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Warhammer 8th rumour round-up

News & rumours for Warhammer

Re: Warhammer 8th rumour round-up

Postby timewizard » Wed Apr 28, 2010 1:04 pm

I don't have a problem with someone linking to other sites for info. If I find something I think the members of this forum would find interesting, I post a link to it.
TBH, I never really thought about trying to track down a link to where it may have originated from.
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Re: Warhammer 8th rumour round-up

Postby mattjgilbert » Wed Apr 28, 2010 1:37 pm

Back on topic...:D I wonder if Alessio leaving had anything to do with the direction 8th is taking or is pure coincidence? Who's credited with (mainly) writing this version, is it him?
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Re: Warhammer 8th rumour round-up

Postby PaddyF » Wed Apr 28, 2010 1:46 pm

Well they need to do something as atm you can more or less replace the table with an Octagon and just have your charcters UFCing it in the middle while the rank and file cheer on.
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Everybody else is like "we'z gotta strip down to be slippery like". Beakies do this, umies do this, even orkses do this, but Eldarz all like " You'z all stupid, dats why youz monkeys. Iz putting on 'eavier armor, iz gonna stomp through the jungle all sneaky like and chainsaw you stealthy like cuz Eldar's da best like dat. And if youz looks at me funny, dakka comes outta my face"
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Re: Warhammer 8th rumour round-up

Postby mattjgilbert » Mon May 24, 2010 10:14 am

A big update following the preview games GW ran on Saturday: http://www.warseer.com/forums/showthread.php?t=253845

I can't wait for July!
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Re: Warhammer 8th rumour round-up

Postby lostandthedamned » Mon May 24, 2010 10:59 am

Lots of new bits-these caught my eye.

Single models have a 90 degree arc of sight. Units still have a 45 degrees arc of sight

This could have a big effect, it depends on how they deal with artillery (is turning going 0ot be moving). If they are covered by this then one you are behind a gun line it has to waste a turn to change facings.
The hand weapon & shield combination grants a 6+ Ward Save in combat to the front only. It provides no benefit if you are attacked in the flank or rear and does not work against impact hits and crush them/destroy them attacks. This replaces the +1 to Armour Save gained by fighting with HW & shield.

This is cool but I really hope it's an unimproveabe ward save. Otherwise Tzeentch Warriors are hideously good in combat.
When you destroy an enemy unit you can either overrun or immediately reform to face the direction of your liking.

Greta idea. Makes cavalry good for more than one combat as they can kill then turn rather than stand to be flank charged or run off the table to waste a turn coming back.
This does not apply to Monstrous Infantry, who are rumoured to fight with a maximum of 3 attacks per model from the second rank (more likely).
Cavalry
Riders only in the second rank may attack.

Ogres don't suck.
10+ wide units attack with one rank more than normal. Monstrous infantry like Ogres need to be only 6 wide to benefit from this rule. There are no other requirements to be a Horde. - Avian

Ogres suck even less.
Units can reroll all leadership tests within 12" of the battle standard.
If the General is on a Large Target mount the Ld range is 18” instead.

Very nice and useful. Orcs can field Wyrverns without losing all leadership bonuses. Goblins might pass a panic check with all rerolls.
Fear/Terror tests are taken at the start of every combat phase.

If you fail the Fear/Terror test you are reduced to WS1 & A1. Presumably mounts are reduced to WS1 & A1 as well.

Terror comes with a chance to run away, but no longer has the 6” range, it is decided in combat. Fear does not make enemies flee.

I love this. Crap troops suffer less from fear than expensive ones but suffer from it more often. To a goblin dropping to WS1 1A is a 1pt penalty.
If your elites fail a test (much less likely so balanced), their abilies go down the toilet.
You still get +1 attack on the charge (front rank only). If the enemy is within Movement +12”, it has to declare a charge unless it surpresses the frenzy by passing a ld test. If you fail, you have to attack the closest target.

This gives frenzy an actual downside. you have to declare charges and at maximum range. Failing charges from frenzy working and you not rolling high enough balanced by being able to restrain.
Units armed with bows, short bows and longbows may shoot with an additional half a rank for every rank behind the 2nd. I.e. 12 models wide, 3 ranks (36 models). 12 front rank, 12 2nd rank, 6 3rd rank = 30 shots. Salvo fire only applies if you haven't moved and not when you stand and shoot.

50 man units of Gobin archers, Peasants or Sea guard (only for the crazy). 30 shots from the unit many attacks in combat. Combined with
If you are only engaged to the front and have more ranks than the opponent, you are Stubborn. - Avian/Harry

The big balancing rule. You can't just load up on chaos knights and go hammering in. You may kill loads but they will hold. Tactics and units needed. All the flying units, skirmishers and spawn type monsters have real value just to prevent the stubborn.
Roll D6 for every model, on a 1 it loses a wound
Cavalry always treats a forest as ‘dangerous terrain’ (see above), regardless of what type of forest it is.
Fighting in woods is -1 CR for ranked infantry and +1 CR for skirmishers. Might be worse for cavalry. – Avian

Again Skirmishers matter, and cavalry die in woods. This along with the new sorts of terrain (very cool ideas) mean that even the two woods, two hills, one other standard setup can really change the game.


Magic seems very cool. The previous rumor of miscasts seems to be out and that any wizard that fails to cast may not cast again this turn. Try spamcasting now bastard Vampires...
The Lore bonuses look cool and the spells so far rumored look ace.
I really hope that
Flaming Sword(s) of Rhuin: Unit Buff. Grants +1 to wound and flaming attacks.
only works in combat or I might be tempted to go for the 50 seaguard army.

All in all I am definitely looking forward to this edition now.
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Re: Warhammer 8th rumour round-up

Postby mattjgilbert » Mon May 24, 2010 11:36 am

lostandthedamned wrote:This is cool but I really hope it's an unimproveabe ward save. Otherwise Tzeentch Warriors are hideously good in combat.
I think the feeling is it will not stack with others.
lostandthedamned wrote:All in all I am definitely looking forward to this edition now.
Me too. A lot. Time to paint up those hordes of goblin archers that currently don't get taken...
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Re: Warhammer 8th rumour round-up

Postby mattjgilbert » Thu May 27, 2010 7:58 pm

I've been thinking more about the salvo rules and I think big cheap units of both orcs and goblins with bows just got very attractive. Combined with the horde rule, orcs especially look tasty. Bows for shooting, choppas with +1S massed attacks.

Unit of 30 goblins deployed 5 wide and 6 deep = 20 shots and have +3 rank bonus.
Unit of 30 orcs deployed 10 wide and 3 deep = 25 shots and up to 30 choppa attacks in combat (+10 stand and shoot shots)!
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Re: Warhammer 8th rumour round-up

Postby lostandthedamned » Thu May 27, 2010 9:35 pm

Something else I caught that makes big changes for one of my armies is the change in the requirement to cancel ranks from unit strength 5 to having 2 ranks.
I have been running a roman style empire army using 9 man free company (3x3) detachments to counter/supporting charge. Ideal size but now i'll have to run at least 10 in 2X5. This makes my battle line much more venrable to my supporting units being charged. Before I only had to leave a 90mm gap between units and I could still wheel round withletting any normal unit (100mm+) between.
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Re: Warhammer 8th rumour round-up

Postby mattjgilbert » Thu May 27, 2010 10:25 pm

You could now use handgunners though instead and fire in 2 ranks...

The increased freedom of movement and the changes to flanking will both change the way the game plays a lot.
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