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Razing of the Westerland New Common Magic Items

We’ve got a new armoury, folks!

The same old magic item combos we all know by heart are over; we’re getting a refresh of magic items that target what’s strongest in the meta and improve the things we all want to see improved.

If GW does things badly, we say so.

If GW does things right, like in this case, we say so.

Let’s get to it.

new magic items Razinf of the Westerlands theoldwarrior


Which armies can use the magic items from Razing of the Westerland?

All of them. They’re added to the ones we already had (Ogre Blade, Talisman of Protection, Ruby Ring…).

NONE of them is extremely common, so none of them can be included more than once in the same army.

audible THEOLDWARRIOR

Magic Weapons from Razing of the Westerland

All of them give the bearer Magical Attacks in addition to what I detail for each weapon specifically.

Cackling Blade 65 pts

+1 Strength, -1 AP and +D6 Attacks.
The problem is that if you roll a 6 for the number of Attacks, the bearer loses a Wound (as far as I understand, the Wound is lost with no saves of any kind allowed).

I don’t think this weapon is going to be used because of its cost. It’s not that we don’t want to pay 65 points, it’s that if we usually have a maximum of 100 points in magic items, this weapon takes up most of them and stops me from giving the character other, more important items.



Meteor Hammer 50 pts

Always wounds on at least a 3+, -3 AP and requires both hands.
It can be interesting for dealing with monsters that have high Toughness and armour. If you’re not going to face those kinds of enemies, a mundane great weapon is better.


Hell-forged Axe 30 pts

+1 Strength, -1 AP and Armour Bane (3) with Flaming Attacks.
So basically, if this weapon rolls a 6 to wound, it strips armour. Personally, I don’t like it; I think the great weapon eclipses this axe because it’s much more reliable.



Sword of Sorrow 30 pts (it’s actually a bow)

A single shot at Strength 5 with -1 AP and 30″ range, like a longbow. It has Armour Bane (2), Multiple Wounds (2) and also ignores ward saves and regeneration.

To me it’s the typical weapon that has lots of rules that seem good, but in the end it doesn’t do as much as you might think.

It might be a good idea for a mid–long-range wizard with a good Ballistic Skill (the Demon Prince has Ballistic Skill 5…) but at the end of the day it’s just a single shot that you’ll want to aim at a multi-Wound creature.
Those creatures usually have high Toughness, so you’ll struggle both to hit and to wound (and if you want that Armour Bane (2), you need to roll a 6 on a single die…).

Magic Armours from Razing of the Westerland

Levitating Shield 25 pts

This is a Shield that can be used in combat together with a weapon that requires two hands.

Only “infantry” can use it.

It’s quite expensive, bearing in mind that, no matter how much you’re using the shield, you’re not using hand weapon + shield, so you don’t get access to that extra armour from Parry.

(Careful with that, don’t let them slip it past you.)

Trailblazer’s Hauberk 20 pts

This is a “Heavy Armour” that gives the rules “Move Through Cover” and “Scout”.

Only “infantry” can use it.

This armour will let some wizard characters attempt dispels from turn 1 by deploying as Scouts within range of the enemy wizard (only wizards who can wear armour, like those from Chaos or Caledor High Elves) but I still don’t think we’re going to see it much (Demon Prince with Scout? Minotaur with Scout?).



Chaos elf warhammer art style the old world

Talismans from Razing of the Westerland

Icon of Fortitude 35 pts

The bearer is immune to the “Multiple Wounds (x)” rule.

Only “infantry” and “cavalry” can use it.

Some armies already had this effect before, like Chaos with the Crimson Armour of Dargan. It helps you protect your Bretonnian Duke on Pegasus, your Minotaur or your Demon Prince (for example) from enemy war machines, but remember you can’t give it to any dragon or similar.

Ironhide talisman 30 pts

The enemy must re-roll 6s to wound against the bearer during the Shooting and Close Combat phases.

Only “infantry” can use it.

While I think the previous one does need to be limited so that monsters can’t take it, this one seems to have a pretty anecdotal effect and nothing bad would’ve happened if they’d allowed other troop types to take it.

But who am I to judge GW?

I don’t think we’ll ever see this on the table.

lanceros jade theoldwarrior old world



Enchanted Items from Razing of the Westerland

Arch-Lighting Rod 40 pts

One use only. In the Command phase of its owner’s turn, the bearer can use it as long as they’re not in combat. If they pass a Leadership test using their own unmodified value, then until the start of their next turn the enemy cannot use the “Fly” rule.

Some armies already had a similar item, like Bretonnia (in horn form) or the Beastmen (as a banner), and it wasn’t used.

The thing is, this does make a difference to the meta, because when everyone can field something like this, when it’s within everyone’s reach, players think twice before taking a double-dragon list or a Dwarf Expeditionary Force to an event (or mass Pegasus Knights).

I love that this item has appeared.

Potion of Fervour 30 pts

One use only. In the Command phase of its owner’s turn, the bearer can drink it (they can do this while in combat, note). They gain +D3 Attacks until the start of their next turn.

You might be thinking of combining this potion with the first weapon I described in the post, the one that gave +D6 additional Attacks.

You might be thinking of combining it with the Beastmen signature spell that gives +D6 Attacks, or with the Beastmen weapon that gives Attacks.

WRONG.

It’s the worst option, because Attacks are capped at a maximum of 10, so if you add your base Attacks + the potion + the other thing, you’ll probably end up wasting Attacks.

Also, think about it. D3 Attacks that you’re going to use in, at most, 2 rounds of combat for 30 points? That’s insanely expensive.

On to the next one.

Becalming Orb 20 pts

One use only. Bound spell, power level 1.

  • Hex
  • Casting value: 8
  • Range: self

Until the start of your next turn, every enemy wizard within 15″ increases the casting value of any spell they want to cast by +2.

Fine.

Casting value 8 with power level 1 means you need a 7+ on 2D6 and for it not to be dispelled; you could put it on a wizard with great movement, cast it OUTSIDE enemy dispel range (it’s cast before moving) and then move closer to the enemy wizard so that when they cast spells they’re always within your Orb’s range.

You might think that this gives every army access to the Drain Magic spell from the Lore of High Magic, but it doesn’t.

There are small but important differences.

Drain Magic is Remains in Play, so the enemy has 2 opportunities to dispel it before trying to cast spells instead of just 1.

Also, Drain Magic has a 24″ range and casting value 9. These two factors mean it’s played differently; it works very well against enemy wizards who dispel at 18″, so when you cast it you stay at a distance greater than 18″ and less than 24″.

Yes, the enemy will have two dispel attempts, but they’ll have to use the Fated Dispel with a casting value of 9; it’s not that easy if you play it that way.

  • March forth and conquer the Mortal Realms in the name of the ruinous powers of Chaos
  • A complete Spearhead force of 26 multipart plastic miniatures

Arcane Items from Razing of the Westerland

Staff of Quietitude 35 pts

During their Command phase, the bearer can take a Leadership test. If they pass it, all Remains in Play spells are dispelled (both friendly and enemy).

Now that we’ve just talked about Drain Magic… this is another way to dispel it but, honestly, I don’t think we’re going to see it much.

Note that it’s not limited to once per battle; you can do it for 6 turns if you want.

Scroll of Disruption 30 pts

Once per turn, the bearer can re-roll a dispel attempt.

This one does seem very interesting to me; I think we’ll see it a lot if the meta shifts from “big flying targets” to “lots of magic”.

Tome of Spellcraft 30 pts

Once per turn, the bearer can re-roll a casting attempt.

I think we might see this one too, although less than the previous one.



theoldwarrior-france-WTC-dwarf-list-expeditionary-force-thunderers

Here’s the situation:

Let’s say I have the option to buy, for a similar cost, a bound spell like the Chaos one that, for 40 points, gives you the Demonology signature spell (2D6 hits at Strength 4, -1 AP).

That spell is very good.

The rest of the spells are generated randomly (you can’t combine this with Lore Familiar because they’re both Arcane Items).

Honestly, I’d rather be able to cast an additional spell of my choice every turn (the bound spell) than re-roll one where I’ve been unlucky on the casting roll and that was generated randomly.
Also, we often start by casting the less important spells; let’s say one of those less important ones fails.

Do you re-roll it? Or do you save the Tome for when you cast an important one, just in case it fails?

There you go, my first-world problems for you.



Magic Banners from Razing of the Westerland

Banner of the Steadfast 50 pts

“Infantry” only. If this unit loses combat, it can fall back in good order even if the enemy outnumbers it by more than double in Unit Strength.

I think we might see it on elite infantry that tends to be less numerous.

I don’t know, I’m not too sure about this one.

Totem of Wrath 50 pts

In the turn it charges, models in the unit get +1 AP and re-roll 1s to wound.

This banner is very interesting for cavalry and for mounted battle standard bearers.
I like it a lot.



Banner of Swirling Wind 30 pts

Enemies shooting at this unit suffer -1 to hit.

Some armies already had this item (Chaos has it cheaper, at 20 points), but I think it can be worth it.


Monster Hunter’s Tapestry 25 pts

Enemies cannot use Stomp against this unit.

I love it.

There’s really nothing more to say.

As far as I’m concerned, my letter to Santa has been granted.

Are these auto-include items that you’re going to take 100% of the time because they’re super powerful?

No.

But they’re items that give you options and opportunities. If you read them again, you’ll see they give you tools against monsters, flyers and magic (the three things that probably unbalance the game the most, or are currently doing so).

Now is the time to grab your old list and look for new possible combinations with these items to power it up. Those dragon riders or Huscarls with Toughness 5, immune to Stomp thanks to the last banner I talked about, can do a lot of damage (and the upgrade isn’t expensive).

What do you mean, Huscarls with Toughness 5?

Here.


If you think there’s an error in the post, feel free to reach out at theoldwarrior@theoldwarrior.com, and I’ll review it. Hope you enjoy ToW!




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