https://www.reddit.com/r/WarhammerFantasy/comments/18zj0il/new_rules_from_miniwargaming_battle_report/ schrieb:
General Rules:
Command Range – Based on Leadership of model, ex. Ld8 has an 8” command range
Light of Sight – LoS is now based on drawing a straight line to the unit you are trying to see. If you can draw a line from your model to any model in the enemy unit without crossing any bases, they have LoS, however if it crosses a base (friendly or enemy) they do not have line of sight. Exception to this is Large Targets (other units do not block line of sight) or units on a hill (the unit on the hill can see over any units not on the hill and are visible to any units)
Only need to be 1” away from enemy units, can be within 1” of friendly units or terrain
Panic– must be MORE than 25% of the unit, not exactly 25%. If more than 25% up to 50% of the unit is destroyed, the unit falls back in good order. If more than 50% of the unit is destroyed, then it is a flee instead.
Chain Panic – if a unit of Unit Strength 5 or more is destroyed within 6”, that unit must make a panic test and if failed, will fall back in good order
Pursuit/Overrun – Can overrun only 1 time per turn, if overrun into a combat that hasn’t taken place yet, the unit that overran can fight again, but no pursuit the second combat if victorious
Always Strikes Last – Brings initiative down to 1 before modifiers, so can still gain the +3 initiative for frontal charge from 3+ inches away
Weapon Choices – If giving ground or following up, cannot change weapon loadout if the unit has multiple weapons as the combat counts as continuing. If the winning unit holds and charges their next turn, they can switch weapon profiles
Fast Cavalry – No longer can march and shoot, was replaced with reserve move, so now they can move, shoot, move instead of march and shoot
Skirmishers – When charging a skirmisher unit, you charge to one model and then remaining skirmishers must move into combat, but can only move their M distance
Heavy Cavalry – Only need 4 units per rank for rank bonus
Light Chariots – Open Order
Infantry – Needs 5 units per rank for rank bonus
Supporting Attacks – If the unit can provide supporting attacks from the second rank, but has to step up due to combat losses, they lose their attack
War machines – When using templates, you measure distance to any model in the unit, but the template always gets placed in the center of the unit. Any units directly under the small circle are auto hit. Any model with its entire base covered is an auto hit. If the base is partially covered, they are only hit on a 4+
War machines – Crew and War Machine have separate wound profiles, typically 3 for war machine, 1 for each crew model (typically 3 crew models). If either the war machine or crew die, the other dies as well.
Catapult – D3+1 Multiwound if under center hole
Artillery Misfire – Stated to be pretty much the same as 8th edition misfire tables
Stand and Shoot – Any wounds caused during stand and shoot are included in combat resolution
Rank Bonus – For infantry for combat resolution, limited to +2 max rank bonus past 1st rank
Fighting Rank – All models in the front rank, or fighting rank, get to attack, however only models in base contact can attack with more than 1 attack. If not in base to base contact, limited to 1 attack in fighting rank
Change to Charges – When wheeling for charge, you can wheel through the base of friendly models as long as the base of the wheeling unit doesn’t end on top of a friendly base.
Spikey Wall – If enemy is defending the wall, you charge to the front of the wall, but it counts as a disordered charge. This means no initiative bonus from the charge and unit is disrupted, so no rank bonus
Fall Back In Good Order - If you are pursued after a fall back in good order and it is sucessful, combat ends, but next combat, the unit that pursued counts as charging
Other Special Rules:
Outcast Wizard Special Rule – When miscasting, roll extra d6 and remove highest
Grail Relique – If near a unit with the Grail Vow, unit gains blessing of the lady
Yeoman Guard – Exiled Knights army unit, similar stats to Men at Arms, but 3 WS instead of 2 and 6 Ld instead of base 5 Ld (Champions of Men at Arms have 6 Ld, but base Men at Arms have 5 Ld)
Arcane Backlash – Lady Elisse special rule +1 to dispel rolls, also if a natural double is rolled not including 1s, the spell is automatically dispelled and the casting wizard takes a wound (saves can be taken)
Crusader Army Rule – Veteran, units with this rule can reroll all leadership tests
Horde Special Rule – Increases max rank bonus limit by 1
Warband Special Rule– Similar to old skaven strength in numbers, increased leadership by number of completed ranks
Scythes – Give heavy chariots impact hits AP 2
Herald for Tomb Kings – Sworn Protector rule – Herald can take hits for Tomb King if not in a challenge
Casket of Souls – Adds +1 to casting attempts for wizards (not including casket) within 12”
Dry as Dust – gain an extra wound from flammable attacks
Sepulchral Stalkers – Gain d3 tail attacks per model in addition to normal weapon attacks
Unbound Spirits – When Casket dies, all units (friendly or enemy) with 12”, on 4+ causes d6 hits at Strength 3 with no armor or regen saves
Magic:
Spells – Can only be cast in front arc of casted, only magic missiles need LoS, others do not. Also, no spells (except Assailment and Self spells) into melee unless specified
Number of Spells – Wizards can attempt to cast any spell they know per turn, no limit to number of dispels, limited by range and threat of miscast on dispel
Miscast roll for 7 on dispel – Auto Dispel the spell and wizard cannot dispel anymore
Dispel Roll – Must be higher than cast roll to dispel, tie rolls go to caster
Bound Items – Use power level of item and add to casting roll
Doombolt – Magic Missile, 8+ to cast, 3” template to center of unit, Strength 3, AP 2 (I don’t think they stated the range)
Spectral Steed – Conveyance Spell, 9+ to cast, 12” range, Remains in Play, can only target infantry characters, target friendly character gains ethereal and Fly (10)
Wind Blast – d3+3 wounds, S5, AP 1, pushes unit back 2”
Light of Protection (Casket of Souls) – 8+ to cast, bound level 3, 18” aura of 6+ ward save and -1 to hit
Lady’s Gift (cast by Lady Elisse) – 10+ to cast, gives 5+ regen