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Made in us
The Daemon Possessing Fulgrim's Body





Devon, UK

 pretre wrote:
A silly thread reminded me of Vela's enormous 'chat conversation' about how Fantasy and 40k were going to be the same. So I finally went through and finished tallying the stuff I couldn't confirm until now. That adds the following to his record:

Vela
True - 5
False - 215
Partially True - 10

Ouch.


I could've just pulled thing out my backside and done better than that!

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in us
Badass "Sister Sin"






Camas, WA

 Azreal13 wrote:
 pretre wrote:
A silly thread reminded me of Vela's enormous 'chat conversation' about how Fantasy and 40k were going to be the same. So I finally went through and finished tallying the stuff I couldn't confirm until now. That adds the following to his record:

Vela
True - 5
False - 215
Partially True - 10

Ouch.


I could've just pulled thing out my backside and done better than that!

He just had to go whole hog with it and write 20 pages of detail.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in gb
Courageous Grand Master




-

I can't believe that somebody burnt their army

And I thought I was angry with GW

Don't get mad, get even. When I sold my Fantasy stuff, I bought models from rival companies.

Despite the burning, I thought the guy was spot on with his assessment of AOS. It is one hell of a mess. The rules are all over the shop.

"Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky. But is it true?" - Tom Kirby, CEO, Games Workshop Ltd 
   
Made in us
Blood-Drenched Death Company Marine




HairySticks wrote:


This is the single best thing GW has ever done... cus its driven asshats like that out of the community
I dunno about everyone else, but I've never once stepped into a hobby shop and not been met by 'that guy'.... the regular customer who's always there with an attitude so stinky that its driving away anyone potentially new to the group. Its the same guy who has nothing better to do with his time too.
They probably dont mean to be repulsive with their attitudes, but really, they were terrible for it. Pushing them away by changing the game this way may or may not have been intentional, but its a godsend Never been so happy to see people rage quit!


If I ever finally quit GW games it will be because of attitudes like this. A sense of superiority and condescension permeates this damn group like no other. Seriously I'm beginning to think the real GW HOBBY tm is being asshats to each other.

I'll let you get back to your schadenfreude and joyous victory dancing.


   
Made in us
[DCM]
-






-

 pretre wrote:
 Azreal13 wrote:
 pretre wrote:
A silly thread reminded me of Vela's enormous 'chat conversation' about how Fantasy and 40k were going to be the same. So I finally went through and finished tallying the stuff I couldn't confirm until now. That adds the following to his record:

Vela
True - 5
False - 215
Partially True - 10

Ouch.


I could've just pulled thing out my backside and done better than that!

He just had to go whole hog with it and write 20 pages of detail.


Ouch indeed - what's that make his "% true" now?

   
Made in gb
Thermo-Optical Hac Tao





Gosport, UK

 Alpharius wrote:
 pretre wrote:
 Azreal13 wrote:
 pretre wrote:
A silly thread reminded me of Vela's enormous 'chat conversation' about how Fantasy and 40k were going to be the same. So I finally went through and finished tallying the stuff I couldn't confirm until now. That adds the following to his record:

Vela
True - 5
False - 215
Partially True - 10

Ouch.


I could've just pulled thing out my backside and done better than that!

He just had to go whole hog with it and write 20 pages of detail.


Ouch indeed - what's that make his "% true" now?


Around 2%.
   
Made in us
PanOceaniac Hacking Specialist Sergeant






Reading this thread, I'm rather shocked by how many people are attributing 'tacticalness' to the mechanic of I-go-you-go activations. I mean. It's pretty straightforward to simply determine the largest enemy threat and punch it first, then let the enemy pick what to swing. Many, many, many games do this.

Anyway. Played a round and it was just models walking forward, rolling 4+ then 4+ and taking some models off. Boring as hell. This was without even using rules about dancing.

 
   
Made in us
Badass "Sister Sin"






Camas, WA

 Alpharius wrote:
 pretre wrote:
 Azreal13 wrote:
 pretre wrote:
A silly thread reminded me of Vela's enormous 'chat conversation' about how Fantasy and 40k were going to be the same. So I finally went through and finished tallying the stuff I couldn't confirm until now. That adds the following to his record:

Vela
True - 5
False - 215
Partially True - 10

Ouch.


I could've just pulled thing out my backside and done better than that!

He just had to go whole hog with it and write 20 pages of detail.


Ouch indeed - what's that make his "% true" now?

Around 27-28%. I just posted percentages in the ORT thread.


Automatically Appended Next Post:
 ImAGeek wrote:

Around 2%.

He has a lot more rumors than just those ones. Those were just the new ones.

This message was edited 1 time. Last update was at 2015/07/10 20:29:52


Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in gb
Thermo-Optical Hac Tao





Gosport, UK

Oh I see haha. 2% of those though
   
Made in us
Badass "Sister Sin"






Camas, WA

 ImAGeek wrote:
Oh I see haha. 2% of those though

Yeah, and that doesn't count the whole rumor just the ones I counted today. If someone feels like counting, Here was the ridiculously long rumor he posted:

Spoiler:

7th Edition Rumors / 9th Edition Rumors - Apr 2014
Yes, one ruleset for both systems, but each rulebook is still written individually with whole sections skipped or altered (i.e. obviously no tanks for fantasy). FALSE
The text is certainly not a copy and paste job with differently flavoured examples but individually crafted for each system. Some rules have the same function but different names. You wouldn’t expect the rules to apply to the other system if you had only one rulebook to judge. There is are no labels that say “Here ends the generic rule section. The following is 40k specific”. In the fantasy rules everything is explained through the eyes of units in tight formation which do not exist in 40k. Skirmish units are the exception to the rule in fantasy, where in 40k everything is in skirmish formation and everything is explained that way from the get go. There isn’t even a name for this formation, it is just the default. But if every unit in fantasy would be skirmishers, it wouldn’t matter if you play the game with the 40k or fantasy rules. Everything would work exactly the same. FALSE

Another example: units in formation do not get +1 A on the charge, so this bonus is not mentioned until fighting in skirmish formation is introduced. In the 40k rulebook, the bonus is mentioned right in the assault section - not as an exception, but as the rule because there are no other formations in 40k. Different way to introduce it, but the same outcome if you play fantasy with all skirmishers. FALSE


90:10. Fantasy adapts more 40k elements than vice versa. 40k is only a minor update, Fantasy is a major shakeup and the army books stay only barely viable. FALSE

Certainly. But I hope this will die down eventually like the random charge distance controversy.

The most irritating is definitely that you can start with two units facing each other directly, move your unit in the movement phase into the enemy’s side arc and charge the unit in the assault phase. Even though the enemy can change its facing to take the charge head on, it turns the whole positioning game upside down. Fantasy is still all about good unit placement, unit synergy and manoeuvres, but it all plays out very differently. FALSE

All infantry units move 6”. There are no movement values anymore. FALSE

That’s the only one. Units have an armour save profile now, but this is mostly coherent with the old system - only shields work a little bit different now. The old calculated system is even explained in the armoury section. It is more beginner-friendly now. The armour saves are simply precalculated now. FALSE

R.I.P.

The rules are 99,99% the same as in 40k. If you come from 40k you can play fantasy with minimal effort. FALSE

A major one for both system is, that you march/run in the movement phase and charge in the melee phase. PARTIALLY TRUE

No, even more random. Fantasy uses the 40k system, but there are not so many different kinds of random movement. Random movement is either D6” or 2D6”, with same rules adding or subtracting dice from the pool. You always discards the lowest ones. There is a reminder that rolls are doubled afterwards, but I don’t remember any instance where this is relevant. PARTIALLY TRUE

Basic 6” movement for infantry including monstrous infantry and monsters. Cavalry is 12” Movement now. March is D6”. Charge is 2D6”. Consolidations are, “two D6, pick one”. Retreats are normal march moves, so 6+D6”. FALSE

Terrain subtracts one D6 from the pool to a minimum of 1. Normal movement changes from 6” to “roll 2D6 and pick one” in inches. Moves in the assault/melee phase are never affected by difficult terrain, so charges are always D6”+D6”. FALSE

Since run is only one D6” it is not affected by terrain. units with fleet and move through cover can roll two D6 and pick one. FALSE

No, a charge through terrain can cause dangerous terrain tests and affects the Initiative in both systems now.

Fleet adds one D6 to all random pools and you can pick one. Move through cover cancels difficult terrain, but not other kinds of terrain. Strider cancels dangerous and difficult terrain completely. FALSE

Yes, Fleet lets you roll three dice for movement trough terrain, two dice for march and three for charge. It also influences Consolidations. FALSE

After a combat if you are no longer bound. You can use this move to charge other units or to spread out. But consolidations are only allowed in your own turn. PARTIALLY TRUE

Cavalry is not hindered by terrain but must make dangerous terrain tests. 12” moves are never replaced with a random one as far as I can see. They either ignore difficult terrain completely or treat it as dangerous. FALSE

Flee reaction is a normal retreat. You let the enemy move into contact and break from the combat at the start of the melee phase. It works as if you had lost a combat, but at the start of the phase. You use the 40k rules, so have to win a I roll-off to flee. You move unit 6”+D6” immediately after breaking. If the charging unit pursuits and you are caught, the unit is destroyed. In either case the enemy unit can make a consolidation and even fight a new combat this phase. FALSE

Yes, it is back.

Yes, it is still in. 12” now and still a ld-roll required. One of the cases where 40k steals a fantasy rule. FALSE

Yes and no. You are right, the dwarf rule would be pointless otherwise, but this isn’t a criteria. There are dozens of rules, even in the Wood Elf army book, that become obsolete.

Yes, the dancers for example.

Retreating units simply march in consecutive turns. FALSE

Ogres are faster than Dwarfs. Units with monstrous (It’s a special rule and not a unit type now) have the Fleet rule, formerly known as Swiftstride. FALSE

Swiftstride is still a special rule, but it only reads “gives the unit fleet”. In 10th edition it is likely gone. FALSE

Only if the 40k term fits the fantasy setting.

Dangerous terrain is auto-wound on 1. All units can stalk and replace movement with 1D6” and ignore dangerous terrain during the move or march. FALSE

Yes, both systems. Everything affects both systems. Run is the same as march but with a different name. I don’t state this explicitly. FALSE

Charging through terrain gives a unit -2 I in both systems. FALSE
There are no assault grenade equivalents in fantasy, but units with spears attack with +2 I in the first round of combat. But terrain doesn’t slow a charge anymore. FALSE

To be frank, I don’t remember, it’s 40k. I think they negate the bonus and don’t give +2 flat out.. FALSE

Yes, they move equally fast through terrain, but jump infantry don’t have to test for dangerous terrain. It’s not faster but safer. FALSE

There are no jump troops in fantasy. But in 40k, they can use the skyborne rule in every phase, but must make dangerous terrain tests if they start or end their movement in terrain. They can choose to move like infantry. But they do not get the impact hits if they don’t use their packs in the assault phase. So it’s basically back to 5th edition. PARTIALLY TRUE

Manoeuvre rules are really simple. Units in formation move as if they were a single model. The unit pivots on the spot and moves in any way it likes even sideways, but cannot move though other models. A charge with a block is a little bit more complicated. FALSE

You charge in the melee phase, so can use the movement phase to bring the unit in position. You roll the distance and check if you can reach the enemy. If you are and the enemy chooses stand & shoot, you resolve the shooting and the enemy unit aligns with the charging unit if the terrain and other units permit it. Then you move the unit into contact. The movement distance doesn’t matter. FALSE

Yes, there are other restrictions. you have to charge the facing you were after the pivot of the defending unit, so most of the time the front. You have to attack with your front. You have to bring as many enemy and friendly models into contact as possible. You have to move the shortest way possible. FALSE

I think directly towards your centre, but he can avoid this if he chooses Hold reaction. There is no closing the gap, because you align the unit directly during the move. FALSE

Hold works only for units in a tight formation, so only in fantasy. FALSE

There are rules for charging in loose formation. It is basically the same but with more models. The defender doesn’t align. There are 6” pile-in moves if the charged unit is a skirmish unit. FALSE

No, skirmishers don’t have to remain in the front facing. If a model in the side is the nearest one, it can be charged. The facing rule is only for blocks. FALSE

Units in loose formation move exactly like 40k units, both during a charge and the pile-in move. PARTIALLY TRUE

Before the charge move, you can move your unit in the movement phase into position. TRUE

No, pivots do not cost movement. Units move like a large single model, and single models can pivot freely. PARTIALLY TRUE

The fantasy rules do not care for exact or long-winded movements anymore, as long as the rules are kept simple. If the outcome looks sufficiently authentic, who cares for micromanaging every inch? I am sure the design team is aware of this, there is a box that gives some in-character explanations for seemingly impossible maneuvers. PARTIALLY TRUE

If the defender cannot align and the attacker cannot be placed in the front because the unit would collide with a building or something, the attacking unit botched its charge, loses its formation. You then use the 40k rules and move the models one by one. A unit without formation is doomed in combat. FALSE

He don’t have to. The unit can Hold and retain its position, but cannot stand and shoot in this case. It can only hold if all involved units are in tight formation. FALSE

40k units can only Stand and Fire, which does not have a name in 40k because it is kind of the default, or Flee. Only blocks can Hold. FALSE

Yes, a single unit cannot flank no matter where it is positioned. But they can deny stand and shoot, which has no range limitation anymore. But the positioning works as an implicit range limitation. If the enemy is close enough to pseudo-flank you in the movement phase, it is a good indicator that he was near enough that you are not be able to fire. FALSE

Shooter has to win roll-off D6+leader’s I in order to shoot at attacker. This is also true for overwatch, which is the same as stand and shoot btw. Wounds do not count towards combat resolution. FALSE

If the roll is equal you can shoot.

If the enemy tries to crab walk out of your front arc, you move your unit in the movement phase to face him again and charge him in the melee phase. If he hides somewhere where you cannot see him even after a move, you cannot charge him. FALSE

Units in loose formation do not have arcs. PARTIALLY TRUE



Blocks still have to see the enemy at the start of the melee phase to charge. In most situations this is trivial, but if you want to charge another unit during a consolidation, it becomes an issue. FALSE

But it won’t do you any good, because he can attack you from 4 ranks/files if he is in formation and you are not. Units in loose formation are easy to manoeuvre, but there is a reason that units fight in tight formation. They are better suited for combat. If a unit in a block attacks a unit in loose formation, every model in contact and in 2” of a model in contact can fight. That means 4 row on a 25mm base, even to the side. If the unit in loose formation attacks the front, only models in contact and models in contact with a fighter can attack. That means the equivalent of 2 rows at best. So, the unit in formation has approximately double the attacks. FALSE

No, there is a difference between loose formation and skirmish formation. Every unit can assume a 40k-like 2” distance-no facing-formation at any time: loose formation. But there are some drawbacks. If fighting against other unit, every model in 2” of a fighting model can attack you if you are in loose formation. Against a block of 20 Black Guard thats 40 attacks coming your way. Skirmishers are better at fighting without formation than usual units and have a front to all directions. There is a distinction between a proper formation -even if it is a light one- and no formation at all. You have to protect your flanks from them, because if there is a skirmisher in your side, all his buddies in 2” can attack. FALSE

Ok, let me explain it another way: Even if skirmishers look like a horde, they fight in a coordinated fashion. They form primitive shield walls and support each other. Skirmisher are deployed in loose formation. Skirmishers have a 360 degree front arc, they can use their weapons and shields in all directions and can only be attacked by two ranks. Skirmishers get +1 Attack when they charge other skirmishers or units in loose formation. They don’t have to see an enemy they want to charge. FALSE

Units in loose formation have no facings. They can see 360 degree. They cannot use shields and other weapons to their full potential and can always be attacked by all models in 2” behind the first rank, so usually 4 ranks of infantry and 3 ranks of cavalry and monstrous infantry. FALSE

Yeah, my mistake. I might have used the terms loose formation and skirmish formation interchangeably which they are not.

Fighting without a formation has some advantages, though. You don’t have facing and can charge in any direction and are better protected against mortars. FALSE

In our world not.If there were as many dragons, warp flame throwers and skull catapults in our history, loose formation would have been used way earlier.

Only blocks with an enemy in their front facing benefit from this. If you get flanked by a large unit, all models in 2” of the first row can attack you, but you can only attack back with two rows because you are in his front facing while he is not. FALSE

Skirmish is a special rule. Every unit can fight in loose formation, but skirmishers get the advantages I mentioned yesterday. And I like to add one important thing - units without the skirmish rule must re-roll all successful panic tests and do not benefit from the battle standard bearer or the general.. FALSE

No, it is just me. I am not good at this it seems. It is really easy: If you attack the front of a regiment, two ranks attack. If you attack anything else (side, rear, loose formation), everything in 2” of a fighting model attacks.

Yes, only units in formation and certain unit types (monsters and buildings in fantasy, vehicles in 40k) have facings. FALSE

If a model or unit has facings or arc, it is 90 degree from base edges or if it has no square base the centre of the model. FALSE

Yes, I think 40k vehicles, too.

There are four formations in fantasy and no formations in 40k. Skirmish units in fantasy behave exactly like a 40k unit. They get +1 attack on the charge against other skirmishers, their facing doesn’t matter, they shoot in all directions, etc. FALSE

No.

Block, Wedge, Turtle and Skirmish. FALSE

Block is your standard block. 5-15 wide and as deep as you like. FALSE

No, you cannot form a conga line, it has to be 5 wide. If there is a bottleneck, you can forfeit your formation and move in loose formation past the obstacle. You can reform at the start of your turn if you pass a ld-test or automatically if you have a musician. FALSE

Wedge is like the Bretonnian lance formation, but you only get ranks from rows that are at least 5 wide. You need 15 models to form even a single rank. All models in the front triangle that have an opposite enemy model can attack. But only the front models, there are never supporting attacks from models in 2” or models in contact in wedge formation. There are no side arcs and you get a bonus to break through the enemy formation. FALSE

Yes, you can. Normally, if you cause twice as many wounds as there are enemy ranks, you make a S-roll-off. If you win, the enemy loses his formation and will suffer next round of combat as a result. Units in wedge formation only need to deal more wounds than the number of ranks to force this test. FALSE

The best S value without weapon modifiers.

Both sides can lose their formation at the same time. The combat has obviously dissolved into a butchering at this point.


Yes, there are many roll-offs now. FALSE

For roll-offs and tests you can always use the profile value of the champion or the best character just like a leadership test. If there is no character, you take the best value of the normal models. For to-wound purposes you still use the majority straight away. FALSE

Yes, I was a little bit sloppy there.

Turtle is a square formation (or as square as possible) that cannot move. Rank is equal to number of rings with five or more models. There is only a front facing. FALSE



Only at the start of the movement phase. Ld-test required except you have a musician. Breaking up your formation is easier. You can do that at any time without ld-test. FALSE

Tired, sore fingers.

That’s hard. I guess the new movement rules, the weapon profiles, the combat resolution, the different formations and the shooting rules. On the one hand fantasy is a whole new game, on the other hand, it is surprisingly similar to 8th edition. Some things are resolved differently, but the result is often the same. The balance is shattered, though. PARTIALLY TRUE

Weapons have a more detailed profile now. A high strength does not modify the armour save by itself. But lot of weapons have armour save modifiers, called piercing. These are not AP values, they do not negate armour. This is one of the major differences that still exist between fantasy and 40k. The rules for the weapon types have changed considerably, some weapons like the spear do not resemble their 8th edition counterpart at all. PARTIALLY TRUE


I can do that for the basic weapons, but there are too many weapons in 9th edition to recall them all. An imperial bihander is not the same as a giant choppa rulewise. There are obviously lots of orc and empire weapons in the rulebook. There are only a dozen weapons from other races, mainly those that needed an update. Slayer weapons are +1S, Piercing -2, two-handed and bows of avelorn are always -1 Piercing for example. FALSE

Hand weapon: Parry (improves shield ward save by one), Spear: Piercing -1, Reach (+2 Initiative in first round of combat against front), Spearwall (additional piercing -1 against charging cavalry, war beasts, flying units in front), Halberd is +1S, Piercing -1, Spearwall, two-handed, Two-hand weapon +2S, Piercing -1, two handed, this is only the generic weapon, there are two-handed swords, axes, hammers, scythes and pikes, all with different profiles FALSE

Flail +2S, two handed, lance: +2 S, Piercing -3, in round of charge or in any round against loose formation, cavalry spear: +1S, Piercing -2, in round of charge or in any round against loose formation. There are many more weapons, often variants of the basic weapons. FALSE

There is enough room for another charge.

Yes.

Yes, no additional attacks for spears, that’s only for pikes. FALSE

No, parry is not cumulative with other ward saves. And ward saves cannot be taken in addition to armour saves in 9th edition. FALSE

There are 8 pages of weapons, most of them generic to fit into any army, but some are obviously race specific. In addition there are magic weapons, but there is no general distinction between a mundane weapon and a magic weapon, except that the latter has the magic rule. FALSE

Take the Middenheimer for example. It is a two-handed weapon with S+3 without piercing. It is not a magic weapon, but can be bought by all character models with access to the general armoury. If an ogre takes one, it causes instant death with it, so it is very powerful, but not magic. FALSE

Pikes are two handed spears with an additional rank attacking to the front. FALSE

It is the same as the 40k rule, but the rule has changed a little bit. It now works for all weapons with S 8,9 and 10 against all models with T 5 or lower. FALSE

There are still weapons that cause D6 wounds, yes.TRUE

True. Armour saves are good, but I listed only the basic weapons. There are other counters. Orcs and the empire both have weapons that are good at killing knights - bihanders and tusk spears for example. And units with the monstrous weapons get -2 and flaming gives an additional -1 against cavalry, war beasts, monsters and flying units. FALSE

Monstrous weapons are Piercing -2 and monstrous two-handers are S+1, Piercing -3, two-handed. I don’t know if all monstrous infantry units get them on release, but trolls and rat ogres get them definately. FALSE

I answer the first question later. Unit types are a huge topic. For the second part:
The strength of a magic spell does not reduce armour. The spell lores stay exactly the same. You can bomb a unit of knights with your fancy S5 spell, but he still saves on a 2+ - except for the lore of fire against cav. FALSE

Magic is pretty much unchanged as a whole. There is no magic phase anymore. You generate the power dice at the start of the turn and use spells whenever the card say it is used, or at the end of the movement phase if not specified. If you use more dice than your level, you can miscast but it does not give the spell total energy. There is a new spell type. Spells that are used in the enemy’s turn. You cast them in your turn, but keep the card on the table. If your wizard lives, he can use the spell without any further roll or risk of getting banned. There are rules for sorcerous covens, units of mages. FALSE

Yes, 40k uses the exact same ruleset but with different names. The psychic powers use warp charges, where every point is equal to complexity 4. There are no complexity 5 or 6 or 13 powers, only multiples of 4 - because 4 is the number of chaos gods -dundundundunnnnnn. FALSE

That is not a problem, because psychic powers can target different units - warp sight is different from eye sight. The same is true for spells.

If you play large games, above 3000 points, you roll twice for the dice generation. Above 6000 you roll thrice, etc. FALSE

No, you roll two dice, the higher is the number of dispel dice. Then you roll another 2D6 and the higher of these two is added to the dispel pool. FALSE

No, bowmen can’t shoot a unit and charge afterwards. There are 40k-like weapon types now. Bows and similar weapons have their own weapon type that doesn’t have an 40k equivalent. They work like rapid fire weapons without the double tap. There is no equivalent in 40k. In addition, their volley fire allows them to fire every rank without snapfire, not just the first two. Can fire indirectly at unit that is visible to another friendly unit, but uses the snapfire rule for this. FALSE

You cannel only once.

Quick to fire = rapid fire. Stand & Fire = heavy weapons, including the move and snapfire rule. Pistols are pistols. Throwing weapons are assault weapons. There are no salvo weapons in fantasy. FALSE

Yes, they retain their fantasy names.

Pistols use their profile in the first round of combat and count as a normal (additional) hand weapons afterwards. I don’t think there are specific rules for a pair of pistols, but I may remember this wrong. FALSE

Snapfire is -3 BS now. FALSE

Yes, modifiers are part of both systems, but 40k does not use them that much.

No, boyz hit on a 6 still. A 6 is always a success. FALSE

Always.


There is no re-roll for BS6+. But the 1 is always miss and 6 is always success rule applies to every roll. As long as you have an armour save, you can roll and hope for a 6, even if it was modified into oblivion. A 6 represents pure luck. FALSE

No, if something is negated, as the lascannon does with the Ork armour, there is no roll, so you can’t save with a 6.


Ok, give me a minute, I will explain this in detail.

Weapons in fantasy have the same profile as in 40k but without an AP column. Some weapons have the Piercing rule,which gives an -1 armour save modifier or if it is Piercing (-2) a -2 modifier, .... There is no extra column for Piercing, it’s a special rule like volley fire that is listed at the end of the profile. There are fewer to-hit modifiers, snapfire is -3. There are no movement or long range modifiers anymore and the multiple shot value is listed in brackets behind the weapon type and does not reduce the BS either. Units can move and shoot without penalty. There is a +1 modifier for large targets. Cover modifiers are replaced with cover saves. PARTIALLY TRUE

In 40k there is even a +1 modifier for super large vehicles. FALSE

Correct.

For normal units, the total armour save is not calculated. Units have a fixed armour save profile value that is not modified by anything except certain magic items before the battle. Heroes come with their own set of armour. Imperial heroes come with a 5+ armour - no matter whether they are mounted or not. This can be upgraded to a full plate armour (3+) or imperial knight armour (1+) if they are mounted. Bardings are simply part of this set, you cannot buy them seperately and they do not lower the movement - cavalry moves 12”. Period. Being mounted does nothing for your armour save, neither in 40k nor in fantasy. It simply changes your unit type to cavalry and some mounts like boars give you an extra attack in your profile. There is a box in the rulebook however that explains the old system because you need it for the heroes of the older army books. You still combine light/heavy armour, mount and barding - but you don’t take shields into consideration. Shields are totally different now. FALSE

Shields give three rules: they confer a 4+ armour save against shooting from the front arc, that is used if it is better than the normal armour save and can be modified normally. They give a 6+ ward save in melee against all sides. And wielders deal a single impact hits with their profile strength. There are different kinds of shields, but this is the basic setup. FALSE

It is counterweighted by the fact, that S4 units do not reduce your save by -1 anymore.TRUE

Keep in mind that you can roll your armour save roll even if the armour save was modified to 7+ or 12+. A 6 is a success. And ward saves cannot be taken in addition to normal saves, so the 6++ does almost nothing except when you combine it with a hand weapon and get a 5++. FALSE

That’s only the basic shield. Long shields give 3+ against shooting. And metal shields in combination with a hand weapon are scary, because combined they give a 4+ ward save. FALSE

Yes, it is a lot, but the army books stay valid. They get a FAQ each. But they weren’t on my desk yet and usually do not end up here anyway. A few weapons and armour sets are covered in the rule book. Gromril armour is power armour now for example. Magic stays the same except some minor tweaks in the form of designer notes, but only in the rulebook, not on the actual cards. FALSE

That is a myth. That is not how it works. All codices are solely written for the edition they are released for.

No, there is no army list, but a reference section that gives the armour save and unit type for every unit. FALSE

As far as I can tell, everything stays exactly as it is, except for units with upgradable wargear. If a unit had a 4+ save for heavy armour and shield, it likely still has a 4+ and the shield bonus on top of it. FALSE

No, units with a shield as an option only get their basic armour. The shield upgrade confers the usual shield boni, but does not improve the armour save. FALSE

Your knights are 2+ because the rulebook says so. Imperial knights are 1+ because their army book says so. Your heroes are 3+ because heavy amour 5+, mount +1 amd barding +1 = 3+. If you get them a shield, they get a 6++. Knights have shields on top of their 2+ armour. I don’t know if your heroes get 2+ via errata. It would make sense though. FALSE
.
The balance is gone, but the army books will catch up and there are other ways to speed up the process.

Unfortunately, I can’t, sorry.

Skaven, not Bretonnians.

Yes, but not right after Empire. The third release is a campaign book. It covers several special units, regiments of renown, including some Bretonnian Knights.

Likely.

They are unique units, sometimes upgraded units of existing ones, sometimes truly unique ones. They can be fielded as normal units in their army or as allies in other armies. They are also stop-gaps for outdated army books (without invalidating the existing units). Your Bretonnians get crusading knights.

The campaign is set in the border princes. There is a huge focus on this region even in the main rulebook. FALSE

Khemri, Vampire counts, Bretonnians, Dwarfs and Skaven. Skaven and Khemri are the main focus. Other armies play their role, but do not get units. FALSE

Arkhan tries to conquer the ruins of Nagashizzar. FALSE

I don’t know. There is nothing on my desk that would suggest this, but it might happen anyway.

This is well into 2015, let’s keep it at that.

No problem.

No, the story get not advanced. We do not do this - ever. This might be fun for some time, but eventually you end up with “menace of the month” creep and destroy your scenario. But we are doing something similar. FALSE

The background stays the same. But the focus is more on the border princes. It’s the only region that is described in detail and the a huge part of the history and backstory is written around this land. There is also a huge emphasis on the consequences of the war: razed cities, desolate lands. The history takes the spotlight away from the nearly successful, but ultimately meaningless conquests to wars that really destroyed cities, provinces or whole civilizations. The good vs. evil scheme isn’t central (rulewise it doesn’t exists at all) and the writers go out of their way to explain unusual alliances. Another theme is that the old world is full of scumbags, explorers, wannabe conquerors and ambitious lesser nobles that have the means to rise their own armies because their is no shortage of mercenaries and weapon supplies in a world locked in never ending war. It is not all about the grand army of the high king or elector count, but also about armies of robber barons, mercenary princes and exiled generals. The writing team gives you the room to build your own army background. FALSE

The rulebook describes the scenario of the world without limiting you to a specific time you have to set your games in. All the major events are described up to the crowning of Karl Franz whioch is the last chronological entry. FALSE

From now on, all campaign books and army books are set 20-ish years in the past. Each new book is set a bit later than the last one and advances the story. Special character rules so far are generally written for this time frame if the model allows it. Karl Franz is very inexperienced and belittled by the court. FALSE

His crowning is a major event in the army book too, but his coming of age arc is not resolved yet. There is no hint in the army book that he becomes an accomplished statesman and general eventually, but the next army books will likely pick this plot thread up. All the books are interwoven with each other and there is a series of our novels that tie into the chronology. FALSE

I don’t know of it alters the history of the last 20 years in any meaningful way. There is a certain element of retcon for sure, but so far nothing game changing has happened. I think we haven’t heard of Azhag’s tribal unification wars and his waaagh in the east yet, but it doesn’t contradict his established background - at least as far as I can tell. The whole cycle might well end with Archaon’s invasion as you would expect, but I don’t know and it will take a decade to reach these events at the current pace. FALSE

Yes, we have worked towards this for the last five years at least. We have one very accomplished editor under contract that handles the novels in addition to our team. We want the novels to stand on their own feet and have a broader appeal.

We like to think about them not as warhammer novels, but novels that happen to be set in the warhammer world.

I don’t know. I knew him, but this is my job. But I won’t spoil the surprise.

Yes, but I am involved with this directly.

So, you want me to keep my mouth shut?

Very bad if not outright evil!

At least one novel to accompany every army book.

There is nothing bad about copying a successful strategy, especially if it is well liked by the customers.

Fans!

Bon appetite.

Shooting is more deadly against units without shields. You get covers saves, but only if you occupy terrain. Fortress battlements give 3+, hard cover 4+ and soft cover 5+. FALSE

EVERYTHING is the same. But this is not what I meant. You get cover saves for terrain that you are not in contact with, but if a block is only partially hidden by a tower, the enemy can fire at the exposed models without cover saves. And blocks cannot take cover. FALSE

Oh, I didn’t know.

It’s a shooting reaction like the 40k going to the ground. FALSE


Blocks can’t take cover, but units in loose formation can. They get +1 on the cover save. Blocks have their own, unique shooting reaction: brace. They have to make a panic test only if they lose 50% of their wounds, but if that’s not enough to avoid a test, they re-roll successful ones just like units in loose formation. FALSE

All units have one or more shooting reactions available to them, tied to their unit type. Some units get their unique shooting reactions. For example, militias can disperse when they are hit by a blast weapon, they move some inches and give up their formation. FALSE

No, they do not get cover saves. If you fire through an intervening unit, the target unit is shrouded. Units in formation block the line of sight but only if they are tall enough. It’s true line of sight. Otherwise they are intervening units.

Shrouded is a -2 modifier to BS. And blast weapons cannot roll a hit. FALSE

Fantasy units can take cover, but there is no pinning special rule. The effects of take cover are the same as going to ground. FALSE

Stealth is +1 cover save or a 6+ in the open. TRUE

Skirmishers don’t get their usual -1, but they get the benefits of shields against attacks from every direction. FALSE

There are lots of changes. Units under half strength cannot rally, panic cannot spread to other units in 6” and break tests are totally different. FALSE

You don’t add the casualties to the rank bonus and standards to get the combat result . If you cause more wounds than the enemy, you win the combat. The leadership is modified by the casualty difference. But if you control the unit in the combat with the most ranks, you are still steadfast. FALSE

Standards count as an additional casualty for this purpose. They cannot be captured anymore, btw. PARTIALLY TRUE

You try to charge the chaos block with two or more medium or large blocks of your peasants. The rules make it easy to set up a flanking charge with one of the units. Then the block in the flank can attack with all models. It is no longer “clever manoeuvring leads directly to victory” but “clever manoeuvring leads to more damage output leads to victory”. FALSE


Flank attacks do not give a bonus to the combat resolution and they don’t negate the rank bonus. But they negate weapons like spears that work only against the front. And they let you attack with all models in 2”. FALSE

Indeed, damage is everything.

Ranks are only important for three things: steadfast for break tests, to see if you lose your formation and rank bonus. Rank bonus is a skaven-like special rule that depends on the number of ranks. The default is that a unit that has two or more ranks get +1 on psychology tests - psychology is now every ld-test that is not a panic test or break test: proximity, fear, frenzy, stupidity, etc. FALSE

But it looks like all armies get their individual rank bonus, sometimes even individual units. FALSE

No, not a flat-out bonus to ld, that’s only for skaven. Units from the empire get +1 to hit in melee if they have three ranks or more because they are drilled to fight in large blocks. Flagellants get their own rank bonus, their melee attacks are concussive if they have three or more ranks. FALSE

Only one rank bonus. The rank bonus in an army book replaces the rally bonus. FALSE

Yes

If your enemy breaks, you can charge another unit in your front arc. Alternatively you can give up your formation and charge in any direction. Frenzied units must give up their formation if this is the only way to charge another enemy. The enemy can react in the normal way. FALSE

It’s a consolidation, so one out of two D6FALSE

Stand & Shoot is the default option. You have to win an Initiative roll-off in order to shoot and all the 40k overwatch rules apply. You have to be able to see the enemy somewhere during his movement. For units in loose formation this is trivial, but blocks that are attacked from the side or rear cannot shoot. And if a part of your unit hides behind a building, this part cannot fire. The shots are resolved at -3 BS. FALSE


Units in a formation can choose Hold. They cannot shoot, but if they win a S roll-off, they can choose not to close the gap to the enemy and let the enemy do the wheeling. Obviously this isn’t an option in 40k. Units can flee in both systems. You move the attacking unit as normal. Then you make an Initiative roll-off. If the fleeing unit loses it is destroyed or whatever happens if it breaks from a combat. If the unit escapes it flees as normal, the attacker stays in place and can make a random consolidation up to 6” and tie up another unit. Blocks cannot pursuit, so it is likely that the fleeing unit escapes. Astartes and fearless units cannot flee. FALSE

Yes, if a unit loses a combat and flees, there is a 40k-esque I-roll-off too to see if the fleeing unit is destroyed, but units in block, wedge or turtle formation cannot pursuit. They have to give up their formation in order to catch the losing unit. Skirmishers with high I are very deadly if they win a combat and keep in mind that you use the I of any character that is with the unit. FALSE

You can decide that at any time. If you cannot combine this with a move, you put the last rank in disorder or something similar to show that the unit is no longer in formation. But you have to decide before you roll to pursuit. FALSE

Units move towards their own board edge. FALSE

Yes, 40k units can flee. FALSE

When you sweeping advance into another unit, the unit can stand and shoot again. The combat is resolved in the next phase except when this happens because of a flee reaction. In the theory one unit can destroy a whole army if all enemy units are clumped together and choose flee every time.. FALSE

Before pile-ins.

It’s also like 40k now. You move towards your own table edge. At the start of your phase you can rally if you are above half strength at the same time that you try to regain or change a formation. FALSE

It’s your normal march move. Fast cavalry has Feigned Flight. They rally instantly and are not destroyed if they are caught, just bound in combat. FALSE

In addition to feigned flight, fast cavalry has the scout, hit & run, parting shot and relentless rules. FALSE

You distribute the wounds from near to far. Champions have to take a wound, but get a Look out roll and cannot be singled out in combat except in a challenge. Musicians and standards work in the same way, they can use Lookout, too. FALSE

You can fill the gaps at your initiative step, but the enemy can’t enter your formation. That would have been cool though. You always fill up the ranks of a block at the end of a phase. FALSE

Yes, when you pile-in, you can change to loose formation and move to the side arc. But you don’t have to. There are not many situations where this would be beneficiary. PARTIALLY TRUE

There are circumstances where you are forced to give up your tight formation: If the enemy breaks through your formation, if you cannot place the unit in terrain, if your frenzied units want to charge the next enemy, etc. FALSE

Terrain is much simpler now. There are no random charts anymore in the normal rules. You buy mystic terrain or define an existing piece of terrain to be of a certain kind. Most pieces of terrain have more benefits than drawbacks, so you want to use terrain in your games, but you don’t have to. You cannot enter buildings in the default missions, but you can buy towers and fortified mansions with their own defenders, who can shoot out by themselves, but cannot leave. There are rules for castle walls, towers and other fortifications, too. You can place models on them, but not in them. FALSE

This is a large can of worms!

You can take allies in fantasy. There is a matrix just like 40k. There is a visible good/evil divide but not as strict as before. There are only three instead of four levels. Dark Elves can ally with the human factions for example. FALSE

There are no retcons, at least no glaring ones. Dark Elves and High Elves still hate each other and cannot ally. But Dark Elves can ally with almost all of the other armies. And High Elves aren’t far behind in this department and can ally with beastmen, vampires and orcs. Dark Elves are very good diplomats and the lesser races are easily lured into an alliance. Afterall, in order to be treacherous, there had to be an alliance of some kind to betray. The seaguard of lothern is described as being very pragmatic when they are abroad. When they are on Ulthuan they can be noble and good mannered elves who would never barter with an orc chieftain. But if they are on a foreign shore with no reinforcements at hand they don’t have this luxury and do strike deals with local savages. FALSE

Yes, it is very open. There is eternal war, but the alliances are shifting constantly. FALSE

The background doesn’t change, but there is a minor tonal shift. Battles with unusual allies are mentioned throughout the book. FALSE

For example, a whole double page describes the secession of Marienburg and how several regiments didn’t choose a side, but became freelancers instead. There is a formerly unknown mercenary skaven clan mentioned called liietch that can be hired by the highest bidder. There is a story where several elector counts have tried to rise freemen in Sylvania to bolster their own state troops. It turned out, that most of them were dead all along and finally turned on their allies. There is a precedent for a temporary empire / necromantic alliance even if it was not very successful. FALSE

There are lots of these anecdotes. You are really encouraged to come out of your comfort zone. Both rulebooks are very narrative driven. There are several boxes of flavour text that describe a rule in effect, in-character from the eyes of a soldier.

For example, the frenzy rule is accomplished by a historical anecdote of a witch elf unit that has butchered it’s way through a wood elf army until they ignored the command of their dreadlord and charged into a wood of treekins to never be seen again. FALSE

Skaven can ally with almost every army except lizardmen and some of the elves. FALSE

Why wouldn’t they? The skaven have used a human king to assassinate Nagash afterall. They can work towards a common goal if it is in their short term interest.

Dwarfs/High Elves/Lizardmen and Chaos Daemons and Dwarfs/Empire/Bretonnians and Orcs are still archenemies. FALSE

Beastmen can ally with all armies except bretonnia and wood elves. FALSE

Bretonnians and the empire can ally with warriors of chaos. FALSE

You can spend up to 25% of your points on secondary forces. Allies, regiments of renown, fortifications and mystic terrain are part of this category. You can only take allies from a single army book, including your own, and they count against both the limits for their category and the secondary force limit. You can mix regiments, towers and terrain as you like and they only count against the secondary budget. FALSE

Chaos Dwarfs are part of the matrix, but don’t read anything into it, please. FALSE

You have the option to take units from your own list because you can change your secondary contingent before the game. You can prepare up to three army lists, but the main contingent has to be the same. FALSE

That’s cynical.

You bring a 750 point list and three 250 point secondary lists to a 1000 point game. 800 points/ 3x 200 points would be ok, too. But 600/ 3x400 would not. FALSE

Of course you can opt out, but this is clearly how the design team wants us to pursue our hobby.

You can do this before you meet up for the game. We live in the digital age after all.

No, you cannot mix your own units and units from an allied army list as part of your secondary forces. Only one ally is allowed. In 40k, you can combine an ally with formations from other codices, but there are no formations in fantasy. FALSE

The secondary detachment or force can consist of one ally and as many other units, formations, titans, etc that are not labeled as an ally. FALSE

There are no regiments of renown at release date except of the units from storm of magic. There is a list of armies they are available for, but you have to get storm of magic to get their rules. FALSE

40k has similar rules, yes. 7th edition 40k uses a percentage system, too. min 20% troops, max 25% HQ, elite, fast attack, heavy support and secondary detachment. FALSE

There is a chart for those that are unable to use a calculator. You are expected to play with an army value that is a multiple of 250 if you use it. FALSE

Min 20% core, max 25% heroes, lords, elite, special, rare, war machines, secondary forces. FALSE

War machines are all artillery pieces, chariots, altars, etc. Everything that has the unit type war machine. They are not part of their former slot anymore. PARTIALLY TRUE

Below 750 points, there are no allies and all max troop sizes are lowered to three - or one if it was lower than or equal to three already. So most units cannot form proper block and have to fight in loose formation. FALSE

No, the block rules are more complicated than this. Monstrous units still only have to be 3 wide. FALSE

The scenarios are different. There are no scoring units in fantasy. 40k has totally different missions and objectives. But the structure is the same. FALSE

After rolling for a mission, you roll who chooses his secondary army first. This player can also choose if he wants to be the defender (deploys first, moves firts) or the attacker after both players have chosen their army. After this, you place the mandatory terrain and the defender chooses his board edge. Players take turns to place their mystic terrain. Players deploy their armies, beginning with the defender. The defender has the first turn. FALSE

It’s a very open process. It is stated many times that the process is not the one and only way to set up a game. In fact, for every step there are alternative methods presented. You can arrange the terrain together, or you can play with only one secondary contingent, or you predetermine one player as the attacker, or you play without initiative theft , etc. There are many ways, but only one is described in detail. FALSE

It’s the same. Still on a 6. But if he steals the initiative, you can change the time of battle to either dawn or day. FALSE

There is a table 1 Morning Raid, 2-3 Dawn of War, 4-5 High Noon, 6 Dusk Warriors. FALSE

Night raid is night fighting for the first three turns. Dawn of war is night fighting on turn 1. High noon is night fighting from turn 6 on. And dusk warriors is night fighting from turn 4 on. FALSE

No, those are also the fantasy names.

Night fighting is no shooting beyond 36”, stealth for units beyond 12” and shroud for units beyond 24”. FALSE

You have to disclose the army lists and the secondary forces before the game. FALSE

You either need a bigger case or you can do this at home before the game. FALSE

Maybe it comes down to this, but this game is not designed as a competitive one. You are supposed to have a collection of primary armies and in addition several smaller secondary forces. You don’t have to collect 1500 points worth of minis whenever you like a new set of miniatures and want to play with them. There is a reason to collect multiple secondary forces.

No, I don’t know the reasoning. It’s just my interpretation of how the collecting section is written.

Yes, but you don’t buy fanatics with a unit anymore. You can still distribute them in secret. PARTIALLY TRUE

Both. 40k uses the usual tokens. In the default missions, you use landmarks as markers. Markers come immediately after mandatory terrain. FALSE

It’s the same structure as 40k but without different deployment types and scoring units. You place your army 12” from you long table edge in all default missions. Landmarks can be captured if there is no enemy unit in 3”. You roll for every of your units in 3”. On a 6+ the landmark is captured. If you fail the roll and the unit stays in 3” you can roll next turn and get +1 for every additional turn. If a landmark is captured it is no longer a landmark. FALSE

You can use any piece of terrain, but the missions are clearly written for houses. You either put them to the torch or evacuate the tenants. But shrines that must be desecrated or consecrated will do equally well. FALSE

Three. But they are all variants of a pitched battle. All of them use landmarks. Pitched Battle has a single landmark in 12” from one short table edge and equally distant from the long edges. The second mission has three landmarks in a triangle formation. One is placed in the middle of the battlefield. The other two are placed 12” from the short table edge and 6” from the middle. These two landmarks are placed on the same side of the battlefield, so one half of the battlefield is empty. Finally, Pillage has 3+D3” scattered across the disputed land. FALSE

There are several secondary missions and you choose three at random before the game. There are always two primary missions: landmarks and feats of valor. FALSE

Neither. Landmarks and feats give one victory point each. Feats of Valor are effectively kill points, but you only get one if you are defeating a special or rare unit in a melee with a core unit FALSE

Yes, they count. They are easy prey, but they are faster now and you can attack on the move.

An eagle can swoop like a flying monstrous creature in 40k. They use the same flying rules including overfly strikes and -3 BS modifier for the shooter. FALSE

Yes, snapshots are -3. I am sure I have mentioned that. DUPLICATE

But dragons are also large targets and give +1. In 40k, only targets that are larger than a tank get +1. FALSE

You cannot compare those. Crossbows are not as strong as a boltgun and knight armour is certainly not better than space marine armour.

Chariots are warmachines, so they don’t count.

A unit that breaks and is caught immediately or is under half strength at the time it breaks. FALSE

It has to be a clean kill. If you have elite or rare units in the multiple combat, your core units cannot claim a feat of valor. If you have heroes on your side, it only counts if the opponent has a lord on his side. Two units of men-at-arms and a level 1 damsel who defeat a unit of executioners and a unit of corsairs and a dreadlord get a feat of valor. If the enemy had only a noble, you wouldn’t get the feat. FALSE


Every feat and every landmark is worth one point. Secondaries are also worth one point each. FALSE

Kill the general, first blood, reach enemy deployment zone, kill unit of enemy choosing, kill unit of own choosing. I don’t remember the last one. FALSE

Yes, it is bit convoluted.

Mystic terrain stays, but there are no random tables anymore. FALSE


There are now two types of terrain. First you place mandatory terrain. That’s terrain that is glued to your board and cannot be removed like hills. Some missions require you to place a special piece of terrain, for example a castle gate. Players can agree to place additional terrain, for example when they have a newly painted piece and want to use it under all circumstances. Or if they play a battle for a bridge as a narrative game, they need a river and a bridge on the table obviously. FALSE

Yes, basically every piece of terrain that is not optional for various reasons is placed first. In 40k, you add additional terrain until each 1’ x 1’ section has at least one terrain piece. In fantasy there is no such rule. Mystic terrain can be used as mandatory terrain and is sometimes required, but you decide what type of mystic terrain it is. You don’t roll on any tables. FALSE
.
When all mandatory terrain is placed you take turns to place additional terrain. This can only be basic terrain like ordinary forests, hills, barricades, walls, buildings, fortified manors, rivers etc. Magic wells are basic terrain, too. They give +1 on a channel attempt for nearby wizards, +2 if it has the right lore attunement. Every well supports one chosen magic lore. FALSE

It’s random. You roll one dice for every 1’ x 1’ segment. For every 4+ rolled you and your opponent have to place one piece of terrain. You can place the terrain anywhere, not just in the segment you rolled for, but there is a limit of three pieces per 1’ x 1’ section (in both systems, but in fantasy it is unlikely to get this dense because there is less mandatory terrain). Some pieces of mystic terrain have additional restrictions. You cannot place a fortified manor inside the enemy table half for example. FALSE

There are lots of story-driven missions later that need specific terrain. You have some leeway to use your own collection, but if you play a battle for a pass, you need at least some hills to represent the mountains. There is no way around this. The missions describe where this mandatory terrain is placed. These missions are really characterful as a result.

Basic terrain does not cost points. But whenever you are allowed to place a piece of terrain, you can place your pre-purchased mystic terrain instead. You have to have a fitting model of course. FALSE

You buy terrain as part of any secondary force. If you bring an allied wood elf army with your bretonnians, you buy some forests for them. If you choose another secondary force, you can take different terrain or none at all.
FALSE
Yes, the section is even a little bit longer than before. There are some named pieces of terrain with better rules. They are also more expensive and have a kit or get one in the near future. TRUE

It is a magic well that is attuned to the lores of death, khemri, vampires, nurgle and the dark lore.

They are rather cheap. To be able to place a venom thicket anywhere you like sounds good, but if you can place a normal forest anyway, the upgrade is not that great. They are quite useful because you will have some spare points in one of your secondary forces inevitably.

Wood Elves primary forces still have access to their leywoods. They get them on top to any normal terrain. FALSE

There are some fortified buildings in the list. They cannot be entered but have crossbows that can fire with BS3. They are more a nuisance than a threat. They are not a 40k bastion equivalent in any way. FALSE

Fortress walls and towers are in, but they are more or less glorified barricades. There are no defenders inside and you cannot enter the segments. FALSE

40k has a similar system. DUPLICATE

About the same, but if you count the fortifications on top, 40k has twice as much mystic terrain.

They don’t have the power to grow jungles in minutes. But a wise general chooses his battleground carefully. If they command an assault force, they will choose dense terrain and therefore, the tabletop will have more terrain. FALSE

Not army specific and there is no army specific terrain in the codices yet.

No.


No.

There are no special rules for ruins in fantasy. Hills, forests, fences, barricades, walls, buildings, magic wells and water are the basic terrain. Fortress walls and towers have rules and have an AV of 12. Since units cannot enter castle segments and only use their battlements, there is no need to destroy the walls. Your units on top can be attacked by units in contact with the building as normal. Your only advantage is the cover save and the elevated position. There are no detailed siege rules. FALSE

Buildings and fortified buildings are not the same. Terrain including landmarks that only block line of sight on does nothing else. You can place models on top, but they can be charged easily. The second type are fortified buildings, that can be attacked and have exactly the same rules as 40k fortifications, so they are effectively vehicles, with a AV ranging from 9 for a wooden hut till 13 for a dwarven fortress wall segment, but the structure points are always 2 (for now at least). FALSE

The rules don’t have changed that much apart from battlements. They are generally accessible from outside and are not part of the building for most purposes - except when it crumbles. Units on battlements (including the attackers) cannot have formations and are in base contact with every unit in base contact with the segment. FALSE

Fortified buildings that can be bought cannot be entered. There are some buildings and caves in the historic missions that can be entered and there are rules for entering buildings, but if you play the basic mission, there is no way to get inside a building. Even if you buy a fortress wall or a manor you can only place your models on top but never within. There is no folding fortress anymore.
FALSE
There are no vehicle rules. War machines have still a T value. Only buildings use structure points and armour values. The only exceptions are steam tanks, but they have the unit type fortified building FALSE

Maybe the designers are holding detailed castle rules back for a time when they reintroduce siege engines!? Where would be the fun with the one but not the other?

No, there are not.


In 40k there are lords of war that do not exists in fantasy. If opponent has a lord of war and you have not, he always has to choose his secondary contingent first. If he fields one, you can bring a fourth secondary detachment to the game and units in this contingent do not count against the heavy support limit. FALSE

Yes, you have to prepare this beforehand. You are supposed to have a list ready for all your forces. Write the list when you are finished with painting and keep the list in your cabinet, then simply grab the miniatures and the list when you are ready for battle. Warhammer is not supposed to be about min/maxing. FALSE

Secondary units count towards the sec percentage AND the FoC %. Sec units that are not part of a FoC like fortifications, lord of wars , formations and knights only count against the secondary percentage. You can take allies only from one regular list. There are no other limitations. FALSE

There is nothing that would suggest that there will be fantasy lords of war, except some existing artworks and the megalomaniac weapon rule.

Megalomanic weapons auto-wound and ignore feel no pain and armour saves and cause D6 wounds. Ward and cover saves have to be re-rolled. If a model survives the hit, it can move D6”, if it leaves the area completely, it survives, if not, it dies outright. If the megalomanic weapon does not use a blast, the model dies in any case. FALSE

I am immune to this

Not in the foreseeable future!

Exactly Instant death exists in both system, but there are no fantasy weapons that have this rule. In 40k, weapons that cause a random amount of wounds or hull damage are explained but there are no actual instances of it except for D weapons. FALSE
Both systems use the same dice mechanics and everything is explained in both system, but some mechanics are more emphasized than others. In general, first check if bypassed or replaced (AP, auto-wound, wound on a fixed roll), than modify (Piercing, snapshots, to-wound modifiers), than re-roll. The re-roll every roll of 1 mechanic is a thing of the past. It’s not explained in the rulebooks and the newer codices and the army books do not use these partial re-rolls anymore. The wolf banner is a to-wound and to-hit modifier instead now.

Yes, 2015 territory. Should have chosen a better example.

Yes, sometimes this far out, but not always.

Preferred enemy gives +1 to hit both for melee and shooting attacks. FALSE

There are no artillery dice anymore. If an army book refers to it, you roll 2D6”. A double is a misfire. Cannons use BS, hit always the nearest model in unit, jump 2D6” from this point, any double is a misfire. If BS is failed cannonball hits the ground 2D6” behind the target, ball does not jump, but hits a single model, if there is one. Look out works against all shooting attacks. Cannons ignore cover saves. FALSE

There are warlord tables for fantasy. You are encouraged to choose a trait if you play a narrative game, but you can also roll. FALSE

Easy! Too many questions.

Fantasy has the same reserve rules as 40k now. There are two changes for both systems. If there is no enemy in 24” of a particular table edge, units from reserve that use this edge to enter the table can march an additional 12”. Units from reserves can never charge. Some units have the patient hunter rule, that let’s them choose to stay in ongoing reserve when they become available. 40k flyers always have the hunter rule. Outflank isn’t tied to infiltrate anymore and works like ambush. FALSE

Night fighting is in, yes. FALSE

Flyers in 40k are aircraft vehicles. Flyers in fantasy are units with the Fly rule. They are not the same. Flyers in fantasy can move 12” over terrain. They are like jump troops, but don’t cause impact hits. In addition they can make a swoop movement and make diving attacks. In 40k, the flying rule is exclusively tied to flying monstrous creatures, but it is the same thing. FALSE

40k flyers = nothing in fantasy
40k flying monstrous creatures = all fantasy flyers
40k jump troops = nothing in fantasy

Flying units must use their wings in every phase, while jump units can choose to walk. Jump units can choose to use their packs in every phase, they are no longer restrained to a single phase. But if they choose to use the packs in the assault phase, they only get impact hits. They cannot re-roll their charge distance anymore. FALSE

Assault moves are not affected by difficult terrain anyway just like charge moves in fantasy. FALSE

Only flying monstrous creatures use the flying rule.

Swoop is the same as in 40k, but units can only use it in loose formation. FALSE

Infantry, bikes (40k only), cavalry, war beasts (beasts), giants (monstrous creature). gargantuan creature (40k only), war machines (artillery), monster (fantasy only). Vehicles are 40k only as well. Monstrous is a special rule now, that gives the unit impact hits and explains how multiple-wound models are handled. The 40k analogue is bulky. Monstrous cavalry is simply cavalry with the monstrous rule. Models always share a single profile now (only exception are mounted monsters and characters on chariots). This is also true for cavalry of both systems. FALSE

Monsters are not the same as giants/monstrous creatures. Monsters get -3 Piercing and have facings exactly like units in block formation. They retain their profile when mounted. Giants ignore armour completely and don’t have facings. They have all the benefits of 40k monstrous creatures. FALSE

Yes, the legacy names are not perfect. Monsters are not monstrous creatures. Monstrous creatures don’t have the monstrous rule, because 1.) they don’t need it, they have better rules, and 2.) the monstrous rule is called bulky in 40k. FALSE

Chariots are no unit type. In fantasy they are a special kind of war machine and therefore cannot march, but the chariot rule gives them a 12” movement. There is a 40k equivalent for vehicles like in the last edition. It doesn’t override the movement rules of the vehicle. 40k chariots use the vehicle movement. Chariots in both system cause D6 S6 impact hits and can make sweep attacks, i.e. attack during the movement. PARTIALLY TRUE

War machines cannot march. They have a combined profile and the crew on separate bases has no ingame purpose. FALSE

Monsters, monstrous models, monstrous creatures, vehicles, cavalry, jump infantry, bikes and models with shields. FALSE

Chariots cause D6 S6 impact hits without Piercing or AP. Cavalry and models with shields cause one impact hit with their base strength each. Monstrous models cause one impact hit with their base strength. Monsters and giants cause D6 impact hits. On the 40k side of thing, cavalry, monstrous creatures, jump infantry, bikes and bulky models cause one hit with their base strength. Vehicles cause D6 S6 impact hits. FALSE

Monsters impact hits do not get their normal -3 Piercing. Impact hits never influence the armour save. FALSE

Question overload! Give me some time.

Flying models do not cause impact hits, except they are monstrous or have a shield, etc. FALSE

Cavalry and monstrous cavalry have a single profile now, so there is only a single S value. FALSE

There is a list for every unit in the game. It is usually the WS,BS,I,Ld,Sv of the rider and the larger value for S,T,W,I. Attacks are one more than the largest value. But there are exceptions. I haven’t memorized the whole summary. FALSE

Yes, all attacks benefit.

Always strikes first sets I to 10. Always strikes last sets I to 1. Both cannot be modified further. A unit can choose that all models forfeit the always strike first rule for the phase and re-roll to-hit instead. FALSE



Initiative is a little bit more complicated because there are several factors that can modify the I. And there is another rule that makes it even more complex: All models in a unit attack at the same time, during the majority I-step, except in a challenge. Only models that are slower than the majority use their own I. So characters do not benefit from a higher I unless they fight in a challenge - but their higher profile contributes to roll-offs. If they are slower than the unit, they still attack later. It’s faster to calculate the I for diverse units and you don’t have as many I steps, but you do not benefit from a single spear in a unit full of swordsmen. FALSE

Impact hits are resolved at I 10, so yes, elves strike simultaneously with a chariot. FALSE

Two-handed weapons do not strike last anymore, but power fists in 40k do strike after the rest of the unit. PARTIALLY TRUE

They are slower but also have more reach. Power fists are slow and have no reach at all.

Yes, Nobz and Hull Breakerz have the same problem. Give the full squad fists, only a single one or none at all. But a majority of fists with a minority of quick weapons is a bad idea.

Light cavalry has Feigned flight, Parting shots and sweep attacks, relentless and vanguard. FALSE

Parting shots are the old march and shoot rule on steroids. You can now fire during the move or even before you move. FALSE

Yes, parting shots can be fired during the movement phase. Drawing line of sight and measuring distances is made easier, shots are resolved immediately. Can march/run and still make parting shots. FALSE


Move unit, shoot, move rest of the movement distance. You roll the march distance after you have shot, so you have to shoot during your normal movement. FALSE

Blocks can see 360 degree in this case, but can’t see through models of the same unit, not even the single rank normally allowed. FALSE

In 40k there is a special rule called battle awareness or something like this that does the same thing. PARTIALLY TRUE

Units can’t shoot again in shooting phase, except in 40k, where it simply reduces the number of weapons by one if the model can shoot more than one weapon. FALSE

Cover saves are allowed in general, bomb weapons might have their own exception, though. But I don’t remember. FALSE

It’s the parting shot’s equivalent for close combat attacks and impact hits. A whole lot of other rules are considered sweep attacks. Everything that moves - attacks - moves is considered a sweep attack. If you attack a building, it is a sweep attack. When light cavalry or chariots hit a unit en passant it is a sweep attack, etc. FALSE

You move, stop, both sides deal blows before the unit continues its movement.

There is no combat resolution, casualties count against the 25% threshold though. Units are not bound in combat. There are no charge reactions, no Hold, no snapshots, no flee. FALSE

You move the whole unit and resolve the attacks before continuing the movement. The exact position is important. Every model within 3” of enemy can attack. FALSE

You can not move closer than 1”, so every model between 1” and 3”. FALSE

Casualties are allocated from nearest to farthest with the usual look out rule. FALSE

Yes, you can snipe champions, if enemy rolls a 1 for his lookout sir roll.

You don’t have to.

Normal initiative order, but without pile-ins!


Yes ,the normal boni, +1A for skirmishers, lances, impact hits, etc.


Chariots, too. Since chariots cannot march, they are not as effective as light cavalry, but they have their impact hits. FALSE

There are no cavalry mounts anymore, but mounted monsters can attack, too. PARTIALLY TRUE

Not just light cav and chariots. Units with the hit & run rule is allowed to make sweep attacks and any unit that attacks a building. FALSE

It works in both system. Hit & run is a special rule and lets you make sweep attacks and grants feigned flight.
FALSE
No, it doesn’t let you retreat from an ongoing combat. FALSE

On the 40k side of things, bikes and jetbikes can make sweep attacks. FALSE

No, they don’t have hit & run. Only sweep attacks.

Feigned flight let you auto-rally after a flee reaction. and you are not destroyed if you are catched, simply bound in combat. FALSE

Yes, you can shoot at any unit after a sweep attack if you haven’t marched, but you cannot combine it with a parting shots and cannot charge in this turn. FALSE

You cannot charge buildings, only the units on the battlements. But if you want to hit a building, you do this in the movement phase and stay out of 1” at any time. FALSE




Yes, applies to 40k vehicles too, except for those with a WS like chariots, walkers and super-heavy walkers. You can charge those. FALSE

Yes, move and march is slower than move and charge, but you can move after attacking a vehicle and even shoot. It’s an even trade.

Chariot is a vehicle special rule in 40k and a war machine special rule in fantasy. Chariots deal D6 S6 impact hits, can make sweep attacks. Fantasy chariots can move 12”. DUPLICATE

Fantasy chariots have a combined profile now. If it is a character mount, it works just like a mounted monster. The chariot profile doesn’t change if the character replaces a crew member. The character can attack, but attacker can choose if he wants to hit the chariot/monster or rider.

Still random.

The 40k rule is a little bit longer because it explains the crew and charge rules more detailed.

No armour save bonus as far as I remember. FALSE

Yes, chariots take damage back, but they cause impact hits during a sweep attack now.

There are (almost) no flying chariots. I think they can make both, but sweep attacks are better in every way. FALSE

Arkhan.

Only daemons, necrons and orcs.

The diving attacks of flying units are also sweep attacks but cause impact hits instead of the normal attacks. The enemy cannot strike back. But the flying unit must make a swoop move. FALSE

Diving attack is the fantasy name for vector strike. FALSE

D6 auto-hits with the unit’s base strength, always against the rear, so no shield blocks even against skirmishers. FALSE

Per unit.

You don’t have to place the unit, you hit a unit in 3” of the flight path of one of the models.

Yes, vector strikes are exactly the same. FALSE

No, no effect on shooting at all.

Only the D6 impact hits, their natural impact hits are ignored.

Impact hits have never an AP or amour save modifier.

Not even fantasy chariots. But they can now hit an enemy without getting entangled.

Vector strikes are now D6 auto base-strength hits without any armour save modifications.



There are so many instances, I doubt I have covered all of them. Sweep attacks have a fairly large rule box of their own. Light cavalry, chariots in both systems, bikes, flying units, units with hit & run make sweep attacks, all units against buildings/vehicles, tanks have tank shocks and flying monstrous have diving attack/vector strikes. I hope this list is complete. FALSE

Tanks without WS can make sweep attacks against units and deal D6 impact hits. When they hit another vehicle, there are more complicated rules. FALSE

They can even make multiple sweep attacks and move through units. FALSE

Always S6 if the model has no S-value. Walkers use their base strength. FALSE

Walkers cannot make sweep attacks (except against vehicles without WS), but they can charge and deal D6 impact hits just like a chariot. FALSE

Light walkers only get a single impact hit. FALSE

Units can make a death or glory attack, either snapfire or attacks from models in 3”, but gets 2D6 impact hits if it does not stop the vehicle. FALSE

You stop the tank 1” away and resolve either the shots or the close combat attacks. Defender shoots or makes his attacks. If defender wants to attack, must pass a fear test or has WS 1, i.e. hits on 4. Hits are resolved against the rear. FALSE

They don’t hit the front. They try to jump on the vehicle or attack the tracks while the tank is passing them. they are near enough to get impact hits. FALSE

Technically yes, but since vehicles have no I value, they automatically pass the test. FALSE

Models move out of the way.

40k impact hits are called hammer of wrath, but they work the same. Auto-Hits with I10. TRUE

Diving attacks are the fantasy version of vector strikes in every way. 40k and fantasy chariots make sweep attacks. Sweep attacks cannot hit zooming flyers or swooping flying models, but vector strikes and diving attack can.

You choose where to strike for wound allocation purposes, but the enemy can make lookout rolls. They now work for every model including special weapons, always on a 2+. But you can only make a single roll per batch. FALSE

One roll per firing unit or initiative step.



Musicians and standards are vulnerable, because you can only protect one of them. FALSE

Blocks must fill their ranks at the end of every phase and the start of every initiative step in a melee. FALSE

If the pegasus knights swoop and march, they double their march distance. FALSE

Flying models are very deadly again, especially against armies without missile weapons, but the army books will catch up and provide counters eventually. You can ground flyers with ranged fire. FALSE

Yes, both right. In addition there are magic weapoons and the balewind vortex.

It forces to land flyers nearby on a roll, but can’t remember the exact value.

Two bows, a javelin and a throwing axe.

In both systems, but in 40k there are only flying monstrous creatures. Jump models and jetbikes cannot make vector strikes, but jetbikes can make sweep attacks. FALSE

Vehicle movement hasn’t changed. There is still 6” combat and 12” cruising speed. The flat-out movement is done in the movement phase. It is a fixed 6” movement. TRUE



Vehicle get cover saves, but only against other vehicles. FALSE

Infantry get cover saves both against vehicles and non-vehicles. TRUE

I don’t know. But even if 25% of you tank is hidden, it is still easier to hit the remaining 75% than a 2 metre human. I don’t remember if there is an explanation given, but vehicles in terrain do not get cover saves against non-vehicles. the same is true for fantasy buildings. FALSE

There are a lot all-or-nothing situations, all tied to a profile tests or roll-off.

No jetpacks and jump for fantasy. TRUE

40k jump units move 12” in the movement phase, + D6” if they run and 2D6” assault move. This movement is not affected by terrain. They deal hammer of wrath hits and have to test if they start or end a phase in terrain. They can choose not to use the jump pack in every phase and are affected by terrain then, they run 6” + D6” and charge 6” + 2D6” through terrain just like infantry if they do not use their pack. But they don’t get their impact hits.. TRUE

Swarms use the 40k rules. They lose D3 wounds to breath and flamer weapons now. FALSE

Special rules are all over the place. In some cases, the fantasy and 40k rules stay independent (rending and killing blow are not the same), in other the fantasy adapts the 40k rules (venom works like the 40k poisoned attack (4+) now). There are even cases where 40k adapts a fantasy rule (berserk is frenzy, but with a shorter explanation since it does not need to consider block formations). Lots of rules only exists in one system, but some are copied to the other system (terror, concussive, rending, ...). There are too many to remember them all. FALSE

Rending is exactly the same in both worlds. FALSE

Killing blow grants rending attacks against non-buildings and non-war machines, so it is not exactly the same. It is similar to feel no pain and regeneration. Feel no pain exists in both systems. Regeneration gives feel no pain, but is negated by flaming weapons.. FALSE


No.

no

It’s the same in both systems.

Also the same

Breath weapons work like template weapons in every regard, but in addition they deal D6 auto-hits in combat. FALSE

Ethereal models can only be wounded on a 6 by non-magic weapons. They can move through terrain. FALSE

I think it is the same.

Yes.

There are three tiers of stomp for both systems, but as far as I can see, they are not part of any unit types except super-large walkers and gargantuan creatures. FALSE

No, they are not impact hits.

No.

It’s the same.

There is a rule called Dragonbane, that does the same as interceptor and skyfire combined. FALSE

Yes.

The same.

Same.

Sniper is renamed in markman and is not the same as the 40k sniper. FALSE

Scaly Skin no longer exists.

Flaming attacks negate regeneration and grant additional piercing -1 against cavalry, flying creatures and monsters. FALSE

Relentless, Feel no Pain, blind, concussive, but there are likely more that I don’t recall. FALSE

Give me a break, I can’t go through the whole list

Don't click that unless you have an hour to read through it. I think I did okay on grading it, but it was long as heck so there are probably some duplicates.

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UK

I get folks arent happy about AoS but really is it that big a deal. Your models are still usable whether it be 8th or 3rd whatever hell even if its another companies game. At the end of the day they are toys that grown men play about with. Its a hobby, its social. No matter what game you play enjoy it for what it is a game about toy soldiers.
   
Made in ca
Tzeentch Veteran Marine with Psychic Potential





I dont understand how you could be that terribly wrong... Did he just make that all up out of thin air? Whats the point?

This message was edited 1 time. Last update was at 2015/07/10 20:49:17


7500 pts Chaos Daemons 
   
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Camas, WA

AncientSkarbrand wrote:
I dont understand how you could be that terribly wrong... Did he judt make that all up out of thin air? Whats the point?

Basically. Although I'm sure he will say that it was based on a playtest or something. That's the standard response.

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Made in ca
Tzeentch Veteran Marine with Psychic Potential





What a pointless thing to do... Thats an awful lot of work to type all that gak for nothing. I fail to see the motivation.

7500 pts Chaos Daemons 
   
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Badass "Sister Sin"






Camas, WA

AncientSkarbrand wrote:
What a pointless thing to do... Thats an awful lot of work to type all that gak for nothing. I fail to see the motivation.

Internet Fame and clicks.

edit: Potentially for the lols and to make me do a lot of work.

This message was edited 1 time. Last update was at 2015/07/10 20:54:06


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Enigmatic Chaos Sorcerer





British Columbia

Ad revenue.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
[DCM]
-






-

 pretre wrote:
AncientSkarbrand wrote:
I dont understand how you could be that terribly wrong... Did he judt make that all up out of thin air? Whats the point?

Basically. Although I'm sure he will say that it was based on a playtest or something. That's the standard response.


98% wrong on 'WFB 9' should poke a few holes in the Good Ship BOLS though, right?

   
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Camas, WA

 Alpharius wrote:
 pretre wrote:
AncientSkarbrand wrote:
I dont understand how you could be that terribly wrong... Did he judt make that all up out of thin air? Whats the point?

Basically. Although I'm sure he will say that it was based on a playtest or something. That's the standard response.


98% wrong on 'WFB 9' should poke a few holes in the Good Ship BOLS though, right?

Nope, it'll keep chugging along. According to a guy in the ORT thread, 'People just like discussing stuff, even if it is false'. /facepalm

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Legendary Master of the Chapter






 Motograter wrote:
I get folks arent happy about AoS but really is it that big a deal. Your models are still usable whether it be 8th or 3rd whatever hell even if its another companies game. At the end of the day they are toys that grown men play about with. Its a hobby, its social. No matter what game you play enjoy it for what it is a game about toy soldiers.


Being marginalized by the company that you support and having what you have purchased through them become literal jokes sucks as much as being told to "suck it up, if you dont like it go play something else, get out of our sand box"

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
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Shas'o Commanding the Hunter Kadre




Missouri

HairySticks wrote:
But im happy to see the toxic attitude going somewhere else.


Your attitude is just as toxic.


 Desubot wrote:
Why isnt Slut Wars: The Sexpocalypse a real game dammit.


"It's easier to change the rules than to get good at the game." 
   
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Leaping Khawarij




The Boneyard

 Thraxas Of Turai wrote:
Do not know if these have been posted, but here are the pin badges you get/got for pre-ordering:



I might not like the game but those badges are really nice.
   
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Camas, WA


terrainguy, on 10 Jul 2015 - 2:17 PM, said:
Apparently, these are on their way here soon.

https://drive.google.com/file/d/0B3iUmocmCYCUWFRzcWdQTGcxS0U/view

Found them courtesy of https://twitter.com/Lady_Atia

So far, she's only posted pics of actual upcoming stuff, so I imagine these are legit.

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Longtime Dakkanaut





 Thraxas Of Turai wrote:
Do not know if these have been posted, but here are the pin badges you get/got for pre-ordering:

Spoiler:


I guess those are only for people who order directly from GW and not those who support their local store?

Looking for a Skaven Doomwheel banner to repair my Nurgle knights.  
   
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Camas, WA

Spoiler:
Although Age of Sigmar has taken a unique

approach to Tabletop Gaming, this document

represents a completely unofficial way to

modify the rules into ones more conducive to

competitive play.

ERRATA

Page 2 - BATTLE ROUNDS

Remove Initiative from the Game.

Page 3 - COMMAND ABILITY

Change the section to read:

In your hero phase, your general can use one

command ability. All generals have the Inspir-
ing Presence command ability, which they may

use any number of times per battle. If they

have one, your general may use each printed

command ability on their Warscroll once per

game.

Page 4 - PICKING TARGETS

Add the following section:

If the attack is being made with a Ranged

Weapon in the Shooting phase additional

requirements apply:

Units with any models engaged with ene-
mies (within 3” of an enemy model) may

not perform shooting attacks in the shooting

phase. Special Rules which specifically allow

for Shooting Attacks to be made in the Combat

Phase (such as the Skull Cannons’ Grind their

Bones, Seize their Skulls ability) circumvent

this limitation.

When targeting an enemy unit with models en-
gaged with allied models, only those which are

greater than 3” of an allied model are eligible to

take Wounds. These models must be the closest

to the firing unit, who cannot shoot through al-
lied models. When assigning the Wound Pool,

should the closest model to the firing unit be

within 3” of an ally, or be an ally, all remaining

Wounds are discounted and the attack ends

Look Out Sir!: Hero models without the

Monster keyword within 3” of an allied unit

cannot be targeted by ranged attacks unless

they are the closest model to the firing unit.

When attacked by a ranged attack, after rolling

to wound, but before making saves of any kind,

the Hero may make a Look out Sir! Roll. On a

4+ an allied unit within 3” (who is not engaged

in close combat) immediately takes any saves

they are required to take as though they were

the initial target of the attack.

Page 4 - MAKING ATTACKS

Change Step 4) Determine Damage to read:

Once all of the attacks made by a unit have

been carried out, each successful attack inflicts

a number of wounds equal to the Damage char-
acteristic of the weapon. Most weapons have a

Damage characteristic of 1, but some can inflict

2 or more wounds, allowing them to cause

grievous injuries to even the mightiest foe, or to

cleave through more than one opponent with

but a single blow!

In order to make several attacks at once, all

of the attacks must have the same To Hit, To

Wound, Rend and Damage characteristics, and

must be directed at the same enemy unit. If

this is the case, make all of the hit rolls at the

same time, then all of the wound rolls, and

finally all of the save rolls; then add up the total

number of wounds caused. This is the Wound

Pool for the attack

Page 4 - Inflicting Damage

Change the section to read:

After all of the attacks made by a unit have been

carried out, the player commanding the target

unit resolves the Wound Pool by allocating the

wounds to the closest model to the attacking

unit. Sometimes it will be unclear which

model in a target unit is closest to the attacking

unit because there is no discernible difference

between the attacking unit and several models

in the target unit. If two or more models are

equidistant from the attacking unit, the owning

player chooses which model is dealt the wound.

The model is treated as being the closest model

and remains so until either the attacking unit’s

attack ends or the model is slain. When inflict-
ing damage, if a model is allocated a wound, it

must be allocated all remaining wounds in the

pool until either it is slain or no more wounds

remain to be allocated. When assigning

wounds, Unit Command models are always

treated as not being the closest model until

they are the only models remaining. Instead,

after wounds are done, Command Models are

immediately pushed back to be within 1” of

the closest surviving models in the unit or 3”

directly away from the attacking unit if they are

the only models left alive.

This may sometimes cause a combat to break

apart if enough wounds are dealt. Units that

begin a Combat Phase engaged with an enemy

unit may always attempt to Pile in and Attack,

even if when Activated they are greater than 3”

Once the number of wounds suffered by a

model during the battle equals its Wounds

characteristic, the model is slain. Place the

slain model to one side – it is removed from

play. Some warscrolls include abilities that

allow wounds to be healed. A healed wound no

longer has any effect. You can’t heal wounds on

a model that has been slain.

Page 4 - CASTING SPELLS

Add the following to the second paragraph:

Wizards may attempt to cast spells when

engaged (within 3” of enemy models), but any

spell which directly targets an enemy unit may

only target models they are engaged with. Ben-
eficial spells may only be cast on allied models

or units engaged in the same combat. Wizards

are considered unable to draw line of sight out

of the combat for spells that are neither benefi-
cial nor offensive.

Add the following to the end of the section:

Summoning: Units Summoned during the

Hero Phase may not be activated until the start

of their controlling player’s Movement Phase.

The Armies

For every 25 counted wounds you may take:

• 4 Warscrolls

• 8 Wounds of models with the Hero keyword

(only 60% can be spent on a single model,

rounding up)

• 6 Wounds of models with the Monster key-
word

• 5 Wounds of models with the Warmachine

keyword

• All models with 10 or more wounds must be

from the same Compendium as the General.

Regardless of Wound Totals

• All named Heroes are 0-1 choices and may

not be taken multiple times.

• All unnamed Heroes are 0-2 choices and may

not be taken more than twice.

• Models with both the Hero and Monster

keyword count against both allowances

• No more than 35% of the army’s total Wounds

may be models with the Fly special rule.

• When a model receives a Wound through an

upgrade, the bonus is not counted towards your

army’s total wounds.

• When a unit exceeds 10 models, receive 2

models for each that is purchased with wounds.

i.e. a unit that begins at Five, 1-wound models,

would cost 10 wounds total for a unit of 10, but

only 15 wounds for a unit of 20.

This message was edited 1 time. Last update was at 2015/07/10 21:21:28


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Made in gb
Leaping Khawarij




The Boneyard

I think that people are going to be in two minds about some of the kits that are coming

Some armies are going to have radical changes to aesthetic and I've now seen figures for two of them.But I can say I've not seen any big kits.

Again I'm not sure why I was shown. I've not worked with GW for ages.
   
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[MOD]
Solahma






RVA

Wow those pins are pretty cute!

   
Made in gb
Ghastly Grave Guard





UK

 pretre wrote:

terrainguy, on 10 Jul 2015 - 2:17 PM, said:
Apparently, these are on their way here soon.

https://drive.google.com/file/d/0B3iUmocmCYCUWFRzcWdQTGcxS0U/view

Found them courtesy of https://twitter.com/Lady_Atia

So far, she's only posted pics of actual upcoming stuff, so I imagine these are legit.


Interesting and doesnt look too bad. Wonder if they will be in white dwarf or the book up for pre order tomorrow
   
Made in us
[MOD]
Solahma






RVA

 Motograter wrote:
https://drive.google.com/file/d/0B3iUmocmCYCUWFRzcWdQTGcxS0U/view
Workblocked. Who will be my eyes?


Automatically Appended Next Post:
Or is it what pretre spoilerized above?

This message was edited 1 time. Last update was at 2015/07/10 21:24:46


   
Made in us
Badass "Sister Sin"






Camas, WA

 Manchu wrote:
 Motograter wrote:
https://drive.google.com/file/d/0B3iUmocmCYCUWFRzcWdQTGcxS0U/view
Workblocked. Who will be my eyes?


Automatically Appended Next Post:
Or is it what pretre spoilerized above?


it's what I spoilered plus some scenarios with actual objectives.


Automatically Appended Next Post:
Dont bane me, but I attached it. I figure that's kosher.


Automatically Appended Next Post:
Also, bet that dark elf burning guy feels silly now.
 Filename Age of Sigmar Errata and Scenarios.pdf [Disk] Download
 Description
 File size 1707 Kbytes

This message was edited 3 times. Last update was at 2015/07/10 21:28:34


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Made in gb
Oberleutnant





Devon, UK

Well AoS has got me back into fantasy, I haven't played since 6th edition...

Digitus Impudicus!
Armies-  
   
 
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