Tuesday, September 05, 2006

Warhammer 7th ed

I know everyone is starting to get excited. Only 4 days until 7th edition hits the streets. You can already get the rulebook on ebay but by the time he ships it and you get it, its almost the 9th already.

Here are some more of the changes I've seen:

1. Not sure if this is a change, but Warmachines movement is now reduced with the loss of crewmen, by a proportional amount. So say a dwarf cannon, 3 crew, moves 3". If they lose a guy, its down to 2". I remember this in an older version, not sure if it was there in 5th or not.

2. Warmachine crews can now crew any warmachine you have. So say the crew from one machine was lost to missile fire. And another cannon crew fled a charge. That crew may go man the other warmachine. Type no longer matters. So cannon crew may crew a ballista, or stone thrower.
Again, not a huge user of warmachines, this may have already been in 6th ed. I know in 5th, you could only reman a similar machine.

3. Grapshot is back to using the flame template and strength of the shot is determined by the artilary dice. Instead of it always being str 4, it can now be str 8 or 10 and can pop a chariot for example.

4. Not a change, but they show much better examples of how to shoot through angled ranks. Ie, no more cannon balls that change direction.
a. determine if you are in the front/rear or flank.
b. Draw a straight line and roll the dice.
c. The number of ranks or files that you actually crossed with the bouncing ball are hit.

5. Again, I may be wrong on this one. In 6th I was thinking you had to scout outside the enemies deployment zone. And be out of sight and out of range.
They have removed the deployment zone restriction. So now you just have to be out of sight and out of the range specified. So watch those woods and hills in your deployment zones.

Thats enough for now. Like I said, while not all of these may be new, if they are not new a lot of players were playing them wrong.

More to come.

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