psst hey Cullen I think I found something for your Demigryph knights,. Its on page 162 of the general rules and its called the "Banner of Valour" it gives the unit immunity to panic and it only cost 20 pts
Super excited to watch Bretonnia kick some ass! Steve, Bretonnian lance formation cav get devastating charge special rule when they charge. This confers a +1 attack on the charge so each model on that first charge unit would be +1A +2S +3I for charging (Devastating charge +1 Attack, Charging +1 Initiative, Lances +2 Strength and +2 Initiative on the charge)
Dont' forget a Ruby Ring of Ruin need LOS to the target as its a magic missile. A Damsel in the second rank of a Lance Formation doesn't have LOS (Bretonnia p120)
If I’m understanding combat res, stack the casualties that a unit causes behind that unit to help keep track of the damage they dealt to that unit. So if halberds kill two grails and 1 knight of the realm, put those casualties behind the halberds and vice versa.
But nonetheless, it was a massive mistake. It really gutted me when i saw it.. such a great game up untill that point, and im pretty sure Cullen had that one.. sad panda... 😔
@@isakjohansson112 Why wouldn't Cullen realise something like that though? I would if I were playing. Maybe because of them stopping and starting recording?
@@idiotproofdalek Yeah, that and it seemed like they had been playing for a long time, the wap games apperently takes them longer. And the last combat was stressing them out, steve said so on several occasions. Tired and stressed, mistakes happen. But still, really disapointing. It was a great game up untill then!
There is two kinds of bound spells p42, those from items (1 extra die) and those from skills etc, innate bound spells. The latter don't get a free dice to cast. Also, miscast don't destroy the ability to cast innate, just prevent you from cast more in the same turn. Also the item Jade amulet (ignores the first wounding hit). Cheers 👍
Love seeing these videos, and love seeing more people try WAP. From my experience playing them, brets are busted. Their new rules are great and cavalry is already super strong in WAP 9th so I’m eager to see how this goes
after like.... 25 years.... it only just occured to me that the reason that Warhammer is so ovverrided with magic... is that you get twice as many gos at magic than all the other things, like moving, fighting and shooting... as you get to casat in the opposite numbers turn... which means you spend a lot longer time doing magic rather than fighting the battle, moving the minis, etc. I have always loved warhammer fantasy, but the overpowering of characters and magic did make me stop.
About mutiple combat resolution, look at it as a 2-staged process to sort it out cleanly. FIRST calculate which side won with the combined CR from everything engaged in the combat from all units. THEN from there when you know which side lost you calculate each unit's CR against enemy units in CC with them specifically and only the CR modifiers against them (so even if a losing unit is in CC with a unit that flanked a friendly unit of his, that flank bonus wont come in for his individual CR result). These different CR penalties will then be applied to each unit on the losing side, (some might even have positive CR and wont have to take a break test at all which means they will stick it out and not allow winning enemy units in CC with them pursuit any of their allies that are running). It should be easy and stick in your muscle memory if you do a couple of demo scenarios off camera with units and do the process correctly a couple of times.
I don't know if it would have actually been helpful in this game, but check the Fast Cavalry rules! They have extra charge reactions and auto-rally and such.
Bit of a clusterf**k of a batrep but was still a lot of fun. Seemed to be a double turn in there plus forgotten +1 to hit from the Hurricanum etc. that I think would have swung it the way of the Empire. Interesting rules but would prefer 8th edition batreps instead.
Do you guys randomly generate which rules to forget each game? Because forgetting devastating charge for Brets in WAP is pretty bad, but taking two turns in a row is worse.
Empire player should have brought more firepower and support. Spears instead of halberds are actually a lot more useful for defensive play against cavalry, the extra rank and lower cost really helps. Also he could have had an organ gun in the center and two cannons to each side, protected by spears with swordsmen support, instead of the basically useless pistoliers. Could be risky as they might blow up, but it would have forced the pegasus knights to charge the artillery only to be surrounded by superior numbers of infantry at the start of the game.
What models do you guys use for an alternate Empire Knight, we check the website but were a little iffy so I thought I'd ask here see what you guys use.
Quick question: at 33:26, Steve rolled 7 dice for impact hits even though only 3 models were in base contact. Why is that? Maybe I haven't been doing it right this whole time.
check the date this went up. at the time all mini on the ends of the unit are considered in base contact when charging. (At the time this batrep was filmed)
You play the way you want, BUT for my opinion is that if you forget stuff from earlier then don't try to compensate or bring it back. If it's forgotten then its forgotten. This will do 2 things. 1 Make it easier to follow. 2. Force you to learn the units better so you forget less in the future Because if you're never "punished" for forgetting you will not learn it and improve. Maybe write down a little checklist before game or something to help you remember.
Great game. Trebuchets are 5/10. Edit - nvm you caught it. You must all fire at the same target, you can't split. "All models in the same unit must shoot at the same target, so choose carefully." And you were right, you can't stand and shoot if the range is great than the Move speed of the charger. Why do the cavalry get an extra attack on the charge? They don't have Devastating Charge by default do they? And yea, champions can't accept challenges anymore. Good change! Also, disruption doesn't cancel unit strength when figuring combat results, only stop steadfast and ranks. So those swordsmen were not steadfast as they're disrupted. So you figure the overall combat winner and then breakdown the individual results. In your newer videos you guys are doing it right.
Cullen, what did you do to offend the dice Gods, man? XD I feel like you must've got blackout drunk and relieved yourself on a shrine of Nuffle, or something!
Hay Steve, cavalry charges required a lot of skill to pull off effectively, knights would check their speed against the rest of the charge to ensure the charge was effective. so i guess the did pre-measure XD
Haven't had much time to experiment with them but a unit of Outriders are a really interesting tool. Sure, its 15 shots hitting on 6+ when they move, but they can march and shoot, flee and shoot and they're fast when marching. And if positioned correctly they threaten with potentially 15 S4 AP1 shots against anything within 24", hitting on 4+ in a turn where they haven't moved - opponents tend to want to either get out of arc or otherwise move to respond
Cullen, you rolled 2 dice for the halberdiers break test, empire Captain gives hold the line which is 3d6 take two lowest. Just something to keep in mind.
For multible combats I understood it in that way: - first you calculate like in the 8th, wich side won - than you have to calculate for each individual unit how much that unit won/lost by - if a unit on the losing side has lost ONLY compared with enemy units in base contact, it has to test break modified by how much the enemy in base has more. So you calculate if empire or betonnian side won the combat, then you look how much the swordsmen lost compared with every knight unit since its in base contact with all 3 of them. the hellbadiers have only to compare their individual combat res with only the blue knights. and if the blue knights have for example 3 res but the hellbadires 5, then the hellbadiers dont even have to test break, since they "won" more then the direct enemy. but in this example, the blue knights wouldnt have to test, even when their enemy in contact have more res, since overall their side won. at this point im not even sure anymore if you did it different. and my brain hurts. that rule is strange if you dont have it happen often
Think those knight would have broke at the end there, Steve counted them as losing by 5 but didn't count that Cullen had a flank on him and then just made the ld test, so it should have been failed by 1 instead, and probably won cullen the game.
WAP seems like great fun - did some of the grail knights not need to attack the swordsmen (would have been better for combat Res anyway) as they were in base contact? Or does the Lance formation overrule that
Great bat rep and chuffed you are using WAP rules as my gaming group just started aswel and seeing you work through them is helping me alot! Keep up the superb content guys 👍
What a game haha!!! Wanna see how dark elves fair in this edition with the shield bonus to black guard and dark shards double tapping without range penalties!!
i would like to see a mini series where each player writes 4 army lists which then gets put into envelopes so each player chooses 1 at random to use for each report . just thinking it would be fun to se Steve play as the vermin tide lol
That run away from the largest enemy feels wrong when the thing that caused a unit to panic is in front of you but a bigger unit is in your rear, like the Demi's flee.
As an ogre player I don't like how every other army suddenly has impact attacks, yet ogres ones have lost the ogre charge ability, so our one strong suit got worse while everyone else gained. Especially heavy cav which now have even better impact than ogres at strength 5.
Remember, all armies has been more balanced from 8th edition. Impact hits is equal the base strength by the animals, 🐎 have a base st of 3 etc etc. Ps. Ogres is still extremely powerfull in wap. Been playing wap for years and most of the times ending up on the losing side going up against those bad boys 😅