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Made in gb
Armored Iron Breaker





United Kingdom

I unfortunately have not read the new WFB rulebook and seen the new rules or even know the main changes to the previous volume could some one please shine some light to highlight the changes. thx

Spacewolves: 1850pts
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Barpharanges






Limbo

If you scrounge around the archives from the last 2 months you'll find at least 2-3 threads of heavy discussion of the changes.

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Armored Iron Breaker





United Kingdom

i know at GW online there are some topics any other sites?

Spacewolves: 1850pts
Darkeldar: 1850pts
Dwarfs: 2400pts

 
   
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Stoic Grail Knight



Houston, Texas

google

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Fixture of Dakka






San Jose, CA

GoDz KI11JOY x wrote:i know at GW online there are some topics any other sites?
It's a 500 page tome, with nearly 200 pages of actual rules. Hard to concisely summarize.... A number of differences were discussed in this thread.

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Stoic Grail Knight



Houston, Texas

Also asking for a huge summary of the rulebook is a big no-no... Could get this site in trouble for copyright junk.

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Armored Iron Breaker





United Kingdom

as the GW.com it shows some "snipettes" of the rules i guess i am too lazy to go read it myself even so i knew that basically copying a giant section of the rules is illegal but asking for basically a post saying "magic has totally changed so forget all you know" would that be too much of a problem but still i see how it could seem like illegal copyright


Automatically Appended Next Post:
thanks for the link that is what i expected from this thread not a giant section of how things work...

This message was edited 1 time. Last update was at 2010/07/29 16:34:00


Spacewolves: 1850pts
Darkeldar: 1850pts
Dwarfs: 2400pts

 
   
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Trustworthy Shas'vre






Dorset, UK

ShivanAngel wrote:Also asking for a huge summary of the rulebook is a big no-no... Could get this site in trouble for copyright junk.


Technically he wasn't asking for a "huge summary" he was just asking for a highlight on some of the bigger changes in the new rules such as if Magic has been changed.
   
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Fixture of Dakka






Arlington, Texas

Why are those two usernames so freakishly similar?

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Stoic Grail Knight



Houston, Texas

Cannerus_The_Unbearable wrote:Why are those two usernames so freakishly similar?


was wondering the same thing.

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Dankhold Troggoth






Shadeglass Maze

This has been discussed quite a bit... but here's something I typed up for a similar thread (a little bit out of date, now, since it mentions errattas coming out that are already out now!)

(Off-topic: Clearly, the OP and buzzsaw know each other, they list each other as "known users" in their profiles. So the name similarity makes sense)

-------------------------

...artillery and magic are really scary now. However, larger units are viable, and I'm certainly hoping that most people don't take that much artillery like listed above!

Main changes:
-You don't lose your ranks if flanked by monsters/calvary/any unit without a second rank (although of course calvary could get a rank, but it'd be expensive)
-Units are stubborn if they have more ranks than their opponent in close combat (meaning roll leadership test on their normal value, rather than with negative modifiers)
-BSB is a radius effect for all leadership tests now, so very good
-Monstrous infantry get full attacks from second rank, and can get a rank at only 3 wide. They also get an extra strikes last "stomp" attack
-Variable charge distance (movement value, say 5 for elves, plus 2D6)
-You can premeasure everything. Templates are no longer guess range, you just place it then roll for scatter
-True LOS, but even though you can see troops now, they give to hit modifiers for those behind them (so -2 to hit a unit behind another unit, plus probably another -1 for long range).
-Shooting in two ranks as well, plus a bonus for bows (I think half of each additional rank after the 2nd can also shoot)
-No more "outnumber" bonus in close combat
-Strike in initiative order in close combat!!! Doesn't matter who charged, but you do get +1 to combat resolution (CR) for charging
-Skirmishers move like a block but with 1/2" spacing. They're stubborn in a wood
-Normal troops (including skirmishers) get 1 attack from the second rank. Horde units (10-wide) get an extra rank with 1 attack. Spears, as usual, give an extra rank when not charging, with 1 attack (I think it's just 1).
-Casters don't generate DD or PD to cast spells. You just roll 2D6. The result is your PD for that phase, and the high dice is your opponent's DD.
-Bound spells require PD to cast
-No more slots- only requirements, 25% max lords, 25% max heroes, 25% min core, 50% max special, 25% max rare. Also, only 3 duplicate special units allowed, or 2 duplicate rare, until you hit 3000 points and it goes up.
-6 Battles to roll for which one you play (fairly standard) plus some weird scenarios that you could (optional I think) use that are in the back?
-Terrain effects (also optional) such as rolling for a wood when you enter it, and it turns into different kinds of magical woods (most of which eat you )
-No duplicate spells in an army. I'm checking to see if casters that know all spells in a lore can circumvent this or not (I hope not! It will be scary seeing two of the same big spell)
-Miscast and Irresistible Force both happen when you roll double 6's to cast. Rolling a natural 1 or 2 total means you "lose concentration" and I believe cannot cast anymore that phase with that caster, so you won't want to cast on one dice often.
-Add that level of the caster to your casting/dispelling roll.
-Bound spells that are purchased crumble if miscast, bound spells that come with a unit just cannot be used again that phase (yay treemen!)
-No negative movement modifiers for normal troops in a wood (I believe certain units, like calvary and monsters? have to take dangerous terrain checks)
-Dispel scrolls are 1 per army
-Large targets don't benefit from cover (to hit modifiers for being behind things) but are no longer +1 to hit
-If your general is a large target, units with 18" can use his leadership (rather than 12")
-Erratas for each army will be posted online the day the rulebook comes out (July 10th)

Basically, uber units can no longer kill an army by themselves, because big scary lords on dragons don't break ranks and their opponent will test on stubborn leadership if it's a block. These rules allow armies like O&G and Ogres to be competitive again, while hopefully reigning in some of the excesses. Most people will have more PD than their opponent, so magic is scary! GW is definitely pushing for people to take larger units, and hopefully they will. However, the buff to artillery and magic makes taking big expensive units a bit scary. Big units of goblins, not so much since they're still fairly expendable.

I'm very excited by the new rules. I hope that the erratas will somehow offset the scariness of the artillery/magic possibilities, but we'll just have to wait and see! However, while these things are scary, at least for most armies everybody has access to them. The playing field seems to have been greatly levelled.
   
Made in gb
Armored Iron Breaker





United Kingdom

ShivanAngel wrote:
Cannerus_The_Unbearable wrote:Why are those two usernames so freakishly similar?


was wondering the same thing.


we are both friends in real life and decided to name our accounts like that


Automatically Appended Next Post:
RiTides i dont think that posting the changes to the rules in a way you have done is permitted on this site but thanks for the post none the less

This message was edited 1 time. Last update was at 2010/07/29 19:10:08


Spacewolves: 1850pts
Darkeldar: 1850pts
Dwarfs: 2400pts

 
   
 
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