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Made in gb
Ambitious Space Wolves Initiate




Kingston-Upon-Hull

After a quick read-through the new edition of fantasy. A few of the biggest changes are:


MOVEMENT

Pre-measuring distances can be done at anytime.

Perform manoeuvres,
• march doubles basic movement (though heavy cavalry cannot),
• wheel as normal
• side step (move unit to the side at half of your basic movement)

Charging
• Basic movement + 2d6 to charge meaning dwarfs can now charge 15” !!!
• Charges are moved in the order the player wants


SHOOTING

Everyone shoots in 2 ranks and being on a hill doesn’t give you any additional ranks.

Blocks of bowmen with can now perform volley fire.
• Everyone fires in 2 ranks, the 3rd and 4th (and so on) fire at half there number.
• 40 Goblin archers (10 wide by 4 deep) can fire 30 Shoot bow shots
• Short Bow (Range 18” now)

No guess weapons you just place the cannon (before artillery dice), down and then work out distance bounced etc as normal rules.


MAGIC

Power Dice Poll, roll 2D6 that results in 5 and a 6 (Totals 11 Power Dice)
Dispel Dice Pool, the highest of the two dice.

Can only hold 12 power dice at one time,

No limit to the number of Power Dice that you can roll.

Wizards add their magic level to the dice roll.

Miscasts are only on Irresistible Force (Double 6), spell worked out as normal.
Afterwards the Wizard at best will loss D3 power levels, Worst goes pop with large blast template.

Army lists with wizards need to have written into them what Magic Lore they are taking.
Stops those tournament players changing from lore to lore each game.

All magic spells have attributes which are to either make it easier to cast spells or have a restrictions.

Fire Attribute If the target unit is already on fire (from another spell), you get an additional +D3 to the casting roll

Beast Attribute If the target is a beast unit or mounted upon beasts (warhorses, beastmen, etc) then its -1 to be cast



COMBAT

All worked out on Initiative order, charging units only get +1 to combat resolution.

No out numbering that causes you to auto flee from fear causing creatures.

Great weapons always strike last though are still +2 strength, even for cavalry models.

Every one fights in 2 ranks, however only get 1 attack regardless of actual number of attacks. Mounted models only the riders do as the mounts can’t get though other mounts.

Spears allow the unit to fight in 3 ranks.

10 model wide unit, can fight in additional rank.

Meaning 40 Goblins (in its basic form, Command group, etc) armed with spears, 10 wide by 4 deep,
• 20 attacks (fights in 2 ranks),
• +10 attacks for spears,
• +10 attacks for 10 models wide.
Totals 40 attacks


+1 Armour save is no longer gained through having a Hand weapon and Shield. You now gain 6+ Ward save

You only get 1 Armour save AND 1 Ward save. Not an Armour, Ward and a Regenerate Save!!


I know theres a lot of what other sites have put up previously but this is just what I picked up after playing the Introduction game in store.

Empire (Though it is a Horde army its got the warmachines and firepower too) and Horde armies (lots of infantry) are looking to be on the rise as these will win a lot more games.

 
   
Made in eu
Infiltrating Broodlord





Mordheim/Germany

I don't quite grasp the magic system, thanks for the confirmation, though.

Greets
Schepp himself

40k:
Fantasy: Skaven, Vampires  
   
Made in ca
Elite Tyranid Warrior



Ontario

Wow, looks like I am going to have to learn a lot of new rules. 40k is going simpler, fantasy seems to be getting more complex.
   
Made in de
Been Around the Block






So, there will be much armripping from models equipped with Handweapons.
   
Made in us
Regular Dakkanaut




A big change you may want to include is that if you have a hand weapon and a "special weapon" (spear, halberd, etc) you MUST use the special weapon. So you will only ever be able to get the parry save if you have a hand weapon/shield combo and nothing more. I think a lot of people are going to overlook that rule.

This message was edited 1 time. Last update was at 2010/06/17 13:47:46


 
   
Made in es
Martial Arts SAS





Pamplona, Spain

I thought heavy cavalry was finally allowed to march. That sucks. Now I don't know what army grow, my 5ed Wood Elves or my 6ed WoC LOL


 
   
Made in us
Giggling Nurgling





Where does it say Heavy Cav cannot march? There is no longer a heavy cavalry classification. Cavalry with barding has a reduced movement but it can still march.

Unless I'm missing something, but I looked under cavalry, marching and barding.

Mike Majors
Warlord Games North American Sales Manger
 
   
Made in us
Fickle Fury of Chaos



San Lorenzo, CA

Pappa Shango wrote:


Can only hold 12 power dice at one time,

No limit to the number of Power Dice that you can roll.


COMBAT

Every one fights in 2 ranks, however only get 1 attack regardless of actual number of attacks. Mounted models only the riders do as the mounts can’t get though other mounts.

Spears allow the unit to fight in 3 ranks.

10 model wide unit, can fight in additional rank.

Meaning 40 Goblins (in its basic form, Command group, etc) armed with spears, 10 wide by 4 deep,
• 20 attacks (fights in 2 ranks),
• +10 attacks for spears,
• +10 attacks for 10 models wide.
Totals 40 attacks


You can only roll a maximum of 6 dice to cast or dispell a spell. Dispell scrolls work the same as before.

The 12 dice limit is the same for dispell dice.

Fighting in extra ranks for spears and horde only count if you don't charge. Good on the defense but not the attack.

The maximum armour save is 1+, no 0 or -1 saves.

Didn't see that heavy cav or Chariots(!) can't march. Humm, chariots....

-K

This message was edited 1 time. Last update was at 2010/06/17 16:13:51


Lurking & Posting since 1997.

 
   
Made in gb
Servoarm Flailing Magos





If heavy cav can't march then my empire army is screwed.

Oh and the cannon rules make it too easy for a cannon to kill stuff. And I am an empire player saying this.

Random charge= bad too.
Would rather stick to reliable double regular movement.

"Praise Be To The Omissiah!"

"Three things make the Empire great: Faith, Steel and Gunpowder!"

Azarath Metrion Zinthos

Expect my posts to have a bazillion edits. I miss out letters, words, sometimes even entire sentences in my points and posts.

Come at me Heretic. 
   
Made in ca
Elite Tyranid Warrior



Ontario

Yes but now you either keep it safe and get up close before charging or you take the chance and possibly take a charge.
   
Made in gb
Servoarm Flailing Magos





@OP
Could you outline the differences in failed charges please?

"Praise Be To The Omissiah!"

"Three things make the Empire great: Faith, Steel and Gunpowder!"

Azarath Metrion Zinthos

Expect my posts to have a bazillion edits. I miss out letters, words, sometimes even entire sentences in my points and posts.

Come at me Heretic. 
   
Made in us
Hunter with Harpoon Laucher




Castle Clarkenstein

VikingScott wrote:If heavy cav can't march then my empire army is screwed.

Oh and the cannon rules make it too easy for a cannon to kill stuff. And I am an empire player saying this.

Random charge= bad too.
Would rather stick to reliable double regular movement.


Cav can march. No change.

Charge distance isn't nearly as random as people make it out to be. You can premeasure and know exactly how far away you are, and you get your normal move plus 2d6. So it comes down to making a decision if the 2d6 is going to make up the difference between your normal move and the total distance.

It also means your opponent doesn't know if you can get the charge off. Needing to roll a 10 is a big risk, but do you put that unit of archers that close, just in case he can actually do it? The game is less chess, and more about taking risks and planning around the risks.

....and lo!.....The Age of Sigmar came to an end when Saint Veetock and his hamster legions smote the false Sigmar and destroyed the bubbleverse and lead the true believers back to the Old World.
 
   
Made in gb
Servoarm Flailing Magos





mikhaila wrote:
VikingScott wrote:If heavy cav can't march then my empire army is screwed.

Oh and the cannon rules make it too easy for a cannon to kill stuff. And I am an empire player saying this.

Random charge= bad too.
Would rather stick to reliable double regular movement.


Cav can march. No change.

Charge distance isn't nearly as random as people make it out to be. You can premeasure and know exactly how far away you are, and you get your normal move plus 2d6. So it comes down to making a decision if the 2d6 is going to make up the difference between your normal move and the total distance.

It also means your opponent doesn't know if you can get the charge off. Needing to roll a 10 is a big risk, but do you put that unit of archers that close, just in case he can actually do it? The game is less chess, and more about taking risks and planning around the risks.


I forgot about the premeasuring. Thanks for the reminder.

And now i think about it i guess i agree with you.

Do you have the 8th rulebook? If you do can you tell me if there is any differences with failed charges?

"Praise Be To The Omissiah!"

"Three things make the Empire great: Faith, Steel and Gunpowder!"

Azarath Metrion Zinthos

Expect my posts to have a bazillion edits. I miss out letters, words, sometimes even entire sentences in my points and posts.

Come at me Heretic. 
   
Made in us
[DCM]
Longtime Dakkanaut






In da Mekshop

These changes sound interesting. Makes me glad I'm only really looking at starting Fantasy now, so I won't be confused about any older rules.

Considering that I am going to be playing Orcs and Gobbos, a lot of these rules are really making me rethink how I want to arm my troops. A 40-strong speargobbo unit wouldn't be too expensive to have and would be intimidating to charge because of all those attacks. Attackin in Initiative order wouldn't be as negative a change if you just hold and let the enemy hit you - then they have to survive 30 to 40 something attacks back. Yeah, they're gobbo attacks, but even at 30+ attacks you'll do something.

-GrimTeef-
Proud mod of The-Waaagh forum and Vice-President of the Brian Nelson is a Sculpting God Club 
   
Made in ca
Elite Tyranid Warrior



Ontario

From what I remember it is still the same. I ment if you fail you are that much closer and more likely to get charged.
   
Made in ca
Elusive Dryad




VikingScott wrote:Do you have the 8th rulebook? If you do can you tell me if there is any differences with failed charges?


Failed charges only move as far as the best dice you rolled for your charge distance. So cav who roll 3 dice and discard the lowest can make it only 1" on a failed charge.

"Like a sniper using bollocks for amunition" 
   
Made in us
Regular Dakkanaut





Pappa Shango wrote:After a quick read-through the new edition of fantasy. A few of the biggest changes are:

COMBAT

...however only get 1 attack regardless of actual number of attacks...



How does this work with special rules i.e...

* Do you still get +1 attack from fighting w/ two wpns?
* Do characters/champions still get their two attacks (if in their profile)?
* Do magic items that give +1 attacks still work?
   
Made in ca
Elusive Dryad




Sheck2 wrote:How does this work with special rules i.e...

* Do you still get +1 attack from fighting w/ two wpns?
* Do characters/champions still get their two attacks (if in their profile)?
* Do magic items that give +1 attacks still work?


It was badly worded in the OP.

The front rank still gets all of its attacks. All ranks after the first only get 1 attack, no bonus for an extra hand weapon or having more base attacks.

"Like a sniper using bollocks for amunition" 
   
Made in us
Dakka Veteran




Lexington, KY

6+ always wounds, regardless of S and T. Noticed that flipping through the book last night.

Stop trolling us so Lowinor and I can go back to beating each other's faces in. -pretre 
   
Made in us
[SWAP SHOP MOD]
Barpharanges






Limbo

Question, since I haven't had a chance to see the new book yet:

Is the rumored change that ASF + Higher Initiative lets you re-roll "To-Hits" confirmed?

DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

Remember to follow the Swap Shop Rules and Guidelines! 
   
Made in gb
Potent Possessed Daemonvessel






Pappa Shango wrote:
Pre-measuring distances can be done at anytime.


Well there goes the neighbourhood.
   
Made in us
Storm Trooper with Maglight





Ellicott City, MD

So the only benefit to charging now is a +1 on the combat res? Someone confirm this for me? Because if so, frankly charging becomes all but worthless, especially with two large blocks fighting.

Undead are getting screwed big time by this change.

Vonjankmon
Death Korp of Krieg
Dark Angels 
   
Made in gb
Fixture of Dakka






Sheffield, UK

What happens if you fail a charge? How far do you move? Can you charge if you are 'clearly' out of range?

Spain in Flames: Flames of War (Spanish Civil War 1936-39) Flames of War: Czechs and Slovaks (WWI & WWII) Sheffield & Rotherham Wargames Club

"I'm cancelling you, I'm cancelling you out of shame like my subscription to White Dwarf." - Mark Corrigan: Peep Show
 
   
Made in us
Consigned to the Grim Darkness





USA

Huh, I might get into WFB with these changes. Looks promising...

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
[SWAP SHOP MOD]
Barpharanges






Limbo

George Spiggott wrote:What happens if you fail a charge? How far do you move? Can you charge if you are 'clearly' out of range?


You move merely the highest of the 2D6 that you rolled, I believe.

DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

Remember to follow the Swap Shop Rules and Guidelines! 
   
Made in us
Giggling Nurgling





Yes,

ASF + Higher initiative WILL let you re-roll misses.

This message was edited 1 time. Last update was at 2010/06/17 20:27:11


Mike Majors
Warlord Games North American Sales Manger
 
   
Made in us
[SWAP SHOP MOD]
Barpharanges






Limbo

Thanks for the confirmation, Oxfordseth.

DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

Remember to follow the Swap Shop Rules and Guidelines! 
   
Made in us
Longtime Dakkanaut




GrimTeef wrote:These changes sound interesting. Makes me glad I'm only really looking at starting Fantasy now, so I won't be confused about any older rules.

Considering that I am going to be playing Orcs and Gobbos, a lot of these rules are really making me rethink how I want to arm my troops. A 40-strong speargobbo unit wouldn't be too expensive to have and would be intimidating to charge because of all those attacks. Attackin in Initiative order wouldn't be as negative a change if you just hold and let the enemy hit you - then they have to survive 30 to 40 something attacks back. Yeah, they're gobbo attacks, but even at 30+ attacks you'll do something.
Just a heads up not to believe it as much "cheese" as other people make it out to be. 40 Spear attacks = 20 hits, 10 wounds, 5.5 (so about 6) wounds after saves, on a WS<4, T3, Light Armor / Shield unit (when you include Parry too). It's... not that much of a good thing. It's decent considering you just doubled the wounds from last edition, but after a few trial runs most enemies won't fear it barring you being a dice demon (Yes, I am still pissed that my long range skirmishing character in hard cover was hit no less than seven times and wounded five by 12 handgunner shots).
   
Made in us
Fickle Fury of Chaos



San Lorenzo, CA

Failed charge = Move the Lowest die rolled. There is an example in the book showing this.

ASF = If Initiative is equal to or higher than opponent, then re-roll failed to hit rolls. If both sides have ASF, then go at Initiative, and if Initiative is the same, they strike at the same time.

-K

Lurking & Posting since 1997.

 
   
Made in us
Nasty Nob on a Boar





Galveston County

Would someone just tell me if my TK chariot army just got shafted or not? Man, I need to get a hold of that book...

No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
 
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