the first ever Ordo Fanaticus Fantasy Open!  The event will be on September 26th, 2014.  The OFFO will be a one day, no comp event consisting of three rounds where players are to bring a 3,000 point army to compete to be the Champion of the OFFO!

The Ordo Fanaticus Fantasy Open or the OFFO rules pack may be found here:

Ordo Fanaticus Warhammer Fantasy Open 2014 - Rules Pack

I encourage everyone to try to attend the event, it will be a four day gaming bonanza filled with tournaments for both single players and teams, narrative events, and open gaming.  There will be events for Warhammer Fantasy, Warhammer 40k, Infinity, Malifaux, X-wing, Attack Wing, and many many more game systems!  Not to mention it is also located in Portland within walking distance of dozens of our amazing breweries!  Beer and gaming, what could be better!

See you there!