wallacer:
Yes, the expanded magic items will help us a lot.
Nice that there are so many cheap magic weapons, too.
wallacer:
Yes, the expanded magic items will help us a lot.
Nice that there are so many cheap magic weapons, too.
cornixt:
Having a few little items that you can use to fill up your list to 2k will be nice. It was a bit anoying how nearly every magic item was 20+ points.
Thommy H:
Watch out everybody! Groshnot the Hobgoblin is out on the field hunting Steam Tanks. He's got his handy-dandy sword of +3 strength and his potion of +3 strength. Huzzah!I am supremely confident that the Potion of Strength will only last for a turn. It's based on a 5th Edition magic item that worked that way.
phierlihy
AssurBahniZharr:
Other news from warseer…the boxed set out in Sep will be named “Island of Blood”. The news appeared on GW site but was removed soon:D
warseer
:hat off
I also think it is un ugly name (as many forum users here and there) and I can’t figure how to put skaven into a blood islandXD Anyway All that i really need is a RH with CD rules :s
Swissdictator:
The area around my sister in law’s home town (she’s from a village near the Italian city of Cortona, in Tuscany). Laka Trasamine is easily visible from Cortona.
Now, in the Second Punic War, a big battle took place there. What’s fascinating is if you do the research and translate the name of a lot of villages and such from their Etruscan roots do roughly translate to “Pile of Bones”, “Mound of Skulls”, “Broken Sword”, etc, etc. So while it sounds cheesy to us in the 21st Century,
Just looked that up on Wiki (as reliable as that may or may not be) and here is what it says:
An ancient tradition says that because of the blood, which for over three days filled the water, that the name of a small stream feeding the lake was renamed Sanguineto, the “Blood River”.So in all honestly, it isn’t that bad when you consider the above.
"Wiki
warh:
up for advance order now!
http://www.games-workshop.com/gws/catalog/armySubUnitCats.jsp?catId=cat1491876&rootCatGameStyle=wh
slev:
Stuff announced thus far:
MRB: £45
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat1300172&prodId=prod800009a
MRB Collector’s Ed: £75 (ltd)
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat1690000&prodId=prod800015a
Engineer’s Ranging set: £18 (Ltd) - Superfluous fancy-pants range-rules and map dividers. Looks cool, is useful, you don’t need it though.
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat1690000&prodId=prod800019a
Counter Set: £8 - a collection of counters, markers and trackers. Very very useful kind of thing if their 40k equivalent is anything to go by, but not strictly needed.
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat1690000&prodId=prod800017a
Teemplate set: £5 - same size as the old clear templates, but in a new style. Looks cool.
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat1690000&prodId=prod800016a
Skull Dice: £7 (ltd) - eight dice look like they’re carved from bones. Look very cool.
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat1690000&prodId=prod800018a
Battle Magic: £6 - Set of magic spell reference cards for basic Lores. Does not replace anything. These are much like the ones you could download from the web-site for 7th, but fancier.
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat1690000&prodId=prod800014a
Gamers Ed: £75 (ltd)
Includes kit-bag, standard MRB, Template Set, Counter Set, Skull Dice set. Effectively £10 for the bag then.
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat1690000&prodId=prod810017a
Willmark:
$74 US for the rules alone… why am I not surprised?
Neil:
I’ve just been looking at the preview pages on the website, and is it me or is there a mistake on the charging diagram page? It seems to me that they have got the text boxes the wrong way around for the goblins charging in the flanks of the dwarf unit.
Or is it just me?
Edit - I looked a bit more closely and it turns out it was just me.
slev:
Actually given the size of the book, etc, the price for it AS A BOOK, is reasonable.
If you’re looking at it purely as the cost of a rule-set as an existing player, it may well be less valuable.
Thommy H:
Yeah, £45 for a full colour book of that size is actually pretty good value. As a former English Literature student, I know all too well that books exist in an economic universe of their own.
Swissdictator:
Sounds like a local store will have the pre-view copy. If so I’ll be sitting down with it for a while reading it.
Grimstonefire:
£45 for a hardback rulebook that thick is probably a good price. I’m not sure if I will rush out to buy it or not.
I seem to remember I ‘borrowed’ someone’s copy of 7th ed for 3 years before buying my own…
wallacer:
Some of the extras are quite nice as well. I can see the magic cards being quite useful.
warh:
really like this model!
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat1491876&prodId=prod800002a
wallacer:
Video on the new templates:
http://www.games-workshop.com/gws/content/article.jsp?aId=11100001a
Fallen246:
Whilst I have to say, those templates look really cool to me, as does all the rulers…
They are not worth their advertised price, quite frankly. If I bought those, even my friends with full GW bought armies would say I wasted my money.
Swissdictator:
I like the Empire duelists, and I am seriously considering ordering them. They’d be useful as I could use them as Captains OR as unit champs possibly. The guy with the greatsword could make a good looking infantry champion easily.
phierlihy:
I read the book cover to cover today. It is a dang nice book! I was the first one to open it and three pages fell out. Great… The book has no army-specific rules and I can definitely see errata needed in a big way for all army books. Lots of clearing up of rules and some new ones added too. Overall, they did a great job! This is just in addition to the already-confirmed rumors. Ask if you have specific questions.
- the everyone-moves-like-fast cav myth is officially not true. Movement looks more or less the same.
- Double ones for casting are gone. It’s now just double sixes - resolve the effect of the spell and then suffer the effects of the miscast (yes, it is still called the “MIscast Table”).
- 25% Lords & 25% Heroes and all that jazz is confirmed. No quadruple Specials, no triple Rares unless you’re playing 3000 points or more in which case I think it was six and four.
- Monsterous Characters or characters on Monsterous Mounts cannot join units. I’m looking at you Mr Stegadon and Mr Corpse Cart.
- No character can ever have better than a 1+ save.
- Line of Sight is the same as it is now, they just define it better.
Movement
- Charging changed slightly - if a unit flees a charge, the charger can elect to charge an alternate eligible unit. Otherwise pursuits and flees haven’t changed. Failed chargers just go d6" straight ahead.
- You cannot charge on Turn 1 if you go first.
- Units that split frontage on the charge must do so equally unless doing so would not cause the maximum number of models to fight.
- You can pre-measure all charges (and spell casting) ranges before hand.
- Fast cav loses the Fast Cav rules if a character without the “Fast Cav” rules joins them. I’ve never seen anyone with that rule except a Steed of Slaanesh?
- Fast Cav gets a free 12" move at the beginning of the game. Scouts get 6" but deploy as they do now.
- Monsterous things ignore terrain movement modifiers (not just Hydras anymore).
- Terrain no longer slows units down. It has loads of other effects you’ll have to read.
- Having a Musician allows a unit, in addition to the old stuff, gives a unit the ability to make a fast reform (reform the unit and make a non-march move)
- The way I read the rules it looks like FLyers can be march blocked now? Someone confirm please.
Shooting
- Only weapons with the special rule fire in more than two ranks.
- a ‘6’ will wound anything (same for close combat).
- Template weapons - no partials. Models that have multiple profiles, all profiles are hit (I’m looking at all you skinks hiding on that Stegadon!).
- You can see through forests but you suffer a -1 to shoot through them (except for the forest you are standing in).
- Stone Throwers have indirect fire - if you can’t see your target, place the tamplate and roll the scatter die. It scatters even on a hit D6" - you ballistic skill in inches. Strength for a Stone Thrower is 3, with a strength 9 hit under the hole!
- You can only use a Breath Weapon (they used the specific term Breath Weapon so I assume Steam Guns and such are not effected) once per game. In combat you do 2D6 hits which add to combat resolution.
- Riding a Monsterous Mount fives +1 to your armor save.
- Stand and Shoot reactions against characters charging out of a unit are now resolved against the character charging out of the unit!
Magic
- Lore of Life - cast a spell, the mage or a model within 12" of the mage heals a wound
- Lore of Fire - as rumored
- Lore of Death - for every spell that is successfully cast, the mage can add another dice to the magic pool on a 5+
- Lore of Beasts - Ummm…
- Lore of Metal - all spells do damage based upon their armor save. If you have no armor, you take no damage!
- Lore of Heavens - as rumored
- Lore of Shadow - as rumored
- every mage can try and add an extra die to the magic pool each phase on a 6
- every mage can try and add an extra die to the dispel pool each phase on a 6
- any casting that ends with a total die result of 1 or 2 is a failure regardless of bonuses
- if you don’t have a mage, you can still try and dispel a spell
- Bound items are cast just like spells using pool dice. If they miscast they turn to dust!
- the rest is really just as the rumors mention.
Close Combat
- There is no sliding rule (thank God!).
- Most of the rumors are true but one thing I didn’t see mentioned - if you charge down a hill, you get +1 combat res.
- Units with more ranks than an enemy are Stubborn. You do not lose that bonus even if flanked or hit in the rear.
- Models with “Heroic Killing Blow” can killing blow ANYTHING!
- ASF + ASL just cancel out
- ASF + higher initiative let’s you reroll misses. Hopefully someone else can confirm if that is every turn or just on the first turn. High Elves - welcome to Tier 1!
- A unit that runs down another unit stops where the unit got wiped out and gets a free reform if they make a leadership test.
Misc Stuff
- War Machines have mixed stat lines with their crew now.
- If a War Machine crew fails a panic check, they cower under the machine and don’t fire that turn. If they flee for whatever reason, they saboutage their own machine before they run.
- Regeneration - as now but also if a models takes a flaming wound, it loses Regeneration for that turn.
- Stupidity - wander forwards D6"
- No unit, friend or foe, can move within 1" or another except during a charge.
Kered:
I’m slightly disappointed that the templates and extras aren’t metal.