Thursday, August 31, 2006

Even more 7th edition rule changes

Here we go with even more.

1. It does appear there is a controversy swirling around the Frenzy debate on whether the mount would really get the extra attack. I have brought up Arbaal the Undefeated. He is a khorne special character that rides a hound of khorne. Both get +1 attack.
More to follow on this debate I'm sure.

2. Chariots: It appears several new rules follow chariots. Besides the character staying in the chariot in a challenge, the +2 armor save seems to now only apply to shooting attacks that are randomly allocated to the character. (still a 6 on a d6 as before.) But the character may also use the chariots armor save if it is better.
In hand to hand it says nothing about an improved armor save.
Characters are no longer hurt when the chariot is destroyed.
Chariots may now voluntarily move into difficult terrain and take the d6 str 6 hits every time they move through it.

3. New building rules. The rules for buildings on the battlefield are completely revamped. they are actually easy to understand, easy to use and I recommend people use them. I've been playing buildings as impassible since 3rd edition, it will be nice to include them again.
Only infantry units may occupy a building. And only 1 unit at a time. 1 enemy infantry unit may "assault" the building. When fighting, up to Unit strength 10 can fight on each side. Count only wounds done when calculating who wins. musicians still break ties.
Up to unit strength 5 may use missile weapons out of each floor of a building.
No marching into or out of a building. No charging out of a building.

4. If a unit is on a hill. Then all ranks of a unit on the ground may shoot at the enemy unit on the hill. Similar to shooting at a large creature.

5. Multiple chargers in the same combat. If both sides have a unit that is considered to have charged (ie from a pursuit the previous turn) then you no longer go in the order the charges occured. Instead you now go by initiative order, then roll it off.

6. If you are at the front of a chariot that is considered charging, then you take impact hits as well. Example: Chariot hits a unit, breaks it and pursues into a new unit. But the front is overhanging some. Then on your turn you have another unit charge the front of the chariot. Your original hit unit and your charging unit, will both take full impact hits. Chariots charging 2 units is going to get nasty quick.
Can you say 2d6+2 impact hits from 1 chariot splitting 2 units.

7. If a chariot flees through a friendly unit, the unit takes impact hits. If it flees through an ememy unit of less than US 5, the unit takes impact hits. And if if flees through a unit of enemy greater than US 5, they take impact hits and the chariot is destroyed.

Thats enough for now. More to come soon, keep checking back.

2 Comments:

Anonymous Anonymous said...

I like this new set of rules except the fact a unit that charges a previously-pursuing chariot also takes impacts hits.
This last one doesn't seem logical to me and doesn't add to the tactical side of the game. Probably there just to balance with the nasty fleing rules.

3:17 AM  
Blogger Ben said...

Actually that only happens if you charge the front, which I see as being pretty rare.
As everything gets tidied up in this set, must maximize. So only if a unit is already in combat and the chariot can only hit a small portion will it be overhanging for you to charge it.

So i don't expect to see it very often, but wanted to point it out as kind of a weird new rule.

6:32 AM  

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