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Made in us
Pyromaniac Hellhound Pilot






Maryland, USA

So what did you all think of the "Special Features" section of the new WHF rulebook?  While I'm not sure if these where in 6th edition at all (not in the rule book but I never read WD much) but I felt the idea to be a nice touch;however, I feel most of them are useless, and the idea that control = unit within 12" gives a disadvantage twords more mobile armies, and still makes defensive armies have to rework plans to take advantage of them

Historic Landmark -- Free 100 pts for "Controling" it at the end of a battle isn't bad, though that means a whole unit has to miss a battle for me to get this 100pts?

Arcane Monolith -- One free Power Die and one free Dispell Die is nice, but again staticism issues.

Acropolis of Heroes -- The unit counts as outnumbering?  Well, I guess I can expect that unit to get shot, not charged.

Ancient Idol -- Now this one is accually somewhat useful, a reroll to rally fleeing units.  Unfortunatly I have to waste a unit to hold it the entire game.  Maybe I'll park some cannon there or something.

Fell Ruins -- +1 LD against fear or terror causing enemies for the unit in control...not so great; again, shooting is what they'll get, if anything at all.

Monument of Glory -- Controling unit hates all enemies?  They're gonna get shot, if anything at all.



Well my opinion is by far not an expert one, and you more experienced players might have other ideas, so share them here, as I'd like to believe they're not as bad as they seem.  

Codex: Soyuzki - A fluffy guidebook to my Astra Militarum subfaction. Now version 0.6!
Another way would be to simply slide the landraider sideways like a big slowed hovercraft full of eels. -pismakron
Sometimes a little murder is necessary in this hobby. -necrontyrOG

Out-of-the-loop from November 2010 - November 2017 so please excuse my ignorance!
 
   
Made in us
Longtime Dakkanaut






I was disappointed with those.  I expected more.

When 7th. ed first came out, I was so happy they didn't wreck the game that I was perhaps a little giddy. Now that I have had a couple months to play, however, I am starting to feel that the game has been dumbed down- a lot.

The special features are an example. There is very little substance to them, and nothing that a pair of players couldn't come up with on their own. Because they are in the rulebook, I suppose they are official. On the other hand, I had a guy tell me the other night that the 24" empty zone in the middle of the table was not required- it was just "an example" of how the terrain might be set up. (So I stuck a great big 2-level hill right at the center point of the table. Then I put a wood on top of it.)

Things I still like: the streamlining of flee/pursuit rules. The rewording of overrun so that only the charging unit can do it. The rebalancing of the magic lores. Fighting a second combat if you manage to pursue just right. Removing a fleeing unit that runs through a US-5 enemy. Handweapon & shield bonus applies to the front only. Rewording of charge to 'maximize the number of models in combat'.

Things I am missing more and more: redirecting charges. Characters within 5" of a unit safe from shooting. Characters & skirmishers that are never march-blocked. Ranks of only four models. Swarms that don't crumble.

It seems that many of the core rules which allowed flexibility and nuanced play have been removed. No doubt this was done in order to make the game simpler, but I think it will be detrimental in the long run.  Personally, I think any abuses should have been addressed in the new army books, since most of those abuses were made possible by rules in the old army books.


He's got a mind like a steel trap. By which I mean it can only hold one idea at a time;
it latches on to the first idea to come along, good or bad; and it takes strenuous effort with a crowbar to make it let go.
 
   
Made in us
Pyromaniac Hellhound Pilot






Maryland, USA

Well, I feel 7th isn't far dumbed down at all, really. The special features while not so hot where a start, hopefully that goes further and better.

Didn't notice redirecting charges where out...do they automaticly fail the charge now if they can't reach the intended target?

I don't remember reading that skirmishers can be marched blocked, though I don't remember that they CAN'T be marched blocked either...

Overall I'm satisfied with the rules. No doubt I missed the "So how about dem new rules" thread that was probobly out the first week the new rulebook came out; I don't feel like digging for it, really, and I don't want to derail and scatter this thread so if talking about the new rules is cool, maybe one of us should make a new thread. (Make the mods slightly happier).

Codex: Soyuzki - A fluffy guidebook to my Astra Militarum subfaction. Now version 0.6!
Another way would be to simply slide the landraider sideways like a big slowed hovercraft full of eels. -pismakron
Sometimes a little murder is necessary in this hobby. -necrontyrOG

Out-of-the-loop from November 2010 - November 2017 so please excuse my ignorance!
 
   
 
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