Thursday, August 31, 2006

More New 7th ed rule changes!!

Ok, I sat down and really combed through the new rulebook last night.
WOW!!! OMG!!! I had no idea they were going to change so much. There is so many new rules, I can't remember them all, but I will give it a shot.

1. Skirmishers only get -1 to be hit if they are a) US 1 and b) roughly man sized.

So Pegasus knights, teradons, weapon teams (ratling guns, warpfire throwers, jezzails), swarms, etc... All lose the -1 to be hit penalty.

2. This one is huge!! If a unit breaks an opponent and pursues into a new fresh enemy, that enemy may stand and take it or FLEE!! Thats right, they now get a response.
This is a huge change in the rules and will have a huge impact on the game.

3. If a unit is fleeing and its flee would land it on a unit, it will move past that unit to directly on the other side. If it would be touching another friendly unit, it will move past that unit, etc.. So it is possible for you to hop-scotch a unit completely off the board 20 or 30" away, if your opponent sets it up right.
And if the unit they hit was not fleeing and the fleeing unit was US 5 or more, then panic tests for every unit they hit.

4. Another huge one, if a rider is subject to hatred, frenzy, stupidity, etc.. His mount is also!!! Can you say Khorne Chosen knights. 5 with a champ will now be getting 16 str 5 attacks and 10 str 4 attacks. 26 ATTACKS!!! Are they nuts?!?

5. If a character is stubborn and joins a non-stubborn unit, he is still stubborn and may roll on his leadership unmodified for any break test. Esentially making the unit he is in, stubborn as well.

6. If a character causes fear or terror and joins a unit, that unit is now immune to fear or terror, while the character is in it. And if a character is riding a mount that causes fear or terror, that would esentially be the same thing.
The only good part is if a character is on a flying mount, they may never join units.

7. If a unit comes back on the table from pursuing, it may NOT march.

There are many more to come, so check back later.

3 Comments:

Anonymous Anonymous said...

Don't jump overboard on the Frenzy Deal Ben.

That is not the way alot of folks are reading the rule. The Designers are not that nuts!

See Here:

http://warhammer.org.uk/PhP/viewtopic.php?t=19709

9:02 AM  
Blogger Ben said...

Ok, I don't read those message boards, too much minutia.

But I think there are 2 arguments that blow a whole in their theory.
1. The chariot argument.
2. The hatred argument, which has not been posted yet.

Say a White wolf unit led by a priest is in combat with skaven. So the whole unit hates them. The horses are affected as well.
Do the horses get to re-roll misses?
Yes. This one is easy.

So if the horses gain the benefit of hatred, why do they not gain the benefit of frenzy?

9:26 AM  
Anonymous Anonymous said...

I think this solves the question:
v7 p 79 :"Immunity to Psychology or Panic, Hatred, Frenzy, Stubborn or Unbreakable. If either the rider or the steed is subject to any of these rules, the whole combined model is. This means that all of the parts of the model (a monstrous mount, or the crew and steeds pulling a chariot) are effected by these rules."

I like none of these rules, either bad for skaven of against the development of a more tactical game.
3: I can see the logic here but it's now pretty hard to catch a valuable character (paymaster or sorcerers) if he moves faster than the fastest skirmishers in 1 flee move.
4, 5, 6: they're just begging for more super units led by characters... I long played with and against bret's in 5th, I don't want super units anymore.
2: Makes it pretty hard to catch some units now, harder to get flank or back charges too.
7: makes it harder for a successful unit to come back in the battle

3:07 AM  

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