Warhammer 8'th edition kesällä 2010
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Izmo Laitela
- Viestit: 225
- Liittynyt: La 05.06.2010 09:24
- Paikkakunta: Imatra/Ruokolahti
Re: Warhammer 8'th edition kesällä 2010
Hotekilla 1/6 aiheuttaa miscast vastustajalle, joka lähes automaattisesti tekee maagista hyödyttömän.
Myyra kirjoitti:pari muutaman kymmenen minerin yksikköä suorittaa anaali-insertaation
Re: Warhammer 8'th edition kesällä 2010
OK, taikomisesta tulee aika mielenkiintoista, kun irkkua sataa ja maagin päitä poksahtelee. Warseerissa asia oli vähän tulkinnanvaraisesti ilmaistu näin :Samsson kirjoitti:Ei, tupla ykköset eivät enää ole miscast. Tupla kutoset = Irkku = Miscast = Loss of Control.
Miscast sana käytetään vieläkin siitä syystä että vanhat kirjat käyttävästi sitä vielä.
Tuosta ei saanut sitä kuvaa, että tuplaykköset olisivat myös irkku, vaikka on tuo teksti vähän tulkinnanvaraisesti kirjoiteltu. Sikäli tuntuu asialliselta että miscast taulukko on koventunut, kun peliin on tullut ja on tulossa näitä kovempia taikoja isoilla casting arvoilla. With great power comes great miscast table.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.
Re: Warhammer 8'th edition kesällä 2010
Niin, tupla ykköset EIVÄT ole irkku, eikä miscast. Tupla ykköset eivät ole enää muuta kuin huono heitto...smaxx kirjoitti:Tuosta ei saanut sitä kuvaa, että tuplaykköset olisivat myös irkku, vaikka on tuo teksti vähän tulkinnanvaraisesti kirjoiteltu. Sikäli tuntuu asialliselta että miscast taulukko on koventunut, kun peliin on tullut ja on tulossa näitä kovempia taikoja isoilla casting arvoilla. With great power comes great miscast table.Samsson kirjoitti:Ei, tupla ykköset eivät enää ole miscast. Tupla kutoset = Irkku = Miscast = Loss of Control.
Miscast sana käytetään vieläkin siitä syystä että vanhat kirjat käyttävästi sitä vielä.
- El Capitan
- Peliporukkavalvoja
- Viestit: 5676
- Liittynyt: Pe 17.12.2004 20:55
- Paikkakunta: Tuuliklaani / Jyväskylä
Re: Warhammer 8'th edition kesällä 2010
Viimeinkin miscasti sentään tekee jotain. Jo kolme vuotta on vituttanut, että ikinä siitä ei tapahdu yhtikäs mitään kun puolestaan omat örkki- ja ogremaagini vain räjäyttävät itsensä.
Samsson, näitkö lainkaan TLOSista mitään juttua? Onko se päässyt kirjan kansiin?
Samsson, näitkö lainkaan TLOSista mitään juttua? Onko se päässyt kirjan kansiin?
Soturin ei tarvitse vuodattaa verta voittaakseen taistelun.
- Sinitähti
- Sinitähti
Re: Warhammer 8'th edition kesällä 2010
Oli mainintaa, mutten näin lyhyessä ajassa tajunnut miten se vaikuttaa. Facingit oli kuitenkin kuten ennen, eli 90 astetta eteenpäin jne. Ymmärtääkseni tulee kuvaan vain ammuttaessa jouskareilla tai maagisilla hyökkäyksillä.El Capitan kirjoitti:Viimeinkin miscasti sentään tekee jotain. Jo kolme vuotta on vituttanut, että ikinä siitä ei tapahdu yhtikäs mitään kun puolestaan omat örkki- ja ogremaagini vain räjäyttävät itsensä.
Samsson, näitkö lainkaan TLOSista mitään juttua? Onko se päässyt kirjan kansiin?
- Amazing Slug
- Viestit: 4112
- Liittynyt: To 01.05.2003 22:03
- Paikkakunta: Espoo
Re: Warhammer 8'th edition kesällä 2010
Ja GW:n liikkeissä muksuja vastaan pelatessa, tms. amatööripiireissä. Ei muuten olla käyttämässä meiän turnauksissa. 40K:ssa true los on muurattu pelimekaniikkaan ikävästi, Fabassa tuollaisen aivopierusäännön voi pudottaa toteamalla "larget näkyy kukkulan takaa muut ei"-house rulella, ja parilla tarkennuksella. Katsotaan mitä säännöt tuo, miten peliä olisi tarkoitus pelata.Samsson kirjoitti: Oli mainintaa, mutten näin lyhyessä ajassa tajunnut miten se vaikuttaa. Facingit oli kuitenkin kuten ennen, eli 90 astetta eteenpäin jne. Ymmärtääkseni tulee kuvaan vain ammuttaessa jouskareilla tai maagisilla hyökkäyksillä.
- Lord of Carcassonne
- Viestit: 6948
- Liittynyt: Ke 18.01.2006 12:03
- Paikkakunta: Orivesi
Re: Warhammer 8'th edition kesällä 2010
Tälläistä lisää warseerista. Päivitettyjä huhuja lisää.
Alliances: There are 4 different options;
Blood Brothers: These are 2 or more armies from the same army book. Characters can join units from the other army, can benefit from the other army’s BSB/ General, but they can cause panic in units from the other army.
Stable Alliance: These are 2 or more armies from within the same faction (e.g. 2 from Forces of Order, or 2 from Forces of Destruction). Characters cannot join units of the other army, cannot benefit from the other army’s BSB/ General, but they can cause panic in units from the other army. Units from each army can benefit from the other army though, for instance, using the Shield of Saphery on a Dwarf army, and being moved by the Anvil in return.
Fragile Alliance: These are either a Stable Alliance that includes Dark Elves or Skaven, or an alliance between armies from the Forces of Order and Forces of Destruction. The can benefit each other as with a Stable Alliance, but they do not cause panic tests in the other army. If they are forced to flee through each other the stationary unit counts as Dangerous Terrain (see below in terrain).
Neutral Alliance: An alliance that has one army from the Neutral Forces (Ogres and TK). These armies cannot benefit from each other and do not cause panic tests in the other army.
Chaos Dwarfs have a few snippets through the book only.
Failed Charge
• You move the highest of the D6 you rolled to charge (+ basic movement I think).
Sidestep
• Basic Movement divided by 2 (rounding up) to move laterally or backwards.
Dwarfs still get +2 dispel dice.
Lost Control Chart
The loss of Control table is 2D6.
• 2-4: Strength 10 large template over the wizard. Then on a 1-2 the wizard is removed from play, 3+ you lose D6 power dice.
5-6: Strength 10 small template over the wizard. Lose D6 power dice
7: Lose D6 power dice, Strength 10 hit on everyone in base contact with the wizard (NOT the wizard)
8-9: Strength 6 hit on every caster on your side, lose D6 power dice
10-12: Wizard loses D3 levels & random spells for each of them.
Bound Spells may be duplicated in an army
• Hex: Modify enemy stats and/or equipment. May be cast into combat.
• Augmentation (Buffs): Support your own troops. May be cast into combat, and may be cast on units not in your 90 degree arc of sight.
Lore of Fire
Basic Spell: Fireball: Magic Missile
D6 S4 hits 24" range
2D6 S5 hits 36" range
3D6 S6 hits 48" range
1 Cascading Fireshield Remains in Play, Caster and Unit Buff. At the end of each magic phase, any enemy unit in contact with the caster and his unit suffers 2d6 hits S4.
2 Flaming Sword(s) of Rhuin: Unit Buff. 24" range. Grants +1 to wound and magical flaming attacks.
3. Flaming Skull: Direct damage. Draw 18" line from the caster in any direction within the 90 degree arc of sight. Each model touched by the line (determine who's hit like you would do with a cannon ball) suffers a S4 flaming hit. All units that take at least 1 casualty have to take a panic test.
4. Fiery Arrows: Magic Missile. 24" range. Targeted unit suffers D3 S4 hits for each rank of 5 or more models. The scaled up version is 36" range.
5. Blazing cage Hex. 24" range. Targeted enemy unit suffers D6 S4 hits. If the unit moves by any means, each model suffers another S4 hit and the spell ends. The scaled up version has an increased range.
6. Firestorm: Direct Damage. Place the small template within 30" of the caster, It then scatters D6" and causes str 4 hits. The scaled up version uses the large template but scatters 2d6".
Lore of Metal
(name): Direct Damage. Every model in the target unit is killed and turned to gold on a D6 roll of 5+ (multi-wound models on a 6+). Friendly units within 12” are subject to stupidity until the next magic phase as they are distracted by all the gold.
Lore of Beasts
Special Bonus: If targeted on cavalry, beasts, monstrous cavalry, monstrous beasts (razorgor, giant eagles etc), chariots, Monsters, or any unit from WA: Beastmen, the wizard gains an additional + 1 to cast.
(name): Unit Buff. +1 Strength and Toughness
Curse of Anraheir Caster Buff. +3 strength and +3 Attacks
Amber spear. Magic Missile. As Hunter's Spear.
Lore of Light
Special Bonus: If targeted on a undead or daemonic unit, spells from the lore of light deal an additional D6 hits.
• Basic Spell: Ray of Light: Magic Missile. D6 S4 hits to a unit within 24", causing flaming attacks. The scaled up version has an increased range and strength.
Blinding Light: Unit Buff. Affects one friendly unit within 12", all to hit rolls against this unit have a -1 modifier. All auto-attacks or auto-hits have to roll a 4+ or are wasted. May be extended to all units in 12"
As fast as Light: Unit Buff. Choose one unit within 24". It has Weapon Skill 10 and Initiative 10.
Beacon of Hope: Unit Buff. Rally 1 fleeing unit. Targeted unit automatically passes all Leadership tests until casters next magic phase.
Amynotoks Web: Hex. Targeted enemy unit has to pass a Strength test for each action they want to take (move, shoot, cast spells, pursue, flee, strike in cc, etc.) If they fail they may not perform the intended action and suffer D6 S4 hits instead. Lasts until casters next magic phase.
Exorcism: Direct Damage. Deals 2D6 S4 hits, against which all successful Ward saves must be re-rolled. For each wizard other than the caster using the lore of light within 12", the strength is increased by 1.
Temporal Warp: Unit Buff. Targeted friendly unit doubles its movement characteristic, increases its Attacks by 1 and gains the ASF special rule until casters next magic phase. The scaled up version is for all friendly units within 12"
Lore of Death - The Wind of Shyish
Special Bonus: For each casualty caused by lore of death spells, roll a D6. On a roll of 5+ you are granted an additional power dice.
Basic Spell: Soulsteal. Direct damage, 12" range. Nominate a model. Caster and Target roll 1D6 and add their unmodified leadership. For each point the caster's result exceeds the targets result it suffers 1 wound with no armour save allowed. The scaled up version has an increased range.
1: Face of the Reaper. Unit Buff, 24 " range. Targeted unit causes fear. Caster may decide to make it cause Terror for a higher casting value.
2: Embrace of Laniph. Direct damage, 12 " range. Nominate 1 target model. Roll 2D6 and subtract the target's Strength. The result equals the number of hits the target takes, wounding on 4+ and ignoring armour saves. The scaled up version has an increased range.
3: Soulrot. Hex, 24 " range. Targeted unit suffers a -1 strength and toughness. The scaled up version is ALL enemy units within 24 inches. Lasts 1 turn.
4: Dark Despair. Hex. Remains in play, 24 " range. Targetted unit suffers -3 Leadership. The scaled up version has an increased range.
5: Bajuna's Fate. Direct damage, 12 " range. Nominate 1 model. Roll 2D6 and substract the target's toughness. The result equals the number of hits the target suffers, wounding on 2+ and ignoring Armour saves. Should the target survive, it suffers stupidity for the rest of the game.
6: The Purple Sun of Xereus. Power Whirl, Remains in Play. Place the small template in base contact with the caster and roll the artillery dice. Multiply result by 3. The result is the number of inches the template moves. Each model touched by the template, except for the wizard himself, has to pass an Initiative test or is removed from play. No saves are allowed. If you roll a misfire, place the template above the caster himself, roll a scatter dice and 1D6. The result is the number of inches the template is moved away from the caster.
The template moves at the end of each following magic phase, roll the artillery dice and a scatter dice to determine direction and range. If you roll a misfire the template is removed. The scaled up version uses the 5 " template instead.
Monstrous Infantry can fight with a maximum of 3 attacks per model in the second rank, then one per model in subsequent ranks.
Units with stupidity may not Parry.
If Infantry models are armed with a combat weapon other than a hand weapon, you have to use it.
WEAPONS
Some of the magic weapons can be Paired with another magic weapon, or a mundane weapon. I will try and keep them clearly labelled.
(name). Magic sword that gives the wielder Frenzy that can never be lost.
(name). A Paired magic sword that gives weapon Skill 10.
ARMOUR
(name) 4+ ward save.
(name) Heavy armour and a 4+ ward
(name) Armour and a 5+ ward (not sure if light or heavy)
(name) 2+ save against breath weapons.
Shield of Ptolos. Shield. 1+ save against all shooting attacks.
Enchanted Shield. Shield. Same
(name). Shield. Allows you to disregard the first hit caused on the character on a 2+.
ENCHANTED ITEMS
Wizards Hat. Makes the wearer a Level 2 wizard with stupidity & rolls randomly for lore.
Arabian Carpet. The user can Fly.
Healing Potion. Restores D6 wounds to the character carrying it.
Other Trickster's Shard. Models in base contact (friend of Foe) reroll successful ward saves.
Crown of command.. Makes the bearer Stubborn
Mask of Eeeeee!. Makes the wearer cause terror.
ARCANE ITEMS
Frog Scroll (?). Used as a dispel scroll. One use only. The wizard must roll equal to or under their wizard level to keep the backlash in check, or they are turned into a frog, then in each of their subsequent turns they must roll a 4+ to come back into play.
The frog has no stats, so they cannot cast/ move/ be shot at/ killed etc. In fact they have nothing at all they can do until they turn back into a wizard!
Trickster's Shard
Watch Tower
• New rules to storm the building: Max 10 infantry fighting their way up.
Battle: Army Fraction
Work out the Army Value first:
Each unit standard is worth 1.
Battle Standard Bearer is worth 1
General is worth 2.
Then work out the minimum Army Value. 1 for each 1000pts (i.e. 4000pts = a minimum Army Value of 4).
The first army to drop below its minimum Army Value loses.
Battle: Attack at Dawn
The battlefield is split into zones and units are placed randomly within them.
Scenario: Something with a warhammer scale Dwarf airship...
Shooting through a forest has a -1 to hit modifier
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
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
Re: Warhammer 8'th edition kesällä 2010
Jes pääsee konffaamaan lentäviä mattoja! =D
- Lord of Carcassonne
- Viestit: 6948
- Liittynyt: Ke 18.01.2006 12:03
- Paikkakunta: Orivesi
Re: Warhammer 8'th edition kesällä 2010
Taikaesine huhuja...
Magic Weapons
Riesenklinge (Giantsblade) 60 pts
Strength +3 at close combat
Schwert des Blutbades (Sword of Bloodbath) 60 pts
Bearer gains 3 attacks
Obsidianklinge (Obsidianblade) 50 pts
Wounds with this weapon ignore armour saves
Ogerklinge (Ogerblade) 40 pts
Strength +2 at close combat
Schwert des Haders (Scword of quarrel) 40 pts
Bearer gains 2 attacks
Duellklinge (duelblade) 35 pts
Weapon pair, bearer has weapon skill 10
Heldentöter (Heroslayer) 30 pts
Bearer gains 1 attack and strength for every character model that is in base contact with him or his unit. Bonus is calculated at every the beginning of the close combat
Zauberraubklinge () 25 pts
If a wizard his wounded with this sword, he will lose one random spell for each wound
Schlachtenkling () 20 pts
Bearer gains 1 attack
Schwert der Macht () 20 pts
+1 strength in close combat
Berserkerschwert () 20 pts
Bearer gains frenzy and can never lose it
Goldenes Siegelschwert () 15 pts
Attacks are done with initiative 10
Behände Klinge () 15 pts
Bonus of +1 to hit
Reissende Klinge () 10 pts
Attacks are armour piercing
Reliquienschwert () 10 pts
Attacks with this sword wound always on 5+, or better if one would wound normally on a lower score.
Kreischende Klinge () 10 pts
Bearer causes fear
Schwert der Pein () 5 pts
Monster or character that loses one or more wounds to this sword, will suffer from stupid
Kriegerfluch () 5 pts
Monster or character that loses one or more wounds to this sword, will lose one attack (but will keep at least one attack)
Magic Armour
Rüstung des Schicksals () 50 pts
Heavy armour, 4+ ward save
Schurkenhelm () 50 pts
Armour save is better by 1, enemy has to re-roll successful wounds
Silberstahlrüstung () 45 pts
Armour save 2+, can not be further improved
Rüstung des Glücks () 35 pts
Heavy armour, 5+ ward save
Helm der Zwietracht () 30 pts
Armour save is better by 1, enemy character model has to pass a leadership test, if it fails, it can not attack and will be hit automatically
Glitzernde Schuppenrüstung () 25 pts
Light armour, foes hit chance is reduced by 1 in close combat
Schild des Ptolos () 25 pts
Buckler, 1+ armour save against missile attack (Beschussattacken)
Zauberspruchshild () 20 pts
Buckler, bearer gains magic resistance (1)
Rüstung des Glücksritters () 20 pts
Heavy armour, 6+ ward save
Drachenhelm () 10 pts
Armour save is better by 1, 2+ ward save against fire attacks
Verzauberter Schild () 5 pts
Buckler, Armour save is better by 2
Glücksbringender Schild () 5 pts
Buckler, only one use, first hit will be ignored by 2+
Talisman
Talisman der Bewahrung () 45 pts
Bearer gains 4+ ward save
Grosser Obsidian () 45 pts
Bearer gains magic resistance (3)
Talisman der Ausdauer () 30 pts
Bearer gains 5+ ward save
Obsidian Amulett () 30 pts
Bearer gains magic resistance (2)
Dämmerstein () 25 pts
Bearer re-rolls missed armour saves
Opalamulett () 15 pts
Only one use, 4+ ward save against first wound
Obsidiananhänger () 15 pts
Bearer gains magic resistance (1)
Talisman des Schutzes () 15 pts
Bearer gains ward save 6+
Samen der Wiedergeburt () 10 pts
Bearer gains 6+ regeneration
Drachenfluchstein () 5 pts
Bearer gains 2+ ward save against fire attacks
Federrupfanhänger () 5 pts
Bearer gain 5+ ward save against models with rule “flying”
Glücksstein () 5 pts
Only one use, Bearer can re-roll one missed armour save
Magic Standard
Standarte der Mordlust () 55 pts
Unit can re-roll attacks
Heulende Standarte () 50 pts
Unit causes horror
Waldläuferbanner () 50 pts
Unit gains “terrain knowledge???”
Klingenstandarte () 45 pts
Unit gains armour piercing
Kriegsbanner () 35 pts
+1 on combat outcome
Banner der Eile () 15 pts
+1 on movement range
Knochenstandarte () 15 pts
Magic resistance (1)
Standarte der Disziplin () 15 pts
+1 on leadership, but can not use the generals leadership
Banner der Ewigen Flamme () 10 pts
Unit causes fire attacks
Strahlende Flagge () 5 pts
Only one use, unit can re-roll first muffed (?) leadership test
Vogelscheuchenbanner () 5 pts
Unit causes fear on all units with “fyling”
Wizard Arcana
Buch von Ashur (Book of Ashur) 70 pts
Bearer gains +1 on his spells and dispels
Schriftrolle der Rückkopplung (Scroll of reaction) 50 pts
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the player will roll one dice for every used power dice. For every 5+ the wizard will lose a wound, no armour saves are allowed
Schriftrolle des Energieraubs (Scroll of energy predation) 50 pts
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the player will gain as many dispel dices as the wizard used power dices.
Sivejir’s Fluchrolle () 50 pts
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the wizard will be a frog, if he is not able to roll one d6 below his magic level. All stats are reduced to 1, only his wounds stay the same. He can not use his magic items etc or cast spells/dispels. The wizard can try to free himself in his next own magic turn on a 4+
Energiespruchrolle () 35 pts
Only one use, every doubles will cause total energy and loss of control
Pechkohlen-Zauberstab () 35 pts
Only one use, wizard can decide to use the staffs power after a successful casts spell to increase the score by rolling an additional d6. By that he can gain total energy and a loss of control
Verbotener Stab () 35 pts
Only one use, at the beginning of his magic turn, the staff grants d6 energy dices. Bearer suffers d3 wounds, no armour saves are allowed
Gauners Scherbe () 25 pts
Only one use, one has to declare the use of it at the beginning of his magic turn, if an enemy wizard want to dispel a spell cast by this wizard, he will lose one wound on 5+, no armour save allowed.
Erdender Stab () 25 pts
Only one use, wizard can re-roll first loss of control
Magiebannende Spruchrolle () 25 points
Only one use, dispels one spell automatically
Energiestein () 20 pts
Only one use, declare to use the stone before you cast a spell. Wizard can use two additional energy dices, but has to use at least one of the energy pool.
Zepter der Stabilität (sceptre of stability) 15 pts
Only one use, after rolling to bane one spell, you can roll an additional d6.
Kanalisierungsstab () 15 pts
Bearer gains +1 to channel an additional energy or dispel dice
Spruchrolle des Schutzes () 15 pts
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the targeted unit gains a 4+ ward save for caused wound.
Enchanted Item
Zauberhut (wizards hat?) 100 pts
Level 2 mage, random magic lore, stupid
Fozzriks faltbare Festung (a pocket-watchtower) 100 pts
When both armies have placed their stuff, you can place a watchtower. Rules are in the rules book
Arabianischer Teppich (arabic rug) 50 pts
Infantry and monstrous infantry gain flying, cannot join units
Krone der Herrschaft 35 (crown of command) pts 35
Bearer is relentless (in German it is “unnachgiebig”)
Heiltrank (healing potion) 35 pts
Only one use, gain W6 lost health
Flügelfluchreif (winged curse circlet???) 35 points
Flying creatures and their riders have to re-roll successful hits against bearer/unit
Rubinring der Zerstörung (rubyring of destruction) 25 pts
Bound spell (energy level 3) Fireball
Die Schreckensmaske von Iek! () 25 pts
Bearer causes horror. Other units are not allowed to use his leadership
Stärketrank (strength potion) 20 pts
Only one use, +3 strength
Widerstandstrank (toughness potion) 20 pts
Only one use, +3 toughness
Des anderen Gauners Scherbe (the others chiseller shard) 15 pts
All models in base contact (friend and foe) need to re-roll successful saves
Eisenfluch-Ikone () 5 pts
6+ ward against war machines
Trank der Tollkühnheit () 5 pts
Only one use, immunity against psychology and „vernichtender Angriff“ (killing attack?)
Trank der Geschwindigkeit (speed potion) 5 pts
Only one use,+3 initiative
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
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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Mithrandir
- Viestit: 2490
- Liittynyt: Su 16.05.2004 21:47
- Paikkakunta: Kajaani
Re: Warhammer 8'th edition kesällä 2010
Vähän nyt nostaa epäilys/pelko päätänsä jotta taitavat nykyisten armeijakirjojen omat magic itemit jäädä 8. laitoksen ulkopuolelle, kun tuota puolta näin rankasti uudistetaan... Jospa ne kumminkin säilyisivät niin jotain uniikkia joka rodulla olisi vaikka osa niiden nykyisistä itemeistä näköjään tuonne commoneiden sekaan näyttää päätyvänkin.
Re: Warhammer 8'th edition kesällä 2010
Magic itemilistasta tulee mieleen 5.edikan itemit. Muutama mielenkiintoinen juttu sieltä nousi ittelleni: 2+ ja AP-banneri 45pts? Voi olla joku moka kyllä mutta huhhuh jos noin kalliita olisivat. Toivottavasti ne armeijakirjojen itemit säilyy, koska eihän tuolla ole mitään sellasta kivaa ja uniikkia.
Aijjaa... Mikäs tässä on pointtina? Menee mun hienot 30 exen plänit ihan uusiks. Chaos warrutkaan ei tykkää jos on hilparit ja kilvet mukanaLord of Carcassonne kirjoitti:If Infantry models are armed with a combat weapon other than a hand weapon, you have to use it.
Praise Helix!
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Mithrandir
- Viestit: 2490
- Liittynyt: Su 16.05.2004 21:47
- Paikkakunta: Kajaani
Re: Warhammer 8'th edition kesällä 2010
Oooh, oooh, tiedän miksi!
Siksi että pitäisi ostaa lisää figuja saadakseen ne hand weapon & shield -taistelijat!
££££!!
Siksi että pitäisi ostaa lisää figuja saadakseen ne hand weapon & shield -taistelijat!
££££!!
Re: Warhammer 8'th edition kesällä 2010
No eipä tuo näytä oikeasti nerffaavan mitään muuta kuin Black Orcceja...Aijjaa... Mikäs tässä on pointtina? Menee mun hienot 30 exen plänit ihan uusiks. Chaos warrutkaan ei tykkää jos on hilparit ja kilvet mukanaLord of Carcassonne kirjoitti:If Infantry models are armed with a combat weapon other than a hand weapon, you have to use it.
'10-'11-'12 WDLOberon kirjoitti:Mä syytän aatamia
(FB)WAAAGH! Zombie slaya' 10 3 11
(40 Kimble)Set-Harah Tomb world 5 2 6
(LOTR) Shadow Sun Tribe (Rhûn&Harad) 1 1 3
Re: Warhammer 8'th edition kesällä 2010
Edit: Tapahtui täysi luetun ymmärtämisen puute.
Edit2: Mitenköhän tuo nyt menee, eli, jos örkille ostaa ylimääräisen käsiaseen ja kilven, voiko se halutessaan käyttää kilpeä? Vai tarkoitetaanko tuossa nyt vain sitä, jos on esimerkiksi hilpari, keihäs tai GW?
Edit2: Mitenköhän tuo nyt menee, eli, jos örkille ostaa ylimääräisen käsiaseen ja kilven, voiko se halutessaan käyttää kilpeä? Vai tarkoitetaanko tuossa nyt vain sitä, jos on esimerkiksi hilpari, keihäs tai GW?
Miau.
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Mithrandir
- Viestit: 2490
- Liittynyt: Su 16.05.2004 21:47
- Paikkakunta: Kajaani
Re: Warhammer 8'th edition kesällä 2010
Noh, hand weaponiahan tuo sääntö ei huhun mukaan näyttäisi koskevan joten jos hahmolla oisi 2xHw + shield niin saisi käyttää myös pelkkää hand weapon & shield -komboa. En nyt kyllä luota tämmöisiin sekahärdelleihin ennenkuin homma varmistuu sääntistä lukemalla mutta Blac Orcit ei tosiaan kovasti tykkäisi. Tosin niillähän lukee erikoissäännöissään jotta saavat valita mitä asetta käyttävät ja tämä kyllä ajaisi selvästi sitten sääntiksen edelle! Mutta kaikkia muita pelin eliittiryhmiä joilla kilvet vaikka Great weaponin/hilparin lisäksi nerffattaisiin todella ankarasti... Jälleen yksi syy laittaa vaan ne simppeliin horde-muodostelmaan ja jättää kilvet pois, ja GW:lle oiva tapa manipuloida ihmisiä ostamaan lisää figuja.
- Dark Elf69
- Viestit: 1008
- Liittynyt: To 18.01.2007 20:38
- Paikkakunta: Kauhajoki
Re: Warhammer 8'th edition kesällä 2010
Hhmmm mielenkiintoiseltahan nuo vaikuttavat, mutta koska on kyseessä GW ja se tekemässä noin radikaaleja muutoksia niin pelkään että ainkin meikän FB pelaaminen on veitsen terällä. Mutta ei sitä tiedä vaikka GW saisi jonkin sortin mestari teoksen aikaan (epäilen tosin hyvin vahvasti) joten eikai tässä auta kun valmistella armeijaa fiksumpaan kuntoon 8 edikkaa tai myyntiä odotellessa.
Lepakko siipiä maalarin teipistä ja rautalangasta, DE69:n Blogi
Through Hatred All Things Are Possible!
kynthuithalkein!
Through Hatred All Things Are Possible!
kynthuithalkein!
- Isompi Arska
- Viestit: 1406
- Liittynyt: Ke 21.03.2007 22:34
- Paikkakunta: Helsinki
Re: Warhammer 8'th edition kesällä 2010
samaa pelkään itsekin, ollut faban pelaaminen muutenkin jäissä jo vähän aikaa kun ei ole vaan jotenkin päässyt pelaamaanDark Elf69 kirjoitti:Hhmmm mielenkiintoiseltahan nuo vaikuttavat, mutta koska on kyseessä GW ja se tekemässä noin radikaaleja muutoksia niin pelkään että ainkin meikän FB pelaaminen on veitsen terällä. Mutta ei sitä tiedä vaikka GW saisi jonkin sortin mestari teoksen aikaan (epäilen tosin hyvin vahvasti) joten eikai tässä auta kun valmistella armeijaa fiksumpaan kuntoon 8 edikkaa tai myyntiä odotellessa.
Re: Warhammer 8'th edition kesällä 2010
Vähän infoa skenaarioista :
Ihna pirteitä yritelmiä. Kiva ettei lippujen nappaamisesta rangaista enää niin pahasti, samoin positiivista on se, että edelleen lasketaan yksiköistä victory pointsit, eikä ole menty pelkkiin 40k:n kill pointseihin tms. Nelos skenaario pakottaa pelaamaan lippujakin armeijassa, mistä pisteet.There are 6 main scenarios in the book, Roll a D6 :
1 - Pitched Battle
2 -
3 - Battle for the Pass
4 - Breakpoint
5 - Deep Deployment
6 - Watchtower
VP's are used to decide all of the results (except 4 and 6 which have alternate victory condions).
2 is the random deployment one from Throne of Skulls. It's basically pitched battle, except you roll for which part of your deployment zone
each unit is deployed in (characters and war machines can be placed freely). left/right/center
3 Is played Lengthways with 24" between the 2 deployment zones, and re-enforcements can only be brought on from the flanks if they are either Ethereal or Fliers
4 Is probably my favourite. Each army is broken down into break points. one for each PART 1000 points played.
So 0-1000pts is 1, 1001 to 2000 is 2 etc
If you hit your break point the WHOLE ARMY flees.
The general is worth 2 points and every standard is worth 1 point.
So assuming you're playing a 2000pts game and you have 3 standards & a general.
Your generals unit flees combat (with the standard) and get's cut down.
You now have 2 break points... you're whole army flees.
5 - Deep deployment draw a line from one corner to the other, and the deployment is 6" either side (so 12" gap between the armies).
6 - There is a tower to capture in the centre of the battlefield, you need to get control of it.
VP's
Full / Half VP's are done as now (fleeing/destroyed units)
100 vps are scrored for general & BSB
25 vps are scored for banners
0 VP's are scored for Table Quarters
50 VP's are scored if one of your champions kills an enemy hero in a challenge.
There are also additional Historic Battles to refight.
Re: Warhammer 8'th edition kesällä 2010
Toivottavasti tuo huhu koskien sitä että jotain halberdia ois pakko käyttää jos sellainen löytyy on joku brainfart, siitä ottais osumaa niin moni yksikkö.
Jara- kirjoitti:Se, että pärjäät pelimestan turnauksissa johtuu siitä, että ne ovat pelimestan turnauksiaamis kirjoitti:... Onko se sitten "taidoistani" (vai nopistani) vai aivan jostain muusta kiinni?.
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