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Warhammer 8'th edition kesällä 2010

Warhammer Fantasy Battles -pelin palsta, jossa on tarkoitus keskustella kaikista niistä aiheista, jotka eivät sovellu muihin otsikoihin. Kysymyksiinkin vastataan, mutta käytä kuitenkin ensin hakua.
Mithrandir
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Liittynyt: Su 16.05.2004 21:47
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Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja Mithrandir »

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)
Entäs yksiköt joilla on bound spellejä? Aika hassua, kun Corpse Cartit alkavat ottamaan noppia poolista ja heittelemään loitsuja, mutta niin kai se sitten menee. Tuolla systeemillä VC saapi muuten poistettua helposti niitä noppia poolista jos semmoista sääntöä tulee jotta käyttämättömät powernopat aiheuttavat ikäviä.
abcdefg
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Liittynyt: Ke 27.12.2006 18:40
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Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja abcdefg »

Siis, sen voi castia ilman poolissa olevia noppia, vai? Mikäli saan siis vaikkapa book of arkhania "boostia" esim. 1 lisänopalla, tykkään tästä todella paljon.
2
Oskari
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Liittynyt: Ma 19.05.2003 10:36
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Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja Oskari »

Tämä laitos kuulostaa juuri sille laitokselle, jonka olis pitänyt tulla viidennen jälkeen. Ainoa mistä en hirveesti pidä on toi true lossi, joka ei mun mielestä 40K:ssa oikein toimi, siitä tulee toisinaan vaan turhaa vääntöä, että näkeekö vai ei, jos joku pieni osa figusta näkyy. Vähän tosin myös epäilyttää se, että kuinka hyviä sotakoneista nyt tulee, mutta taitavat pelaajat ovat ennenkin osanneet arvioida nuo kantamat, joten sotakoneiden teho tuskin paljoa kasvaa.

Tapauksesta tirsu vielä: toivoisin että sen pistehinta nousisi johonkin +500 pisteeseen, tirsu on jo nyt melko mauton kaveri ja tuo magic resistance muutos tekisi siitä vielä mauttomamman. Pelaan muuten itse demoneilla. Daemon Prince sit taas sais maksaa vähemmän.
First law: You can't win
Secod law: You can only lose
Third Law: You can't get out of the game
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Sotahullu
Viestit: 1480
Liittynyt: Ti 24.02.2009 19:52

Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja Sotahullu »

Nyt tuli mieleen että muuttuuko skirmaajien jotkut asiat kauheasti esim. Voiko niiden läpi ampua, ampuuko ne miten ja sellaista.
Mutta kuitenkin jos miettii niin pedot on ehkä todella varteenotettava armeija sillä ne on näköjään kehitetty 8.edikka mielessä.
Nykyään suunnittelee Itä-Saksan johtamista.
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Lord of Carcassonne
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Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja Lord of Carcassonne »

Dakka Master kirjoitti:Nyt tuli mieleen että muuttuuko skirmaajien jotkut asiat kauheasti esim. Voiko niiden läpi ampua, ampuuko ne miten ja sellaista.
Mutta kuitenkin jos miettii niin pedot on ehkä todella varteenotettava armeija sillä ne on näköjään kehitetty 8.edikka mielessä.
Tuosta ite en oo kuullu tai lukenu mistään mutta hyvä kysymys, itekin haluaisin tietää...kai ne ampuu kuten ennen mutta huhujen mukaan skirmarit näkis vain 90 astetta mutta en oo 100% asiasta. Kai ne ampuu kuten ennenkin.

Mä tos kaverin kans kokeiltiin sitä huhuttua randomisoitua chargea. tehtiin testejä ja ainakin ite totesin jopa brettien näkökulmasta että mä tykkäsin :)! vaikka itse sitä eka peläsinkin. Hauskuuttahan tossa on se että voit mokata chargen totaalisesti :) vielä se mahdollisuus että saat mitata ennen kun heität charge matkan on plussaa. Ei tuu epäselvyyksi kummallekkaan pelaajalle.Uskon kun lopulliset säännöt tulee niin ei mee kauan niin pelaajat omaksuvat uudet säännöt ja mahdolliset vikinät kaikkoaa. on vain sopeuduttava. jos ei sopeudu niin ei oo pakko pelata peliä.Ite oon harrastukseen tunkenu sen verran pätäkkää että suurella todennäköisyydellä uudet säännöt ei pelota mua pelin parista.

niin. 10.7 tais olla white dwarfissakin päivämäärä jolloin uus sääntis tulee.
Warhammer The Old World Alkaen 13.4.2024.
Bretonnia V/T/H 1/0/2

Warhammer Armies Project (1.8.2023 lähtien)
Bretonnia V/T/H 5/2/7
Nippon (Kun armeija on valmis) V/T/H 0/0/0
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Amazing Slug
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Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja Amazing Slug »

Noi heitettävät chargematkat on kyl maailman suurin vitsi. Heitetään nopalla kuka on hyvä pelaaja.
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Myyra
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Liittynyt: Pe 11.06.2004 17:53
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Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja Myyra »

Jos pelaajan hyvyyden ainoa mittari on, kuinka hyvin osaa arvioida etäisyyksiä tuumissa, en kyllä laittaisi paljon arvoa pelaajan hyvyydelle silloinkaan.
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Sotahullu
Viestit: 1480
Liittynyt: Ti 24.02.2009 19:52

Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja Sotahullu »

Minä olen pari kertaa peli kokeillut kääpöillä ja aina olen arvioinut tykin surkeasti mutta olen AINA tuhonnut jotakin muuta.
Pitää osua jättiin, no ei osu mutta tuhoaa sen sijaan vaunun. Katapultti pitää tuhota, jää lyhyeksi mutta tappaa yksinäisen velhon.

Itse asiaan kuitenkin: Jos skirmaajat on surkeita ensi edikassa niinpä petojen muutos on oikeasti hyvä asia. Tosin kaikki welffi pelaajat alkavat varmasti rosvota kaikki figut jottei tämä pääse pelaamaan niillä.
Nykyään suunnittelee Itä-Saksan johtamista.
Mithrandir
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Liittynyt: Su 16.05.2004 21:47
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Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja Mithrandir »

N1n0 kirjoitti:Siis, sen voi castia ilman poolissa olevia noppia, vai? Mikäli saan siis vaikkapa book of arkhania "boostia" esim. 1 lisänopalla, tykkään tästä todella paljon.
Ei, vaan tuossa huhussa sanottiin pelkästään jotta boundeja heitetään nyt nopilla kuten normaaleja loitsuja, mutta siihen boonukseen tulee magic leveleiden sijaan esineen power level(magic levelithän eivät enää 8. edikassa tuota powernoppia?).

Joten jää nähtäväksi miten niitä boundeja loppujen lopuksi nakellaankaan, kun kyseessä ei ole maagi tai edes character. Omat nopat esineille on yksi mahdollisuus, ei mitään hajua siitä minkä verran niitä nyt sitten tuleepi ja onnistuuko boundi ylipäätään automaattisesti, ja jos onnistuu niin onkos sen casting level yhtäkuin heitettyjen noppien summa kuten Khemrillä?

Boundit kyllä toimisivat uudessa edikassa hyvin myös tämmöisenä kuin ovat nykyäänkin. Kun niitä dispelnoppia ei kuutta enempää vastapuolella yleensä ole, boundeille riittää rakoa mistä läpi päästä.
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Lord of Carcassonne
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Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja Lord of Carcassonne »

uusi päivitys huhuista 19.5.2010
Note: This is only a summary of rumours that have been discussed in recent months. Rumours are subject to change. They are only 100% correct when they are facts.

NOTE: My use of (confirmed) next to something is an attempt to sort out the rumours that have a lot more support than others. It does not mean 100% that it will happen. Blame GW and their sneaky ways.

I have tried to take out all the ones that have been quickly discredited, and a lot of this comes from reliable sources (who have been contradictory). Just so I am clear, none of what follows are rumours from me, they are all from other people.

Take with as much salt as is necessary, and don't blame me if any of it is wrong.

Note as well that none of the names of rules below are official, I just put something fun there for reference when I was collating.

Updating this: Much as I'd like to have the time and motivation to read all rumour discussions, PLEASE PM ME here with info, only if there is a significant rumour discussion from someone you guys really trust. I know there are snippets coming out in the general discussion here, and on many other forums. So rather than have to trawl across the web every few days, if you guys want this updated you will need to pm me with the info. I will try and keep ontop of things.

Note as well that unlike the other thread this is only for rumour discussion for the 8th edition rulebook itself. Not what armies are getting which releases (save that for the other thread).

More reliable rumours
Army construction is moving back to percentages.
Strength in Depth/ Stepping up (models may fight in 2 ranks)
Crush attack for larger creatures
40mm models moving to 3 model-wide ranks.
Multiple objective driven scenarios in the rulebook
All non-english rulebooks are moving to inches.
Power dice aren’t generated by the number of spellcasters. The pool is decided by 2D6. Magic users add their magic level to the score rolled. All Wizards have a chance to generate more power dice.
All missile units fire in two ranks (not just High Elves). Missile units will not gain a rank when shooting from hills.
Autobreaking from fear or terror is gone.
Combats are strictly decided in initiative order.

Warhammer 8th Ed Rulebook to be released July 10th
528+ pages. Full colour
Possibly going to get the pdf erratas for all armies on July 6th
Introduction games for Warhammer 8th edition starting around May 22nd (only one scenario apparently)
Copies for Staff available early May
The book is up for advance order from a swedish store. £45.

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.

All from Avian (more likely):
25% max characters (includes mounts)
25% min core
50% max special
25% max rare

I am just going to spell this out how it is. People have seen printed in GW rulebooks 25% max characters and 25% lord 25% hero. I think many GW stores will be basing their demonstrations on 25% lord 25% hero. Make of that what you will.

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

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 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. I.e. High Elves flee through Warriors of Chaos.
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).

There will be a system wide errata to clear up issues for each army.
You may measure distances whenever you want.


MOVEMENT

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 = +1" Charge bonus
Champion = One free reform

(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)


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)

    Marching.
    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 may reform once, but may neither move nor shoot the same turn. If the unit has a musician, it may move afterwards, or shoot. (Note: I'm pretty sure I'm missing some details on that one.)


    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

    Still rank up in combat. May or may not have 360 Line of sight.

    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: This has been confirmed as being even worse than number 4… Which (pure speculation) may involve every model in the unit taking a hit, this was something I actually heard a while back, but it could be worse than this.

    Roll of 4: The wizard is sucked into the warp and the large template is centred over him. S10 hits for something (could be the centre model, meaning S5 for the rest?).


    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.!?

    Lore of Fire - The Wind of Aqshy

    Special Bonus: If the enemy suffered a 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:

    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:



    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

    Bows fire in 2 ranks as standard.
    Units armed with bows, short bows and longbows fire in two ranks. Units armed with handguns, crossbows, anything else fire in 1 rank - Avian and someone else, so I'm considering this confirmed now.
    Missile units will not gain a rank when shooting from hills. -Harry I think


    Salvo Fire
    A rumour I heard a while back was that units with bows (see above), could fire with more than just 2 ranks. What I am being told now is that regardless of the width of the unit, a unit with bows 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.


    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.


    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).
    Cavalry still only fight in 1 rank.
    This does not apply to Monstrous Infantry, who are rumoured to fight with their normal number of attacks from the second rank (more likely).

    Stepping up. – Harry/ Avian / other people
    Casualties are strictly removed from the back. [extremely likely].

    Horde
    10+ wide units attack with one rank more than normal. 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.

    One Save.
    A model can always take an armour save. They can then take either a ward save or a regeneration save.


    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. (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
    Now apply in close combat, dealing 2D6 hits with the breath weapons strength. 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.



    WEAPONS

    Combat Weapons

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

    Missile Weapons
    Longbows Same. See shooting above for more rules

    PSYCHOLOGY and SPECIAL RULES


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


    Panic
    If a large unit panics, ie. 30 Orcs, they panic all smaller units within 18 inches. But if your general is withing 12 inches you are immune to panic.. Take this with a lot of salt.- Avian says this is possibly speculation(Avian)


    Fear and Terror
    When you charge a Fear or Terror causer you take the Fear/Terror test not before you charge, but at the start of the combat phase. - Avian

    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.

    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
    Killing blow only against models in a similar size category or lower (large creature>ogre sized> infantry/cavalry sized)
    (edit: apparently this is close, but not quite right). Killing blow is still a roll of 6.

    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). You may suppress charging with a leadership 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.

    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
    Difficult terrain may be merged with very difficult.
    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.
    Bonuses and hazards for terrain (such as rolling the dice to see how many people don’t make it out of the wood...). This appears to be D6 for every model, on a 1 a model is lost. This is only the tip of the iceberg…
    Finding a magic item in the woods.
    Something to do with a unit charging out of a cursed forest causing fear. - Avian says this is possibly speculation
    Fighting in woods is -1 CR for ranked infantry and +1 CR for skirmishers. Might be worse for cavalry. – Avian

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

    Magic Items
    Magic items – 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. [/b]
Warhammer The Old World Alkaen 13.4.2024.
Bretonnia V/T/H 1/0/2

Warhammer Armies Project (1.8.2023 lähtien)
Bretonnia V/T/H 5/2/7
Nippon (Kun armeija on valmis) V/T/H 0/0/0
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ohris
Viestit: 683
Liittynyt: To 20.11.2008 09:30
Paikkakunta: Vantaa

Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja ohris »

The more I read, the more I grow to like the new rules (offcourse not all of them will be true...propably).
Like the new frenzy. I hope you can ignore the charge with a ld test... It would make using Blood knights (or khorne chaos knights) much more easy.
Will buy blood knights imediately if frenzy will be like it says on the rumors.

EDIT: On se kumma miten menee englanti päälle kun lukee/kirjotettelee muuten englanniksi... :-)
Viimeksi muokannut ohris, To 20.05.2010 13:09. Yhteensä muokattu 1 kertaa.
abcdefg
Viestit: 1747
Liittynyt: Ke 27.12.2006 18:40
Paikkakunta: Kempele

Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja abcdefg »

Vaikuttaa entistäkin paremmalta, tosin hw+shield - kombo yllätty minut täysin.

" Could easily be 50+ (possibly 85)" Edelleen naurahdin tälle... "Saattaa helposti olla yli 50 (todennäköisesti 85)" Miten hitossa voi olla "varma" siitä että niitä olisi 85, mikäli ei ole edes täysin varma, onko niitä yli 50...

Lentäjillä erikseen marssiminen ja ei-marssiminen o.O Mihin helvettiin tämä on menossa?

Uudet loret vaikkutavat mielenkiintoisilta kaikkine eri tasoineen.
Salvo fire tekee suurista bowittajista parempia, mikä on ihan jees. Nyt ne isot goblinien ampujablokitkin saavat jotain aikaan, niitä kannattaa jo pelätä. 8 levyinen yksikkö (8+8+8+8+3=35) saakin ammuttua sen 16+9.5=25.5 ammusta, mikä on ihan kiva. Jotain fast cavalrya / lentäjiä / empireä ja vastaaviahan nämä tiputtelevat kohtalaisesti. 26 ammuksesta se 8.33 osunee ja vaikkapa 4 woundaa niin kyllä ne saivatkin jo jotain alas!!!! Vertailussa vanha 8ammusta
2
Risto.Salonen
Viestit: 969
Liittynyt: Ma 15.12.2008 23:53

Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja Risto.Salonen »

Olisihan se aika kätsyä, jos tuosta olisi värjättynä ne mitä on muuttuneet, kun ei sitä jokaista tuollaista listaa vaan jaksa ajatuksella lukea.

Tosin kohta näillä huhusäännöillä jo pelataan turnauksia, kun ei malteta odottaa oikeita sääntöjä, ja sitten heinäkuussa tänne tulee threadi, missä oiotaan ihmisten käsityksiä säännöistä, kun eivät ole jaksaneet lukea sääntökirjaa, ku ovat lukeneet säännöt huhuista...
abcdefg
Viestit: 1747
Liittynyt: Ke 27.12.2006 18:40
Paikkakunta: Kempele

Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja abcdefg »

Ohris kirjoitti:The more I read, the more I grow to like the new rules (offcourse not all of them will be true...propably).
Like the new frenzy. I hope you can ignore the charge with a ld test... It would make using Blood knights (or khorne chaos knights) much more easy.
Will buy blood knights imediately if frenzy will be like it says on the rumors.

EDIT: On se kumma miten menee englanti päälle kun lukee/kirjotettelee muuten englanniksi... :-)

On se kumma, miten paljon kaikilla on englannin kielessä näitä pahaisia kielioppivirheitä :P
2
Risto.Salonen
Viestit: 969
Liittynyt: Ma 15.12.2008 23:53

Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja Risto.Salonen »

N1n0 kirjoitti: Lentäjillä erikseen marssiminen ja ei-marssiminen o.O Mihin helvettiin tämä on menossa?
Ei ole erillista chargejen julistusvaihetta.
Liikkumisen jälkeen tulee ampuminen, ja sitten tulee chargevaihe.
Chargevaiheessa saat mitata etäisyytesi vihollisyksiköihin, ja voit halutessasi päättää chargeta.
Kun chargeat, liikut pelkän chargeliikkeen, joka on sen 2d6 tai 3d6 valitse kaksi.

Jos lentäjät liikkuisi yhä 20", olisi niillä liian helppoa tehdä charge.

Nyt voit liikkua paljon, ja et chargea, tai voit liikkua vähemmän ja chargeta.
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smaxx
Valvoja
Viestit: 8416
Liittynyt: Ti 13.02.2007 16:29
Paikkakunta: Kirkkonummi

Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja smaxx »

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!
No, tämähän ei kuulosta enää ollenkaan pahalta. Jos tässä mennään 40k tyyliin, niin varmaan samalla I:llä isketään sitten yhtä aikaa, eikä heitetä noppaa järjestyksestä.
Risto.Salonen
Viestit: 969
Liittynyt: Ma 15.12.2008 23:53

Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja Risto.Salonen »

tosin tuo, että ASL + ASF + iso initti on siltikin Rerollaa osumat on idioottimainen. Nyt kun ei sitten ole enää mitään väliä, että onko sitä ASL niillä highelffeillä vai eikö ole.

Ja mihin High elffit enää tuolla systeemillä mitään ASF tarvii, kun koko pelimaailmassa ole kuin pari hassua joilla initti edes sama?
Ainiin, pitäähän niiden nyt parempia olla ku jotku urpot wood elffit tai dark elffit.

Saisivat vihdoinkin ottaa itseään niskasta kiinni ja poistaa koko ASF säännön. Idioottimaisin ja typerin sääntö ikinä.

Ja takaisin ne vanhan hyvän ajan iniative muutokset aseista (jottei ne puukkohaltijat aina tapa niitä keihäsmiehiä, ku ovat vaan niin pirun nopeita..)
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smaxx
Valvoja
Viestit: 8416
Liittynyt: Ti 13.02.2007 16:29
Paikkakunta: Kirkkonummi

Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja smaxx »

Risto.Salonen kirjoitti:Saisivat vihdoinkin ottaa itseään niskasta kiinni ja poistaa koko ASF säännön. Idioottimaisin ja typerin sääntö ikinä.
Jos Helffien ASF olisikin pelin epäonnistunein keksintö, niin vähissä olisivat ongelmat... Haltiat on kaikenkaikkiaan kohtalaisesti pelattavissa oleva keskikastin armeija, joka harvalle armeijalle lukeutuu kärkikolmanneksen vastustajiin.
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Sotahullu
Viestit: 1480
Liittynyt: Ti 24.02.2009 19:52

Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja Sotahullu »

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.

Tämä on aika mielenkiintoinen jos tämä on totta.
Nykyään suunnittelee Itä-Saksan johtamista.
Risto.Salonen
Viestit: 969
Liittynyt: Ma 15.12.2008 23:53

Re: Warhammer 8'th edition kesällä 2010

Viesti Kirjoittaja Risto.Salonen »

smaxx kirjoitti:
Risto.Salonen kirjoitti:Saisivat vihdoinkin ottaa itseään niskasta kiinni ja poistaa koko ASF säännön. Idioottimaisin ja typerin sääntö ikinä.
Jos Helffien ASF olisikin pelin epäonnistunein keksintö, niin vähissä olisivat ongelmat... Haltiat on kaikenkaikkiaan kohtalaisesti pelattavissa oleva keskikastin armeija, joka harvalle armeijalle lukeutuu kärkikolmanneksen vastustajiin.
Ei minua häiritse se, että haltioilla on ASF sääntö, vaan koko sääntö ylipäätään.
Se oli typerä jo silloin kun sen sai ostaa 15 pisteellä herolle, mutta silloin pelattiin Hero Hammer aikaa, ja muitakin hassuakin hassumpia maagisia ominaisuuksia liiteli siellä täällä.

Nykyisessä FaBassa tuo sääntö on äärimmäisen typerä.

Se on sääntö siinä missä muutkin, ei siinä mitään, mutta omassa IMHO maailmassani koko peli olisi huomattavasti fiksumman oloinen ilman sitä.

Riippumati siitä kenellä tai mistä syystä ASF sääntö on, niin en pidä siitä. Se on perusteeton, typerä, tylsä ja kaikin puolin turhake sääntönä.

Oikeaan suuntaan ollaan menossa IMHO maailmassa, kun aletaan hakkaamaan initti järjestyksessä, tulee sillekin kyvylle vihdoin jokin oikea merkitys.
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