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found this page that explains all the new rules for 7th edition. You guys think its real?
i think the rules are much better. except for the magic rulew hich ia all about power dice and such... (lizardmen player)
As a LM player as well i'm more concerned about the swarm rule more than anything else. I think the slann won't feel the effects of the dice thingy seeing as he generates extra dice on his own anyway.Originally Posted by Reflex
Yeah i think most of these rules are probably true though. We haven't got long to wait now so all this "are they real? are they not real?" questions will finally be laid to rest
Some of the rules changes are quite sensible (like deleting the Snaking formation), but there's a few I have a problem with:
The Miscast Table itself is a lot nastier and the wizards can actually die from a Miscast, with rather spectacular pyrotechnic effects.
This one, for obvious reasons, I have a serious beef about. In my experience, magic wasn't all that effective anyway, I can't understand why they've decided to nerf it even more. Most of the battles I've fought have ultimately been decided by combat anyway. Magic has only ever been a nuisance to the enemy.
The Enchanted Shield cannot be combined with magic armour.
This I don't like, there seems to be no logic to this rule, why can't you take a magic shield with magic armour? Does it apply to all magic shields or just the Enchanted shield?
Unbreakable has now a Swarm box-out, which makes swarms suffer extra wounds when losing a fight, much in the same way as Undead.
We can forget about using them as speed bumps anymore. So bearing in mind the generally high cost of swarms, what the heck are they going to bring to the field now? They can't screen, they're rubbish in combat, they're no good at flanking, they can't slow down heavy hitting units anymore. Just what is it that they can do?... :blink:
Grapeshot uses the flame template, has variable Strength (Artillery dice) and causes D3 wounds.
This one has me a bit confused. Flame template: fine. D3 wounds: bit harsh, but okay. Artillery dice of Strength?! :blink: What? Well I don't have my artillery dice with me right now, but I'm sure I've seen the numbers, 2, 4, 6, 8 and 10 on it. Strength 10 Grapeshot?! They can't be serious?
Hand weapon+shield extra pip of armour applies only when fighting to the front and not to the flanks/rear.
This one annoys me, they've obviously lost the plot completely when they thought this up. Are they assuming that when a unit is charged in the flank or rear that the troopers in the sides or back of the unit aren't going to turn around to fight the enemy? Just because the unit doesn't turn around, doesn't mean the men at the back won't when the enemy horsemen charge in! "Don't turn around lads, just wave your swords behind you and hope they go away..."
Although they've fixed a few problems, I'm still not impressed by some of the rules changes, which seem to have been changed for no reason at all. They're fixing some things that aren't even broken.
Last edited by Tzeentch Lord; August 8th, 2006 at 15:35.
"Peace, through superior firepower."
When I saw those rules I decided to never use snotlingswarms again. 3 wounds/base would mean that maybe three such bases would die per turn if facing a decent fullrank unit.
The powerdicerule means bad things for O&G as the lords have the IMO good spell-list( big waaagh) and the heroes would now sit around with powerdices that is for little waagh-use only. But nothing is for sure unitl the book comes...
A change in required frontage for units makes most unit boxes stupid as they are all in multiples of 4.
This is simply a clarification and applies only to the enchanted shield. The point being is you are only allowed to choose one item from each type (weapon, armour, amulet) per character. The enchanted shield being a common type item didn't fall into the armour section where all the other magic shields go.Originally Posted by Tzeentch Lord
For example, my orc lord has the armour of gork on which comes from the armour section but he can't take the ironskin shield because it is classed as armour as well. The point they are making is to clarify that the enchanted shield is armour rather than a commoni tem.
Helper monkey, bring me beer and donuts
I don't like these new rules that much, I agree that most are sensible, but magic has been toned down too little. People will have to change whole forces, especially LM, and magicians will not be so good. It's annoying but at least we have an advance warning :yes:
"Well... that hurt" - Vampire Jon Skellan (Mannfred's right hand man) after being beaten up, falling down an underground waterfall and being impaled by a stalactite.
Well, Mages can be a real pain in the ass if some of the rumours of the new Lores prove to be true.
Imagine a spell that inflicts a St6-8 hit to every Knight in a unit?
A spell that basically replicates the effects of the Brass Orb? (ie. forcing victims to take an Initiative test. Those who fail simply die)
Use Light, Beasts, Metal instead of Heavens
NecroLords: Use at least one Death Mage
Brets: Use Peasants&Damsels
Skaven: Don't use Skryre SAD