Warhammer 8th edition

Posted by Anonymous | | Posted On Thursday, June 24, 2010 at Thursday, June 24, 2010

So I got a read at the new rules, and the game is going to be radically different. Some good some bad...I'm gonna hit the major points here. Also keep in mind that I don't have the book in front of me, and this is all just a reflection of about a 1 hour read. Also keep in mind this is without play testing anything.

MOVEMENT MOVEMENT MOVEMENT:

Good news: they've clarified the rules enough that if you can make your unit do the electric slide.
News: (good or bad depending on your army) Charge is now your movement + 2d6. If you play dwarfs you should love this, elves or skaven hate this. WHY?
dwarf old charge = 6" new charge = 5"-15" Average 10"
human old charge = 8" new charge = 6"-16" average 11"
elf old charge = 10" new charge = 7"-17" average 12"
cavalry old charge = 16" new charge = 10"-20" average 16"
Percentage wise the dwarves get a HUGE boost in movement.

MEASUREMENT MEASUREMENT MEASUREMENT:
Pre-measure everything...even artillery.
To me this seems a little broken. I play a 40K guard army, I know how much tanks and ordnance can turn a tide. 40k balances this with cover saves, Fantasy doesn't have a cover save. Cover only makes it harder to hit, and you don't have to role to hit with artillery.

MAGIC MAGIC MAGIC:
Magic is hugely different. No more double 1s for miscast, but if you role double 6s you not only get irresistible force, but you also get a miscast. Casting is different and so is determining the amount of power and dispel dice. There are a few different types of spells, but all we looked at were the 6th spells because we were running out of time. The 6th spells are insane possible game winners. I'll toss the teaser out, Lore of Beasts can turn your Mage into a Dragon, either a baby dragon or an insane eats greater deamons for breakfast dragon.

Any specific questions just ask!