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Polska Lista Sędziowska

WFB Balancing Patch v 1.61

Wprowadzenie: Niniejszy dokument modyfikuje zasady wydane przez Games Workshop


do gry Warhammer Fantasy Battles. Celem tych zmian nie jest zrównanie armii pod
względem siły (co, przy tak dużym zróżnicowaniu jednostek i zasad jest po prostu
niemożliwe), ale ograniczenie największych nierówności i zadbanie o to, by zwycięstwo na
turnieju zależało bardziej od umiejętności gracza, a w mniejszym stopniu od tego, czy
kupił sobie najbardziej przegiętą armię wydaną przez GW.

Zastosowania: Balancing patch został zaprojektowany tak, by można go było stosować bez
względu na rozmiar punktowy bitew czy zasady specjalne turnieju (turnieje par, etc.).
Obecna wersja balancing patcha jest przeznaczona do stosowania w połączeniu z formatem
Limited.

Następne wersje: Balancing Patch jest z założenia systemem ewoluującym, podobnie jak
tego rodzaju aktualizacje do gier komputerowych. Jednak wszelkie zmiany w Balancing
Patchu będą wprowadzane bardzo ostrożnie i wyłącznie na podstawie tego, co
zaobserwujemy na turniejach. Lista sędziowska będzie interweniować, jeśli z jakąkolwiek
armią powtórzy się to, co miało ostatnio miejsce w wypadku Daemons of Chaos oraz
Vampire Counts.

Zmiany w stosunku do poprzedniej wersji:

 Orki i Gobliny - drobne korekty trzech przedmiotów


 Ogre Kingdoms - wielka ogrowa kupa zmian
 Demony - jedna zmiana dotycząca rzeczy zajmujących sloty rare (zamiast tego -
ograniczenie ilościowe)
 Dogs of War: Mengile zajmują dodatkowe sloty rare w armiach nie-DoW. Działka
zakazane w niektórych armiach.
 Ograniczenia magii: zmiany w HE, O&G, Beasts
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ALL ARMIES
Flying units Flying units are 0-3 per army. Characters who fly or are mounted on flying
creatures do not count towards this limit, so you can have, for example, three
units of furies and a bloodthirster in one army.
Dogs of War Dogs of War Manflayers take an extra rare slot when taken in non-Dogs of War
armies.
Dogs of War Cannons cannot be taken by: Vampire Counts, Daemons of Chaos,
Lizardmen, Skaven, Dark Elves, High Elves, Orcs&Goblins

VAMPIRE COUNTS
Helm of The Helm of Commandment can never be taken in an army if it includes the
commandment Drakenhoff Banner.
Vanhal’s Danse
Vanhal’s Danse Macabre cannot be recast.
Macabre
Fell Bats Fell Bats only gain D3 wounds from Invocation of Nehek.
Cairn Wraiths Cairn Wraiths are 0-1. Cairn Wraiths unit size is 3 - 6.

DAEMONS OF CHAOS
Greater Daemon Taking a greater daemon counts as using a hero and a lord choice.
A daemonic battle standard bearer can have daemonic gifts or a daemonic icon,
Daemonic Battle
but not both (just like a regular battle standard bearer can have either magic
Standard Bearer
items or a magic banner).
Horrors of Horrors are 0-2 in armies of 2000 or more points and 0-1 in armies of below 2000
Tzeentch points.
Flamers of
Maximum 6 flamers can be taken in an army
Tzeentch
Flesh Hounds of
Flesh Hounds are 0-2
Khorne
Master of
0-1: Can only be taken once in an army.
sorcery
Siren Song 0-1: Can only be taken once in an army.
You can have up to two item from the following list in your army:
Composition
Fiends of Slaanesh unit, Flamers of Tzeentch unit, Siren Song gift, Bloodthirster
limit
with Immortal Fury, Dogs of War unit.

EMPIRE
Half victory points are awarded for taking the steam tank down to half wounds or
Steam Tank
less.

DARK ELVES
Shades Shades are 0-2. Shade unit size is 5-15.

CHAOS DWARFS
INDY GT Chaos Dwarf Army Book Dopuszczony (link poniżej)
http://www.filedropper.com/fdwarfsofchaos_1
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OGRE KINGDOMS
New Army Special Rule: Da Fat Horde!
Ogre Kingdoms armies gain +1 Rare slot and +1 Special slot for each full 1000 points. Those extra
slots cannot be used for non-ogre Dogs of War units.
Any Ogre character can be the army's general, so long as he fulfills the normal
The General
requirement of having the highest Ld value.
All Ogre characters (including butchers) can take one Big Name for free. A
Big Names
character can only have one big name.
A Slaughtermaster does not require a Tyrant or Bruiser to be fielded. A
Slaughtermaster
Slaughtermaster can be the army General.
Gnoblars & Units of gnoblar warriors and trappers can be deployed without any limits or
Trappers requirements - they do not need bulls/hunters to be included in your army..
Leadbelchers Leadbelchers do not need to spend a turn reloading – they can fire every turn.
Ogres may always do impact hits on the charge - regardless of the charge
Bull charge
distance or unit size.
Gut magic "remains in play" spells cannot be dispelled by the opponent in his
Ogre Magic
own magic phase.
Gnoblar hordes magic items
Ogre characters can take items from the Gnoblar Horde army list:
Honcho Helm Talisman, 45 points. Bearer Gains a 4+ward save.
Enchanted Item, 30 points. The bearer of the trinket may re-roll any failed
Funny Trinket Armour and Ward saves. Note that the second result always stands and you
cannot re-roll a failed re-roll.
Enchanted Item, 30 points. The horn may be sounded once per battle at the
beginning of the Ogre player's turn. Until the beginning of that player's next turn,
Rhinox Horn
all greenskins (Gnoblars, Goblins, Orcs, etc.) and Ogres on the battlefield gain
+2 leadership (up to a maximum of 10). One use only.
Talisman, 30 points. The bearer gains a 5+ ward save and a magic resistance
Red Stone
(1)
Talisman, 25 points. When the bearer of the dice bag suffers a wound, roll a D6.
Grubbi's Dice On the result of a 2-6, the wound is ignored, as are all subsequent wounds that
Bag turn. On the result of 1, the bearer is slain outright regardless of the number of
wounds inflicted. One use only.
Enchanted item, 20 points. At the start of any of their turns, a Character bearing
the ogre tooth may choose to swallow the tooth. Roll a D6, on the result of 1, the
Ogre Tooth character chokes and dies. On a 2+, the character and any unit with a model
within 6" becomes immune to psychology until the beginning of the Ogre army's
next turn. One use only.
Talisman, 40 points. The item may be used once in each enemy magic phase.
When the enemy casts a successful spell, instead of attempting to dispel it, the
Ogre player may activate the purple rock. Roll a D6, on the result of 4+ the spell
The Purple Rock
is dispelled and fails to work. On a result of 1-3, the spell works as normal and
the bearer of the purple rock suffers a S3 hit. Note that the purple rock does not
work against spells cast with irresistible force.
Talisman, 15 points. Due to the magical flux generated by this item, the wearer
and the unit he is with benefits from magic resistance (1). A character may take
Gnoblar
more than one Thiefstone (up to a maximum of three) at 15 points per stone;
Thiefstone
each additional thiefstone adds +1 to his magic resistance. Unlike other magic
items, multiple characters in the army can take thiefstones.
You can build your army according to the Ironskin Tribe list rules. Ironskin armies
Ironskin tribe take characters from the normal army book and do not benefit from Da Fat
Horde! special rule (extra slots).
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ORCS & GOBLINS


Collar of Zorga Also affects monsters that are characters
Goblin chariots You can buy two for one special slot
Quell Animostity Black Orc Quell Animosity rule changed to: “A unit which fails its animosity test
when led by a black orc character or within 6” of a black orc character or unit, will
ignore the roll and must immediately roll again. The second result stands. If the
Black Orcs are fleeing, they cannot Quell Animosity.
New Army Special Rule: Da Green Horde!
All Orc &Goblin armies gain +1 Rare slot and +1 Special slot for each full 1000 points. Those extra
slots cannot be used for war machines, Dogs of War units or chariots (excluding pump wagons).

New Magic Items:


Shinguards of Sneaky Shino (30 points, Magic Armour)
The wearer of these Shinguards radiates with sneakiness which allows him and his ladz to bash 'em
where it 'urtz.
Bearer has 1+ armour save which cannot be improved in any way. Enemy models wholly or partially within
6" of the bearer have to re-roll successful ward and regeneration saves. When resolving ranged attacks
against a entire unit(not specific models) which is partially within 6" of the bearer, it has to re-roll all
ward/regeneration saves if the majority of its models are affected by the Shinguards' special rule.

Beard of Barbus (10 points, Enchanted Item)


This totemic beard instills a deep sense of confidence and purpose in all greenskin warriors
The bearer and any unit he joins are immune to panic, fear & terror, and do not have to take animosity
tests (but may do so if the owner of the unit wishes).

Yellow Kidney Stone of Xet (10 points, Enchanted Item)


After many defeats at the hands of undeads and demonz despite using the best green tack-ticks, the
greatest greenskin Shamans gathered together and poured all their anger, resentment and hatred into this
small yellow stone.
Friendly Orc&Goblin units within 12" of the bearer do not have to take fear/terror tests when declaring a
charge against fear/terror causing enemies. In addition, friendly Orc&Goblin units within 12"of the bearer at
the beginning of a round of close combat are affected by eternal hate against all models with the daemonic
or undead special rules. Check range at the beginning of each close combat round to see if the effect still
applies.

Yan Khel Mushroom (15 points, Arcane Item)


The incredibly rare Yan Khel mushrooms are infused with magical energy. When eaten, they cause a
shaman to go into a deep trance that makes the winds of magic clearly visible and easy to manipulate.
One mushroom per army. One use only. When the bearer eats the mushroom during an enemy's magic
phase, he immediately gains 2 dispel dice which can be used at any time until the end of this magic phase.

Banner of Gholan (25 points, Magic Banner)


This magnificent banner was captured in a fierce battle against Bretonnian Knights by the Orc Ugebalz
Tribe. Though it has changed hands numerous times since then, it is always proudly carried into combat
by its current owners.
The regiment has magic attacks. On the turn the unit charges, the first rank fights as normal. In addition, every
model in the other ranks is allowed to make their attacks so long as they are directly behind a model in the front
rank which is engaged in combat to the front. Treat those attacks just like attacks from the rear ranks of the
lance formation, with the exception that all Orc and Goblin models in the rear (and not just those on the flanks)
can attack.
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DOGS OF WAR
Paymaster The Dogs of War Army does not have to field a paymaster.
One dogs of war hero in the army can take one magic item (weapon, armour,
enchanted, talisman or arcane) from any other army book - for that item’s price
and within the normal restrictions, just as if it were a common magic item.
Please remember that all of the item’s rules remain unchanged, so no DoW
New „spoils of
character can have an item that is „tomb king only” or ”bray shaman only”. Also,
war” special
an item that affects „friendly undead models” would only work on undead dogs of
rule
war models and so on. Daemonic icons, gifts, bloodline powers, dwarf runic
items, magic items from special characters etc. cannot be taken - only items from
the magic items (weapons, armour, enchanted, arcane, talismans) sections of
army books allowed under the “limited” or “restricted” standards.
Italian
Magic Items from the Italian DoW campaign are allowed (see below)
Campaign Items

Brace of Pistols of Sartosa, 25 points (Magic Weapon)


Counts as a Brace of Pistols. The bearer may re-roll to-wound rolls. His ranged and close combat
attacks count as magic.

Pike of Remas, 25 points (Magic Weapon)


Counts as a Tilean pike. Bearer has +1 Strength.
Mounted enemies (horse, chariot or monster) cannot voluntarily charge if they would contact in Base
to Base the bearer of the Pike.

Great Armour of Miragliano, 25 points (Magic Armour)


Only characters on foot. Gives the wearer a 4+ armour save and a 5+ ward save. The Great Armour
is so heavy that the wearer has -1 Movement and -3 Initiative, and may not use weapons that require
two hands.

Bright Helm of Myrmidia, 20 points (Magic Armour)


The Helm gives a 6+ armour save, and may be worn in addition to normal armour. Enemies in base
to base contact suffer -2 WS. Wearer hates all models in a Tomb King army.

Crown of Luccini, 25 points (Enchanted Item)


Mercenary General only, +1 Leadership. If the wearer is the general, troops within 12" can use his
modified leadership. If the wearer is killed, enemy gets +100 VP.

Estalian Cloak, 20 points (Talisman)


Bearer and his unit gets Magic Resistance (1).

Staff of Lightnings, 25 points (Arcane Item)


Bound Spell, Power Level 5. Contains a spell that, if not dispelled, generates a magic missile with a
24" range, that causes D3+1 Strength 6 hits, and a single Strength 4 hit to the bearer. After every use
roll a die. With a result of 1, the staff loses temporarily his powers, and may not be used for the rest of
the battle.

Book of the Mage, 20 points (Arcane Item)


The mage knows another spell, randomly generated from one of the remaining 7 lores. The lore is
chosen by the bearer.

Banner of Steel, 10 pts (Magic Banner)


Declare that you are using the powers of the banner at the start of any turn, yours or enemy's. The
unit gets +1 Armour Save until the end of turn. One use only
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OGRANICZENIA MAGII

Ograniczeniu podlega liczba kości generowanych przez armię. Limit kości obowiązuje
wyłącznie przy tworzeniu rozpiski. Oznacza to, że limit ten można dowolnie przekraczać w
trakcie gry dzięki zastosowaniu niektórych czarów, przedmiotów itp.

Rozpiska na 2000+ punktów może mieć:

 maksimum 12 kostek Power i 12 kostek dispel

Rozpiska na poniżej 2000 punktów może mieć:

 maksimum 8 kostek power i 8 kostek dispel

Do limitu wlicza się każda generowana przez maga kość, kości bazowe, kości pochodzące
ze wszystkich przedmiotów, jednostek i zdolności dających stałą liczbę kości co turę (także
tych kradnących kości przeciwnikowi i przekazujących je naszym magom).

POWER

 Każdy pochodzący z magicznego przedmiotu lub demonicznego giftu/ikony bound


spell (za wyjątkiem bound spelli jednorazowego użytku) liczy się jako dodatkowa
kość. Limitu nie obniżają bound spelle pochodzące z jednostek (np. treeman, corpse
cart).

 Każdy power stone w rozpisce liczy się jako jedna kość.

DISPEL

 Pierwszy Dispel Scroll (tj. każdy przedmiot automatycznie dispelujący czar, np.
Spell Breaker/Rune of Spellbreaking itp) liczony jest za jedną kość, każdy następny
za dwie.

 Wszystkie przedmioty dające +1 i więcej do dispela liczą się jako jedna kość.

Dodatkowo przedmioty/zdolności/jednostki wymienione na następnej stronie w


rozpisce zmniejszają limit o podaną liczbę kości Power (PD) lub Dispel (DD)
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Daemons of Chaos
Master of Sorcery - 1 PD
Tzeentch will - 1 PD Great Standard of Sundering - 2 DD
Twin Heads - 1 PD
Dark Elves
Dwóch lub więcej magów DE w armii - 1 PD (w Ring of Hotek - 3 DD
sumie, bez względu na liczbę magów)
Sacrifical Dagger - 1 PD
Dogs of War
Przedmiot wzięty z innej armii na zasadzie Spoils of War kosztuje odpowiednią dla tej armii ilość
kośći
Empire
ArchLector na War Altarze - 3 PD
Rod of Power - 1 PD
High Elves
Book of Hoeth - 1 PD Jeden lub więcej magów HE w armii - 1 DD
Banner of Sorcery - 2 PD (w sumie, bez względu na liczbę magów)
Lizardmen
Focus of mystery - 1 PD Cupped Hands of the Old Ones - 1 DD
Focused Rumination - 2 PD Diadem of Power - 1 DD
Becalming Cogitation - 2DD
Tomb Kings
Do limitu nie wlicza się dwóch bazowych PD
High Liche Priest - 5 PD Liche Priest - 2 PD Tomb King - 2 PD
Tomb Prince - 1 PD Hieratic Jar - 1 PD Casket of Souls - 2 PD
Vampire Counts
Vampire lord z Forbidden Lore - 1 PD
Skull Staff - 1 PD (i odpowiedni minus do DD według zasad ogólnych)
Każdy wampir z mocą Summon Ghouls - 1 PD
Warriors of Chaos
Skull of Katam - 1 PD Infernal Puppet - 1 DD
Wood Elves
Wand of Wych Elm - 1 DD
INDY GT Dwarfs of Chaos
W przypadku, gdy w armii nie ma Maga Lorda, do limitu nie wlicza się dwóch bazowych PD
Pierwszy Daemonsmith w armii - 1 PD Hexacon - 1 DD
Każdy kolejny Daemonsmith - 2 PD
Orcs & Goblins
Mork's Spirit Totem - 2DD
Beastmen
Shard of the Herdstone - 1PD
Skull of Rarkos - 1PD

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