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8th edition rumors
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Topic: 8th edition rumors (Read 5000 times)
Simon
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Re: 8th edition rumors
«
Reply #90 on:
June 09, 2010, 10:59:03 AM »
the watchtower enchanted item is so funny.
place the watchtower in the middle of the table then put a banshee in it! win!
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8th edition tournament record:
wins 26
lost 6
draws 4
Philfy
Grand Master
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Re: 8th edition rumors
«
Reply #91 on:
June 09, 2010, 04:25:43 PM »
More and more... I am becoming reminded of the pre-6th Ed days... there is a lot of "5th Ed" making its way back in to the game it seems.
With all that entailed.
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grumpy old smurf
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Re: 8th edition rumors
«
Reply #92 on:
June 09, 2010, 05:14:55 PM »
be good tho phil if it crushes some of that comphammer shit that crept into the game......
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Philfy
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Re: 8th edition rumors
«
Reply #93 on:
June 09, 2010, 06:13:32 PM »
I suspect that will turn out to be wishful thinking laddie.
And there wasn't much good about 5th compared to 6th & 7th.
3 figure armies again anyone?
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Fujin
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Re: 8th edition rumors
«
Reply #94 on:
June 10, 2010, 03:23:11 AM »
Not sure how you can manage that with 25% min Core but I think I see your point.
Suspect one way to engineer the quality of the lists will be to increase the min Core % or limit the Lord spending allowance and total the number of Heroes.
Followed by several other suggestions and arguments and tiers and marking/scoring formats which continue until the release of 9th edition...
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Lucky Dave
ADC scalps collected = 2 (does it count as 2 when it's been Philfy both times?)
grumpy old smurf
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Re: 8th edition rumors
«
Reply #95 on:
June 10, 2010, 02:07:57 PM »
oh god.... compwanker will never end will it guys?
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Fujin
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Re: 8th edition rumors
«
Reply #96 on:
June 10, 2010, 02:15:23 PM »
Nope.
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Lucky Dave
ADC scalps collected = 2 (does it count as 2 when it's been Philfy both times?)
grumpy old smurf
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Re: 8th edition rumors
«
Reply #97 on:
June 10, 2010, 04:52:06 PM »
.....
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Glenn Patel
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Re: 8th edition rumors
«
Reply #98 on:
June 11, 2010, 09:13:45 AM »
Seriously Fuj, Comp is not an inherent good. If the game worked without it, we should get rid of it ASAP. It doesn't, so we haven't, but every edition should be treated as chance to finally get rid of comp.
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Philfy
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Re: 8th edition rumors
«
Reply #99 on:
June 11, 2010, 11:58:34 AM »
Quote from: Glenn Patel on June 11, 2010, 09:13:45 AM
If the game worked without it, we should get rid of it ASAP.
It didn't. People were stopping playing (tourney wise) rather than starting. Love it or hate it, I credit comp as one of the major contributors to having increased the numbers in the tourney scene.
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Lezle
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Re: 8th edition rumors
«
Reply #100 on:
June 11, 2010, 12:13:23 PM »
Because of comp I've never played in a fantasy tourney. It is bollocks.
Comp is a Phlegmatic ideal.
Hopefully this new rules-book will bring back some logic to the game...
L P
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Fear not! My Keebored hath not brokan! It bee tyme for thov to taketh Englifh hiftorye and vfage leffons!
Vaul
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Re: 8th edition rumors
«
Reply #101 on:
June 11, 2010, 03:36:06 PM »
Games workshop isn't looking to improve the balance of the game for business reasons - comp is our way of playing their game despite their motivation with regard to that.
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richardbarby
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Re: 8th edition rumors
«
Reply #102 on:
June 11, 2010, 04:43:40 PM »
well said luke hitting the nail on the head there
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Glenn Patel
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Re: 8th edition rumors
«
Reply #103 on:
June 11, 2010, 07:07:57 PM »
Quote from: Vaul on June 11, 2010, 03:36:06 PM
Games workshop isn't looking to improve the balance of the game for business reasons - comp is our way of playing their game despite their motivation with regard to that.
That's a cynical reading. It's more that they just haven't had the qc manpower to balance it. And comp may have been making things better, but a balanced game that didn't have it would likely do even better, so let's suspend judgement
for now
and then institute comp if and only if it seems necessary.
Not "of course GW will have screwed up" - actually give them the chance.
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Big D
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Re: 8th edition rumors
«
Reply #104 on:
June 11, 2010, 08:30:45 PM »
Its only a screwup if GW were trying to make a balanced game designed for tournament play, which they aren't. It has been stated many times that this is not what the game is designed for. The books are not designed for balanced play, they are designed to give players as many different options as possible to choose from. Therefore it stands to reason, if we want to use the ruleset for something it was not designed for, we must make adjustments to make it work.
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2011 Dwarf Results
OTT: 2/0/4 - 7th, Best Painted
Equinox - 4/0/2 - 9th
Nicon: 4/0/2 - 3rd
Tin Soldier: 3/0/3 - 13th, Beasthunter
Josh
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Re: 8th edition rumors
«
Reply #105 on:
June 12, 2010, 02:55:26 AM »
And the degeneration that happens to all WHFB threads has begun.
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J_S
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Re: 8th edition rumors
«
Reply #106 on:
June 12, 2010, 03:50:31 AM »
I think the changes sound like they will make the game more fun for those all-evening battles at a friend's place.
Random charge distances however will destroy the competitive environment beyond metagame repair, so you should all come and play Warmachine
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Simon
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Re: 8th edition rumors
«
Reply #107 on:
June 12, 2010, 04:03:00 AM »
ok.. back on to the topic, received some 100% correct info from a person who has "READ" the rulebook.
1 - movement - units can move forwards, backwards and sideways. in basic they have simplified the backwards or sideways shuffle. units can move backwards but only by a certain percentage of their move (either a quarter or a half sorry again was a brief glance) you can do this now but literally u can jsut measure backwards or sidways non of the whole wheel or reform move the wheel back etc. so not much change but a nice simpification.
Can wheel as before normally.
can march as normal but enemies within 8 inches cause you to take a leadership test.
monsters and characters can pivot on the spot without penalty but characters have had their 360 line of sight reduced to 90 degrees.
Fleeing - fleeing through an enemy unit results in a dangerous terrain test
WTF 40K??
on rolls of a one u take a wound. only the models moving through take the hit, so if their is an overlap or your unit is alot wider only the models that run directly through the other unit get hit.
magic - power dice decided by 2d6, to a maximum of 12. additional dice can be generated by wizards if they roll a 6, or by magic items, but the maximum amount can never exceed 12. dispell dice is generated by the highest of the 2d6 roll for the power dice. so magic phase of player 1 he rolls 2d6 gets a 4 and a 5 so in toal gets 9 power dice. player two gets 5 dispell dice.
Miscasts - lets just say most result in wounds or lots of death.
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8th edition tournament record:
wins 26
lost 6
draws 4
Argron
Apprentice
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Re: 8th edition rumors
«
Reply #108 on:
June 14, 2010, 11:27:28 AM »
Has read 8th
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wouster7
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Re: 8th edition rumors
«
Reply #109 on:
June 14, 2010, 03:22:01 PM »
So does everything rumoured so far fit with what you have read?
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Orkland cup defence 2
High Elves 8th Edition record:
wins 74 Jabberslythe, Cygor, Lamo-suee, KoS, LoC, BT, GUO, Manticore,Terror Gheist.
lost 12 Hyppo, Forest Dragon, Sun Dragon, Abom, necrosphinx. Ironblaster, Araknarok...
draws 3
http://elvenglades.blogspot.com/
Simon
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Re: 8th edition rumors
«
Reply #110 on:
June 14, 2010, 04:19:58 PM »
Alliances: There are 4 different options;
Blood Brothers: These are 2 or more armies from the same army book. Characters can join units from the other army, can benefit from the other army’s BSB/ General, but they can cause panic in units from the other army.
Stable Alliance: These are 2 or more armies from within the same faction (e.g. 2 from Forces of Order, or 2 from Forces of Destruction). Characters cannot join units of the other army, cannot benefit from the other army’s BSB/ General, but they can cause panic in units from the other army. Units from each army can benefit from the other army though, for instance, using the Shield of Saphery on a Dwarf army, and being moved by the Anvil in return.
Fragile Alliance: These are either a Stable Alliance that includes Dark Elves or Skaven, or an alliance between armies from the Forces of Order and Forces of Destruction. The can benefit each other as with a Stable Alliance, but they do not cause panic tests in the other army. If they are forced to flee through each other the stationary unit counts as Dangerous Terrain (see below in terrain).
Neutral Alliance: An alliance that has one army from the Neutral Forces (Ogres and TK). These armies cannot benefit from each other and do not cause panic tests in the other army.
Chaos Dwarfs have a few snippets through the book only.
Failed Charge
• You move the highest of the D6 you rolled to charge (+ basic movement I think).
Sidestep
• Basic Movement divided by 2 (rounding up) to move laterally or backwards.
Dwarfs still get +2 dispel dice.
Lost Control Chart
The loss of Control table is 2D6.
• 2-4: Strength 10 large template over the wizard. Then on a 1-2 the wizard is removed from play, 3+ you lose D6 power dice.
5-6: Strength 10 small template over the wizard. Lose D6 power dice
7: Lose D6 power dice, Strength 10 hit on everyone in base contact with the wizard (NOT the wizard)
8-9: Strength 6 hit on every caster on your side, lose D6 power dice
10-12: Wizard loses D3 levels & random spells for each of them.
Bound Spells may be duplicated in an army
• Hex: Modify enemy stats and/or equipment. May be cast into combat.
• Augmentation (Buffs): Support your own troops. May be cast into combat, and may be cast on units not in your 90 degree arc of sight.
Lore of Fire
Basic Spell: Fireball: Magic Missile
D6 S4 hits 24" range
2D6 S5 hits 36" range
3D6 S6 hits 48" range
1 Cascading Fireshield Remains in Play, Caster and Unit Buff. At the end of each magic phase, any enemy unit in contact with the caster and his unit suffers 2d6 hits S4.
2 Flaming Sword(s) of Rhuin: Unit Buff. 24" range. Grants +1 to wound and magical flaming attacks.
3. Flaming Skull: Direct damage. Draw 18" line from the caster in any direction within the 90 degree arc of sight. Each model touched by the line (determine who's hit like you would do with a cannon ball) suffers a S4 flaming hit. All units that take at least 1 casualty have to take a panic test.
4. Fiery Arrows: Magic Missile. 24" range. Targeted unit suffers D3 S4 hits for each rank of 5 or more models. The scaled up version is 36" range.
5. Blazing cage Hex. 24" range. Targeted enemy unit suffers D6 S4 hits. If the unit moves by any means, each model suffers another S4 hit and the spell ends. The scaled up version has an increased range.
6. Firestorm: Direct Damage. Place the small template within 30" of the caster, It then scatters D6" and causes str 4 hits. The scaled up version uses the large template but scatters 2d6".
Lore of Metal
(name): Direct Damage. Every model in the target unit is killed and turned to gold on a D6 roll of 5+ (multi-wound models on a 6+). Friendly units within 12” are subject to stupidity until the next magic phase as they are distracted by all the gold.
Lore of Beasts
Special Bonus: If targeted on cavalry, beasts, monstrous cavalry, monstrous beasts (razorgor, giant eagles etc), chariots, Monsters, or any unit from WA: Beastmen, the wizard gains an additional + 1 to cast.
(name): Unit Buff. +1 Strength and Toughness
Curse of Anraheir Caster Buff. +3 strength and +3 Attacks
Amber spear. Magic Missile. As Hunter's Spear.
Lore of Light
Special Bonus: If targeted on a undead or daemonic unit, spells from the lore of light deal an additional D6 hits.
• Basic Spell: Ray of Light: Magic Missile. D6 S4 hits to a unit within 24", causing flaming attacks. The scaled up version has an increased range and strength.
Blinding Light: Unit Buff. Affects one friendly unit within 12", all to hit rolls against this unit have a -1 modifier. All auto-attacks or auto-hits have to roll a 4+ or are wasted. May be extended to all units in 12"
As fast as Light: Unit Buff. Choose one unit within 24". It has Weapon Skill 10 and Initiative 10.
Beacon of Hope: Unit Buff. Rally 1 fleeing unit. Targeted unit automatically passes all Leadership tests until casters next magic phase.
Amynotoks Web: Hex. Targeted enemy unit has to pass a Strength test for each action they want to take (move, shoot, cast spells, pursue, flee, strike in cc, etc.) If they fail they may not perform the intended action and suffer D6 S4 hits instead. Lasts until casters next magic phase.
Exorcism: Direct Damage. Deals 2D6 S4 hits, against which all successful Ward saves must be re-rolled. For each wizard other than the caster using the lore of light within 12", the strength is increased by 1.
Temporal Warp: Unit Buff. Targeted friendly unit doubles its movement characteristic, increases its Attacks by 1 and gains the ASF special rule until casters next magic phase. The scaled up version is for all friendly units within 12"
Lore of Death - The Wind of Shyish
Special Bonus: For each casualty caused by lore of death spells, roll a D6. On a roll of 5+ you are granted an additional power dice.
Basic Spell: Soulsteal. Direct damage, 12" range. Nominate a model. Caster and Target roll 1D6 and add their unmodified leadership. For each point the caster's result exceeds the targets result it suffers 1 wound with no armour save allowed. The scaled up version has an increased range.
1: Face of the Reaper. Unit Buff, 24 " range. Targeted unit causes fear. Caster may decide to make it cause Terror for a higher casting value.
2: Embrace of Laniph. Direct damage, 12 " range. Nominate 1 target model. Roll 2D6 and subtract the target's Strength. The result equals the number of hits the target takes, wounding on 4+ and ignoring armour saves. The scaled up version has an increased range.
3: Soulrot. Hex, 24 " range. Targeted unit suffers a -1 strength and toughness. The scaled up version is ALL enemy units within 24 inches. Lasts 1 turn.
4: Dark Despair. Hex. Remains in play, 24 " range. Targetted unit suffers -3 Leadership. The scaled up version has an increased range.
5: Bajuna's Fate. Direct damage, 12 " range. Nominate 1 model. Roll 2D6 and substract the target's toughness. The result equals the number of hits the target suffers, wounding on 2+ and ignoring Armour saves. Should the target survive, it suffers stupidity for the rest of the game.
6: The Purple Sun of Xereus. Power Whirl, Remains in Play. Place the small template in base contact with the caster and roll the artillery dice. Multiply result by 3. The result is the number of inches the template moves. Each model touched by the template, except for the wizard himself, has to pass an Initiative test or is removed from play. No saves are allowed. If you roll a misfire, place the template above the caster himself, roll a scatter dice and 1D6. The result is the number of inches the template is moved away from the caster.
The template moves at the end of each following magic phase, roll the artillery dice and a scatter dice to determine direction and range. If you roll a misfire the template is removed. The scaled up version uses the 5 " template instead.
Monstrous Infantry can fight with a maximum of 3 attacks per model in the second rank, then one per model in subsequent ranks.
Units with stupidity may not Parry.
If Infantry models are armed with a combat weapon other than a hand weapon, you have to use it.
WEAPONS
Some of the magic weapons can be Paired with another magic weapon, or a mundane weapon. I will try and keep them clearly labelled.
(name). Magic sword that gives the wielder Frenzy that can never be lost.
(name). A Paired magic sword that gives weapon Skill 10.
ARMOUR
(name) 4+ ward save.
(name) Heavy armour and a 4+ ward
(name) Armour and a 5+ ward (not sure if light or heavy)
(name) 2+ save against breath weapons.
Shield of Ptolos. Shield. 1+ save against all shooting attacks.
Enchanted Shield. Shield. Same
(name). Shield. Allows you to disregard the first hit caused on the character on a 2+.
ENCHANTED ITEMS
Wizards Hat. Makes the wearer a Level 2 wizard with stupidity & rolls randomly for lore.
Arabian Carpet. The user can Fly.
Healing Potion. Restores D6 wounds to the character carrying it.
Other Trickster's Shard. Models in base contact (friend of Foe) reroll successful ward saves.
Crown of command.. Makes the bearer Stubborn
Mask of Eeeeee!. Makes the wearer cause terror.
ARCANE ITEMS
Frog Scroll (?). Used as a dispel scroll. One use only. The wizard must roll equal to or under their wizard level to keep the backlash in check, or they are turned into a frog, then in each of their subsequent turns they must roll a 4+ to come back into play.
The frog has no stats, so they cannot cast/ move/ be shot at/ killed etc. In fact they have nothing at all they can do until they turn back into a wizard!
Trickster's Shard
Watch Tower
• New rules to storm the building: Max 10 infantry fighting their way up.
Battle: Army Fraction
Work out the Army Value first:
Each unit standard is worth 1.
Battle Standard Bearer is worth 1
General is worth 2.
Then work out the minimum Army Value. 1 for each 1000pts (i.e. 4000pts = a minimum Army Value of 4).
The first army to drop below its minimum Army Value loses.
Battle: Attack at Dawn
The battlefield is split into zones and units are placed randomly within them.
Scenario: Something with a warhammer scale Dwarf airship...
Shooting through a forest has a -1 to hit modifier
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8th edition tournament record:
wins 26
lost 6
draws 4
Simon
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Re: 8th edition rumors
«
Reply #111 on:
June 14, 2010, 04:21:41 PM »
gotta love the lost control chart~~
love to see a slann bunker miscasts on a 2-4!
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8th edition tournament record:
wins 26
lost 6
draws 4
Simon
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Re: 8th edition rumors
«
Reply #112 on:
June 15, 2010, 05:46:22 PM »
Magic Weapons
Riesenklinge (Giantsblade) 60 pts
Strength +3 at close combat
Schwert des Blutbades (Sword of Bloodbath) 60 pts
Bearer gains 3 attacks
Obsidianklinge (Obsidianblade) 50 pts
Wounds with this weapon ignore armour saves
Ogerklinge (Ogerblade) 40 pts
Strength +2 at close combat
Schwert des Haders (Scword of quarrel) 40 pts
Bearer gains 2 attacks
Duellklinge (duelblade) 35 pts
Weapon pair, bearer has weapon skill 10
Heldentöter (Heroslayer) 30 pts
Bearer gains 1 attack and strength for every character model that is in base contact with him or his unit. Bonus is calculated at every the beginning of the close combat
Zauberraubklin
ge () 25 pts
If a wizard his wounded with this sword, he will lose one random spell for each wound
Schlachtenklin
g () 20 pts
Bearer gains 1 attack
Schwert der Macht () 20 pts
+1 strength in close combat
Berserkerschwe
rt () 20 pts
Bearer gains frenzy and can never lose it
Goldenes Siegelschwert () 15 pts
Attacks are done with initiative 10
Behände Klinge () 15 pts
Bonus of +1 to hit
Reissende Klinge () 10 pts
Attacks are armour piercing
Reliquienschwe
rt () 10 pts
Attacks with this sword wound always on 5+, or better if one would wound normally on a lower score.
Kreischende Klinge () 10 pts
Bearer causes fear
Schwert der Pein () 5 pts
Monster or character that loses one or more wounds to this sword, will suffer from stupid
Kriegerfluch () 5 pts
Monster or character that loses one or more wounds to this sword, will lose one attack (but will keep at least one attack)
Magic Armour
Rüstung des Schicksals () 50 pts
Heavy armour, 4+ ward save
Schurkenhelm () 50 pts
Armour save is better by 1, enemy has to re-roll successful wounds
Silberstahlrüstung () 45 pts
Armour save 2+, can not be further improved
Rüstung des Glücks () 35 pts
Heavy armour, 5+ ward save
Helm der Zwietracht () 30 pts
Armour save is better by 1, enemy character model has to pass a leadership test, if it fails, it can not attack and will be hit automatically
Glitzernde Schuppenrüstung () 25 pts
Light armour, foes hit chance is reduced by 1 in close combat
Schild des Ptolos () 25 pts
Buckler, 1+ armour save against missile attack (Beschussattack
en)
Zauberspruchsh
ild () 20 pts
Buckler, bearer gains magic resistance (1)
Rüstung des Glücksritters () 20 pts
Heavy armour, 6+ ward save
Drachenhelm () 10 pts
Armour save is better by 1, 2+ ward save against fire attacks
Verzauberter Schild () 5 pts
Buckler, Armour save is better by 2
Glücksbringender Schild () 5 pts
Buckler, only one use, first hit will be ignored by 2+
Talisman
Talisman der Bewahrung () 45 pts
Bearer gains 4+ ward save
Grosser Obsidian () 45 pts
Bearer gains magic resistance (3)
Talisman der Ausdauer () 30 pts
Bearer gains 5+ ward save
Obsidian Amulett () 30 pts
Bearer gains magic resistance (2)
Dämmerstein () 25 pts
Bearer re-rolls missed armour saves
Opalamulett () 15 pts
Only one use, 4+ ward save against first wound
Obsidiananhänger () 15 pts
Bearer gains magic resistance (1)
Talisman des Schutzes () 15 pts
Bearer gains ward save 6+
Samen der Wiedergeburt () 10 pts
Bearer gains 6+ regeneration
Drachenfluchst
ein () 5 pts
Bearer gains 2+ ward save against fire attacks
Federrupfanhänger () 5 pts
Bearer gain 5+ ward save against models with rule “flying”
Glücksstein () 5 pts
Only one use, Bearer can re-roll one missed armour save
Magic Standard
Standarte der Mordlust () 55 pts
Unit can re-roll attacks
Heulende Standarte () 50 pts
Unit causes horror
Waldläuferbanner () 50 pts
Unit gains “terrain knowledge???”
Klingenstandar
te () 45 pts
Unit gains armour piercing
Kriegsbanner () 35 pts
+1 on combat outcome
Banner der Eile () 15 pts
+1 on movement range
Knochenstandar
te () 15 pts
Magic resistance (1)
Standarte der Disziplin () 15 pts
+1 on leadership, but can not use the generals leadership
Banner der Ewigen Flamme () 10 pts
Unit causes fire attacks
Strahlende Flagge () 5 pts
Only one use, unit can re-roll first muffed (?) leadership test
Vogelscheuchen
banner () 5 pts
Unit causes fear on all units with “fyling”
Wizard Arcana
Buch von Ashur (Book of Ashur) 70 pts
Bearer gains +1 on his spells and dispels
Schriftrolle der Rückkopplung (Scroll of reaction) 50 pts
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the player will roll one dice for every used power dice. For every 5+ the wizard will lose a wound, no armour saves are allowed
Schriftrolle des Energieraubs (Scroll of energy predation) 50 pts
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the player will gain as many dispel dices as the wizard used power dices.
Sivejir’s Fluchrolle () 50 pts
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the wizard will be a frog, if he is not able to roll one d6 below his magic level. All stats are reduced to 1, only his wounds stay the same. He can not use his magic items etc or cast spells/dispels. The wizard can try to free himself in his next own magic turn on a 4+
Energiespruchr
olle () 35 pts
Only one use, every doubles will cause total energy and loss of control
Pechkohlen-Zauberstab () 35 pts
Only one use, wizard can decide to use the staffs power after a successful casts spell to increase the score by rolling an additional d6. By that he can gain total energy and a loss of control
Verbotener Stab () 35 pts
Only one use, at the beginning of his magic turn, the staff grants d6 energy dices. Bearer suffers d3 wounds, no armour saves are allowed
Gauners Scherbe () 25 pts
Only one use, one has to declare the use of it at the beginning of his magic turn, if an enemy wizard want to dispel a spell cast by this wizard, he will lose one wound on 5+, no armour save allowed.
Erdender Stab () 25 pts
Only one use, wizard can re-roll first loss of control
Magiebannende Spruchrolle () 25 points
Only one use, dispels one spell automatically
Energiestein () 20 pts
Only one use, declare to use the stone before you cast a spell. Wizard can use two additional energy dices, but has to use at least one of the energy pool.
Zepter der Stabilität (sceptre of stability) 15 pts
Only one use, after rolling to bane one spell, you can roll an additional d6.
Kanalisierungs
stab () 15 pts
Bearer gains +1 to channel an additional energy or dispel dice
Spruchrolle des Schutzes () 15 pts
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the targeted unit gains a 4+ ward save for caused wound.
Enchanted Item
Zauberhut (wizards hat?) 100 pts
Level 2 mage, random magic lore, stupid
Fozzriks faltbare Festung (a pocket-watchtower) 100 pts
When both armies have placed their stuff, you can place a watchtower. Rules are in the rules book
Arabianischer Teppich (arabic rug) 50 pts
Infantry and monstrous infantry gain flying, cannot join units
Krone der Herrschaft 35 (crown of command) pts 35
Bearer is relentless (in German it is “unnachgiebig”)
Heiltrank (healing potion) 35 pts
Only one use, gain W6 lost health
Flügelfluchreif (winged curse circlet???) 35 points
Flying creatures and their riders have to re-roll successful hits against bearer/unit
Rubinring der Zerstörung (rubyring of destruction) 25 pts
Bound spell (energy level 3) Fireball
Die Schreckensmask
e von Iek! () 25 pts
Bearer causes horror. Other units are not allowed to use his leadership
Stärketrank (strength potion) 20 pts
Only one use, +3 strength
Widerstandstra
nk (toughness potion) 20 pts
Only one use, +3 toughness
Des anderen Gauners Scherbe (the others chiseller shard) 15 pts
All models in base contact (friend and foe) need to re-roll successful saves
Eisenfluch-Ikone () 5 pts
6+ ward against war machines
Trank der Tollkühnheit () 5 pts
Only one use, immunity against psychology and „vernichtender Angriff“ (killing attack?)
Trank der Geschwindigkei
t (speed potion) 5 pts
Only one use,+3 initiative
Logged
8th edition tournament record:
wins 26
lost 6
draws 4
Simon
Filthy Addict
Offline
Posts: 2,117
Re: 8th edition rumors
«
Reply #113 on:
June 15, 2010, 05:50:42 PM »
Redirecting charges
• When you declare to charge an enemy and the enemy decides to flee, take a Leadership check. If you pass, you may redirect at another unit, if you fail, you must pursue the unit you declared the charge against.
Roll a D6
1 - Pitched Battle
2 - Dawn Attack
3 - Battle for the Pass
4 - Breakpoint
5 - Deep Deployment
6 – Watchtower
For a description of the rest of these look here
Lore of Shadow - The Wind of Ulgu
Special Bonus: After the wizard successfully casts a spell, he may switch places with another friendly character of the same unit type within 18".
• Basic Spell: Pick one enemy unit within 18 inches. Reduce one of their WS, BS , I or M of your choice by D3. The scaled up version reduces all of the above (roll the D3 only once).
1. Steed of Shadows: Character buff. One friendly character within 12" can make a flying move as if in the remaining moves phase (I presume this means no charges).
2. (name): Hex. Pick an enemy unit within 18" (powered up at +3 to cast 36") reduce their Strength by D3. Remains In Play.
3. (name): Hex. As above but T rather than S and 3 higher to cast.
4. (name): Direct Damage. Draw a line 6D6" from the caster (multiplied by 2 for the powered up version) everyone touched by it must pass an I test or suffer a S10 D3 wounds.
5. Pit of Shades: Magical Vortex. Place a small template within 18" of the caster then scatter D6". Enemies must pass an I test or be removed from play if touched. The scaled up version uses the large template and scatters 2D6" (possibly with 36" range)
6. (name): Unit Buff. Pick a friendly unit within 24", they attack with their Ld amount for their Strength. The scaled up version has a 48" range.
Merged profiles
• Monstrous mounts (such as Giant eagles, Juggernauts, Pegasi, Unicorns and so on, but not large monsters like Dragons and Griffons) "merge" their profile with the rider. They cant be targetted or slain seperately. Instead the model will use the toughness of the rider and the higher of both wound stats. A hero (2 wounds) riding a Pegaus (3 Wounds) will have 3 wounds and the T stat of the rider.
Logged
8th edition tournament record:
wins 26
lost 6
draws 4
wouster7
Bigwig
Filthy Addict
Offline
Posts: 1,834
Re: 8th edition rumors
«
Reply #114 on:
June 16, 2010, 11:48:56 AM »
Just went down and had a look at the new 8th edition book. Wow, how has the game evolved now from 7th. The whole game dynamic is different and all those infantry armies are gonna have to be dusted off. Dwarves have a potential to charge a whole 15" WTF! No Forests for you pesky mages to hide in and they don't slow you down. Magic is altogether different and as soon as you fail a spell that mage can't cast. So does that mean incantations will have to use power dice now?
Logged
Orkland cup defence 2
High Elves 8th Edition record:
wins 74 Jabberslythe, Cygor, Lamo-suee, KoS, LoC, BT, GUO, Manticore,Terror Gheist.
lost 12 Hyppo, Forest Dragon, Sun Dragon, Abom, necrosphinx. Ironblaster, Araknarok...
draws 3
http://elvenglades.blogspot.com/
Fujin
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Posts: 2,679
Daemonified
Re: 8th edition rumors
«
Reply #115 on:
June 16, 2010, 12:29:48 PM »
I imagine Tomb King incantations will continue to operate as bound spells (but also requiring the use of power dice to be cast). Most likely Tomb King magic will always go off but also will never be cast with IF/miscast - just as it is now.
Dwarves are going to be one of the new flavours of awesome. Leadership charge to redirect into another uni? Yes please.
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Lucky Dave
ADC scalps collected = 2 (does it count as 2 when it's been Philfy both times?)
richardbarby
Filthy Addict
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Posts: 1,399
Re: 8th edition rumors
«
Reply #116 on:
June 16, 2010, 01:52:33 PM »
is it going to be like ravenging hordes with there be get you by list or will you be able to use currant army list as is
has anyone got any news on this
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8TH 2400
W37 L26 D3
indy list
W33 L24 D3
LOA
W4 L2 D0
my brothers record warhammer and 40k
P6 W6 L0 D0
Simon
Filthy Addict
Offline
Posts: 2,117
Re: 8th edition rumors
«
Reply #117 on:
June 17, 2010, 07:27:04 AM »
Lore of Beasts - The Wind of Ghur
Special Bonus: Bestial Affinity. If targeted on cavalry, beasts, monstrous cavalry, monstrous beasts (razorgor, giant eagles etc), chariots, Monsters, or any unit from WA: Beastmen, the wizard gains an additional + 1 to cast.
• Basic Spell: Wyssans Bestshape: Unit Buff. +1 Strength and Toughness. Scaled up version has an increased range.
1. Feast of the Crows: Magic Misslle. 24" range. Deals 2D6 S 2 hits. Scaled up version has an increased range.
2. Pann's impenetrable pelt: Character/ Caster Buff. 12 " Range. May be targeted on any character, or the wizard himself. Target gains +3 toughness. May be expanded to affect all friendly characters within 12 ".
3. Amber spear: Magic Missile. 24 " range. Resolved like the hit from a bolt thrower. May be boosted to gain S10 and causing D6 wounds.
4. Anrahir's Curse: Hex. 36" range. Targeted unit suffers -1 to hit (melee and ranged). Targetted unit treats any terrain as dangerous terrain, and suffers a wound on a roll of 1 and 2, not only 1. Scaled up version has an increased range.
5. Horro's Wild Beast: Character Buff. 12" range. Targeted friendly Character gains +3 attacks and +3 Strength. May be expanded to affect all friend characters within 12".
6. Kadon's Transformation
. Character Buff. Remains in Play. The caster BECOMES the creature, not summoned on any board edge etc. Transforms the Caster into 1 of three lesser Creatures.
Becomes the Hydra (similar to DE one), Black Dragon (with Moon Dragon Stats), or a Manticore on one casting roll.
Becomes the Greater Fire Dragon or Mountain Chimera on a casting roll 4 higher.
Mountain Chimera
S7 T7 W10, Fly, 4D6 attacks! Mage has to be on foot.
Greater Fire Dragon
WS8 S8 T8 W8 A8 Ld9, breathweapon S5, scaly skin 2+, terror, fly. mage has to be on foot.
Any lost Wounds are transferred to the new form (so, if the dragon lost 3 wounds, and the wizard is than transformed back, he would be most probably dead).
The Character may not use any wargear nor does he have any benefit from it, and may not cast any spells at the time. He keeps all his special rules, though. So a High Elf would transform into a first strike Chimera for instance.
Lore of Life
1: Master of Wood: Magic missile. 1d6 str4 hit to a unit within 18" of a wood. Or 2d6 strength 5 hits to a unit ipartially or wholly within it.
2: Stone Skin: Unit Buff. +2 Toughness to one unit within 12”.
3: Throne of Vines: Caster Buff. If this is successfully cast it increases the effect of other lore of life spells made by the caster: Master of Stone becomes +4 Toughness!!!, Master of the Wood all hits become Strength 6, Regrowth regains D6+1 wounds. Something for the others as well.
4: Shield of Thorns: Unit Buff. Remains in play, friendly unit does 2d6 str3 hits on a enemy unit engaged in combat with it during the magic phase. 18" range.
5: Regrowth. Unit Buff. One unit regains D3+1 wounds/models, just like invocation (champ first, then musician/standard, then rank and file. Characters are selected separately) Cavalry take 2 wounds to heal. 12" range
6: The Dwellers Below: Direct Damage. All models in an enemy unit within 12" take a strength test or die with no saves allowed.
BSB grants rerolls to either all Ld tests or all Psych tests to units within 12"
Generals mounted on large targets and generals that ARE large targets are granted the 18" general radius.
Logged
8th edition tournament record:
wins 26
lost 6
draws 4
wouster7
Bigwig
Filthy Addict
Offline
Posts: 1,834
Re: 8th edition rumors
«
Reply #118 on:
June 17, 2010, 04:47:56 PM »
Hows the Dispell dice work for 8th. Do you just get 2 free dice to dispell? I forgot to have a look.
Logged
Orkland cup defence 2
High Elves 8th Edition record:
wins 74 Jabberslythe, Cygor, Lamo-suee, KoS, LoC, BT, GUO, Manticore,Terror Gheist.
lost 12 Hyppo, Forest Dragon, Sun Dragon, Abom, necrosphinx. Ironblaster, Araknarok...
draws 3
http://elvenglades.blogspot.com/
Big D
Grand Master
Online
Posts: 844
The worlds biggest Dwarf.
Re: 8th edition rumors
«
Reply #119 on:
June 17, 2010, 05:02:57 PM »
Player A rolls 2d6. He gets the total as power dice, Player B gets the higher of the two dice as his dispel dice. Extra dice generated various ways on top of that to a maximum of 12
Logged
2011 Dwarf Results
OTT: 2/0/4 - 7th, Best Painted
Equinox - 4/0/2 - 9th
Nicon: 4/0/2 - 3rd
Tin Soldier: 3/0/3 - 13th, Beasthunter
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