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Made in us
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I just got my White Dwarf #320 in the mail yesterday, and it confirms most of the changes for 7th Edition.  I'll list them below.

-Rolling double 1's will automatically pass any Psychology test, even Break tests.  The Break test is a big change, as it means any unit now has a chance - however small - of being able to stick around.

-Units flee directly from the largest unit they are in combat with.  If they flee into impassable terrain or an enemy unit of Unit Strength 5 or more, they are destroyed.  If the fleeing unit is US5+ and they flee through a friendly unit, that unit has to take a Panic test.  It seems to suggest that this is the only Panic test caused by combat now.

-Units in combat no longer take any Panic tests.

-The player whose turn it is chooses the order of combat.  Resolve the combat entirely, including fleeing and pursuit.  If a unit pursues into another combat, it fights in that combat this turn as well.  A unit can only fight in two combats in a turn.

-Units that are less than US5 don't cause Panic.

-Skirmishers can be march blocked.

-The power dice pools are as rumored.  You can only use a wizard's power dice for his spells, in addition to the army's dice pool.

-The miscast chart was redesigned to be nastier.  The Orc miscast chart follows the same idea, and is now a 2D6 chart.

-Independent characters on their own can be picked off no matter how close they are to a unit, unless LOS is blocked to them (remember that troops on a hill can see over units to see characters behind them).

-A rank needs to be 5 wide to count for combat resolution.

-Standard bearers and Battle Standard Bearers stack their bonus, so a unit with both gains +2 to its combat resolution.

-All Panic ranges are now 6".

-Lapping round is now gone.  Units that win combat may reform or turn to get more models into combat.

-Charging units must bring as many models from both sides into contact as possible.

-There is no more charge redirection, you can only charge a new unit that is directly in your charge path.

-The basic Lores of magic have been reworked.  For example, Second Sign of Amul is no longer the default Heavens spell.

-Swarms lose wounds if they lose combat in a similar manner to Undead.

-The armor save for hand weapon and shield only applies to models fighting to the front of the unit.


Ragnar

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Dakka Veteran





-The player whose turn it is chooses the order of combat. Resolve the combat entirely, including fleeing and pursuit. If a unit pursues into another combat, it fights in that combat this turn as well. A unit can only fight in two combats in a turn.


I don't think I am going to like the second part of that as it will get really broken very quickly, like units of Chaos Knights wiping out two units per turn... not too mention the possibility of getting TWO overrun moves... Plus it would be possible to hit unit 1, wipe it out, overrun into unit 2, wipe it out and overrunn into unit 3! That could go across the board in ONE move.

Can you D.I.G. it? 
   
Made in ie
Frightening Flamer of Tzeentch





I agree with DIG, this used to happen in 40k and they went and changed the sweeping advance rules for just this reason, that is units running the length of the table in one combat!

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Made in ca
Regular Dakkanaut




In 7th ed, a unit may only ever pursue once though, even due to special rules like Frenzy. Good gaming.
   
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Dakka Veteran




Only pursue once? That would mean that the uber unit would end up standing out in the open after the second combat.

Manfred on Dwarfs: "it's like fighting a mountain, except the mountain stabs back."

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Been Around the Block




Murrieta, CA

yup

   
Made in ca
Regular Dakkanaut




"That would mean that the uber unit would end up standing out in the open after the second combat."

Assuming the uber unit kills everything or makes them flee, yes, that would be the case. Good gaming!

 

   
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I'm not quite sure about the unit being completely stranded. The unit can only fight 2 combats per turn, but I'd assume that it can pursue twice as well. So if they make contact with a 3rd enemy unit, they'd fight next turn. That's my understanding, anyway. To only allow one pursuit move per turn but allowing two combats, presenting the possibility of a unit being stranded, just seems too far removed from the present rules.

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Made in us
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Skirmishers march blocked?  Unshared reworked magic?  Less panic tests?  This doesn't much sound like good news for the old Wood Elves.

That being said, I look forward to the new rules and dont want my return to Dakka (sans-postcount) to sound like a total whine.

Edit for the realization that this is not the Ragnar I briefly thought it was.

 

 

   
Made in us
Dakka Veteran





I'm not quite sure about the unit being completely stranded. The unit can only fight 2 combats per turn, but I'd assume that it can pursue twice as well. So if they make contact with a 3rd enemy unit, they'd fight next turn. That's my understanding, anyway. To only allow one pursuit move per turn but allowing two combats, presenting the possibility of a unit being stranded, just seems too far removed from the present rules.


But you know that just very well could be a consequence of doing just that! It makes you think twice about taking the uber calvary unit after peons, only to have them stranded in front of the rest of the enemy lines....

I was also assuming that if you could fight two combats that two pursuits would also be allowed, though it was never actually mentioned in the original post.

Can you D.I.G. it? 
   
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Southern New Hampshire

'Bout time you came back, Trent!

I've also realized that some of the changes - particularly those involving redirecting and fleeing - make detachments even better. It seems that now, the fleeing detachment can slip through its parent when charged, and you can't redirect into a detachment on the side.

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-The miscast chart was redesigned to be nastier. .

That sounds just wonderful. I already hated the miscast chart and now it will suck even more?

-A rank needs to be 5 wide to count for combat resolution.

I wonder if this applies to units on monster bases like Ogres or Kroxigor? If so, that really bones my Ogre Kingdoms list, which is built around multiple 4x2 ogre units.

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Posted By Trent 08/14/2006 2:27 PM

Skirmishers march blocked? Unshared reworked magic? Less panic tests? This doesn't much sound like good news for the old Wood Elves.


No, it certainly does not. The one advantage for WE, though, is the use of fast cavalry to run behind someone, combined with aggressive shooting, may allow for more eliminated units. I expect that will be the big WE tactic for a while.

Manfred on Dwarfs: "it's like fighting a mountain, except the mountain stabs back."

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Made in gb
Trencher





Reading the rule book Frenzy affects both rider and steed...Also the miscast table is very brutal, with only a few (1?) result that wouldn't damaged a mage.

"-Rolling double 1's will automatically pass any Psychology test, even Break tests.  The Break test is a big change, as it means any unit now has a chance - however small - of being able to stick around."

This also works when out-numbered to a fear causing unit, which is nice.


 
   
Made in us
Lieutenant General





Florence, KY

A little more clarity on the overrun situation, from the new White Dwarf:

... It has other repercussions, such as allowing units to fight twice in a Combat Phase if they pursue into an existing combat that has not been resolved yet during that phase. Units, however, are limited to one pursue/overrun per turn.
.

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defeat. It would seem that stupidity is as eternal as war.'

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Hey guys!

I realize I don't post much but I thought I'd chime in and say that I have access to the new rule book.
If anyone has any questions feel free to ask.
Please bear in mind though that I've never played Fantasy nor read the 6th edition rule book so I wouldn't know about specific changes.

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Does anyone know if the new rulebook (either hardback or softback) includes rules for siege?

Thanks in advance for any info.


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From the way the magic items section is worded you can no longer buy a second item of magic armour with Enchanted Shield.

n'oublie jamais - It appears I now have to highlight this again.

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I'm loving the 7th edition. Looks like both Bretonnia and Vampire Counts are gaining a lot, and since I only play those armies I'm quite happy and eager to see the true impact of the changes on the battlefield. Knights are losing a little by not being allowed to re-direct so often, but the new close combat rules that allow the same hammer unit to fight at two places in the same phase, and of course the new crossfire rule, are both great improvements.

I like the new magic system too, since it makes heavy magic just a tiny bit more risky than before because of the fatal miscasts, but still allows 13 PD and higher to be used effectively.

The skirmisher changes are a perfect way to slightly tone down Lizardmen and Beastmen armies, while still keeping them very competitive.

The funniest thing in the new edition is that Skaven Weapon Teams can obviously now be picked out and shot and killed with missile weapons, since the Skaven army book only classes them as independent skirmishing models like characters and gives them no other special cover from shooting.

So basically all the same armies will keep on winning GTs in the new edition as well (VC, Lizzies, Brets) except that Skaven players might have to revise their strategies a little bit (lose all the weapon teams, buy more Jezzails). The new O&G book seems to tone down the magic army of doom in many ways (less reliable magic, less dakka, less chariots) but since that will mean tons more infantry we'll have to wait and see how it turns out.

Well, as Ed Maule once famously said: "Therion's from Finland, where comp does not exist. Where he's from the trash we're forced to field for a tournament would lose to a 12 year old." - bigchris1313 
   
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Been Around the Block




Murrieta, CA

Hopefully the new skirmish changes will tone down my buddies Ghouls. I hate them Ghouls.

Awfull deadly in a Warbands scale game.

   
 
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