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Panic tests from fleeing friends, terror tests, etc. are all 6" range now, instead of some being 6 and some being 4 as in the past.
Some Battle Standard Bearers can now take shields, it depends on the army book's wording.
Skirmishers and single characters can be march-blocked just like formed units.
Redirecting charges has been replaced by Enemy in the Way (which was supposed to simplify things, but didn't).
Units in close combat are Immune to Psychology, and so they won't take panic tests if a broken friendly unit flees through them, or if they are charged in the flank, etc.
Fleeing units go in a straight line. If that takes them through an enemy unit of US5+, the fleeing unit is destroyed. No more veering around the battlefield trying to avoid enemy units.
If a unit breaks its opponent in the first round of combat, and pursuit takes it into another combat that has not yet been resolved, the victorious unit can take part in that fight, and counts as charging. A unit can only fight twice in a single close combat phase, though.
And as Nosf. said, Immune to Psychology troops can now be affected by frenzy & stupidity.
Troops armed with hand weapon and shield get a +1 armor save 'parry bonus', but only to attacks from the front.
Vampire Counts have three 'necromancy' spells which a single caster may attempt multiple times in the same magic phase. All units in the VC army are now classified as undead.
All High Elves have the 'always strikes first' rule.
Dark Elves 'hate' all enemies.
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