7. Edition WHFB 8. Edition im Juli 2010

Also mir ist das schon nen bisschen länger bekannt und bis jetzt seh ich der neuen Edition noch mit Skepsis gegenüber, aber mal abwarten.

Ich zweifle aber daran, dass GW es zum Release des neuen Armeebuchs schafft alle Armeebücher per FAQ zu überarbeiten. Kann ich mir einfach nicht vorstellen, dass bei denen mal alles nach Plan laufen sollte.

In jedem "White Dwarf" kommt dann ein FAQ für eine Armee...
Wie da wohl die Verkaufszahlen für das überteuerte Werbeblättchen nach oben schnellen werden!! 🙄
 
bei uns nicht, wartet man einen Monat, dann kriegt man das Ding wieder beim Einkauf von GW Produkten hinterhergeschmissen, weil keiner den Müll kauft und die Lager mit weißen Zwergen daher aus allen Nähten platzen. XD

Da kann auch keiner meckern, denn das ist das reine Prinzip von Angebot und Nachfrage.

Aber ich finde gut, DASS die Völker überhaupt ge FAQt werden sollen.
 
Die FAQS wird GW doch früher oder später eh auf ihre Homepage packen. Also braucht man sich die WDs gar nicht holen.

Wäre ich GW... ich würds in die WD packen!! ^_^
Vorallem das noch kombiniert mit einer evt. 2. Welle der ein oder andere Figur dieser Armee. Heißt: FAG der Armee, Artikel über die Armee plus Vorstellung der neuen Minis dieser Armee.
Das Werbeblättchen würde eine neue Blütezeit erreichen! *lol* 😀

Aber da jetzt schon die Wildsäue und die Trolle vom Obst&Gemüse raus sind, dürft GW wohl einen anderen Plan verfolgen (meiner Meinung nach haben die zwar nie einen Plan, aber egal.. 🙄).
 
I am just going to spell this out how it is. People have seen printed in GW rulebooks 25% max characters and 25% lord 25% hero. I think many GW stores will be basing their demonstrations on 25% lord 25% hero. Make of that what you will.

Just so I am clear on this, as there has been some misunderstanding, you can have a lord level character leading a small army if you want to (within the points), you don't have to take a hero as you do currently. I have heard nothing about unit champions being the general
Allied Forces

* Allied forces will not get a % allocation. However, rules for using allied forced (i.e. an updated allied forces chart) are in the rulebook.
* Allies are now split into 3 groups:

Forces of Order: High Elves, Wood Elves, Lizardmen, Empire, Dwarfs and Brettonia

Forces of Destruction: Chaos of any kind, Skaven, Greenskins, Dark Elves (edit. Vampire Counts may go here).

Neutral: Ogres and Tomb Kings
* The allies rules are intended to be used by more than 2 players. You are not supposed to use more than one armybook in your army.
* Allies are allowed to use the other army General’s leadership, but cause panic in units of the other army if they are forced to flee. If an allied unit is forced to flee through another ally from a different group, the stationary unit counts as dangerous terrain. I.e. High Elves flee through Warriors of Chaos
* These numbers are increased when having games of 3000 points or more. (Up to 6 special and 4 rare). High Elves ignore these restriction

You may measure distances whenever you want.

Charging.

* An added 'bonus' of getting an 'extra' +D6 or +D3 inches of movement to your Movement range (presumably the D6 or D3 decided by the category of warrior; infantry/cavalry/ogre sized).
o Edit; rumoured to be:

Infantry M1-M6 = Basic Movement value + 2D6
Fast Attack M7+ (Cavalry and fliers) = Basic Movement value + 3D6 use 2 highest)
* +1CR for charging. -Avian (more likely)



Fliers

* Move 10 " and march 20 ". They ignore terrain whilst moving. While fleeing or pursuing, they use their ground movement. (note: the ground movement part may not be entirely correct)



Marching.

* Movement distance as normal. When there's an enemy within 8", the unit has to pass a leadership test to march. Not sure how this applies to Dwarfs.



Reforming

* Units may reform once, but may neither move nor shoot the same turn. If the unit has a musician, it may move afterwards, or shoot. (Note: I'm pretty sure I'm missing some details on that on


NOTE: The magic rumours nobody seems to agree on, so rather than try and find what exactly the truth is I will just put here most of the theories

Edit: I've sorted out the ones that seem more likely, based on the info from anonymous sources:

Generating Power and Dispel Dice

* Power dice aren’t generated by the number of spellcasters. The amount of dice is decided by 2D6. The active player gets the total as power dice and the other player the highest throw as dispel dice (throw 3+5, = 8 PD and 5 DD). (confirmed)


Channeling (confirmed that it exists)

* Each wizard may roll a D6 and generate an additional power dice on a roll of 6.
* Each enemy wizard may roll a D6 and generate an additional dispel dice on a roll of 6.
* You may not channel while fleeing, off the board or when you suffer from stupidity..


Maximum Power and Dispel Dice

* The maximum number of power or dispel dice you may have at any time is 12. This includes any power/dispel dice generated by special rules, spells and/or magic items.


Casting Spells

* To cast a spell, roll 1 to 6 Power dice and add your caster's power level. EG: A Slann casts fireball and uses 2D6. He rolls a 3 and a 4 - score of 7. He than adds his Power Level of 4, which results in a total roll of 11.


Miscasting
Here is where I think we need a lot more information.

* It is rumoured that miscasts are entirely gone, but are replaced by a combined irresistible force/ miscast table effectively:
* When you roll a double 6 the spell is cast with irresistible force, but the Caster has to roll on the "lost control" chart, which is devastating, and far more worse than the current miscast table.


Lost Control Chart

* Roll of 1: This has been confirmed as being even worse than number 4… Which (pure speculation) may involve every model in the unit taking a hit, this was something I actually heard a while back, but it could be worse than this.

Roll of 4: The wizard is sucked into the warp and the large template is centred over him. S10 hits for something (could be the centre model, meaning S5 for the rest?).


Bound spells

* Bound spells are cast like normal spells now, but instead of your caster's power level, you add the level of the magic item. (Not 100 % sure on this on


Spells are now categorized. There are: Missiles, Curses, Buffs, Direct Damage and Power Whirl spells.

*
* Missiles: Require Line of Sight and may not be cast into close combat.
* Curses: Modify enemy stats and/or equipment
* Buffs: Support your own troops
* Direct damage: Spells that use templates or apply to the whole target unit.
* Power whirls: Apply to all of the battlefield or move across the table.!?


Each lore has an additional effect. For example:

*
* Lore of Shadows: After the wizard successfully casts a spell, he may switch places with another friendly character of the same unit type.
* Lore of Death: For each wound caused by lore of death spells, roll a D6. On a roll of 5+ you are granted an additional power dice.
* Lore of Fire: If the enemy suffered a from a fire lore spell earlier this magic phase, the caster is granted a Bonus of +3 when casting a fire spell upon the same target.
* Lore of Metal: Direct damage spells from the lore of metal have no strength value. Instead the unmodified armour save of the target is the required roll to wound. This causes flaming attacks and ignores armour saves


True Line of sight
Units draw true line of sight. You are considered in cover when shot at through another unit, granting a -1 or -2 penalty on to hit rolls. Note that someone else has said this is more likely as well.


Supportive Attacks
* Infantry models in the second rank can fight, with a maximum of 1A per model. - Avian/Harry. Great weapons can only be used in one rank. – Godless.
* This is only for models fighting to the front. Units charged in the flank or rear only fight in 1 rank, but being charged in the flank or rear will not stop units fighting in multiple ranks to the front.
* Most special rules apply as normal. however... Whatever combination of weapons/ special rules/ spells/ whatever, infantry can only ever attack with 1 attack per model.


Rank bonuses
* Unchanged. Up to 3.


One Save.
* A model can always take an armour save. They can then take either a ward save or a regeneration save.
Hierzu ist zu sagen das Grimstone das wohl falsch vertsnaden hat. GodlessM (von dem das Gerücht stammt) sagte es ist immer nur ein Save. Entweder Rüstung ODER Rettung ODER Regeneration.


Crush them!
* Monstrous Cavalry and Monstrous Infantry are granted 1 bonus attack with the "always strikes last" special rule, at base strength

Destroy them!
* Larger Creatures and Monsters do D6 attacks instead of 1 attack for crush them.


Change to Wound table
* All the ‘N’ are replaced with a 6… I’m taking this one with a fair bit of salt.


Breath Weapons
* Now apply in close combat, dealing 2D6 hits with the breath weapons strength. This is in initiative order. At the moment it looks like it will be in addition to regular attacks, not instead of.


* Great weapons Always strike last (this overrides any army book rules). May only be used in the first rank. - Godless


Always Strike First
* ASL combined with ASF cancel each other out. Strike in initiative order.

However ASF + higher initiative than your enemy: Reroll to hit rolls. So even if Swordmasters and White Lions are striking in initiative order they may get re-rolls to hit!


Frenzy
* You still get +1 attack on the charge (front rank only). You may suppress charging with a leadership test. If you fail, you have to attack the closest target.


Magic Resistance
* This has been changed to improve an existing Ward Save, or to grant a Ward Save to magic.

Magic Resistance 1 = +1 Ward Save against Magic. For a unit without a ward save this is 6+
Magic Resistance 2 = +2 Ward Save against Magic. For a unit without a ward save this is 5+
Magic Resistance 3 = +3 Ward Save against Magic. For a unit without a ward save this is 4+

For things that already have a Ward Save, Flesh Hounds for instance, they have a 5+ Ward save already, and MR(3). This gives them a 5+ save against shooting/ combat, and a 2+ Ward Save against magic.


Regeneration
* Regeneration will come in several types. The Slanns ability for example will grant him Regeneration (3+), while there is a mundane magic item that grants regeneration (6+).


There are rules for dangerous terrain, and for some unit types different types of terrain are treated as dangerous.


Discredited rumours:
Armour Save Modifiers changing. They’re not.
 
Supportive Attacks
* Most special rules apply as normal. however... Whatever combination of weapons/ special rules/ spells/ whatever, infantry can only ever attack with 1 attack per model.



Was solln das heißen? Sauruskrieger der Echsenmenschen haben nur noch 1 attacke oder wie jezz. 😵 Die sind doch durch die 8. Edition sowieso schon in den arsch gefickt, wegen der neuen Speere/2 Glieder Regel, wodurch Sauruskrieger, Skinks/Kroxigorregimenter und Slann in Tempelwache megaübel geschwächt werden. 😵
 
nein, Magua, da schlägt der Codex das Regelwerk, weil im Armeebuch direkt steht, dass Kroxies mit ihren Waffen aus der zweiten reihe zuhauen dürfen.

Aber da 50% der Gerüchte eh erfunden sind, mach ich mir da keinen Stress und das "infantrie hat nur 1 attacke" ist garantiert auch Bullshit - und falls doch nicht, dann sage ich auch hier Armeebuch schlägt Regeln, da im armeebuch 2 attacken eingetrragen sind.
 
@Amaroq

So schlimm ist das nicht. Schlimmer ist es, dass Kroxis nur aus der 1. Reihe mit Zweihändern zuschlagen dürfen

Vorallem weil die original Gerüchte (Warseer lässt grüßen) sagen, dass monströse Infantrie voll aus zwei Gliedern attackieren kann 😉

COMBAT

NOTE: Trying to nail down what the facts are here is very hard. Some of this is only my understanding of what has been discussed.

Supportive Attacks

  • Infantry models in the second rank can fight, with a maximum of 1A per model. - Avian/Harry. Great weapons can only be used in one rank. – Godless.
  • This is only for models fighting to the front. Units charged in the flank or rear only fight in 1 rank, but being charged in the flank or rear will not stop units fighting in multiple ranks to the front.
  • Most special rules apply as normal. however... Whatever combination of weapons/ special rules/ spells/ whatever, infantry can only ever attack with 1 attack per model in the second and subsequent ranks.

  • Spears +1 rank as normal, but one attack only (fighting in 3 ranks).
  • Spearelves may fight with an additional rank as normal (citzen levy).
  • Cavalry still only fight in 1 rank.
  • This does not apply to Monstrous Infantry, who are rumoured to fight with their normal number of attacks from the second rank (more likely).
 
Vorallem weil die original Gerüchte (Warseer lässt grüßen) sagen, dass monströse Infantrie voll aus zwei Gliedern attackieren kann 😉

Nur blöd, dass bei den Zweihandwaffen steht, dass man mit ihnen nur aus einer Reihe zuschlagen darf. 😉

* Great weapons Always strike last (this overrides any army book rules). May only be used in the first rank.
@Amaroq

Ich meine Kroxigoreinheiten, nicht die sinnfreien Fluffeinheit Skinks mit Kroxigoren. 😉


Edit:
Habe gerade TLOS entdeckt und ein Schauer lief mir über den Rücken.
 
Zuletzt bearbeitet: