Post by stonecutter on Jun 28, 2010 7:48:02 GMT -5
MAJOR DIFFERENCES BETWEEN 8TH ED and 7TH ED
This is a summary of key changes and not all-inclusive so be forewarned!! It is a work in progress and will be updated as the tourney approaches. Of particular note, I have not covered the different lores of magic nor the various mysterious types of terrain since both are far too labourious to synthesize and I need to give people some incentive to buy the main rule book ;D Also, the line of sight appears to be in line with 40K True LOS (i.e. it is impossible to hide anywhere on the board).
With that in mind, here are my observations of the key differences and I look forward to trying them out in the near future.
MOVEMENT PHASE
1) All distances can be measured before declaring any actions.
2) Models may never move more than 2 x Movement (MV) and must remain 1” from friendly (FR) units, enemy (EN) units and impassable terrain except during a charge.
3) Terrain - only causes dangerous terrain check (DTC) for charging, marching or fleeing non-infantry models (DTC = d6 or take no armour save wound on a “1”, no affect on movement.)
Charges:
1) Charge Distance – simply measure the closest, straight-line distance between the charging unit and its target(s) as a free 90-degree wheel is allowed to maximize contact. If the charge distance rolled equals or exceeds this amount, move the units into contact and maximize combatants.
2) Each charge reaction is completed before moving to the next declared charge.
3) Chargers are then moved in order of preference, not order declared.
4) Charge distance is random at 2d6+MV or 3d6 (pick 2 highest) + MV for cavalry and fliers.
5) EN flees – charger may pass LD check to redirect onto another EN unit in LOS.
6) EN flees – failed charge. Charger moves higher of the 2d6 rolls.
7) EN flees and destroyed by chargers – chargers stop when hit EN and pass LD check to reform.
8) Stand & Shoot – done at shortest range if unit has mix of weapons (i.e. pistols and handguns)
Compulsory Movement:
1) Done AFTER charges resolved.
2) Fleeing units passing through EN or FR units or impassable terrain take DTC.
3) Fleeing troops rally on double 1s even if <25%. Flee MV is 2d6 or highest 2 of 3d6 for cav & fliers. Units continue to flee in the same direction, not necessarily to nearest board edge.
Remaining Moves:
1) Move up to half MV to side or rear, all other movement is wheels or reform.
2) REFORM – if unit has musician and passes LD check, may reform and move up to MV.
3) May march if EN within 8” and pass LD check.
MAGIC PHASE
1) All wizards choose lore at start and cannot change during a tourney.
2) No spell repeats allowed except for base spell.
3) Power Dice (PD) & Dispel Dice (DD) – roll 2d6 for PD and higher of the two is the number of DD. Roll a d6 for each caster/runesmith,etc. and on a 6, add one PD/DD to pool. May not use more than 12 x PD/DD during a phase, regardless of source.
4) Each caster rolls up to 6 PD and adds level for casting value. If they fail to cast a spell, they cannot attempt further spells that phase. If they succeed they may try another spell. If dice total is 1 or 2, spell fails regardless of other modifiers. Wizards add level to DD total and dwarves +2.
5) Double 6s = both IF and miscast result. For DD, double 6s are IF but no miscast for double 1s.
6) Miscast Table Roll
a. 2-4: 5” template over caster causes S10 hits. D6 roll of 1-3 = dead caster, 4-6 = lose d6 PD.
b. 5-6: 3” template over caster causes S10 hits & lose d6 PD.
c. 7: S10 hit to all in base contact but not to caster and lose d6 PD.
d. 8-9: All FR casters take S6 hit & lose d6 PD.
e. 10-12: lose d3 levels and no further casting this phase.
7) Remains in Play – wizard may cast other spells and dispelled if wizard slain (not just fleeing). Can also use PD to dispel at base level during the next magic phase.
8) Bound Spells – Use dice from power pool but don’t add level. Should double 6s(IF) occur, an item will crumble while a caster (warrior priest/liche priest) simply cannot cast further spells this phase.
9) Magic Resistance- grants ward save vs magical wounds with MR 1/2/3 =6+/5+/ 4+ ward. May be combined to improve existing ward save – i.e. Tzeentch mortal warriors have 3+ ward if MR 3.
SHOOTING PHASE
1) There are no guessed ranges so pre-measuring is allowed prior to targeting.
2) Templates – all models touched are hit, no partials.
3) All ballistic skill (BS) based troops may fire in 2 ranks. Short, regular and long bows allow half of 3rd and 4th ranks to fire as well.
4) All skirmishers are –1 to hit but +1 to hit large target is gone.
5) Hard Cover (-2 to hit) – includes troops screened by FR or EN troops.
6) War Machines – place marker where desired and then roll arty and/or scatter die.
7) Stone throwers - may fire at target they cannot see with any hit treated as scatter at distance of arty die – crew BS. Strength of hit is 3(9), armour saves are allowed and only S9 does d6 wounds.
8) Cannon – all blow up on a 1-2 misfire result and all do d6 wounds. Grapeshot is S5 AP out to 12”. If the d6 does not kill a model (i.e. hitting a unit of ogres and 1-2 wounds), the shot stops!!
9) Pistols & Javelins now 12” range and may always stand and shoot.
10) Breath weapons – may be used ONCE per game. If used in combat, cause 2d6 autohits.
COMBAT PHASE
1) All combat done by initiative (INIT) order with simultaneous combat for equal INIT.
2) Supporting Attacks (SA) – 2nd rank may make ONE attack if model in FRONT is fighting. Monstrous infantry (INF) has ranks of 3 and gets up to 3 SA/model. Spears give one more rank of SA.
3) Horde – units with frontage of 10 (or 6 for monstrous INF) may make SA from 3rd rank.
4) Wounds – Casualties are removed from the rear and thus as long as models remain in front and SA ranks, they get their attacks.
5) a “6” always wounds, even if S1 vs T10!!!
6) Handweapon & Shield now gives 6+ ward in close combat that cannot be used versus impact hits or stomps.
7) ASF – if have higher INIT, then may re-roll failed to hits. ASF vs ASF = simultaneous combat.
8) ASLast – if ASF & ASL, then in INIT order. ASL vs ASL = simultaneous combat. GW +2 Strength even if mounted.
9) Stomp – monstrous INF & monsters (Pegasus, carnosaur) cause 1 autohit that is ASL vs normal INF, Cav or swarms.
10) Thunder Stomp – Large monsters cause d6 autohits that are ASL.
11) CHARACTERS – may be moved into contact at start of phase regardless of EN position.
Combat Resolution:
1) +1 for charging.
2) Rank bonus – done at END of combat and monstrous INF needs 3 models for a rank.
3) Disrupt Ranks – must have at least 2 ranks to achieve so single models cannot disrupt.
4) Steadfast – unit stubborn on base LD or general’s if it has more ranks than EN, even if disrupted.
Reform – If unit WINS combat, it may reform to put more models into contact and move characters into contact with another EN unit. If unit LOSES but holds, it may reform if passes a 2nd test with same modifiers as break test.
Pursuit – if no pursuit, unit may reform. Pursuit range is 2d6 or highest two of 3d6 for Cav and fliers.
If pursue into EN, the EN unit may only HOLD as a reaction. May only pursue 1 EN unit even if in combat with several.
PSYCHOLOGY
1) Panic – same except no unit strength so any unit (including a single character) can cause it.
2) Fear – no autobreak in combat. Test each round and if fail, go to WS1. Fear causing characters do not bestow immunity on units they are in.
3) Terror – only flee if charged by terror causer and fail LD check. Check each time charged. No check if charge is overrun since unit is obligated to hold.
4) Frenzy – only forced to charge if fail LD test. Mounts don’t get +1 attack unless they have the rule.
5) Stupidity – move d6” forward if fail test.
6) Unbreakable (UB) – entire unit must be unbreakable so UB character doesn’t make unit UB.
7) Immune to Psychology – based on majority of unit.
8) BSB – allows re-roll of ANY LD test!!!
UNIT TYPES
1) Cavalry – charge highest 2 of 3d6 + MV. Flee & pursue highest two of 3d6. May assault buildings but lose mount armour and attacks.
2) Chariots – No S7 smash. If fail DTC, take d6 wounds vice 1.
3) Fast Cav – May VANGUARD advance at start up to 12” if remain <12” from EN. If have first turn, may not charge. May have ranks.
4) Flyers – move 10”/march 20”. Charge 10” if they FLY. If use ground, charge 3d6 (highest 2) + MV.
5) Flying Cavalry – gain Fast Cav rules.
6) Monstrous INF& CAV – krox, ogres, bloodcrushers, etc with 40mm base. Gain ranks for 3 models & have Stomp and form horde with 6 models wide.
7) Monsters – large monsters gain Thunderstomp (d6 ASL autohits) and may assault buildings but cannot occupy them.
8) Monsters & Handlers – roll d6 if monster wounded, on 5-6 handler dies instead. If monsters die, handlers all disappear.
9) Scouts – deploy anywhere up to 12” from EN.
10) Skirmishers – now form a unit ½” apart with front/side/rear flanks and 90 degree LOS, including lone characters. Get free reforms like fastcav. Never get ranks. Steadfast in woods.
11) War Machines- Shooting vs machine toughness and combat vs crew toughness. Wounds on machine remove crew instead and failed panic results in no firing next shooting phase. May deploy in buildings or woods if direct fire (i.e. cannon, bolt thrower) but no mortars or stone throwers.
CHARACTERS & Command
1) Cannot join unit if on a monster & gain +1 AS. If on Large monster, get 18” command range.
2) Multiple characters can form a unit.
3) 4+ ward if within 3” of 5+ models of same size/type – wound reflected onto unit.
4) Mounted character in INF unit placed on flanks but doesn’t get look out sir.
5) BSB allows re-roll of all LD checks including rally, psych and break.
6) Refused challenge only results in loss of LD, not magic items/abilities.
7) Character in unit can be moved into contact with EN at start of phase.
TERRAIN
1) All terrain requires DTC for marching, fleeing & charging Cav (incl monstrous) and chariots.
2) Woods – normal units cannot be steadfast but skirmishers are automatically steadfast when in woods.
3) Marsh – require DTC for all but skirmishers. Cav and chariots fail on 1-2.
4) Rivers – cannot march through and cannot gain rank bonus.
5) Obstacles – Cav and chariots do DTC to cross. If defended, charging unit is –1 to hit for first round of combat.
6) Buildings – Unit inside cannot flee as charge reaction and is steadfast. One unit can assault with up to 10 models or 3 monstrous INF/CAV or one large monster. Only wounds count and all charge bonuses lost. As casualties removed from rear, all 10 models fight if still remaining.
This is a summary of key changes and not all-inclusive so be forewarned!! It is a work in progress and will be updated as the tourney approaches. Of particular note, I have not covered the different lores of magic nor the various mysterious types of terrain since both are far too labourious to synthesize and I need to give people some incentive to buy the main rule book ;D Also, the line of sight appears to be in line with 40K True LOS (i.e. it is impossible to hide anywhere on the board).
With that in mind, here are my observations of the key differences and I look forward to trying them out in the near future.
MOVEMENT PHASE
1) All distances can be measured before declaring any actions.
2) Models may never move more than 2 x Movement (MV) and must remain 1” from friendly (FR) units, enemy (EN) units and impassable terrain except during a charge.
3) Terrain - only causes dangerous terrain check (DTC) for charging, marching or fleeing non-infantry models (DTC = d6 or take no armour save wound on a “1”, no affect on movement.)
Charges:
1) Charge Distance – simply measure the closest, straight-line distance between the charging unit and its target(s) as a free 90-degree wheel is allowed to maximize contact. If the charge distance rolled equals or exceeds this amount, move the units into contact and maximize combatants.
2) Each charge reaction is completed before moving to the next declared charge.
3) Chargers are then moved in order of preference, not order declared.
4) Charge distance is random at 2d6+MV or 3d6 (pick 2 highest) + MV for cavalry and fliers.
5) EN flees – charger may pass LD check to redirect onto another EN unit in LOS.
6) EN flees – failed charge. Charger moves higher of the 2d6 rolls.
7) EN flees and destroyed by chargers – chargers stop when hit EN and pass LD check to reform.
8) Stand & Shoot – done at shortest range if unit has mix of weapons (i.e. pistols and handguns)
Compulsory Movement:
1) Done AFTER charges resolved.
2) Fleeing units passing through EN or FR units or impassable terrain take DTC.
3) Fleeing troops rally on double 1s even if <25%. Flee MV is 2d6 or highest 2 of 3d6 for cav & fliers. Units continue to flee in the same direction, not necessarily to nearest board edge.
Remaining Moves:
1) Move up to half MV to side or rear, all other movement is wheels or reform.
2) REFORM – if unit has musician and passes LD check, may reform and move up to MV.
3) May march if EN within 8” and pass LD check.
MAGIC PHASE
1) All wizards choose lore at start and cannot change during a tourney.
2) No spell repeats allowed except for base spell.
3) Power Dice (PD) & Dispel Dice (DD) – roll 2d6 for PD and higher of the two is the number of DD. Roll a d6 for each caster/runesmith,etc. and on a 6, add one PD/DD to pool. May not use more than 12 x PD/DD during a phase, regardless of source.
4) Each caster rolls up to 6 PD and adds level for casting value. If they fail to cast a spell, they cannot attempt further spells that phase. If they succeed they may try another spell. If dice total is 1 or 2, spell fails regardless of other modifiers. Wizards add level to DD total and dwarves +2.
5) Double 6s = both IF and miscast result. For DD, double 6s are IF but no miscast for double 1s.
6) Miscast Table Roll
a. 2-4: 5” template over caster causes S10 hits. D6 roll of 1-3 = dead caster, 4-6 = lose d6 PD.
b. 5-6: 3” template over caster causes S10 hits & lose d6 PD.
c. 7: S10 hit to all in base contact but not to caster and lose d6 PD.
d. 8-9: All FR casters take S6 hit & lose d6 PD.
e. 10-12: lose d3 levels and no further casting this phase.
7) Remains in Play – wizard may cast other spells and dispelled if wizard slain (not just fleeing). Can also use PD to dispel at base level during the next magic phase.
8) Bound Spells – Use dice from power pool but don’t add level. Should double 6s(IF) occur, an item will crumble while a caster (warrior priest/liche priest) simply cannot cast further spells this phase.
9) Magic Resistance- grants ward save vs magical wounds with MR 1/2/3 =6+/5+/ 4+ ward. May be combined to improve existing ward save – i.e. Tzeentch mortal warriors have 3+ ward if MR 3.
SHOOTING PHASE
1) There are no guessed ranges so pre-measuring is allowed prior to targeting.
2) Templates – all models touched are hit, no partials.
3) All ballistic skill (BS) based troops may fire in 2 ranks. Short, regular and long bows allow half of 3rd and 4th ranks to fire as well.
4) All skirmishers are –1 to hit but +1 to hit large target is gone.
5) Hard Cover (-2 to hit) – includes troops screened by FR or EN troops.
6) War Machines – place marker where desired and then roll arty and/or scatter die.
7) Stone throwers - may fire at target they cannot see with any hit treated as scatter at distance of arty die – crew BS. Strength of hit is 3(9), armour saves are allowed and only S9 does d6 wounds.
8) Cannon – all blow up on a 1-2 misfire result and all do d6 wounds. Grapeshot is S5 AP out to 12”. If the d6 does not kill a model (i.e. hitting a unit of ogres and 1-2 wounds), the shot stops!!
9) Pistols & Javelins now 12” range and may always stand and shoot.
10) Breath weapons – may be used ONCE per game. If used in combat, cause 2d6 autohits.
COMBAT PHASE
1) All combat done by initiative (INIT) order with simultaneous combat for equal INIT.
2) Supporting Attacks (SA) – 2nd rank may make ONE attack if model in FRONT is fighting. Monstrous infantry (INF) has ranks of 3 and gets up to 3 SA/model. Spears give one more rank of SA.
3) Horde – units with frontage of 10 (or 6 for monstrous INF) may make SA from 3rd rank.
4) Wounds – Casualties are removed from the rear and thus as long as models remain in front and SA ranks, they get their attacks.
5) a “6” always wounds, even if S1 vs T10!!!
6) Handweapon & Shield now gives 6+ ward in close combat that cannot be used versus impact hits or stomps.
7) ASF – if have higher INIT, then may re-roll failed to hits. ASF vs ASF = simultaneous combat.
8) ASLast – if ASF & ASL, then in INIT order. ASL vs ASL = simultaneous combat. GW +2 Strength even if mounted.
9) Stomp – monstrous INF & monsters (Pegasus, carnosaur) cause 1 autohit that is ASL vs normal INF, Cav or swarms.
10) Thunder Stomp – Large monsters cause d6 autohits that are ASL.
11) CHARACTERS – may be moved into contact at start of phase regardless of EN position.
Combat Resolution:
1) +1 for charging.
2) Rank bonus – done at END of combat and monstrous INF needs 3 models for a rank.
3) Disrupt Ranks – must have at least 2 ranks to achieve so single models cannot disrupt.
4) Steadfast – unit stubborn on base LD or general’s if it has more ranks than EN, even if disrupted.
Reform – If unit WINS combat, it may reform to put more models into contact and move characters into contact with another EN unit. If unit LOSES but holds, it may reform if passes a 2nd test with same modifiers as break test.
Pursuit – if no pursuit, unit may reform. Pursuit range is 2d6 or highest two of 3d6 for Cav and fliers.
If pursue into EN, the EN unit may only HOLD as a reaction. May only pursue 1 EN unit even if in combat with several.
PSYCHOLOGY
1) Panic – same except no unit strength so any unit (including a single character) can cause it.
2) Fear – no autobreak in combat. Test each round and if fail, go to WS1. Fear causing characters do not bestow immunity on units they are in.
3) Terror – only flee if charged by terror causer and fail LD check. Check each time charged. No check if charge is overrun since unit is obligated to hold.
4) Frenzy – only forced to charge if fail LD test. Mounts don’t get +1 attack unless they have the rule.
5) Stupidity – move d6” forward if fail test.
6) Unbreakable (UB) – entire unit must be unbreakable so UB character doesn’t make unit UB.
7) Immune to Psychology – based on majority of unit.
8) BSB – allows re-roll of ANY LD test!!!
UNIT TYPES
1) Cavalry – charge highest 2 of 3d6 + MV. Flee & pursue highest two of 3d6. May assault buildings but lose mount armour and attacks.
2) Chariots – No S7 smash. If fail DTC, take d6 wounds vice 1.
3) Fast Cav – May VANGUARD advance at start up to 12” if remain <12” from EN. If have first turn, may not charge. May have ranks.
4) Flyers – move 10”/march 20”. Charge 10” if they FLY. If use ground, charge 3d6 (highest 2) + MV.
5) Flying Cavalry – gain Fast Cav rules.
6) Monstrous INF& CAV – krox, ogres, bloodcrushers, etc with 40mm base. Gain ranks for 3 models & have Stomp and form horde with 6 models wide.
7) Monsters – large monsters gain Thunderstomp (d6 ASL autohits) and may assault buildings but cannot occupy them.
8) Monsters & Handlers – roll d6 if monster wounded, on 5-6 handler dies instead. If monsters die, handlers all disappear.
9) Scouts – deploy anywhere up to 12” from EN.
10) Skirmishers – now form a unit ½” apart with front/side/rear flanks and 90 degree LOS, including lone characters. Get free reforms like fastcav. Never get ranks. Steadfast in woods.
11) War Machines- Shooting vs machine toughness and combat vs crew toughness. Wounds on machine remove crew instead and failed panic results in no firing next shooting phase. May deploy in buildings or woods if direct fire (i.e. cannon, bolt thrower) but no mortars or stone throwers.
CHARACTERS & Command
1) Cannot join unit if on a monster & gain +1 AS. If on Large monster, get 18” command range.
2) Multiple characters can form a unit.
3) 4+ ward if within 3” of 5+ models of same size/type – wound reflected onto unit.
4) Mounted character in INF unit placed on flanks but doesn’t get look out sir.
5) BSB allows re-roll of all LD checks including rally, psych and break.
6) Refused challenge only results in loss of LD, not magic items/abilities.
7) Character in unit can be moved into contact with EN at start of phase.
TERRAIN
1) All terrain requires DTC for marching, fleeing & charging Cav (incl monstrous) and chariots.
2) Woods – normal units cannot be steadfast but skirmishers are automatically steadfast when in woods.
3) Marsh – require DTC for all but skirmishers. Cav and chariots fail on 1-2.
4) Rivers – cannot march through and cannot gain rank bonus.
5) Obstacles – Cav and chariots do DTC to cross. If defended, charging unit is –1 to hit for first round of combat.
6) Buildings – Unit inside cannot flee as charge reaction and is steadfast. One unit can assault with up to 10 models or 3 monstrous INF/CAV or one large monster. Only wounds count and all charge bonuses lost. As casualties removed from rear, all 10 models fight if still remaining.