Rykten 8ed Fantasy

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  • Såg någon lista tidigare på Warseer, horrors nämndes också (utöver listan) men inte Plaguebearers

  • loåter troligt horrors fick ingenting sist pleaugberers fick ändå en comandgropp horars har inget

  • Fantastiskt stor uppdatering (och den sista) där borta på The Warseer. Kanske dags att porta den hit Fellman?

    Cappen är på 50 % characters fördelat på 25% lords, 25% heroes. Tydligen inga slots. Herohammer!!!

    Skirmishers kan inte negera ranker och fast cav måste ha två fulla ranker för att kunna det. Flyers har inte per se 20" movement längre. Units är inte längre marchblockade om man lyckas med ett LD-test. True Line of sight gör att man fortfarande ser units i skogen men får -2 på to hit. Antar att warmachines fortfarande ser dem så är det bara att placera en template å rulla scattern. Gissar att Wood Elf får sitta på läktarplats under 8th ed. Ännu mer.

    För Chaos å Skaven å andra sidan;

    bildtext

    "One save... " ryktet visade sig vara crap. Så alla Dark Elf- och Daemonspelare kan sluta bita på fingernaglarna; Ni får behålla era odödliga karaktärer och regenbunkrar. Dags att börja modellera sitt eget Magikertorn att ta med! Låter hur häftigt som helst :)

    Tower: There is a very strange enchanted item which is called something like "foldable castle". The bearer of this item may place a tower in his deployment zone at the beginning of game.!?

  • NasNas
    edited 24 maj 2010 21:28
    Kan någon admin snälla ta bort denna?
  • Låter spännande! Jag hade gärna sett en character cap på totalt 25%, men jag antar att 5+% inte är värre än i nuläget..

    Verkar tyvärr som att WE kommer handla om 80+ glade guards, men man ska inte dra för stora växlar innan man ser boken.

  • Synd att karaktärsbegränsningen i princip inte blev någon begränsning, dock kul om det inte finns någon gräns på hur många karaktärer man får ha. Då kanske man får se lite karaktärer som annars inte får plats.

  • All non-english rulebooks are moving to inches.

    Warhammer 8th Ed Rulebook to be released July 10th

    528+ pages. Full colour

    Introduction games for Warhammer 8th edition starting around May 22nd (only one scenario apparently)

    The book is up for advance order from a swedish store. £45.

    Definitely going to get the pdf erratas for all armies on July 10th

    Rulebook will come with next black box, so all shops can make demo day by 12th June.

    There will be a "General's" Edition as well as a "Gunner's" Edition: Both are the basic rulebook along with multiple different gimmicks, as golden templates, dice, angulometer, combat-resolution-calculator, markers and more. "General's Edition" is supported with a white linen bag with two silver coins attached to it, so if you fall in battle, they may put them on your eyes...

    Other rumours (and description of above)

    These are all listed in no particular order.

    ARMY SELECTION AND OTHER BITS

    Army construction is moving back to percentages.

    25% max lords (includes mounts)

    25% max heroes

    25% min core

    50% max special

    25% max rare

    Everyone who saw a test game are saying it’s 25% lord 25% hero

    Just so I am clear on this, as there has been some misunderstanding, you can have a lord level character leading a small army if you want to (within the points), you don't have to take a hero as you do currently. I have heard nothing about unit champions being the general

    Categories for core/special/rare are remaining.

    Special Choices: No more than 3 of the same type - Examples; No more than 3 units of Chaos Knights, or 3 units of Forsaken etc in the same army.

    Rare Choices: No more than 2 of the same type - Examples; No more than 2 Hellcannons, or 2 Chaos Giants etc in the same army.

    High Elves ignore all these restrictions as they have the Elite Army special rule.

    These numbers are increased when having games of 3000 points or more. (Up to 6 special and 4 rare) Could be +1 of the same type of special and rare per 1000pts..

    Allied Forces

    Allied forces will not get a % allocation. However, rules for using allied forced (i.e. an updated allied forces chart) are in the rulebook.

    Allies are now split into 3 groups:

    Forces of Order: High Elves, Wood Elves, Lizardmen, Empire, Dwarfs and Brettonia

    Forces of Destruction: Chaos of any kind, Skaven, Greenskins, Dark Elves (edit. Vampire Counts may go here).

    Neutral: Ogres and Tomb Kings

    The allies rules are intended to be used by more than 2 players. You are not supposed to use more than one armybook in your army.

    Allies from the same grouping are allowed to use the other army General’s leadership, but cause panic in units of the other army if they are forced to flee. If an allied unit is forced to flee through another ally from a different group, the stationary unit counts as dangerous terrain (see below under terrain).

    Example: High Elves (Force of Order) flee through Warriors of Chaos (Force of Destruction).

    If you are allied with Dark Elves or Skaven you have to roll every friendly turn in order to see what sort of ally they are (need more info on this).

    There will be a system wide errata to clear up issues for each army.

    You may measure distances whenever you want.

    MOVEMENT

    Single models have a 180 degree arc of sight. Units still have a 90 degrees arc of sight

    Standard Movement Measure the distance for the furthest moving model, and perform whatever manoeuvres you wish within that lax limitation (i.e. they all move like fast cav currently do, minus the reform). (edit: It seems I am very close with this, the champion one is only by process of deduction. Still awaiting further confirmation on all this)

    Standard Bearer = Re-roll one of the charging dice

    Musician = At the end of their movement phase, a unit with a musician may reform for free.

    Champion = ?

    (edit: As it has caused some confusion, these are all only additions to what all the command models currently do)

    Charging.

    Rumoured to be:

    Infantry M1-M6 = Basic Movement value + 2D6

    Fast Attack M7+ (Cavalry and fliers) = Basic Movement value + 3D6 use 2 highest)

    +1CR for charging. -Avian (more likely)

    Units charged by multiple enemies can change their charge reaction. For instance, you hold against the first enemy that charges you, then change it to flee when the second unit charges you.

    Failed Charge

    Rumoured to be the higher die of your 2D6 roll (+ basic movement).

    Fliers

    Move 10 " and march 20 ". They ignore terrain whilst moving. While fleeing or pursuing, they use their ground movement. (note: the ground movement part may not be entirely correct)

    Fast Cavalry

    Apparently Fast Cavalry may make a free 12" move at the beginning of the game, but cannot charge an enemy in the first turn, and cannot end their movement within 12”.

    Fleeing/Pursuing

    Fleeing/pursuit is rolled for the same way as charging. Units fleeing through impassable terrain and enemy units; see below under dangerous terrain.

    Wheeling

    Units can wheel up to 90 degrees without penalty.

    Pursuit

    When you charge and reach a fleeing unit, you only wipe it out if you pass a Ld test.

    Marching.

    Double Movement distance as normal. When there's an enemy within 8", the unit has to pass a leadership test to march. Not sure how this applies to Dwarfs.

    Reforming

    Units containing a musician can do a free reform after failing a charge if they pass a Ld test. Units may reform after the combat phase, but cannot have less models in base contact. Units that lost the combat resolution have to make a Ld test in order to reform.

    At the end of their movement phase a unit with a musician may reform for free. Not sure if they can shoot after this.

    Heavy cavalry

    Unchanged. Rumour was wrong, heavy cav march as normal.

    Skirmishers

    Skirmishers are now a fixed formation, with a 1 inch gap between each and every model. -Avian and Kah-thurak - Note. The gap between them may actually be the same size as the base width.

    X = Model

    O = 1" Gap between

    X O X O X O X O X

    O O O O O O O O O

    X O X O X O X O X

    Skirmishers still rank up in combat, but as they do not get a rank bonus they cannot negate enemy rank bonuses. As long as they are not charging, Skirmishers can reform on the move as often as they wish and also march and shoot.

    Skirmishers are always stubborn in a forest.

    360 Line of sight for skirmishers. Some have said this is in and some have said it is definitely not. I will edit one out later.

    Redirecting charges

    If I have understood this correctly, it seems we’re going back to 6th ed rules. You can redirect a charge at any other valid target following the normal rules for declaring charges, not just at an enemy unit lying on your direct pursuit path.

    MAGIC

    NOTE: The magic rumours nobody seems to agree on, so rather than try and find what exactly the truth is I will just put here most of the theories

    Edit: I've sorted out the ones that seem more likely, based on the info from anonymous sources:

    Generating Power and Dispel Dice

    Power dice aren’t generated by the number of spellcasters. The amount of dice is decided by 2D6. The active player gets the total as power dice and the other player the highest throw as dispel dice (throw 3+5, = 8 PD and 5 DD). (confirmed)

    Channeling (confirmed that it exists)

    Each wizard may roll a D6 and generate an additional power dice on a roll of 6.

    Each enemy wizard may roll a D6 and generate an additional dispel dice on a roll of 6.

    You may not channel while fleeing, off the board or when you suffer from stupidity..

    Maximum Power and Dispel Dice

    The maximum number of power or dispel dice you may have at any time is 12. This includes any power/dispel dice generated by special rules, spells and/or magic items.

    Casting Spells

    To cast a spell, roll 1 to 6 Power dice and add your caster's power level. EG: A Slann casts fireball and uses 2D6. He rolls a 3 and a 4 - score of 7. He than adds his Power Level of 4, which results in a total roll of 11.

    Miscasting

    Here is where I think we need a lot more information.

    It is rumoured that miscasts are entirely gone, but are replaced by a combined irresistible force/ miscast table effectively:

    When you roll a double 6 the spell is cast with irresistible force, but the Caster has to roll on the "lost control" chart, which is devastating, and far more worse than the current miscast table.

    Lost Control Chart

    Roll of 1: Could be S10 hit for caster and models in base contact.

    Roll of 4: The wizard is sucked into the warp and the large template is centred over him. S10 hits for models under a 5” template, centred on the wizard. Also, roll a D6. On a roll of 1-3 your wizard is plunged into the realm of chaos, ond a 4+ you lose D6 power dice instead.

    Determining Spells Each lore now has 7 Spells. One Basic Spell and other spells numbered 1 - 6.

    While writing the armylist, you will have to note which lore your magic users will use. You may not wait until you see the enemies forces. - I'm not sure how well that will actually work in practice... Next you need to see which casters can have which spells. Roll D6 and see which spell you got, similar to how it is now. Any spell can be swapped for the Basic Spell. If you roll double for a spell you have to re-roll until you have the required number for the wizard level.

    As no two spells from the rulebook Lores can be duplicated in the army (except the Basic Spell), if you want more than 1 wizard to have spells from the same lore you now have a choice to make.

    Example: You have 3 wizards you want to use the Lore of Fire. A level 4, a level 3 and a level 1.

    Do you give the level 4 wizard 3 spells + the Basic Spell? Or 4 spells and leave the remaining 2 spells plus the Basic Spell for the level 3 wizard? The level 1 wizard has no options other than the Basic Spell in this example, as all the other spells have already been taken.

    There are some exceptions to this way of choosing spells:

    Bound spells

    Spells the caster knows "naturally", eg Warrior Priests or Khemri Priests

    Spells that are not rolled for but bought, i.e. Necromancers.

    Bound spells

    Bound spells are cast like normal spells now, but instead of your caster's power level, you add the level of the magic item. (Not 100 % sure on this one) Every magic user has access to the pool.

    Most spells generally have a basic and an up-powered version (more likely) – Avian

    Something rumoured is carrying over power dice, but holding too many could lead to a ‘magic backlash’. Wizard will recieve wounds or hits if he didn't use the excess power-dice (than originally allocated) at end of the turn.

    Each lore to get a mega spell.

    Spells can be chosen, not rolled for, but can't be duplicated in the same army with the exception of the first spell of the lore -Avian (more likely)

    If a wizard fails to reach the casting value it is not a miscast, they just cannot cast any more spells that magic phase. -Avian (more likely)

    Some spells will scale up.

    Spells are now categorized. There are: Missiles, Curses, Buffs, Direct Damage and Power Whirl spells.

    Missiles: Require Line of Sight and may not be cast into close combat.

    Curses: Modify enemy stats and/or equipment

    Buffs: Support your own troops

    Direct damage: Spells that use templates or apply to the whole target unit.

    Power whirls: Apply to all of the battlefield or move across the table.!?

    It is rumoured that ‘remains in play’ spells are not auto dispelled by casting another spell.

    Lore of Fire - The Wind of Aqshy

    Special Bonus: If the enemy suffered a wound from a fire lore spell earlier this magic phase, the caster is granted a Bonus of +3 when casting a fire spell upon the same target.

    Missiles:

    Fireball; which sounds like it could be D6 S4, or 2D6 S5, or 3D6 S6 hits.

    Curses:

    Buffs:

    Flaming Sword(s) of Rhuin: Unit Buff. Grants +1 to wound and flaming attacks.

    Direct damage:

    Power whirls:

    Lore of Metal - The Wind of Chamon

    Special Bonus: Direct damage spells from the lore of metal have no strength value. Instead the unmodified armour save of the target is the required roll to wound. This causes flaming attacks and ignores armour saves.

    Missiles:

    Curses:

    Swap the enemies armour save for their toughness, e.g. 1+ save and toughness 3 becomes toughness 1 and 3+ save.

    Buffs:

    Possibly a spell that grants every unit in 12" scaly skin (5+ armour) Direct damage:

    Power whirls:

    Lore of Shadow - The Wind of Ulgu

    Special Bonus: After the wizard successfully casts a spell, he may switch places with another friendly character of the same unit type.

    Missiles:

    Curses:

    Buffs:

    One spell you can switch the position of two characters that are 'within 18"' (not sure if they have to be within 18" of each other, or just to the caster).

    Direct damage:

    Power whirls:

    Lore of Beasts - The Wind of Grrrr (Ghur)

    Special Bonus:

    Missiles:

    Curses:

    Buffs:

    Direct damage:

    Power whirls:

    Lore of Heavens - The Wind of Azyr

    Special Bonus:

    Missiles:

    Curses:

    Buffs:

    Direct damage:

    Power whirls:

    Lore of Light - The Wind of Hysh

    Special Bonus:

    Missiles:

    Curses:

    Buffs:

    Direct damage:

    Power whirls:

    Lore of Life - The Wind of Ghyran

    Special Bonus:

    Missiles:

    Curses:

    Buffs:

    Direct damage:

    Power whirls:

    Lore of Death - The Wind of Shyish

    Special Bonus: For each wound caused by lore of death spells, roll a D6. On a roll of 5+ you are granted an additional power dice.

    Missiles:

    Curses:

    Buffs:

    Direct damage:

    Power whirls:

    Purple Sun. A crystal sphere drifting above the battlefield. It uses the 3 inch template, moving artillerydice multiplied by 3 inches from the wizard into a chosen direction. Each model touched has to pass a I-test or is removed from play.

    And the other rumours:

    Each spell can be cast once per magic phase, regardless of how many casters there are. - Avian says this is possibly speculation

    Dispel scroll only adding dispel dice (+2 dice to the dispel dice pool once per game). (edit - possibly speculation)

  • SHOOTING

    Single models have a 180 degree arc of sight. Units still have a 90 degrees arc of sight.

    Fire in 2 ranks.

    All missile weapons fire in 2 ranks as standard

    Missile units will not gain a rank when shooting from hills. -Harry I think

    Salvo Fire

    Units armed with bows, short bows and longbows may shoot with an additional half a rank for every rank behind the 2nd. I.e. 12 models wide, 3 ranks (36 models). 12 front rank, 12 2nd rank, 6 3rd rank = 30 shots. Salvo fire only applies if you haven't moved and not when you stand and shoot.

    True Line of sight

    Units draw true line of sight. You are considered in cover when shot at through another unit, granting a -1 or -2 penalty on to hit rolls. Note that someone else has said this is more likely as well.

    War Machines

    Weapons using the flame template or large or small blast templates automatically hit any model in contact rather than cause partial hits. If you are touched, you are hit. -Avian and someone else, so I'm considering this confirmed now

    War Machines: There'll be no guessing anymore. You place the template (or point of impact) where you want the weapon to hit and roll normally for scatter. Take with a big pinch of salt at this stage.

    Shooting a cannon

    You nominate a spot then roll the two artillery dice for bounces. If you hit a unit, the strength decreases like a bolt thrower's bolt, starting at S10. If the first bounce hits a wall, the shot is wasted but the wall is destroyed.

    Change to Wound table

    All the ‘N’ are replaced with a 6… I’m taking this one with a fair bit of salt.

    COMBAT

    NOTE: Trying to nail down what the facts are here is very hard. Some of this is only my understanding of what has been discussed.

    Supportive Attacks

    Infantry models in the second rank can fight, with a maximum of 1A per model. - Avian/Harry. This is only for models fighting to the front. Units charged in the flank or rear only fight in 1 rank, but being charged in the flank or rear will not stop units fighting in multiple ranks to the front. Most special rules apply as normal. however... Whatever combination of weapons/ special rules/ spells/ whatever, infantry can only ever attack with 1 attack per model in the second and subsequent ranks.

    Spears +1 rank as normal, but one attack only (fighting in 3 ranks).

    Spearelves may fight with an additional rank as normal (citzen levy).

    This does not apply to Monstrous Infantry, who are rumoured to fight with a maximum of 3 attacks per model from the second rank (more likely).

    Cavalry

    Riders only in the second rank may attack.

    Stepping up. – Harry/ Avian / other people

    Casualties are strictly removed from the back. A unit only loses attacks if it runs out of replacement models in the rank in base contact. [extremely likely].

    Horde

    10+ wide units attack with one rank more than normal. Monstrous infantry like Ogres need to be only 6 wide to benefit from this rule. There are no other requirements to be a Horde. - Avian

    Stubborn

    If you are only engaged to the front and have more ranks than the opponent, you are Stubborn. - Avian/Harry

    Unit Strength

    Unit Strength is completely gone, lots of things are altered to compensate for this. -Avian

    Rank bonuses

    Unchanged. Up to 3.

    Monstrous Creatures

    40mm models moving to 3 model-wide ranks. Ogre sized models are officially being put into their own size category (finally).

    Crush them!

    Monstrous Cavalry and Monstrous Infantry are granted 1 bonus attack with the "always strikes last" special rule, at base strength (includes Great Eagles and Disks). (edit. I believe only infantry and cavalry can be hit with these, nothing else.)

    Destroy them!

    Larger Creatures and Monsters do D6 attacks instead of 1 attack for crush them. (edit. I believe only infantry and cavalry can be hit with these, nothing else.)

    Striking in Initiative order

    Combat will always strictly be resolved in initiative order (confirmed).

    Chariots

    S7 autokill is gone. - Avian (more likely)

    Outnumbering Enemy

    There will be no CR bonus for outnumbering the enemy.

    Flank/ Rear charges & Combat Resolution

    Units need to have at least 2 complete ranks in order to negate enemy flank/rear. (more likely)

    Change to Wound table

    All the ‘N’ are replaced with a 6… I’m taking this one with a fair bit of salt.

    Breath Weapons

    Monsters with a breath weapon may use it once per battle in either the shooting phase (no partials under the template) OR once in combat, with 2D6 hits with the breath weapons strength in combat. This is in initiative order. At the moment it looks like it will be in addition to regular attacks, not instead of.

    Parry

    The hand weapon & shield combination grants a 6+ Ward Save in combat to the front only. It provides no benefit if you are attacked in the flank or rear and does not work against impact hits and crush them/destroy them attacks. This replaces the +1 to Armour Save gained by fighting with HW & shield.

    As ward saves do not stack normally, you won't get any benefit from Parry if you already have a better ward save.

    It is not a second ward save (afaik).

    It is not a ward save ontop of an armour save (afaik)

    It does not stack (afaik).

    Overrunning

    When you destroy an enemy unit you can either overrun or immediately reform to face the direction of your liking.

    WEAPONS

    Combat Weapons

    Great weapons Always strike last (this overrides any army book rules). Can be used in 2 ranks!

    Cavalry armed with Great Weapons have +2 Strength

    Missile Weapons

    Longbows Same. See shooting above for more rules.

    Pistols have 12" range.

    Thrown Weapons

    Stand and Shoot reaction: The only weapons you can stand and shoot with if the enemy charges you from within their basic movement range are thrown weapons.

    PSYCHOLOGY and SPECIAL RULES

    The number of universal special rules has doubled. Presumably this is just drawing in some from the army books themselves.

    Units can reroll all leadership tests within 12" of the battle standard. If the General is on a Large Target mount the Ld range is 18” instead.

    Stubborn

    Stubborn units can use the general's leadership for break tests if within 12".

    Panic

    Seems to be unchanged

    Fear and Terror

    Fear/Terror tests are taken at the start of every combat phase.

    If you fail the Fear/Terror test you are reduced to WS1 & A1. Presumably mounts are reduced to WS1 & A1 as well.

    Terror comes with a chance to run away, but no longer has the 6” range, it is decided in combat.

    Fear does not make enemies flee.

    Autobreaking from fear or terror is gone.

    Leadership tests against fear is rumoured to be going

    Fear and Terror incorporate immune to panic (with possibly a change to crumbling for undead).

    Killing Blow

    Normal Killing blow works as normal, for anything up to and including ogre sized bases (40mm). There is something called Heroic Killing Blow that will deal with any sized bases.

    Always Strike Last

    Models with great weapons will always strike last

    Always Strike First

    ASL combined with ASF cancel each other out. Strike in initiative order.

    However ASF + higher initiative than your enemy: Reroll to hit rolls. So even if Swordmasters and White Lions are striking in initiative order they may get re-rolls to hit!

    Frenzy

    You still get +1 attack on the charge (front rank only). If the enemy is within Movement +12”, it has to declare a charge unless it surpresses the frenzy by passing a ld test. If you fail, you have to attack the closest target.

    Magic Resistance

    This has been changed to improve an existing Ward Save, or to grant a Ward Save to magic.

    Magic Resistance 1 = +1 Ward Save against Magic. For a unit without a ward save this is 6+

    Magic Resistance 2 = +2 Ward Save against Magic. For a unit without a ward save this is 5+

    Magic Resistance 3 = +3 Ward Save against Magic. For a unit without a ward save this is 4+

    For things that already have a Ward Save, Flesh Hounds for instance, they have a 5+ Ward save already, and MR(3). This gives them a 5+ save against shooting/ combat, and a 2+ Ward Save against magic.

    Regeneration

    Regeneration will come in several types. The Slanns ability for example will grant him Regeneration (3+), while there is a mundane magic item that grants regeneration (6+).

    MAGIC ITEMS

    Apparently there is an absolutely HUGE list of magic items in the book… Could easily be 50+ (possibly 85). There is a chance you may not be able to duplicate most of them in a list.

    10-20 items in each category.

    Dwarfs and Daemons of Chaos do not have access to Common Magic Items. Army book values for magic items override the Rulebook if different.

    Staff of Channelling Wizard channels additional PD at the roll of 5+ instead of 6

    Screaming Blade: Bearer causes Fear

    Potion of Strength: 20 points, +D3 Strength for one turn

    Potion of Toughness: 20 points, +D3 Toughness for one turn

    Tower: There is a very strange enchanted item which is called something like "foldable castle". The

    bearer of this item may place a tower in his deployment zone at the beginning of game.!?

    OTHER RULEBOOK CONTENTS

    Multiple objective driven scenarios in the rulebook (no kill points). See GW grand tournament and doubles scenarios.

    15 or so missions in the new rulebook. 9 or 10 of the missions required units to capture objectives (not just core). Units must have banners to capture objectives. Several missions had multiple objectives

    Victory Conditions

    Interestingly something I picked up from a post was that ‘victory conditions’ have been referred to in the last 3 books, not victory points.

    A section in the rulebook dealing with specific issues that may arise during battles

    Terrain

    D6+4 compulsory terrain.

    Terrain will not just affect the movement phase so much but will affect fleeing units, like in the War of the Ring game.

    The rulebook includes terrain rules for all the GW products.

    There are rules for dangerous terrain, and for some unit types different types of terrain are treated as dangerous.

    Dangerous Terrain

    Roll D6 for every model, on a 1 it loses a wound

    Forests

    Roll a D6 the [u]first[u/] time any model enters a forest, the forest will stay like this for the rest of the battle. Note that the numbers for the roles below may not actually be the numbers, but the effects are;

    1 = Regular Forest

    2 = Ghostly Forest - a unit standing in it causes Fear

    3 = Blood Forest - if magic is cast on a unit standing in the forest it suffers 1d6 hits at S4, and then the forest moves 2d6" into a random direction…

    4 = Mushroom Forest - all units in it have Stupidity, except for Goblins, who become Stubborn.

    5 = Poisonous Forest – it is treated as ‘dangerous terrain’. The unit standing in it has Poisoned attacks.

    6 = Finding a magic item in the woods.? Or this one could be a unit charging out of a cursed forest causes fear.

    Cavalry always treats a forest as ‘dangerous terrain’ (see above), regardless of what type of forest it is.

    Fighting in woods is -1 CR for ranked infantry and +1 CR for skirmishers. Might be worse for cavalry. – Avian

    Rivers

    Seems this will be similar to forests, you make a role to see what type of river it is.

    One of them is Blood Flow, which makes the unit that attacks from the river cause fear.

    Arcane Ruins

    Arcane Ruines allow a mage in rage to roll up to 4 dices for channelling.

    Scenario: Hold the Temple

    A Chaos temple is in the middle of the battlefield. Before the game it was rolled who was in charge of the place. The army that rolled higher on a D6 was entitled to put one of their Core Units there before the beginning of the game. The objective was to have any unit (not just Core) there at the end of the game in order to win. The Chaos Temple allowed for 'sacrificing' the soul of a Champion/Character for random stats boost (or, on the roll of 1, a quick and painful death.)

    Discredited rumours

    Fight-until-someone-breaks

    Lapping around

    Armour Save Modifiers changing. They’re not.

    One Save.. Apparently armour/ ward/ regeneration saves are not changing!? Shame.

  • Jag gillar alla terrängreglerna plus idén om ett torn i deploymenten! skyttar någon?
  • Oj.. vad mycket nytt nu :) Lite åsikter. Jaqg som empire spelare känner att jag gillar lite av detta. Dock ju mer jag läste desto mindre lycklig blev jag (har bara läst hälften av fellmans senaste, men ändå).

    *Kanonen kommer funka underbart! *Två ranker med crossbows och handgunners? YEY! *Always strike last? SLipper jag oroa mig om jag måste charga med Greatswords.

    ..däääremot. *Stubborn i fronten och man är fler än fienden? Detta innebär att mina Greatswords är overpriced nu jämnfört med då! *TVÅ RANKER FÖR ATT NEGERA MOTSTÅNDARENS RANK!? Seriöst. Jag kan inte gråta mer än vad jag gör nu. Detta innebär ett 15 detatchment. Men som om att det skulle hålla utan att bli ner skjutet. Även om jag har 20 blir det så. Och hur många horde enheter tror dom jag ska ha?! nej. Går denna regel verkligen igenom vet jag inte hur länge empire kommer stå som min armé

    MEN! jag har ju inte läst boken, och det kanske kompenserar att dom nära förstör en regel som "gör" en armé med nåt annat roligt :P

  • Om det är någon som borde vara glad över att det krävs minst en rank för att bryta ranker så är det väl Empire? :) Att GWs kommer ge +2 Str på mounted gör även White Wolves rejält farliga igen, särskilt då de får slå i två ranker.. Lägg till en WP så börjar det göra rejält ont.

    Även Empire's warmachines kommer rocka hårt med no-partials ändringen. Jag skulle inte vara orolig för 8th ED om jag var Empire spelare.

  • Ja det är onekligen spännande att se vad som kommer att hända, dock känns det spontant som att TK kommer att få en boost om dessa rykten stämmer.

    Först var det snack om bara 25% characters vilket var lite tungt eftersom jag brukar använda ungefär 33%. Fast med 25% på både Lords och Heroes så kan man äntligen ha en Tomb King och en High Liche Priest i samma arme på 2250p :)

    Chariots, inge mer str 7 ångest, dessutom 12inch gratis move pga fast cav känns skönt :) Lägg till kanske "Destroy/Crush them" regeln så kan de göra ont i fler rundor än bara på charget.

    Inte behöva gissa med SSC känns farligt för motståndaren, dessutom inga partials.

    Tomb Scorpions med extra d6 str 5 attacker mot infanteri känns för bra.

    Bone Giants, ifall extra attackerna skulle fungera tillsammans med unstoppable assualt.... Ont

    Dessutom en hel del andra fördelar, även nackdelar också såklart... :)

    Nya skirmish reglerna är dock hemska, sörjer med de som har många skirmishers ...

  • TKs nya bok sägs ju inte vara så långt bort, men 7:th ed boken har helt klart ganska bra potential :)

  • Jag tycker att skirmish reglerna verkar vara ganska vettiga. Bra för små enheter och dåligt för stora enheter. Precis som det skal vara tycker jag. 8ed verkar bli sjukt nice, jag längtar som fan.
  • Bryter in med en snabb fråga.. Jag är inte så insatt i ryktena kring 8th ed så jag frågar veteranerna som kanske vet: med allt snack om stora infanteriblock i åtanke, hur tror ni att en kavalleriarmé kommer att stå sig? Ser det ut att bli ett jäkla skämt?

  • Finns vissa saker (==rykten) som talar emot en kavalleriarmé;

    • Inf-block med fler ranker blir Stubborn, vilket gör att knightsen får mycket svårare att bara fronta och springa över något jämfört med 7:th.
    • Eftersom infanteri alltid får slå tillbaka blir saker med Great Weapons väldigt värda för alla arméer (man tål inte så mycket mer med HW/Sköld att det är värt mindre styrka), och får man slå tillbaka i två ranker får knightsen räkna med att ta ganska mycket stryk.
    • Det krävs att en enhet har rankbonus för att själva kunna ta ut ranker, så det blir svårare för små knightenheter att flanka och vinna stort. (Dock verkar saker bara vara stubborn mot fronten.)

    Det sagt så verkar det på rykterna som att spelet fått en mer sten-sax-påse-liknande karaktär, där stora inf. block med GWs är bra mot kavalleri, kavalleri är bra mot inf. block med låg styrka men fler attacker, och många attacker är bra mot inf.block med GWs.

    Det är för tidigt att säga om det kommer fungera med enbart cav, men känslan är att det kommer behövas infanteriblock i alla arméer. Bretonnia får ganska snart en ny bok (vilket de desperat behöver eftersom de är helt hopplösa i 8:th ed annars), och då får vi se vad de kan göra för att få dem att fungera. Förutom Brets tror jag att En Darkelfarmé med CoKs kan fungera, förutsatt att det finns en Cauldron of Blood eller två som kan ge knightsen fler attacker och försöka få dem att bryta igenom, och även en armé med Chaos Knights har potential, men kräver nog ganska stora enheter knights för att fungera.

  • edited 4 juni 2010 09:23

    Det sagt så verkar det på rykterna som att spelet fått en mer sten-sax-påse-liknande karaktär, där stora inf. block med GWs är bra mot kavalleri, kavalleri är bra mot inf. block med låg styrka men fler attacker, och många attacker är bra mot inf.block med GWs.

    Då man alltid får slå tillbaka blir det viktigare att "matcha" sina enheter rätt, men det är väl egentligen inget nytt att en viss typ av enhet funkar bäst mot vissa andra.

    Var har du hört att Brets har en ny bok på G? De rykten jag läst verkar antyda att HE,TK,O&G är de som ligger näst på tur. Jag tror dessutom inte Brets kommer bli värdelösa i 8th, men man kommer nog måste köpa lite större bussar får att hindra motståndaren från att få stubborn. De nya redirect reglerna, samt overrun reglerna, gynnar dock Brets rejält.

    Nya redirect sägs vara som i 6th ed, dvs om du chargar något som flyr kan du välja att redirecta mot någon ny enhet som du inte kunde charga tidigare. Det blir alltså omöjligt att använda 5 harpies för att i sista stund helt styra bort en stor buss från att charga ens linjer. Nya overrun reglerna sägs vara att man antingen kan välja att göra en overrun på vanligt vis, eller göra en reform på plats.

  • Någon som vet något om när startboxen med regelbok och plastgubbar kommer?

    Ska tydligen vara skaven och high elves...
  • Någon som vet något om när startboxen med regelbok och plastgubbar kommer?

    Första helgen i september. Men vet inte var den kommer att innehålla

  • Nu kan ju hundarna och kaosdvärgarna få det lite roligare i item-väg ;)
  • Kan någon insatt sia om hurvida OnG gynnas på nåt sätt av de nya reglerna, eller iaf det som det ryktas om? =)
  • edited 22 juni 2010 00:08

    Jag får väl kalla mig insatt i både nya reglerna och O&G, även om jag bara spelat en match med dem i 8:e hittils. Kort sagt, ja O&G gynnas väldigt mycket utav de nya reglerna, vi och dvärgarna tror jag är de som gynnast mest (därmed inte sagt att vi kommer vara "bäst"). Utan att gå in alltför djupt, så blir infanteri mycket starkare, vilket är O&G styrka. Hälften av dina totala poäng kan vara Special choices, vilket alltid har varit kategorin vi lever på (och aldrig tidigare kunna tagit tillräckligt mycket av) och utan slots kan man dra på med spektakulära men billiga goblinkaraktärer.

  • så slots är HELT borta? alltså kan en skaven spelar ha en hel hög med engineers??
  • Har funderat lite på det du säger Trollhoer, även det jag läst på en del forum. Kan väl säga att det låter bra med stora units och det kommer definitivt att bli en förändring till det bättre med bla horde regeln samt fler ranks = stubborn. Dock känns allting lite meningslöst med dålig AS samt väldigt lågt initiativ.
  • Har du fler modeller så är ju lågt initiativ inget dåligt, då du steppar up och får slå med alla ändå. Samma för motståndaren. Det gör bara skillnad om det inte finns modeller som kan kliva fram, d.v.s de är få... borde inte vara några större problem för t.ex. goblins

  • Någon som vet vart man kan finna 8th reglerna så att jag kan...öhhh... anmäla dem för nått olagligt*host*
  • Finns att köpa på Fantasia, släpps den 7e Juli
  • Men det är ju då det
  • edited 24 juni 2010 11:53
    Green_mike, det spelar ingen roll vilken edition vi spelar. Det blir framstupa sidoläge för dig ändå när du möter Skaven. Hur gick det sist!? :)
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