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Post by wstevens on Jun 20, 2010 23:56:49 GMT
Apparently entitled "Island of Blood" - no more details have been posted thus far - but will have all the necessary stuff as Skull Pass did. They are not letting on about the two armies as yet - but a recent post to me with a picture suggests High elves and skaven - however I doubt it!
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Post by carl on Jun 21, 2010 16:02:46 GMT
it is HE & Skaven
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Post by Kierons on Jun 21, 2010 17:45:32 GMT
There's a podcast at Bad Dice which list the major changes to the rules and can be found here: baddice.co.uk/episode-38-warhammer-8th-edition-review/Moajor points are: Distances can be measured at any time. No partial template hits Unit Strength has gone. Casualtys taken from rear, so units get full attacks back +1 attack for each model in 2nd rank. Units must have a 1" gap between them at all time unles in combat. (including friendly units) Terrain now mainly for looks - just like Black Powder. Big magic overhaul. Winds of Magic now 2d6 and that your total power dice. i.e. 6 + 2 = 8 dice to share between all wizards. Dispell = highest dice rolled i.e 6dice from the example above. Double 6 = Irresitable Force AND Miscast Suggest you go listen, but be warned its a LONG podcast.... Kieron
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Post by carl on Jun 21, 2010 19:01:38 GMT
plus roll a d6 for each magic user and for every 6 add a dice to the pool but it can NEVER go above 12 dice in any circumstance.
also, for dispel pool roll 2d6 and the highest number is the pool amount of dispel dice.
crap for vamps and makes their characters way too dear. how can you have 2d6 for say 4 magic users and the same for your opponent who might only have one. absolute cack.
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Post by Stephen Mawson on Jun 21, 2010 22:51:49 GMT
Yeah, but Vamps spell casting is way to good anyway. So you just take less spell casters, and have more units, combat vamps, for little loss in magical power.
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Post by shamutanti on Jun 22, 2010 11:33:29 GMT
www.warseer.com/forums/showpost.php?p=4755165&postcount=311New Fant. is very good - the danger is to take only one or two rumours in singular lines and see nothing else around them. Pop down to the local GW, read through the book, make an army list around it. Trust me, I've played a bunch of games of 8th already and it's borderline stunning. Quicker, more bloody, less faffing, nuts actually does stuff (E.g. monsters can actually squish things now!)
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Post by Stephen Mawson on Jun 22, 2010 11:55:31 GMT
I'd agree with that, although I haven't actually played a game yet. But spent a good while yesterday reading through the rulebook, and there are a lot of rules changes that alter how you are likely to use units, and certainly what sort of units you're going to want to put into your army. It certainly looks like big blocks of infantry are likely to be the way to go. Espeically for those armies that have cheap fodder units. I'm thinking primarily O&G and Skaven here. Although any army with a cheap melee unit (DE Spearmen, Marauders, etc) will be much more effective too. Given the fact that units now all fight in two ranks, add in being 10 models wide allowing an additional rank to fight, and the fact that if you have more ranks than your opponent you take leadership tests on your unmodified leadership, very large units with 5 or 6 ranks suddenly become an awful lot better. There are so many other alterations it's difficult to remember it all. - Charging now works differently (basic movement plus 2d6 inches)
- March moving within 8" of the enemy now allowed, but requires a leadership test to actually do
- All units now have a line of sight, even skirmishers and lone characters. So no more 360 line of sight (which brings this back into line with how WAB works)
- Fear mechanic revised heavily. No test when you charge or are charged, instead a test every combat phase or WS drops to 1. No auto break.
- Premeasuring means that all guess range weapons are no longer guess range. Cannons and Stone throwers just got a lot better as a result.
- Warmachine crew are no longer viable targets, and have no effect on warmachine performance. Crew only used to track warmachines remaining wounds. All attacks now hit the machine only. Shooting uses machines toughness, close combat crews toughness.
- To wound chart changed so that there is no longer a point where lower strength has no chance of wounding a very high toughness.
- Percentage army construction essentially means you can have a lord choice in any points cost game. For example you could have a lord in a 1,000 point game (provided the lord costs less than 250 points).
- Irresistable force is now also a miscast (and it's the only way to miscast). And the miscast table is horrible. I would not currently like to face the Ring of Hotek, or Pandaemonium, or Infernal Puppet until the army specific FAQ's come out.
There are loads (and I really mean loads) of other changes, but those are the ones that have stuck in my brain.
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Post by Kierons on Jun 22, 2010 17:27:15 GMT
All these changes actually make me want to buy the book.... I feel dirty already... Kieron
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