Warhammer Fantasy 8th Edition Changes

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Dana_Tillusz

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Warhammer Fantasy 8th Edition Changes
« on: July 31, 2010, 12:31:01 PM »
I've been playing FANTASY since 5th edition, and quit for a number of years when 7th was released. And I gotta say that 8TH is pulling me back in. This past week I spent my vacation on the lake inside the cottage devouring the new rule book instead of soaking up the rays.

Here are the biggest changes that have been made. From our friends at Gifts For Geeks: http://www.giftsforgeeks.org.uk/blog/?p=99

The Geek Guide to 8th Edition

The 8th edition rulebook sees some of the biggest changes on the Warhammer battlefield for the best part of a decade.  So here for my sanity here is a quick guide of the main rules changes.

Movement

    * Charges are now random; infantry now charge their movement rate plus 2d6”.
    * Cavalry and fliers roll 3d6” and choose the highest 2 rolls
    * You can now pre-measure before a charge
    * Charges must move straight forward, but are allowed one 90 degrees turn for free.  Attackers than align with the defenders.
    * March blocking works as before. However, the if you pass a Ld test you can march anyway
    * If you flee through an enemy unit or terrain you are not destroyed. Instead you take a dangerous terrain test like in 40k.

Magic

    * Wizard levels now add to your casting roll and do not generate power dice
    * Players can switch between casters at any time
    * Every magic phase your army generates 2d6 power dice. The highest roll is the number of dispel dice
    * Each wizard may generate an extra dispel/power die for the pool if they roll a 6. You may never have more than 12 power or dispel dice
    * You cast as before, but if your total is less than 3 you fail to cast. Bonuses do not affect this!
    * If you fail to cast a spell the wizard can not cast again this phase
    * Miscasts on a double 1 are gone. However, if you roll an irresistible force the spell is cast as in 7th ed and the caster suffers a miscast on a really nasty table!
    * Dispels work as before your wizards. Irresistible dispels do not cause a miscast
    * Wizards add their level to the dispell roll
    * Bound spells now need power dice to cast. You need to roll above its power level
    * If you cast your bound item or spell with irresistible force the item is destroyed. If the bound spell is casted as an innate ability the model cannot cast again
    * Wizards may use bound items or spells if you failed to cast a spell earlier, however, you do not add your magic level to the roll.

Shooting

    * The first two ranks of a unit may now fire
    * If a model is more than 50% obscured the shooting unit suffer cover modifiers.
    * Strength 1 attacks can now wound toughness 10 models (this applies to combat as well)
    * Models can take armour and invulnerable or regeneration saves. You can not have a ward and regeneration. Bad times for Dark Elf characters and plaguebearers! This also applies in combat.

Close Combat

    * Combat order is done on initiative. You no longer go first if you charge.
    * The second rank of infantry can now fight, but with only one attack.
    * Ranks are still counted in sets of 5. However, if you take a rank of 10 the third rank can also fight with 1 attack.
    * Combat results are done as 7th ed except for,  outnumber is gone, and your rank bonus is calculated on how many you outnumber your enemy by, up to a maximum of 3.You now receive +1 to your combat result on the turn you charge.
    * To negate the enemies rank bonus you require at least 10 models in the flank or rear.
    * If you outnumber the enemy in ranks you are stubborn (now called steadfast in combat). Infantry blocks are now extremely tough
    * You can now reform when defeated in combat. However, you must pass a leadership test that is modified by the amount you lost the break test by.

Special rules

    * Loads of new rules that models don’t exist for. Hmmm….
    * Templates no longer partial. Every model the template touches is hit.
    * Breath weapons are now one use only, however, you can use it in combat to get 2d6 hits at the strength of the weapon
    * Fast cavalry now have a vanguard rule which means they can move 12” before the battle begins. They cannot charge in the first turn
    * Flyers only move 10” but may march
    * Flying cavalry count as fast cavalry
    * Large targets are as before. However, if a battle standard or general is on a large target the range of their abilities is increased to 18”
    * Magic resistance now adds to your ward against magic. So magic resistance 1 adds 1 to your ward save against magical spells.
    * Fear has been toned down. It only affects close combat. When fighting a fear causing unit you must pass a Ld test or fight at Ws 1
    * Skirmishers no longer see 360 and they move as normal troops. However, they get unlimited reforms and may fire on the march
    * Terror causing creatures create fear in fear causing units. If you are charged by a terror causing unit you must pass a panic check or flee.
    * Bows may volley fire. This means half the models behind the first two ranks may fire
    * Scouts may now deploy up to 12” away of the enemy, but may not charge first turn
    * Battle standards now give all units re-rolls for all leadership tests

Troop Types

    * Things such as trolls, ogres and minotaurs now count as monstrous infantry. They now fight in ranks of three and can have up to 3 supporting attacks!
    * They also receive a stomp attack hit at their basic strength. This stomp attack always strikes last and is only for models in base to base contact with the enemy.
    * Cavalry charge with their movement plus 3D6” minus the lowest roll
    * Cavalry may also now assault buildings, but their mounts do not fight and they may not garrison a building
    * Monsters get 1d6 stomp attacks
    * Chariots are now not destroyed by high strength hits. They take wounds as normal

Weapons

    * Lots of changes due to the new special rules.
    * Main change is that using a combat weapon and shield and to the front does not add to your armour. It gives plus one to your invulnerable save instead

War Machines

    * When shooting at war machines the machine is hit not the crew
    * Guess ranges are gone. Now you can just point and shoot!

Terrain

There are now 16 pages of rules on terrain. In the new book the Warhammer battlefield is full of terrain. Here are the highlights;

    * If you march through terrain you generally have  to take a dangerous terrain check as on the current 40k rules. Chariots take 1d6 wounds.
    * Units in forests do not get the steadfast rule. However, lone infantry characters and skirmishers become stubborn in forests.
    * You may now march into buildings and charge them.
    * You can deploy warmachines in buildings. Otherwise most the rules for building are the same as in 7th ed.

The Battle

    * There are now 6 standard battles for Warhammer, which should spice things up
    * Each one of them states you have to have d6 plus 4 terrain pieces
    * To win you need to score over twice the amount of victory points your opponent has scored. Or it is a draw.
    * Victory conditions vary on the battle.
    * You now only score 25 points for capturing a standard.
    * You score a 50 point bonus if you defeat an enemy character with a champion.

The Army Composition

Along with all the rules changes affecting your army choice there are also the following limitations

    * Only up to 25% of your points total may be spent lords
    * Only up to 25% of your points may be spent on heroes
    * At least 25% of your points must be spent on core.
    * Up to 50% of your points can be spent on special and you can only have up to 3 of the same unit. Unless you play 3000 points or more then the limit is raised to 6
    * Up to 50% of your points can be spent on rare and you can only have up to 2 of the same unit. Unless you play 3000 points or more then the limit is raised to 4

This leaves the commander with many tough decisions. Big blocks on infantry are tough to kill. Lords are in limited by points, but not in number. Artillery are more accurate and shooting units more deadly. Monsters and ogre sized models are scary. While skirmishers/ fast cavalry are fast indeed!

As I say the only way to find out what works is in the field of battle!

« Last Edit: August 23, 2010, 07:39:14 PM by Dana_Tillusz »
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Dean Dodge

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Re: WARHAMMER FANTASY 8TH Edition Changes
« Reply #1 on: August 12, 2010, 09:41:41 PM »
GFood Summary. 8th is tons of fun. rolling mitfulls of dice every combat is the way to go.

Re: WARHAMMER FANTASY 8TH Edition Changes
« Reply #2 on: August 13, 2010, 07:29:46 PM »
I've played a handful of games with my brothers and we've found that these rules are pretty simple and fun, they don't unnecessarily bog the game down.  That and getting three miscasts in a row actually seems to be brutal in this version.
Howdy, I'm Carl :D !

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Jason Doan

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Re: Warhammer Fantasy 8th Edition Changes
« Reply #3 on: August 23, 2010, 09:11:22 AM »

Re: Warhammer Fantasy 8th Edition Changes
« Reply #4 on: August 23, 2010, 03:36:21 PM »
Hi guys,

I've been playing the 8th rules with my buddy Jon (don't worry, you'll meet us on the first league night). Anyway, we have been playing under 8th and I have a few things (rules-wise) to clarify before we actually get going:

Magic:
-each spell can ony be cast once each magic phase (please confirm/deny)
-each spell can only be selected once by each wizard (this does not count for army selection spells or loremasters)

Shooting:
-TLOS: if you can see it, you can shoot it, even if it's through trees or other terrain

weapons:
- are you sure shileds no longer bestow +1 to armor? I thought you still got it along with a 6+ parry (ward) save

Army composition:
- you say it's minimum 25% core and field a minimum 3 core units... Are you sure it's 3 core units and not 3 units total? I'm pretty sure I read that specifically and it just says 25% core, with a minimum of 3 units total (regardless of whether they are core, special or rare).

Thanks, just wanting to make sure we're on the same page.

Some of my views on 8th:
-great army composition rules
-great magic (and don't worry too much about the new miscast table, the other day we had 6 miscasts between 2 level 4 wizards in the game and it only resulted in a total of 2 wounds)
-steadfast rule makes core units the focus of the game, just like its supposed to be
-the army who loses all their wizards first is at a great disadvantage
- BSB allowing rerolls to any leadership based tests is incredibly powerful, and the benefits can be had from the back rank
-faster gameplay due to increased charge ranges and devastating spells
-TLOS is terrible and will inevitably cause an argument in almost every game you play... "but I can see his leg"...
 
« Last Edit: August 23, 2010, 03:38:02 PM by bradleighton »

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Dana_Tillusz

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Re: Warhammer Fantasy 8th Edition Changes
« Reply #5 on: August 23, 2010, 05:11:00 PM »
Magic:
-each spell can ony be cast once each magic phase (please confirm/deny)
Yes. This is confirmed. A wizard can only cast a spell he knows once per round.
-each spell can only be selected once by each wizard (this does not count for army selection spells or loremasters)
Each spell can be chosen once during the game. No wizard can have the same randomly determined spell, but as an exception, all wizards can chose the Signature Spell (usually the first spell) and there are no limits to how many wizards know that spell.

weapons:
- are you sure shileds no longer bestow +1 to armor? I thought you still got it along with a 6+ parry (ward) save
Shields do provide +1 to armour and a 6+Ward save if you have a regular hand weapon and are in close combat. The old rules gave you a +1 and bonus +1 if you had a Shield and HW (Save 5+), now its a Save 6+ and a ward save 6+ if you have a regular HW.

Shooting:
-TLOS: if you can see it, you can shoot it, even if it's through trees or other terrain
There will be shooting modifiers (soft or hard cover), but yes, looks like you can't hide your miniatures anymore. There was a rule at one time: if a model was 2" within a forest you couldn't see it. Looks like those rules are gone.

Army composition:
- you say it's minimum 25% core and field a minimum 3 core units... Are you sure it's 3 core units and not 3 units total? I'm pretty sure I read that specifically and it just says 25% core, with a minimum of 3 units total (regardless of whether they are core, special or rare).
3 units minimum--it doesn't matter if they are core, special or rare. As long as you make the percentages, you can build your army the way you want.
« Last Edit: August 23, 2010, 07:46:53 PM by Dana_Tillusz »
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Dana_Tillusz

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Re: Warhammer Fantasy 8th Edition Changes
« Reply #6 on: August 23, 2010, 07:32:59 PM »
Brad,

I was looking at my Giant last night and I was wondering if he is worth it anymore. Have you tried a giant out with your O&G army yet?
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Re: Warhammer Fantasy 8th Edition Changes
« Reply #7 on: August 24, 2010, 08:44:35 AM »
the giant is super fun but alot of points. It also has no armor, but high toughness. It works well protecting flanks and taking out characters (yell and bawl is awesome). I would use it in games vs. low strength opponents (like skaven, lizards or other OnG), but its bane is war machines (absolutely do not take it vs dwarves or empire- it usually dies within one or two hits). In 2500 points I would probably take one every time except vs. dwarves and empire

On the flip side, a similar unit, the hell pit abomination, is the absolute strongest unit in the game. I haven't played against someone who runs a T10 steam tank, but from the guys I've seen it is the most devastating, even after essentially losing terror in the new edition