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Made in fi
Been Around the Block




I like 8th edition rulebook.

Dont know, maybe you can invent new spells?

I can help if you tell what kind of spell is needed.

This message was edited 1 time. Last update was at 2019/08/29 14:28:32


 
   
Made in de
Charging Orc Boar Boy





Germany

Me not so much, because of random charge rates, and steadfast rule and magic mayhem uber spells.

Hmm I don't think inventing spells is the solution, there ARE a lot of spells already. Only "problem" is, they can be used by the empire only.

Actual discussion is about the movement rules of Heavy Cavalry. All Cavalry units with an armor save of 2+ are considered as heavy, and are not allowed to march. They double movement only when charging.

This makes them slow, very slow and not very variable in the movement phase.

Suggestions were to let them march, but only add half of their movement stat to the movement in total. So for example,

Dragon Princes with a movement of 8 could march 12 inches,
Cold One Knights could march 7 + 3,5 = 10.5 inches and so on. If such a change would be made, point costs will have to be adapted.
A suggestion from me was, that when adapting march movement, make the charge movement also fall in line with this, so no in the example above for Dragon Princes this would mean they reduced their charge distance from 16 to 12 inches, Cold One Knights from 14 to 10.5...
I would round it up or down to 10 or 11.

These are all just suggestions so far, but I wonder what the community here @ DakkaDakka thinks about it...


   
Made in fi
Been Around the Block




One solution could be -2 to movement for barding instead of standard 1. Usually i think altering existing rules is better than adding multiple layers of new and specialized rules that make things more clmplicated.

This would give cold ones advantage and character as specialised faster heavy cav to make them unique. They still suffer from stupidity ? So they have also a drawback regarding movement.


Yeah i can see others could need some variety for spells too.


Those three are easilly altered by house rules, steadfast and charge as you like and spells maybe restricting the boosted versions of some spells. The basic rule set seems good to me.

There are more house rules i would suggest but generally i like them as base rule set.

If im not wrong one of the first things that is mentioned in each edition is to have fun and use the rules as players like.

Doing your own ruleset like CE is just that. Its still warhammer.

This message was edited 7 times. Last update was at 2019/09/18 18:11:30


 
   
Made in de
Charging Orc Boar Boy





Germany

I hit hard iron with my suggestion to give march movement and in turn reduce charge range from some players hahaha.
Actually, the player most feverishly defending the high charge rate as being THE single most important thing for heavy cav to play also suggested something like you, reducing march speed by an additional -1 for all heavy cav, which is a good suggestion I think. But this leaves for example bretons with a very heavy advantage as they can charge and march 14 inches then. I would not like that so much, that would improve them too much. At least from an orcish pov
now some things are going to be tested, and given feedback. but this takes time, lots of time. Well i am looking forward to see if things get a bit shaken up by that. I am sure the rule designer will keep a fair distance from all the people trying to push certain armies in their own favor.

Yes, in the end there is always the possibility to houserule, which I did in the past, for example with miscasts and irresistible force. I like some more variety here, than just a table with 3 different results.

This message was edited 1 time. Last update was at 2019/09/19 03:30:58


 
   
Made in fi
Been Around the Block




Bretonnians are specialists. I think they should be represented as so. That would give them more advantage in that regard in comparison to original rules though.

Maybe the original rules are good ?

But surely they are not as you people dont like using them.

Maybe bretonnians could have an army wide rule that gives them 1" more of a march distance as they have one slready so that wouldnt complicate much.


Strange thing i found that in some cases i end up in original content when changing things.

This message was edited 3 times. Last update was at 2019/09/19 05:16:43


 
   
Made in de
Charging Orc Boar Boy





Germany

...Tuomas Pirinen, Alessio Cavatore, Rick Priestley... they knew what they were doing (most of the time ), so it is no shame to return to the good ol' boxed set rules when one finds out that one's own ideas were not all so much better in hindsight





   
Made in fi
Been Around the Block




Anyone happen to have old mordheim material, it seems hard to find in nternet.

I know there is lots of custom material but some of it have vanished from internet.
   
Made in de
Charging Orc Boar Boy





Germany

Check out the link in Just Tonys signature, classichammer.com,

and look for the thread hope I don't get banned.
There is a good link inside leading to warhammer 6th edition scans of armybooks etc.

If you step up on the one drive linked there, you will also find mordheim...
   
Made in de
Charging Orc Boar Boy





Germany

Proposed changes in LRB V1.06:

Cannons can choose to re-roll the wounds inflicted.
Grapeshot rule will remain the same.

Rune Anvil - Point costs reduced to 100 pts. Runesmith may purchase a rune from his magic items allowance that allows him to use the anvil twice or thrice per round (each rune costs 50 points extra). Each anvil effect can be used only once per round.

Skink heroes that are using the cloak of feathers cannot be upgraded to scouts (thus preventing them to attack targets at will in round 1)

Further changes might be made to movement rules of heavy cavalry and the Helstorm Rocket Battery rule will probably also be changed.


   
Made in de
Charging Orc Boar Boy





Germany

V.1.06 of the Living rulebook has been released, and I have played 3 turns of an epic battle with the new version of the rules.

Why only 3 turns? It turned out (haha) that we needed longer than expected for the game, we had played very little the last year, so we had to look up some things.
Also: 5000 Points in 5 hours? What were we thinking?

I will add some pictures as soon as I get the possibility,
it has been crazy fun so far.

We are playing a "historic" scenario, Gorbad Ironclaw's invasion into the Empire.
The original Scenario as featured in a White Dwarf a long, long time ago, was too boring, it featured almost only cavalry units on both sides. I was called the battle of Grunberg, were Gorbad was wounded and almost killed. But we wanted to field mighty armies, based on infantry. So we skipped that part of the "authenticity" and went on with what we would like to play.

We made rules for Gorbad, and the Elector Count of Solland Eldred, as well as for an improved Lvl 4 caster on both sides.

These were the only Lord choices allowed, but the rest was totally up to the player.

Elector Count Eldred had the profile values of a Grand Master, as a special rule the Leadership effect of the General was increased to 18 inches.
He rides a barded warhorse, wears heavy armor and shield, and wields one of the runic blades made by the dwarves. Hits wound automatically and allow no armor saves.

The Empires Master Wizard was allowed to roll 6 dice per spell maximum, and ignores the first miscast result.

The Night Goblin Master Shaman was able to eat a mushroom each round if he liked, with the shrooms being exceptionally potent ones: When he decided to use it, you have to roll, on a 2-5 it works like a normal mushroom. On a 6, you may target an additional unit with the spell. and on a 1, he turns veeeery paranoid and the Empire player may choose any unit in range for the spell

Power Dice were limited to 4d3+4, so ranging between 8 and 16 per round (plus Petty magic spells).

That was a good choice so far!

I decided to pick many different units from the army list.

I wanted to reflect this is an Orc's army, so at 5000 points I needed 2 big mobs of Orc Boyz on foot at least. I added some Arrer Boyz too.
The mighty Gorbad had to be with the "Elite", a large unit of boar riding Big 'Unz, 16 of the brutes accompanied him.

Gorbad has the profile of a Black Orc Waagh Boss, just lacking its special rules of suppressing Animosity and ignoring panic from normal Orcs.
He rides an exceptionally big and nasty boar called Gnarla with a basic strength of 4 instead of 3.

He wields a mighty magic battleaxe, which ignores armor saves and causes D3 wounds.

He counts as General and army standard bearer, with a range of 18 inches instead of 12 inches. He was a superior fighter and Warlord.
His only weakness is his lack of defensive power, with an armor save of 3+ and no ward save, he is better be killin' everthin' before it can strike back!

He comes at a point cost of 325 points.

As I had a Night Goblin Master Shaman, I added a unit of Night Goblins and a "Body guard" Night Goblin Big Boss.

One Orc Shaman with some direct damage spells was the only other caster. A Black Orc Big Boss completed the bunch of heroes accompanying Gorbad.
He was with a big mob of, of course Black Orcs.

One unit of Goblins with spears, some Snotlings, a small unit of Wolf riders were the expendable units.

Stone Trolls and River Trolls were accompanying Gorbad to the battlefield, along with a Giant and a Arachnarok spider.

3 chariots for damage dealing, and some artillery were also there to support Gorbad, 2 spear chukkas, a rock lobber, a Doom diver.

10 Forest Goblins spider riders were also part of the Waagh...

I will add some more infos and pictures. Some really hilarious moments.










This message was edited 2 times. Last update was at 2020/01/14 17:15:55


 
   
Made in de
Charging Orc Boar Boy





Germany

Here RAre some pictures, as promised.
[Thumb - IMG_20200110_145009.jpg]

[Thumb - IMG_20200110_153156.jpg]

[Thumb - IMG-20200110-WA0034.jpeg]

[Thumb - IMG-20200110-WA0016.jpeg]

This message was edited 1 time. Last update was at 2020/01/14 21:42:50


 
   
Made in de
Charging Orc Boar Boy





Germany

Some bit of the action...
[Thumb - IMG_20200110_163213.jpg]

[Thumb - IMG_20200110_164000.jpg]

   
Made in de
Charging Orc Boar Boy





Germany

Hey everybody, just wanted to inform you about the current developments: there will be no Rules Update end of the year this time, as nobody really got to play a lot and therefore no issues came up that had to be taken care of.

Rules V1.07 will remain valid til end of 2021.

   
Made in de
Charging Orc Boar Boy





Germany

As some may know I am planning a campaign based on Grom the Paunch's Waaagh! through the Empire, Fleet construction and "invasion" of Ulthuan.

For this, I designed special rules for both Grom and Eltharion, more will follow.

The point costs are supposed to represent
the powers they have, which leads to significantly higher point costs than in official Warhammer editions.

I try to get as much feedback as possible from people who tried out the special rules in an actual game. I've posted rules for Gorbad here in the past, and they worked out pretty well. I will use the same approach here.

Grom the Paunch

Profile of a Goblin Waaghboss: 65 points


Equipment:
Light armor,
Magic Weapon: Axe of Grom: Great Weapon, multiple wounds (D3): 65 points

Special rules:
Regeneration (4+): 60 points
Niblit the mascot: Model counts as Battle standard bearer, the whole model gains a 5+ Ward save: 65 points

Wolf chariot (does not count as chariot for the means of calcuating the Nx-factor of chariots in the army) with 3 Wolves and an additional Wound (4 total) : 80 points

Total point cost: 335 points


















Automatically Appended Next Post:
Eltharion the Grim:

Profile of an Elven Prince: 140 points

Equipment: Heavy armor, Long Bow: 15 points
Magic Weapon: Fangsword of Eltharion, no AS, +1 S: 80 points
Magic Armor: Helmet of Yvresse, +1 to AS (4+ total), 5+ Ward Save for the whole model: 65 points
Enchanted item: Talisman of Hoeth, choose one bound spell each round: PM Fireball 2/5+, PM Courage of Aenarion 2/7+: 100 points

Stormwing, Griffon with +1WS and +1 Wound: 200 points

Total point cost: 600 points

This message was edited 2 times. Last update was at 2021/02/09 10:43:02


 
   
Made in us
Average Orc Boy



Abington, MA

I suggest giving Grom a special rule that allows an Army led by him to ignore the Goblins' Fear Elves rule.

They gave him that power in 7th Edition, I think, which opens up more options for the goblin "invasion" in my opinion.

WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
Made in de
Charging Orc Boar Boy





Germany

Thanks for the feedback! Good idea, I think this should be part of every Scenario Grom is fighting against pointy 'eads!
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

Since it's a campaign you could have it apply after the Gobbos first victory. Grom having shown them the poncy elves are nuttin to fear with him and his Shaman leading the Waaagh!

 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
Average Orc Boy



Abington, MA

I have no idea how you would quantify that points cost... in the 2004 Annual Chronicles he was worth 355 Points without the cancel on Fear Elves and then 2 years later he is down to 255 Points with "Eats Elves fer Breakfast"...

Maybe 30 Points?

Or maybe since your points costs do that nx scaling, the cost would change depending on how many Goblin units Grom is taking in his Army?

Just spitballing


EDIT: I love that idea of having it kick in after his first victory against elves. Really helps build the narrative of the campaign.

This message was edited 1 time. Last update was at 2021/02/09 22:06:33


WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
Made in de
Charging Orc Boar Boy





Germany

Yes that idea of being it a special rule for the final battle depending on how successful the first major battle against Elves was, is fantastically fluffy, pushing the narrative, and will definitely be part of the campaign! Thanks guys!!

And thanks for the tip on point costs in annual 2004, I didnt check these beforehand, just armybooks of 4 ed, 7ed and 8ed..

This reassures me I am not totally on the wrong track pointwise!

This message was edited 1 time. Last update was at 2021/02/11 04:49:34


 
   
Made in de
Charging Orc Boar Boy





Germany

Time to give a little update on what is happening with Warhammer CE!

At the moment, suggestions are collected for a rules update for LRB v.1.07.
As it also marks the tenth anniversary of the ruleset, the goal is to make it a really satisfying update

There's plenty of new stuff, and some rather big changes compared to the changes from 1.04-1.06. which is already confirmed to be changed.

One of the most debated rules is going to be changed, the rule for heavy cavalry.
Up to V 1.05, the rules were stating clearly that cavalry with a 2+ AS were not allowed to march. V.1.06 had an optional rule, which let heavy cavalry units march with 1.5 times of the normal movement speed.
As it was widely accepted as being not balance breaking, this is going to be the new standard in v 1.07, which is to be released in January 2022.

Along with that, many things are openly discussed.
   
Made in de
Charging Orc Boar Boy





Germany

Update time!

So now we have a first draft of V1.07!

I will try to give a short overview of what will change / what is new as per now.

Clarification on removal of models in mixed units (Like Squig Herds)
Clarification on hit distribution of ranged attacks

Close Combat: Targets of attacks has to be announced at the beginning of each timing step before any attacks in this step are resolved
Losses are not carried over to other types of models the unit may consist of (also think Squig herds)

Units with compulsory movement (x) may not be joined by characters and vice versa

Clarification of how charges on/by unit type "skirmisher" are resolved

Heavy cavalry may march with 1,5 times of their normal movement rate

Character models which are either by being one on themself or by riding a monster, classified as unit type monster, or a large target, or have compusory movement, may not join other units.

If a unit is completely destroyed safe for a character model that had previously joined that unit, panic tests for being in 6" of that destroyed unit have to be taken nevertheless, if the unit had US=>5 beginning of the phase it got destroyed.

some clarification on timing of challenges, as well as clarification that chariot crew may not fight in challenge.

only +1 buff on AS by riding a chariot instead of +2


Bears' Anger : Range 18", +2 A, +1A +1T,

Death frenzy: No effect on character models

Howdah: 4+ AS not improvable or +1 to AS, choice of player.

Light Bolt Thrower and Giant Bow both get Multiple Wounds (2) against large targets

Mark of Khorne: Character Models, which are not part of a unit, may take a LD-test to prevent them from a compulsory charge declaration due to frenzy.

Gift "Presence of Khorne": Added that if the model with this gift has joined a unit, the unit has to take only one test which then counts for the unit and the joined character model.

Gobelin of the Conqueror (Brets): Effect changed, costs reduced to 10p

Rocket Launcher (Chaos Dwarfs): Target point limitations for other cannons do not apply concerning proximity to target unit
(unwanted side effect of rule for cannons in general to prevent intentional "over-shooting" is that way no longer a problem)

Screamers of Tzeentch: Rules for their special attacks clarified.

Dark Elves: Renaming of some of the magic items

Effect of Ring of Hotek increased to 12"
Banner of Nagarythe: Bearer and his unit are stubborn, and gain +1 CR. Dark Elf units (not single models, or units not deemed Dark Elves like Harpies) also gain +1 CR in 6"

Death Hag: point costs increased to 100p

Beast Master: New special rule "Beast Master", "no leader" removed, point costs increased to 90p.

Dark Riders: Banner costs +15 points, option for Shields (+2p/model), loses light cavalry rule if equipped with shields

Black Guard point costs -1p per model

Kharybdiss: T6 and I4, no regeneration

Additional unit: Doom Steeds (from 3rd Ed., comparable to Silver Helms)

Lizardmen:

Clarification on Salamander rules (formation, how are ranged attacks resolved..).

Shield of the Mirrored Pool: Effects clarified.

Salamander Hunting Pack: Additional hunting packs +60p each

Teradon riders: T3, base point cost 95p+ Nx20p, Teradon rider 4-12 +30p each

Tomb Kings:

Lich High Priest I2 1A

Banner of Rakaph - Clarification: Only models on foot, and not in CC

Necrosphinx: S5

High Elves: added Pegasus as mount for Characters

Phoenix Guard point costs -1p per Model

Kislev: Clarification on formation rules of Bear packs.

WoC:

Shaggoth: T6, 250p + NX25p

Book of Secrets not an option for models with Mark of Khorne any more

Ogre Bulls: Equipment costs (light armor, iron fists, add. had weapon) alle reduced by 1 point

Iron guts Base points (3models = 165 points, each additional model 40p

O&G: Goblin horde: If the army contains not a single Orc, you may take 2 lord choices instead of one.

Goblin characters may take short bows for +5p

Squig Hoppas LD 5

Skaven:

Clarification on Formation of Rat Ogres Beast packs.

Mounts for Skaven War Lords added: Pox Rat. Bone Ripper Rat Ogre, War Palanquin

Base Costs for some units changed:
Warp Flame Thrower weaopn team -10 points

Doom Wheel and Hell Pit Abomination up +25 points

Dogs of War:

Equipment options for Character Models changed

Additional magic items and banners
Minimum size of pike units reduced

Vampire counts:

Special Necrarch Bloodline Vampire Count added.

Soul Striders special rule of Hex Wraiths clarified

Wood Elves

Clarification that equipment & special rules of model has no effect on Murder of Spites

Dryads cause fear now

Dwarves: "Loner" Special rule of Slayer character models included in "Slayers" general rule now.




























   
Made in ie
Longtime Dakkanaut




Ireland

I understand that this is a labour of love and has a lot of passion behind it, but I can't help but ask myself... why not just play 6th edition with all the books from that edition?

6th I find was the most balanced, funny, and fun edition of WFB. No one army book stands out as being over powered, yes some are strong... but will have a lot of things to balance that strength. Having recently gone back to playing 6th edition I know it is the edition that I personally would favour over any other. Aside from the absence of a full Chaos Dwarf list, it feels like a complete edition.

7th could have been a great edition, but the army books ruined it. Vampire Counts, Dark Elves, and Daemons of Chaos spring to mind. Plus it is where we started to see the over sized miniatures creep in.

8th was a blatant cash grab.

This message was edited 1 time. Last update was at 2021/11/26 11:41:22


The objective of the game is to win. The point of the game is to have fun. The two should never be confused. 
   
Made in de
Charging Orc Boar Boy





Germany

 stonehorse wrote:
I understand that this is a labour of love and has a lot of passion behind it, but I can't help but ask myself... why not just play 6th edition with all the books from that edition?

6th I find was the most balanced, funny, and fun edition of WFB. No one army book stands out as being over powered, yes some are strong... but will have a lot of things to balance that strength. Having recently gone back to playing 6th edition I know it is the edition that I personally would favour over any other. Aside from the absence of a full Chaos Dwarf list, it feels like a complete edition.

7th could have been a great edition, but the army books ruined it. Vampire Counts, Dark Elves, and Daemons of Chaos spring to mind. Plus it is where we started to see the over sized miniatures creep in.

8th was a blatant cash grab.


6th Edition in its entirety would be my "to go" decision too, if I had to pick between 5th-8th ed.

Mostly really reasonable army books with not too much difference in total power level (setting single AB's in direct comparison aside, as DE vs WE), and a solid set of rules. I do have fond memories of playing 6th edition!

Downsides for going totally 6th are:

You can't play units that were not part of the edition. Almost every army book starting 2006 has gotten some new unit added. Some armies didn't even get an army book in 6th at all, so you will have to rely on ravening hordes (Chaos Dwarves).
Some cool units pre-dating sixth ed. aren't playable at all.
Also, I would really miss some well done rule streamlining in 7th compared to 6th, which are also part of Warhammer CE.
Another downside: The rules are all OOP, and a lot of them are spread over various books and FAQs, so many, that it's hard to really get a grasp of "That's what the rules of 6th ed. are completely."
Granted, you can find them all if you like, it's all out there in the Inet if you can't find your "Chronicles 2004" or GW homepage FAQ printout you made back then.

But why the hassle, if I can have all the best of 6th and 7th combined, more playable units than in these editions, an ever improving balance and everything in just one plain document?

The only reason for me to play 6th would be if someone insisted on playing it instead of Warhammer CE. Don't get me wrong, I would prefer that by quite a lot over, say, 8th edition in general, or a game against 7th ed. Demons, Vampire Counts, Dark Elves or even Skaven. So why not give it a try?

I forgot one advantage of 6th: It had the best art in the army books. I loved the b/w paintings, the lore, the overall layout.



This message was edited 1 time. Last update was at 2021/11/26 12:40:26


 
   
Made in de
Charging Orc Boar Boy





Germany

I updated the link in the first post, so you're able to find the newest version of the rules (V1.07) there!

The Living Rule Book will now remain as it is for at least one year, so have fun trying out new army concepts. See some post above what kind of changes have been made to the rules from 1.06 to 1.07.
   
Made in de
Fresh Meat



Berlin

Hello,

we are about to try out the CE rules for the first time...

I introduced my gaming group to the 7th edition close to 4 years ago now... since the oldest of our players liked it far more than the 8th.

I know that there are many fans of the 8th edition, but the older players of us thought that guessing a range (for anything) and not having a unit fail to make a charge because of the die roll is vitally important.

Rant aside, reading the CE 1.07 rules was a joy.
We have to get used to light infantry... and later on heavy cav rules... but we'll make it work.
We'll start with the optional rules for guessing the range (of course! see above for our reasons for the 7th ed.).

Being a big fan of the unit restrictions in the 6th and 7th edition, I am wondering why this was obmitted in the CE version entirely.

The reason for this post is an army question though: The Blooddragon Lord is the only Vampire without "The Hunger" (in both the german and the english version of the rules).
Is that an accident or was there a reason?

As an old Strigoi and Blooddragon player, this was nagging on me. Please help.
   
Made in im
Orc Bully with a Peg Leg




I would expect that that's because the first Blood Dragon is supposed to have cured his hunger permanently by defeating and draining a dragon. Although I always preferred to treat that as a legend, not canon. (Like Golconda in Vampire the Masquerade, if you're familiar.)
   
Made in de
Charging Orc Boar Boy





Germany

pidaysock wrote:
Hello,

we are about to try out the CE rules for the first time...

I introduced my gaming group to the 7th edition close to 4 years ago now... since the oldest of our players liked it far more than the 8th.

I know that there are many fans of the 8th edition, but the older players of us thought that guessing a range (for anything) and not having a unit fail to make a charge because of the die roll is vitally important.



First, congrats to making this choice, I bet you won't regret it!
If you need clarifications or have questions in general, just post it here and I will see to it that it gets adressed and answered to the author of the rules,
Seelenhaendler. I will try to answer all of your questions below, as some of them had already been in discussion in a German Warhammer Forum. I will post the original replies and translate them in English for you. Hopefully, nothing gets lost in translation, but it should work out. Message me again if something sounds awkward or otherwise incorrect


pidaysock wrote:


Rant aside, reading the CE 1.07 rules was a joy.
We have to get used to light infantry... and later on heavy cav rules... but we'll make it work.
We'll start with the optional rules for guessing the range (of course! see above for our reasons for the 7th ed.).



The light infantry rules are really cool and add some interesting possibilities to the game.
Free reforms, no movement penalty for difficult terrain, shooting from 2 ranks, but (in general) no rank bonus, is a nice "in between" step to skirmisher units!

Heavy Cav got a big upgrade in the last release, allowing them to march again (but with reduced speed). This was one of the most controversial points in the CE community since 2012,
and we hope the current solution is a fine balance between keeping the Heavy Cav a valid and capable selection and preventing it from becoming a "Cavalry Hammer 2.0" edition.

pidaysock wrote:


Being a big fan of the unit restrictions in the 6th and 7th edition, I am wondering why this was obmitted in the CE version entirely.



Basically, the idea is that the author wanted to give you as much freedom in listbuilding as possible. That being said, the rules are rewarding (or at least that's how it is intended) a balanced approach to list building, having a solid core of 2-3 infantry units, supported by lighter units,, special Elite units, warmachines, and monsters in some cases. A balanced list, which is not just a one-trick pony, should be superior to an army leaning very heavily on just one thing. These lists are strongly penalized by the multiplying point costs for these choices, taking in account that some armies are leaning in their background more in one of these directions than others, but still.

But if you like, you can still use whatever "limitations" to unit selection you like in your game group, it should still be fair if you apply 6th/7th ed slot system or 8th ed. %-ratios on heroes, special or rare slots.

I know a group of players located in Frankfurt that use in their games some loose restrictions like min 500p core, max 1000p characters, max 500 pts of rare units.

My group generally uses the max 1000 pts for characters (just in case someone wants to play a Greater Demon or similar things), 500p core, and max 3 times the same special and 2 times the same rare unit.


pidaysock wrote:


The reason for this post is an army question though: The Blooddragon Lord is the only Vampire without "The Hunger" (in both the german and the english version of the rules).
Is that an accident or was there a reason?

As an old Strigoi and Blooddragon player, this was nagging on me. Please help.


It is not an accident, it is intentional. antia supplied a very nice "fluffy" explanation for it that I'd say is quite cool Also, if I remember correctly, the Blood Dragons are warriors at heart, from the ranks of the finest of men; so they are quite unwilling to drain their enemies of their blood, as they consider it a stain on their pride.

But here is the actual game design reason for it:

Short version:

Q: Der Blutdrachenfürst hat keinen Blutdurst. Wie kommt’s? The blood dragon Vampire Lord is not subject to "The Hunger". How come?"

A: Als Ausgleich für die hohe Rüstung und damit das Modell nicht "unsterblich" ist, hat der Blutdrachenfürst keine Möglichkeit Lebenspunkte zurückzugewinnen.
As a compensation for the high AS and therefore making the model not invincible, the Blood Dragon Lord has no possibility himself to regain wounds.

More elaborate version:

Reply from OP to the answer above:

OK, als wirklich nur ein „irgendwo schwächen“. Aus Simulationssicht ist das natürlich eine große Verfehlung, weil dem Vampir dann die Regel fehlt, die ihn als Vampir ausmacht. Ich sehe, dass du ihn mit seinen bereits 250 P (ggü. den 200 P anderer Vampire) nicht noch teurer machen möchtest, aber eine Lösung des Problems ohne den Simulationsfehler hätte wohl Potential, eine „deutliche Verbesserung“ zu sein. Ok, so it's only a "kind of weakening". From a simulation's point of view a big blunder, as the vampire is missing the rule, which defines him as a vampire. I see that you don't want to make him more expensive with his already 250P (versus 200P for other vampires), but a solution of this problem without the big simulation blunder would have potential to be a significant improvement to the rules.

Reply from Seelenhaendler:

Es ist nicht "irgendwo" schwächen, sondern gezielt an einer Stelle, die verhindert, dass Blutdrachen "unsterblich" werden.

It's not only a "kind of weakening", but intentionally at a point to prevent Blood Dragons becoming "invincible".

Siehe auch Goldene Regel 2 (Sterblichkeit: Alles im Spiel muss eine Schwäche haben, die ausgenutzt werden kann, so dass eine ausgewogene Armee im Verlauf eines normalen Spiels eine angemessene Chance hat, das Element auszuschalten, sollte sie eine angemessene Menge an Ressourcen dafür aufwenden.)
See also golden rule number 2. (Mortality: Everything in the game has to have a weakness that can be exploited, so that
a balanced army has a reasonable chance to get rid of it over the course of a normal game if the player chooses to invest a reasonable amount of resources to achieve this goal.)


Die Punktekosten sind da nur zweitrangig.
Ich sehe hier auch keinen "Simulationsfehler", sondern eher ein "Konsistenzfehler".
The point costs are only secondary here. I also don't see a "simulation blunder" but rather a "consistency error".

Ziel ist es zwar, stimmige und möglichst konsistente Regeln zu schaffen, aber grundsätzlich geht die Balance vor. Siehe auch Goldene Regel 4 (Balance vor Hintergrund: Obwohl das Spiel die Vision und das Gefühl von Warhammer vermitteln soll, hat die Spielbalance oberste Priorität.)

The goal is to strive for fitting and consistent rules, but balance comes first. Also see Golden Rule number 4: .

Balance over fluff
While the game should reflect the vision and feel of the Warhammer world, game balance has top priority.


Hope this helps !!






   
Made in de
Fresh Meat



Berlin

Moscha wrote:
First, congrats to making this choice, I bet you won't regret it!
If you need clarifications or have questions in general, just post it here and I will see to it that it gets adressed and answered to the author of the rules,
Seelenhaendler. I will try to answer all of your questions below, as some of them had already been in discussion in a German Warhammer Forum. I will post the original replies and translate them in English for you. Hopefully, nothing gets lost in translation, but it should work out. Message me again if something sounds awkward or otherwise incorrect



Thanks. German is fine... this being a forum in the language of Shakespeare, Hemmingway and Sorkin, one should stick to it though.

Moscha wrote:
The light infantry rules are really cool and add some interesting possibilities to the game.
Free reforms, no movement penalty for difficult terrain, shooting from 2 ranks, but (in general) no rank bonus, is a nice "in between" step to skirmisher units!


I am very much looking forward to it.
The difference between Cav and "really heavy Cav" was always felt in the 7th edition... but more on the impact in games. "Really heavy cav" in my game group are models with 2+ Attacks. Namely Dragon Princes (HE), Chaos Knights, Lizardmen Cav, Bloodknights and Grail Knights.
I also fielded the Khorne Juggernauts once...

Now with the (partially) increased base size and the new rules in CE, the cav units are much more diverse.

Sure everyone misses the heavy punch units at first... but I am a big fan of balancing in a game, and WHFB got less balanced with every army book.
The community approach is right choice in my eyes. Adjust all Armies at once.

** unit restrictions **
Moscha wrote:
But if you like, you can still use whatever "limitations" to unit selection you like in your game group, it should still be fair if you apply 6th/7th ed slot system or 8th ed. %-ratios on heroes, special or rare slots.


My playgroup will discuss it... especially the High Elves is saddened that the restrictions are the same for everyone.


** The Hunger **
Moscha wrote:
It is not an accident, it is intentional. antia supplied a very nice "fluffy" explanation for it that I'd say is quite cool Also, if I remember correctly, the Blood Dragons are warriors at heart, from the ranks of the finest of men; so they are quite unwilling to drain their enemies of their blood, as they consider it a stain on their pride.

But here is the actual game design reason for it:

** ... **

The goal is to strive for fitting and consistent rules, but balance comes first. Also see Golden Rule number 4: .

Balance over fluff
While the game should reflect the vision and feel of the Warhammer world, game balance has top priority.

Hope this helps !!


It does.

I can get behind a concept of balance... even for the immortal vampire blood dragon lord.

This message was edited 1 time. Last update was at 2022/02/25 10:53:38


 
   
Made in de
Charging Orc Boar Boy





Germany

Yeah haha it very hard otherwise to play a game where you can field some measly Goblin and a Demigod and still have both kinds being a fair deal in rhe game
   
Made in de
Fresh Meat



Berlin

I've got a rule question...

Pursueing into new enemies...
We can't find the paragraph about being "immune to fear and terror" anywhere.

Does that mean, that if I pursue into a new terrifying enemy who , I still have to test and if worst comes to worst, flee myself suddenly?

If yes, do I make the test prior to the 1" stop in front of the unit, or after I actually enter BTB?


edit.... Fear doens't require a psych-check anymore when I charge? Oh dear. But terror does.... so the question above is limited to the subject of terror...
2nd edit... The Bretonnia Armory is unclear about the Hardwoodlance/Kernholzlanze: One rerolls hits in German, but wounds in English.... the 6th Edition book said "to-wound" rolls... please clarify.
Also: under: Characters march with units.... the example has a heavy cav model marching with infantry. However the march is reduced to 7". This must be a left-over from 1.05 or 1.06 ruleset, since heavy cav can now march as well.

This message was edited 2 times. Last update was at 2022/03/04 18:54:14


 
   
 
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