Following in the tradition of 
holiday giving, I present the forces of Fantasy with their presents for the 
worthy and coal for the evil ones…
Beastmen – This is a tough one. This 
is an army that just doesn’t work well, but it’s hard to tell why.  On paper, 
they’re pretty decent.  They’re not overpowered, they have interesting and 
unique powers and do a lot of what some of the top armies do too, but somehow it 
just doesn’t fit together.  The one rule I look at that needs to be tweaked is 
ambush, so here goes…Beastmen get a new Rare unit that can declare a charge the 
turn it comes in from Ambush.  This won’t be anything too fighty or durable and 
will have a modest size limit, but the fact that that threat can be waiting just 
off the table will make for some interesting 
battles.
Bretonians – As before, I am not 
giving anyone an army book.  Bretonians are another army that seem to have 
everything on paper but just don’t pull it together.  Again, I’m looking at 
something that makes them unique and I come to the Lance formation.  Brets get 
two treats…1. Their cav unit maximum sizes get increased.  2. A lance formation that’s 6 
wide gets the benefits of being a Horde.  A cavalry charge from Bretonian 
knights is supposed to be devastating and this will make it moreso then 
before.
Dark Elves – Oh Dark Elves… I look 
at the Dark Elf army and for the most part, things look pretty decent.  The 
unkillable lord is a pain, but there are ways to deal with him and he’s just one 
guy.  Then I come to one unit that begs for coal…the Hydra.  I look at the Hydra 
and what it does, then I look at the Vhargulf which costs the same points and 
has half the abilities and I see something that needs to change.  They get even 
uglier at 3000 points when you see 4 of the multi-headed bastards across the 
table and you wish you had spammed cannons.  So Dark Elves get a lump of coal in 
the form of a 30 point increase on the Hydra.
Demons – Oh come on… Demons, you 
think you’re getting a gift after the last few years?  Sure 8th 
edition toned you down a little, but I still remember the story of the player 
that had never played fantasy before and went to a tournament with a tricked out 
demon army…he placed third.  That’s just sick.  The problem with Demons is 
there’s really no penalty for taking gods that don’t get along because they’re 
powerful, so for Demons your coal will be animosity.  If you have a unit of one 
god near a unit of another god that they don’t like they roll a chance that 
they’ll charge that unit instead.  It still leaves pure builds alone and allows 
players to work around it, but if you’re going to run some shenanigans, you may 
have to pay the price.
Dwarves – dwarves are another fairly 
capable army.  They could certainly use an update, but I’ll settle for giving 
them some models.  Dwarves get reasonably priced Plastic Hammerers.  Of course 
they already have these…Mantic makes them.
Empire – Here we really have a tough 
one.  Empire is really capable, but doesn’t need any coal either.  I think what 
they need and what their players will love is the Mortar goes to s3.  S4 large 
blast is a bit much, but S2 is just too much of a nerf considering the points 
increase.  I look at the mortar and just don’t get what they were thinking.  So 
you made it suck and gave it a 20 point cost increase?  No.  S3 makes it pretty 
potent against most core, which it should be but not going to S4 makes it 
reasonable enough considering the price.  I think this is what it should be 
anyway.
High Elves – This is another tough 
one.  To be honest, my first reaction was to give them a points reduction across 
the board, but while their units are expensive, they also come with lots of 
special abilities that can be pretty useful.  I also wanted to give Teclis a big 
old lump of coal that he so richly deserves…so I will do that.  Teclis only gets 
his “I ignore miscasts” once per game instead of every turn.  Their present is a 
box of reasonably priced plastic swordmasters.

 
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