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Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Not really completely about tactics. But what has everyone found in their test games so far?

A couple from my first try out of the new rules from a 1000pt beastmen vs. chaos warriors game (the lists were a little illegal, he had 6 chaos ogres, I had 6 minotaurs so we both exceeded the special allotment).

#1 Assaulting chaos warriors in a building, not a very good idea. I ran in with 6 minotaurs, who had just finished eating some chaos ogres. After looking up the rules for buildings 10 chaos warriors (including the exalted hero) got all their attacks and killed 3 of the 6, no impact hit's, no pluses for charges meant that I did some damage back but still ended up breaking.

#2 Chaos ogre's, at least ones with additional hand weapons, and probably even ones with great weapons, still suck.

#3 Still don't really like the new beasts magic, book lore's here I come.

This message was edited 2 times. Last update was at 2010/06/24 15:33:44


 
   
Made in gb
Proud Phantom Titan







Stand and shoot is great in this edtion. Pistols and anything else with quickdraw(? something like that) can shoot and hit even if the enemy is out of (inside) range ^_^. All My cygor are getting throwing axes 2pts each and Str5 ... make people think twice about charging them.

This message was edited 1 time. Last update was at 2010/06/24 20:59:18


 
   
Made in us
Squishy Squig





Colorado

Hey I acually found out that your alotment for special units is up to fifty percent of your armies points, all non-standard base models are listed as having stomp attack which meant the ogres and Minotaurs got that attack. And the chaos ogres that I used where six strong with a big mutant and they all had two hand weapons and chaos armour and yes as they where they fell flat (should probadly run with great weapons). Oh and also monsters units in the second rank can get off three attacks (I know that my second rank of ogres where rolling four... ) and I don't know if you knew but they have new rules for terrain.

The information I've learned since our game all came from the white dwarf on the new edition.

Hive Fleet Hydra-2000
Unger's Grimzag Boyz-4500
Kabal of the Fatal Blade-1500
Salamanders 4th Company-1500

The Obsidian Legion(WoC)-2000  
   
Made in us
Snord




NC, USA

Played a few games now with 8th ed now - it's definately interesting. Couple observations I've noticed:

1. That random charge can be a kiler, especially if you go short or go long. A dragonmage was 14" away from one of my doomwheels (which had just killed his general on moon dragon or whatever), declared a charge and rolled 1,1,2 for his charge distance. Failed charge. Wow.

2. The magic phase, although random based on the dice, can be pretty devastating depending on what lores or army your facing. Army specific lores benefited the most I think, as we figured it out you could reliably get Tzeentch's Infernal Gateway off with 3 dice from a Lvl 4 mage. Lore of beasts - wow - get that big spell off and it's insane! Turn 2 a unit of 5 seaguard and a Lvl 1 mage charge into a big unit of rat ogres - gets the spell off irresistably to turn into the Fire Dragon. I couldn't get the spell dispelled over 4 turns, so the dragon proceeded to eat the rat ogres, a full unit of clanrats, and half my generals stormvermin unit. Figure this into it was a double dragon High Elf list to start with - very, very nasty.

3. Shooting - yes you can shoot more in ranks and with big units, but I think it's more of your still hampered by the Str 3. People keep raving about putting 50 shots downrange with big units of archers, but I think it's not as deadly as everyone makes it out to be.

4. PDFs/Errata. I will be very curious to see what the changes are, as thunderstomp and some of the other special rules need to be spelled out for which units. We wargamed a Hydra charging into combat - 7 attacks from the Hydra, 6 from the handlers, breath weapon 2d6, thunderstomp for d6 - not too bad. Giants - same way. Doomwheel - dunno.

5. Combat. Like the rule changes, as well as being able to wound anything on a 6 now. It gets a little tedious when your talking about different frontages and second rank attacking, but it's still not too bad. BSBs are almost a mandatory choice now with the rerolls for break and for LD tests.

6. Movement - much more simplified - eliminates alot of the problems previously, but the reform on a successful LD test makes the baiting and charging much more difficult.
   
Made in us
Stoic Grail Knight



Houston, Texas

The spell he got off irresistably? Im guessing he rolled good on the loss of control chart?

4 turns to dispell? why didnt you just throw a brick at it, is still irresistable dispell, or did you just have horrible luck.

I still dont know how i feel about cheap level one wizards being able to throw a brick of dice at a super spell and getting irresistable force... Just seems really cheesy in my mind.

My 75 point level one wizard turns into a unit that cost around 400 points!

Also ill be taking the scroll of blow the hell out a wizards that try that in just about every list. They throw six dice at it and have to roll six dice, any 5's or 6's that pop up deal a wound. Real easy way to pop that 2 wound lvl 1.

This message was edited 1 time. Last update was at 2010/06/29 15:17:49


Daemons-
Bretonnia-
Orcs n' Goblins-  
   
Made in us
Dakka Veteran




Los Angeles, CA

Yea, the scroll o wounds does just about nothing to stop the dragon guy.

Though I did try just what mattbranb mentioned with my lvl4 in a game and missed it (opponent dispelled) and got my wizard messed up as a result. Its fun but not to be relied on as anything except a last resort.

Call me The Master of Strategy

Warhammer
Army Strategy
Unit Strategy 
   
Made in us
Snord




NC, USA

Yeah I kept having bad luck throwing 6 dice at it and couldn't get a combined 20. Or an irresistable. But yeah - it's an interesting tactic, using a Lvl 1 like that.

The miscast table is pretty harsh though - but the magic is strong enough that it balances out the risk.

Agree the scroll will somehow be fit into my list, especially if someone is running a Slann and decides to go uber casty.
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant



In ur gaem, killin ur doodz.

6 dice to get a double 6 is like 25% of the time. So you're going to go through some pretty tough rough streaks.

I just REALLY hope that the magic isn't amazingly game breaking. I remember the purple sun of Xerus just being a game winner if it went off on turn one. in 3rd ed.

I refuse to play against that.


Automatically Appended Next Post:
seriously I still have nightmares


Automatically Appended Next Post:
like when you're being chased by a clown, and your legs won't move.


Automatically Appended Next Post:
only this is of my chaos dwarfs being chased by a giant purple cloud, and their legs won't move.


Automatically Appended Next Post:
this particular string is so much funnier when it's post whoring. but I think you get the point.

This message was edited 4 times. Last update was at 2010/06/29 18:36:13


Malleus wrote:The swordsmen will tar pit nearly anything nearly forever (definitely long enough for the old tank in the flank prank).

 
   
Made in us
Hellacious Havoc





Houston, Texas

Lessons I've learned so far with my Dark Elves:

Scenarios: The "king of the hill" scenario with the building in the middle is fun. Get to the building ASAP and either occupy or start killing who ever is in there by turn 2 or 3. I waited till turn 4 to start and I couldn't take down enough. Also remember only one unit can be assaulting the building at a time and make sure you have at least one combat character in there.

Magic: Nasty. Do not underestimate lvl 2's and fear a lvl 4. They're gonna be able to get any spell off if you let them. Save your dice for that level 4 to shut them down.

Combat: Frenzied and units with hatred are nasty. They changed up the pursuing rules so be aware. My corsairs combined with a slice'n'dice assassin can take down almost any unit. Especially if I slap Cauldron's killing blow or +1 attack.

INITIATIVE!!!: Huge. Always ask questions about your opponents' units' stat lines for number of attacks and initiative prior to issuing charges. Nothing like 10x Knights Inner Circle getting pimped slapped by 18x Warriors of Khorne.

Artillery: No more 4+ partials. A shot on target will demolish your plans to get your beefcake into combat. Saw a hellcannon do wonders like never before.
   
Made in gb
Servoarm Flailing Magos





I don't like the terrain changes.

Most other changes are so-so imo.

Will be playing Fantasy less.

"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
Irked Necron Immortal





Florida

One thing i really enjoy is being able to field all the "walking Weapons" in the skaven army...just buy 15 pt Warlocks /w no magic, load em up with weapons such as doomrockets and brass orbs, and throw them at the enemy. Couldnt do that in previous editions since precious slots were taken by the mandatory heroes such as BSB and plaguepriest and so forth.

Also, taking 4+ war machines in 2000pts plus 180 rats is very, very scary

15000 - Tyranids
4000 - Skaven
1500 - Dark Eldar
2500 - Daemons
1500 - Necrons  
   
Made in de
Stalwart Veteran Guard Sergeant




Essen, Ruhr

ShivanAngel wrote:
My 75 point level one wizard turns into a unit that cost around 400 points!


Would he not need to be incredibly lucky to get the spell in the first place?


Also ill be taking the scroll of blow the hell out a wizards that try that in just about every list. They throw six dice at it and have to roll six dice, any 5's or 6's that pop up deal a wound. Real easy way to pop that 2 wound lvl 1.


I gather that the effects only apply after he's transformed, so it's likely he won't die. There's also the chance that you're losing magic levels from a miscast - not good. You might get a dragon but if that means losing your mages, it might not be worth it.

"Whenever the literary German dives into a sentence, that is the last you are going to see of him till he emerges on the other side of the Atlantic with his verb in his mouth." S. L. Clemens

All hail Ollanius Pius! 
   
Made in us
Snord




NC, USA

The nice piece (if your playing against them) with that lore of beast spell is that the wounds carry over, so if the Lvl 1 gets it off, takes 3 wounds or so and then the spell is dispelled normally, he dies. Makes that feedback scroll thing look better and better.
   
 
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