Hey folks
I spotted this on TLA - all credit goes to Grashnarthesecond
http://www.terrainguild.com/thelastalli ... f=8&t=2552Quote:
Gather round, younglings, for once again I come to you with a sneak preview at the rules for this month's releases! In contradiction to the previous batch, I cannot deny the fact that these guys suffer from serious stat creep. Ho-hum. That's just my opinion though, you'll have to decide for yourselves.
Gundabad Blackshields (plus their Captains):
These guys are probably the single most overpowered unit in this batch. They're basically Goblinoid versions of Uruk-hai warriors. In fact, their statline is identical to armoured Isengard Uruks with shields save for the fact that they have standard Goblin fight values. Add Cave Dweller, and the fact that they're a mere two points more expensive than a Goblin with shield, and you know these guys will be getting a lot of attention. But wait, there's more! They also have a special rule that allows them to re-roll certain failed wound attempts at Dwarves or Elves!
Gundabad Shaman:
This guy is... interesting to say the least. He's identical to your regular Goblin Shaman except for the spells he casts. He doesn't have transfix or Fury, but a very limited, yet powerful version of Nature's Wrath. Basically, rather than an area of effect, you draw a line between the shaman and a certain distance on the battlefield. Anyone unlucky enough to be caught in said line, gets knocked to the ground AND receives a S6 hit to boot!
His second spell is even more devastating, though it is more subtle. If the target fails to resist, it loses all wargear and becomes unarmed for the remainder of the game.
Gundabad Drums:
Move over Moria drums, we won't be seeing you anymore. Ever. These guys have the same rules as the Moria Drums, except with the statline of the Gundabad warriors and the ability to move whilst drumming. In addition, if one of the drummers dies, a Gundabad Blackshield in base contact can take it's place. And to top it all off, they're a lot cheaper than the Moria Drums.
Cave Drake:
Well, first of all, he's cheap. Very cheap. Like Mordor Troll Drummer cheap. Except that he's better than a Troll. He's got Mordor Troll stats, but with one less FV and double the wounds. In addition, he gets a few standardized Dragon rules: Resistant to Magic, Terror, Draconic Charge. Which is nice, but the real fun starts with his special rules: He ignores difficult terrain, and if he ever loses a fight whilst trapped, every model in base contact with the Drake gets a S4 hit. Oh, and if he wins combat, he can either choose to attack normally OR he can make a single strike against a victim to eat it (read: instakill it).
Floi:
Statwise, he's average. He can however spend a Will point once per turn to negate an enemy special rule. He also gains a single Will point whenever the good player kills a multi-wound model or hero, and this can take him above the starting level.
King's Champion:
For the point's cost of Imrahil, you receive not only the Champion but his two banner bearers. The banner bearers carry shields, hand axes and banners, so they also grant their banner bonuses. However, you're going to want to keep them close to the King's Champion, since he gains additional benefits from them, and they gain a benefit from him: as long as they are in base contact, the Champion and the banner bearers receive defense bonuses. The banner bearers also count as mini-heroes, having Fate points. The King's Champion actually benefits from this as well, as the fate points of the Banner Bearers can be used to roll for the King's Champion. The Champion himself is quite the combat beast, but it's the coöperation with the banner bearers that makes this model lethal.
The Blackshields are very disappointing, totally needless rules that seem rushed and un-thought-through (is that a real phrase?). I like the Drake and don't really care about the dwarves.