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Forgive me if this is not the proper place, but I just wanted to open a discussion about what I saw at Games Day today in terms of the new 7th edition rulebook. I had a good 10-15 minute read of the hardcover rulebook due out later this year, mostly skimming to locate any glaring changes, trying to put to rest some rumours. Here's what I found:
Great weapons unchanged for on-foot
Great weapons are +1S for cavalry
Pistols may no longer shoot in close combat but instead count as hand weapons.
braces of pistols are now in the weapon list and count as pistols with 2 shots.
Spears, lances, flails, halberds were all unchanged.
Alleged minimum charge range for lances to be effective was not listed in the weapon section.
extra armour in CC for hand weapon - shield combo is still there, no WS 4 requirement as rumoured.
No noticed changes to missile weapons.
COMBATI did not find any reference to fast cav no longer removing rank bonuses.
BSB does indeed stack with unit standards now.
Units must be five wide for ranks.
Break Tests have the Insane Courage rule, so you always pass on double ones, no matter combat resolution.
Fleeing units MUST flee directly away from the unit with the highest unit strength in close combat and if they intersect any enemy, the fleeing unit is destroyed.
The miscast table is fantastic. It ranges from:2: Caster dies and every model in base takes a S10 hit (don't quote me on this one)7: Caster takes a S2 hit, no armour.12: Spell goes off at irresistable force but caster forgets it for rest of game.Lore of Fire, the 18" line spell now causes panic. The Wall of Fire is a Fireball vs. 360 degree line of sight units (read: skirmishers).
Lore of Metal The Burning Iron spell now climbs the ladder all the way up to a S7 vs Armour 2+, and it ignores armour saves.
Lore of Life Stone got moved to the 6 slot and now does D6 S5 hits, S6 if in terrain. Similar to the woods one... D6 S3 hits, S4 if in terrain. Rain Lord is in the 5 slot. Many of the spells now require line of sight. There is a new spell that restores wounds.
Lore of Shadow The 6 spell now forces an Initiative test or dies for the models.
Lore of Beasts Bear's Anger is spell number one! There were lots of changes here.
Lore of Heavens as rumoured, second sign is now the second spell. A new spell was added to give a unit a 4+ ward vs shooting.
I didn't get to check out Death or Light.
I ran out of time, so I didn't verify the 'use your own dice' rule.
I was unable to verify the accuracy of the skirmish rumours.
All in all, it looks like the game was just cleaned up a little... Magic looks more interesting than ever, and those miscasts are going to be BRUTAL. The combat resolution, fleeing and 'crossfire' rules will speed things up, and the book looks fantastic. I can't believe how effective fast cav are going to be now that they can crossfire.
I apologize if this has all been said before, I just thought that reading through the book deserved a new post...
Just to add I didn't see anything in the skirmishers section about them not being march blocked, so it seems like it is the case now that they can be march blocked.
What do you mean by "crossfire"?
Wood Elves 2/0/1
Orcs & Goblins 0/1/0
Next Army - Tomb Kings
I like the insane courage rule though I imagine there will be many a Brettonian player lamenting this rule. :cry:
I'm not sure what it's called in the new edition, but I'll explain how it works. Just remember I didn't have time to read every detail.
When a unit flees for any reason, it moves directly away from the source of the test. If in combat, that would be the unit with the highest US that it was facing. Roll the dice to see how far the unit runs, and how far the enemy pursues as normal.
Here's the crossfire part: Draw a line straight back from either side of your fleeing unit equal to the distance that you rolled. This is the area your fleeing unit is fleeing through. If there are ANY enemy models even PARTIALLY in that area, your fleeing unit is wiped out completely and removed from the game.
A side note I just remembered... if your fleeing takes you into a friendly unit, and your distance rolled is not enough to clear the unit, the fleeing unit keeps moving to just the other side of that unit.
I will openly mock any Bretonnians complaining about anything in the new rules... I can't imagine any army that got a bigger advantage than the Brets. They might have suffered a nerf to their Questing Knights and Magic (so did everyone) but the Lance Formation is insanely strong now... you get a rank bonus with three models instead of five... a much bigger advantage than three versus four. Essentially, anything the Bretonnians need to charge at got more expensive to hold ranks, and now The Bretonnian Lance can get even heavier since you can stack your BSB with a unit standard!
Insane Courage will only come into play one time out of thirty six, unless you're a lizard player, in which case it's a lofty 2.7 times out of thirty six... Don't worry too much about it.
Hmmm. My Dark Elf playing opponents are going to love the crossfire rule.
Admitedly now that I have read this I am now seriously considering buying a second unit of Marauder horsemen for my chaos army.
Seriously though, you're right... Fast Cav is a whole lot sicker...but then, so is angleing your infantry blocks so that the flee results of your enemies point towards your other guys...
True. This rule is going to make things a lot more interesting as well as forcing players to get to grips with tactics very early on. All in all a good thing. :yes:Originally Posted by version9
Some changes to what I reported, thanks to Tigerstrike:
Lore of Life
4+ Mistress of the Marsh (now requires line of sight)
6+ Master of the Wood (D6 S4, S5 if in woods, req. line of sight)
6+ (?) New heal spell
?+ Howler Wind
?+ Rain Lord (soaked gunpower units now have -2 to shoot)
8+ Master of Stone (D6 S5, S6 if on stone, req. line of sight)
please remember! All this is rumour .
Hmm, interesting but i am truely not believing any of the rumours or what, till i read it with my own eyes.
But if the magic rules for the lore of life spells have been weakened again this just good, if its just d6 hits instead of 2d6 this is a disapointment lore of life if the 2nd most effective lore IMO in the game if they keep up with this it soon will be a dead lore for good.