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8th Edition Fantasy Rulebook Rumours

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Bericht  Artinam zo feb 21, 2010 7:36 am

With a little heads up from Avian to create a rumour roundup here we go. If you have rumours you have heard post them or PM if it's night time in England, and I'll put them up here. As a word of warning however, everything posted here may not be released this year. To quote harry;
Originally Posted by Harry View Post
Steppingonyou has said lots of things. He says things he has been shown. However he is the first to say that he puts no timescale on these things.Just because something exists as a 'Green' or a '3 up' or even a rapid prototype does not mean that it will appear any time soon. (If at all!!!). Some of the stuff that is in the first post will not appear in 2010.
8th Ed is to be released this year, however the rules are still be whipped around and changed, if such events continue, 8th ed is in danger of being pushed back in the timeline just like Ogres.

8th Ed Starter Set: Will contain High Elves and Skaven (From Steppingonyou, Harry and Nightsword)
Contents Known so far;
Plastic Griffon
New Plastic High Elf Spearmen
Plastic Silver Helms
Plastic Weapon's team of some sort for Skaven
Warpstone pile!!! its a objective marker. paint it green. No spiderweb wrapped slayer though.
Somesort of terrain is to be included in the starter.

Kits/ Army Books that are on the cards this year;
Wood elves and Brets not being redone anytime soon (saddly)
Ogre Kingdoms are being released soon with a new plastic Rhinox kit
Tomb Kings are also on the horizon (with new minis)
New Orc Boys are coming (molds spotted being cut)
New Orc Book is on the horizon
New plastic Dark Riders
New plastic Knights of the Inner Circle
New plastic Black Knights
New Orc Boar Boys
Splash Release Jungle Swarms(Buy enough and they'll get re-released, like the the 40k Laser thing)
New plastic squig herds
Plastic Savage Orc Boyz

Some rumoured rules changes for 8th Ed from BoLS
1) Army construction is moving back to percentages. (you may have 25% of your points spent on heroes, 25%-50% on core… etc.)

2) Expect many changes to the magic phase, including giving irresistable force a downside, while making miscasts harder to have but much more devastating.

3) The return of "lapping-around" in combat.
Originally Posted by Avian View Post
I'm willing to bet a decent amount of money that it will stay removed (meaning that nothing like it will be re-introduced).
4) Speeding up of combat in general. A possiblity of introducing a type of combat familiar to Flames of War players, something in which there are no multi-turn combats. Instead combat is fought over and over again until one side is dead or breaks, all in the same round of combat. For example a 6x5 block of Saurus Spearmen fight a 3x6 block of Swordmasters of Hoeth. The Elves attack and kill the front rank of the Lizardmen. The 6 back rank spearmen attack, get luckly and kill the front rank of the Swordmasters, now the next rank of the Elves attacks, and so forth until one side breaks or is wiped out.

5) In general the design changes are said to make the game play faster and at least partial nerf Daemons of Chaos after the huge community backlash against them.

Avian later posted the following comment;
-The #1 is the one I didn't want to tell people about. 25% max on characters is rather harsh on many lists.
AFAIK the #4 is wildly off.
Don't know about the rest.

Tomb Kings are to be released this year.

Ogre's have been pushed back due to compatibility problems with 8h Ed(Avian)

The best news you'll ever hear;
Originally Posted by steppingonyou View Post
im going to say this again.
No current books are going to be invalidated by any changes. No items will become useless. The LM and HE would be impacted by choosing spells. Its a unique play feature of those armys (in parts)
From Phoenixlaw;
This is what I have heard.

Brettonians are in the works, and what I've heard is that they will be 'sooner than expected'

Orc Boar Boys have been done, and are boxed ready for shipping.

Originally Posted by Sifal View Post
Rumour: I spoke to one of the black library authors today who remained mostly tight lipped and isn't privvy to most development secrets. However, it turns out (kind of obvious) that authors get told about new model and fluff releases so they can write novels in time to coincide with hardware releases to promote sales, awareness etc.... To cut a long story short anyway i asked as many questions as I could get away with. Got confirmation of a strong narrative in 8th edition (not sure whether this is for starter box, scenarios or summer campaign or a mixture of all 3), from this I asked if the warhammer universe is going to move on in any significant way timeline wise etc and got a 'watch this space' kind of answer. That's all quite exciting but not much of a surprise. The slightly bigger news is that he basically confirmed the arrival of at least one new big gribbly and new unit for an upcoming release that haven't been seen before (i.e - in the same way ghorgons, jabberslyths and cygors are new to fluff) and is worthy of being put into a warhammer novel (in the same way the new storm of chaos stuff at the time was put into novels in like 2003). Hope this interests some people.
Originally Posted by pjklan View Post
think i better post it also here:
there will be 3 kinds of missions:
-multiple objectives
there will be a random number of objectives, wich can be taken only by infantry units with a standard in 3" (but other units can contest it).
any objective will be worth a number of victory points.

-central objectives
same as the previous one but with just one objective in the center of the table. any infantry unit with a standard in 9" will give victory points.

-killpoints
any enemy unit destroyed will have a value in killpoints.
rumoured:

Core and heroes'mounts 1
Special, rare & heroes 2
Lord 3
Banner 1
large target or flying +1
generates poer or dispel +1
General +1
and some others


this is simply from italian GT's infopack.
and the man who wrote this missions clearly declared he "borrowed" his ideas from 8th edition, that he has alredy read.
he also stated that he had put something in on his own, but killpoints and objectives are absolutely in the book.
here in italy people organizing tournaments are already adjusting to this knowledge.
http://www.games-workshop.com/MEDIA_...4_INFOPACK_PDF
DISCLAIMER:
keep in mind that these missions were written some time ago, so if gw put some changes in, they are NOT in this scenarios.
furthermore, the person who wrote italian's gt infopack is in some way a genius, so he may have "improved" the missions of the book

[quote=steppingonyou;4414462]So having played 3 games with the new rule changes, I can say that some will like it and some wont. just like the last 4 editions.

The artwork and full color pages are as expected, amazing.

I will say it cleared up alot of the whiskey tango foxtrot moments i had with the current movement spells added recently to armys. the beast one for me had a "why would i cast that ever" feel to it. Now it has a "why would i not cast that" feel to it [QOUTE]

Only subject that is totaly off limits for me is magic. not touching it with a ten foot pole[QOUTE]
Which is worrying since Steppingonyou plays Vampire Counts

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Bericht  Droogkloot zo feb 21, 2010 10:52 am

jeps ben het ook al een aantal weken aan het volgen, ben benieuwd wat eruit komt. Hopelijk ontvangen we binnenkort weer een 'incoming' email van gw
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Bericht  Artinam wo feb 24, 2010 8:17 am

Er gaat een gerucht dat Procenten weer terug komen bij armybuilding.
Waarschijnlijk maximaal 25% in characters, minimaal 25% in core, maximaal 25% in rare en special.

Wordt een Lord op Hippogryph wel erg duur. Maar goed Bretonnians kunnen gewoon meer gasten te paard zetten en hun core choices vullen met erg goede opties. Dit lijkt erg in het voordeel van mensen met goedkopere heroes als Mensen, Skaven en Goblins. Maar pijnlijk voor Chaos en Daemons.

GW raadt battles van 3000 punten aan.

Verder is er een toernooi georganiseerd door GW om iets uit te testen. Minimaal 4 core Choices en maximaal een Dispell scroll.
Allemaal hints? Wellicht, kan niet zeggen dat ik er compleet fan van ben dat procenten terug komen als in de 5th Edition.
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Bericht  Droogkloot zo feb 28, 2010 9:47 am

Incoming: Orc's & Goblins

More Orcs & Goblins coming in May

Orcs & Goblins are the scourge of the Warhammer world, an unending tide of ferocious raiders. For every greenskin Waaagh! defeated on the field of battle, another arises to trample a swathe of destruction across the land. Orcs and Goblins live to fight!

Orcs & Goblins are one of the most popular Warhammer armies and it's not difficult to see why: they can field warriors of all shapes and sizes from tiny Snotlings to Giants, and every shape of Orc and Squig in-between. They have access to a bizarre array of war machines and mounts, and some of the most entertaining special rules of any Warhammer army. And thanks to their inclusion in the great-value Battle for Skull Pass set, are often the first army a hobbyist collects.

So this May we're celebrating the Orcs & Goblins in all their choppa-wielding glory. We're under orders from the Big Boss to keep quiet about exactly what's going on so be sure to check out games-workshop.com in April when all will be revealed and pick up May's issue of White Dwarf for an in-depth look at all things green.



waarschijnlijk een wave release gewoon met onder andere nieuwe boar boys, geen nieuw armybook :S
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Bericht  Droogkloot di apr 13, 2010 7:11 am

de nieuwe orc&goblin kits zijn op advanced order

http://www.games-workshop.com/gws/catalog/armySubUnitCats.jsp?catId=cat1491876&rootCatGameStyle=wh

opzich vind ik t maar n kak kleine wave maar goed de sculps zijn wel mooi, misschien zijn de trollen nog leuk te gebruiken als 'yhetees' ?
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Bericht  sjefke di apr 13, 2010 8:32 am

mwa, ik zou ze niet gebruiken als yhetees (ogres neem ik aan?)
waarschijnlijk zouden dan rat ogres oid beter zijn.

ziet er allemaal sjiek uit, misschien de boar boys eens gaan converten? Very Happy
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Bericht  Artinam di apr 13, 2010 1:02 pm

Erg mooie update, elk nieuw model is fijn.

De Boar boyz zijn een beetje, underwhelming. Ze zijn niet lelijk en meer dynamischer dan de oude modellen, maar ik kan niet zeggen dat op het niveau van Chaos Knights ofzo liggen. Desondanks niet slecht
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Bericht  sjefke wo apr 14, 2010 1:30 am

mwa, de chaos knights vond ik persoonlijk een beetje over de top, het moet allemaal wel functioneel blijven, en orcs zijn nou niet echt de knights in shiny armor races van warhammer ^^
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Bericht  Artinam wo apr 14, 2010 2:40 am

Zo zie je maar dat smaken verschillen Smile Chaos moet voor mij over de top zijn omdat het Chaos is. Er zit niets logisch aan, supermensen kunnen zich tenminste nog voortbewegen in die zware pantseringen die ze meestal niet uit kunnen trekken.
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Bericht  A'elwin wo apr 14, 2010 12:59 pm

In de 8th edition starter doos zouden naar geruchten zitten:
High Elves + Skaven
Enkele speciale content:
- Nieuwe HE Spearmen
- Nieuwe HE Silverhelms
- Nieuwe HE Griffon/of iets wat daar op lijkt
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Bericht  Droogkloot do apr 15, 2010 5:09 am

jep zoals Loek al in de eerste post zei Wink maar goed maakt niks uit


Ik neem aan trouwens dat jij Emrys bent? We kennen je nl wel n beetje maar op t forum weet niet iedereen gelijk dat jij het bent denk ik.
Iig welkom Very Happy
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Bericht  A'elwin do apr 15, 2010 7:00 am

Ooh idd, kan wel eens vergeet achtig zijn..
Iig, hebben we het dus van meerdere personen bevestigd gekregen. Very Happy haha
Ben wel benieuwd hoe ze er uit gaan zien. Heb gezocht naar mogelijk dingen etc. maar niks gevonden.

Off:
Ben idd Emrys zoals te zien onder mijn berichten als je goed kijkt bij mijn PS3 accounts buiten 1 letter om. Razz
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Bericht  Droogkloot do apr 15, 2010 10:51 am

A'elwin schreef:...Ben idd Emrys zoals te zien onder mijn berichten als je goed kijkt bij mijn PS3 accounts buiten 1 letter om. Razz

jep daar had ik t ook van Wink anders wist ik t ook echt niet haha
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Bericht  Droogkloot ma apr 19, 2010 3:59 am

July release confirmed

Incoming! Warhammer

Warhammer is coming! This July heralds the coming of Warhammer, The Game of Fantasy Battles.

8th Edition Fantasy Rulebook Rumours WH_OC_ENG

en dan n shitload aan tekst Razz

The Warhammer world is a place riven by relentless warfare and the corrupting power of dark magic. It’s a place where vile creatures and titanic monsters roam the lands, where vast armies of evil warriors unleash slaughter upon their victims and only the unceasing valour of the forces of Order prevent the whole world slipping away into chaos and death.

Amidst this tapestry of conflict and carnage are races fair and foul, warriors chivalrous and brutal. These are the combatants who fight for dominance of the world. From the blasted north come warmongering tribes of Chaos Warriors, armour-clad barbarians who have thrown their lot in with the Dark Gods of Chaos. In the Badlands gather the greenskinned marauders known as the Orcs and Goblins, vicious, brutal creatures whose insatiable lust for war grows almost as quickly as their vast numbers. Beneath the cities of the civilised realms nestle the repulsive ratmen, subhuman creatures whose machinations spread disease and distrust – these are the Skaven and they wish only to destroy and dominate all others. Even the forests of the Old World are not safe, for the trees themselves are things of malign presence and the Beastmen dwell within, the children of Chaos – braying beasts who crave slaughter and the chance to enact their savagery on the civilised races.

The Warhammer world is a place where you must bury your dead deeply, for Necromancers and Vampires raise the legions of undeath in their war against the living. Far away in the south the legendary kings of a long-dead kingdom now awaken, leaving their vast tomb cities to wage war upon all under the sun, their skeletal legions a chilling parody of their once glittering majesty.

All these examples of horror are enough to cause weaker hearts to quail, but there are those who resist the darkness, kingdoms and realms that fight for survival. The Empire, greatest of all the nations of Men musters regiments of brave soldiers. Armed with faith in Sigmar, their warrior god, and with tempered steel and black powder weapons they defend their lands. South and east of the Empire lies Bretonnia, a land of chivalry and noble tradition. There, bold knights harken the call of their mighty king and ride out to crusade against the monsters of the Old World. Dwarfs, in their mountain strongholds, are as unyielding as the stone around them as they battle above and below the ground. Loyal allies, but terrible enemies, the Dwarfs are brave-hearted and steadfast as they protect their once-great realm.

In far-off lands the Elves fight out their bitter blood feud against one another – a mighty civilisation that spanned the continents but is now riven with strife and betrayal. Perhaps the greatest warriors in all the world, their numbers are now few and too many of those that remain are lost each day in the unending war between Ulthuan and Naggaroth.

This is a world where victory and death rest upon a knife-edge and the fate of the world, be it damnation or salvation, will soon be decided.

Warhammer, the Game of Fantasy Battles will be released in July. The preparation for this date has been a time of great excitement here in the Studio as we have lavished detail, care and attention onto the rulebook and the fantastic Citadel miniatures range that it accompanies.

Now is the time to gather your regiments, paint your armies and prepare for a battle like never before. If you have a Warhammer army, dust it off and finish up those last few models. If you’ve always been tempted to collect a force there really has never been a better time to start! Warhammer is coming and it’s going to be great.
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Bericht  redeemer ma mei 17, 2010 12:16 am

Note: This is only a summary of rumours that have been discussed in recent months. Rumours are subject to change. They are only 100% correct when they are facts.

Edit: I am changing the process of updating this a bit. What I will do is save up rumour changes for a day or two, then post them in GREEN. They will stay like this until the next update, which will then be posted in ORANGE so that people can follow all the latest changes and keep track of the previous update.


NOTE: My use of (confirmed) next to something is an attempt to sort out the rumours that have a lot more support than others. It does not mean 100% that it will happen. Blame GW and their sneaky way.

I have tried to take out all the ones that have been quickly discredited, and a lot of this comes from reliable sources (who have been contradictory). Just so I am clear, none of what follows are rumours from me, they are all from other people.

Take with as much salt as is necessary, and don't blame me if any of it is wrong.

Note as well that none of the names of rules below are official, I just put something fun there for reference when I was collating.

Updating this: Much as I'd like to have the time and motivation to read all rumour discussions, PLEASE PM ME here with info, only if there is a significant rumour discussion from someone you guys really trust. I know there are snippets coming out in the general discussion here, and on many other forums. So rather than have to trawl across the web every few days, if you guys want this updated you will need to pm me with the info. I will try and keep ontop of things.

Note as well that unlike the other thread this is only for rumour discussion for the 8th edition rulebook itself. Not what armies are getting which releases (save that for the other thread).

More reliable rumours
Army construction is moving back to percentages.
Strength in Depth/ Stepping up (models may fight in 2 ranks)
Crush attack for larger creatures
40mm models moving to 3 model-wide ranks.
Multiple objective driven scenarios in the rulebook
All non-english rulebooks are moving to inches.
Power dice aren’t generated by the number of spellcasters. The pool is decided by 2D6. Magic users add their magic level to the score rolled. All Wizards have a chance to generate more power dice.
All missile units fire in two ranks (not just High Elves). Missile units will not gain a rank when shooting from hills.
Autobreaking from fear or terror is gone.
Combats are strictly decided in initiative order.

Warhammer 8th Ed Rulebook to be released July 10th
528+ pages. Full colour
Possibly going to get the pdf erratas for all armies on July 6th
Introduction games for Warhammer 8th edition starting around May 22nd (only one scenario apparently)
Copies for Staff available early May
The book is up for advance order from a swedish store. £45.

There will be a "General's" Edition as well as a "Gunner's" Edition: Both are the basic rulebook along with multiple different gimmicks, as golden templates, dice, angulometer, combat-resolution-calculator, markers and more. "General's Edition" is supported with a white linen bag with two silver coins attached to it, so if you fall in battle, they may put them on your eyes...


Other rumours (and description of above)

These are all listed in no particular order.

ARMY SELECTION AND OTHER BITS

Army construction is moving back to percentages.

All from Avian (more likely):
25% max characters (includes mounts)
25% min core
50% max special
25% max rare

I am just going to spell this out how it is. People have seen printed in GW rulebooks 25% max characters and 25% lord 25% hero. I think many GW stores will be basing their demonstrations on 25% lord 25% hero. Make of that what you will.

Just so I am clear on this, as there has been some misunderstanding, you can have a lord level character leading a small army if you want to (within the points), you don't have to take a hero as you do currently. I have heard nothing about unit champions being the general

Allied Forces
Allied forces will not get a % allocation. However, rules for using allied forced (i.e. an updated allied forces chart) are in the rulebook.
Allies are now split into 3 groups:

Forces of Order: High Elves, Wood Elves, Lizardmen, Empire, Dwarfs and Brettonia

Forces of Destruction: Chaos of any kind, Skaven, Greenskins, Dark Elves (edit. Vampire Counts may go here).

Neutral: Ogres and Tomb Kings

The allies rules are intended to be used by more than 2 players. You are not supposed to use more than one armybook in your army.
Allies are allowed to use the other army General’s leadership, but cause panic in units of the other army if they are forced to flee. If an allied unit is forced to flee through another ally from a different group, the stationary unit counts as dangerous terrain. I.e. High Elves flee through Warriors of Chaos.
Categories for core/special/rare are remaining.
Special Choices: No more than 3 of the same type - Examples; No more than 3 units of Chaos Knights, or 3 units of Forsaken etc in the same army.
Rare Choices: No more than 2 of the same type - Examples; No more than 2 Hellcannons, or 2 Chaos Giants etc in the same army.


These numbers are increased when having games of 3000 points or more. (Up to 6 special and 4 rare). High Elves ignore these restrictions.

There will be a system wide errata to clear up issues for each army.
You may measure distances whenever you want.


MOVEMENT

Standard Movement
Measure the distance for the furthest moving model, and perform whatever manoeuvres you wish within that lax limitation (i.e. they all move like fast cav currently do, minus the reform).
(edit: It seems I am very close with this, the champion one is only by process of deduction. Still awaiting further confirmation on all this)

Standard Bearer = Re-roll one of the charging dice
Musician = +1" Charge bonus
Champion = One free reform

(edit: As it has caused some confusion, these are all only additions to what all the command models currently do)

Charging.
Rumoured to be:

Infantry M1-M6 = Basic Movement value + 2D6
Fast Attack M7+ (Cavalry and fliers) = Basic Movement value + 3D6 use 2 highest)
+1CR for charging. -Avian (more likely)


Fliers
Move 10 " and march 20 ". They ignore terrain whilst moving. While fleeing or pursuing, they use their ground movement. (note: the ground movement part may not be entirely correct)


Marching.
Movement distance as normal. When there's an enemy within 8", the unit has to pass a leadership test to march. Not sure how this applies to Dwarfs.


Reforming
Units may reform once, but may neither move nor shoot the same turn. If the unit has a musician, it may move afterwards, or shoot. (Note: I'm pretty sure I'm missing some details on that one.)


Heavy cavalry - Avian says this is possibly speculation
- Rumoured to be something like this:
All infantry and cavalry models (i.e. smaller than ogre sized) with a passive non-magical save of 3+ or better cannot march move. I.e. heavy armour and shield would allow you to march, as the +1 HW & shield is only in combat.

Brettonians and Dwarfs will be exempt

Skirmishers
Skirmishers are now a fixed formation, with a 1 inch gap between each and every model. -Avian and Kah-thurak - Note. The gap between them may actually be the same size as the base width.

X = Model
O = 1" Gap between

X O X O X O X O X
O O O O O O O O O
X O X O X O X O X

Still rank up in combat. May or may not have 360 Line of sight.


MAGIC

NOTE: The magic rumours nobody seems to agree on, so rather than try and find what exactly the truth is I will just put here most of the theories

Edit: I've sorted out the ones that seem more likely, based on the info from anonymous sources:

Generating Power and Dispel Dice
Power dice aren’t generated by the number of spellcasters. The amount of dice is decided by 2D6. The active player gets the total as power dice and the other player the highest throw as dispel dice (throw 3+5, = 8 PD and 5 DD). (confirmed)

Channeling (confirmed that it exists)
Each wizard may roll a D6 and generate an additional power dice on a roll of 6.
Each enemy wizard may roll a D6 and generate an additional dispel dice on a roll of 6.
You may not channel while fleeing, off the board or when you suffer from stupidity..

Maximum Power and Dispel Dice
The maximum number of power or dispel dice you may have at any time is 12. This includes any power/dispel dice generated by special rules, spells and/or magic items.

Casting Spells
To cast a spell, roll 1 to 6 Power dice and add your caster's power level. EG: A Slann casts fireball and uses 2D6. He rolls a 3 and a 4 - score of 7. He than adds his Power Level of 4, which results in a total roll of 11.

Miscasting
Here is where I think we need a lot more information.
It is rumoured that miscasts are entirely gone, but are replaced by a combined irresistible force/ miscast table effectively:

When you roll a double 6 the spell is cast with irresistible force, but the Caster has to roll on the "lost control" chart, which is devastating, and far more worse than the current miscast table.

Lost Control Chart
Roll of 1: This has been confirmed as being even worse than number 4… Which (pure speculation) may involve every model in the unit taking a hit, this was something I actually heard a while back, but it could be worse than this.

Roll of 4: The wizard is sucked into the warp and the large template is centred over him. S10 hits for something (could be the centre model, meaning S5 for the rest?).

Bound spells
Bound spells are cast like normal spells now, but instead of your caster's power level, you add the level of the magic item. (Not 100 % sure on this one)
Every magic user has access to the pool.

Most spells generally have a basic and an up-powered version (more likely) – Avian

Lore of Fire
Some spells will scale up. One Example is Fireball; which sounds like it could be D6 S4, or 2D6 S5, or 3D6 S6 hits.
Lore of Metal
One spell from the Lore of Metal: Swap the enemies armour save for their toughness, e.g. 1+ save and toughness 3 becomes toughness 1 and 3+ save.
Lore of Shadows
One spell you can switch the position of two characters that are 'within 18"' (not sure if they have to be within 18" of each other, or just to the caster).
Something rumoured is carrying over power dice, but holding too many could lead to a ‘magic backlash’. Wizard will recieve wounds or hits if he didn't use the excess power-dice (than originally allocated) at end of the turn.
Each lore to get a mega spell.
Spells can be chosen, not rolled for, but can't be duplicated in the same army with the exception of the first spell of the lore -Avian (more likely)
If a wizard fails to reach the casting value, it's a miscast. -Avian (more likely)

Spells are now categorized. There are: Missiles, Curses, Buffs, Direct Damage and Power Whirl spells.
Missiles: Require Line of Sight and may not be cast into close combat.
Curses: Modify enemy stats and/or equipment
Buffs: Support your own troops
Direct damage: Spells that use templates or apply to the whole target unit.
Power whirls: Apply to all of the battlefield or move across the table.!?

Each lore has an additional effect. For example:
Lore of Shadows: After the wizard successfully casts a spell, he may switch places with another friendly character of the same unit type.
Lore of Death: For each wound caused by lore of death spells, roll a D6. On a roll of 5+ you are granted an additional power dice.
Lore of Fire: If the enemy suffered a from a fire lore spell earlier this magic phase, the caster is granted a Bonus of +3 when casting a fire spell upon the same target.
Lore of Metal: Direct damage spells from the lore of metal have no strength value. Instead the unmodified armour save of the target is the required roll to wound. This causes flaming attacks and ignores armour saves.



And the other rumours:
Each spell can be cast once per magic phase, regardless of how many casters there are. - Avian says this is possibly speculation

Dispel scroll only adding dispel dice (+2 dice to the dispel dice pool once per game). (edit - possibly speculation)


SHOOTING

Bows fire in 2 ranks as standard.
Units armed with bows, short bows and longbows fire in two ranks. Units armed with handguns, crossbows, anything else fire in 1 rank - Avian and someone else, so I'm considering this confirmed now.
Missile units will not gain a rank when shooting from hills. -Harry I think


Salvo Fire
A rumour I heard a while back was that units with bows (see above), could fire with more than just 2 ranks. What I am being told now is that regardless of the width of the unit, a unit with bows may shoot with an additional half a rank behind the 2nd. I.e. 12 models wide, 3 ranks (36 models). 12 front rank, 12 2nd rank, 6 3rd rank = 30 shots.


True Line of sight
Units draw true line of sight. You are considered in cover when shot at through another unit, granting a -1 or -2 penalty on to hit rolls. Note that someone else has said this is more likely as well.



War Machines
Weapons using the flame template or large or small blast templates automatically hit any model in contact rather than cause partial hits. If you are touched, you are hit. -Avian and someone else, so I'm considering this confirmed now

War Machines: There'll be no guessing anymore. You place the template (or point of impact) where you want the weapon to hit and roll normally for scatter. Take with a big pinch of salt at this stage.


Change to Wound table
All the ‘N’ are replaced with a 6… I’m taking this one with a fair bit of salt.

COMBAT

NOTE: Trying to nail down what the facts are here is very hard. Some of this is only my understanding of what has been discussed.

Supportive Attacks

Infantry models in the second rank can fight, with a maximum of 1A per model. - Avian/Harry. Great weapons can only be used in one rank. – Godless.
This is only for models fighting to the front. Units charged in the flank or rear only fight in 1 rank, but being charged in the flank or rear will not stop units fighting in multiple ranks to the front.
Most special rules apply as normal. however... Whatever combination of weapons/ special rules/ spells/ whatever, infantry can only ever attack with 1 attack per model in the second and subsequent ranks.
Spears +1 rank as normal, but one attack only (fighting in 3 ranks).
Spearelves may fight with an additional rank as normal (citzen levy).
Cavalry still only fight in 1 rank.
This does not apply to Monstrous Infantry, who are rumoured to fight with their normal number of attacks from the second rank (more likely).

Stepping up. – Harry/ Avian / other people
Casualties are strictly removed from the back. [extremely likely].

Horde
10+ wide units attack with one rank more than normal. There are no other requirements to be a Horde. - Avian

Stubborn
If you are only engaged to the front and have more ranks than the opponent, you are Stubborn. - Avian/Harry

Unit Strength
Unit Strength is completely gone, lots of things are altered to compensate for this. -Avian

Rank bonuses
Unchanged. Up to 3.

One Save.
A model can always take an armour save. They can then take either a ward save or a regeneration save.


Monstrous Creatures
40mm models moving to 3 model-wide ranks. Ogre sized models are officially being put into their own size category (finally).

Crush them!
Monstrous Cavalry and Monstrous Infantry are granted 1 bonus attack with the "always strikes last" special rule, at base strength

Destroy them!
Larger Creatures and Monsters do D6 attacks instead of 1 attack for crush them.


Striking in Initiative order
Combat will always strictly be resolved in initiative order (confirmed).

Chariots
S7 autokill is gone. - Avian (more likely)

Outnumbering Enemy
There will be no CR bonus for outnumbering the enemy.

Flank/ Rear charges & Combat Resolution
Units need to have at least 2 complete ranks in order to negate enemy flank/rear. (more likely)


Change to Wound table
All the ‘N’ are replaced with a 6… I’m taking this one with a fair bit of salt.

Breath Weapons
Now apply in close combat, dealing 2D6 hits with the breath weapons strength. This is in initiative order. At the moment it looks like it will be in addition to regular attacks, not instead of.



WEAPONS

Combat Weapons

Great weapons Always strike last (this overrides any army book rules). Can only be used in the first rank. - Godless


Missile Weapons
Longbows Same. See shooting above for more rules

PSYCHOLOGY and SPECIAL RULES


The number of universal special rules has doubled. Presumably this is just drawing in some from the army books themselves.


Panic
If a large unit panics, ie. 30 Orcs, they panic all smaller units within 18 inches. But if your general is withing 12 inches you are immune to panic.. Take this with a lot of salt.- Avian says this is possibly speculation(Avian)


Fear and Terror
When you charge a Fear or Terror causer you take the Fear/Terror test not before you charge, but at the start of the combat phase. - Avian

If you fail the Fear/Terror test you are reduced to WS1 & A1. Presumably mounts are reduced to WS1 & A1 as well.

Terror comes with a chance to run away.
Autobreaking from fear or terror is gone.
Leadership tests against fear is rumoured to be going
Fear and Terror incorporate immune to panic (with possibly a change to crumbling for undead).

Killing Blow
Killing blow only against models in a similar size category or lower (large creature>ogre sized> infantry/cavalry sized)
(edit: apparently this is close, but not quite right). Killing blow is still a roll of 6.

Always Strike Last
Models with great weapons will always strike last

Always Strike First
ASL combined with ASF cancel each other out. Strike in initiative order.

However ASF + higher initiative than your enemy: Reroll to hit rolls. So even if Swordmasters and White Lions are striking in initiative order they may get re-rolls to hit!

Frenzy
You still get +1 attack on the charge (front rank only). You may suppress charging with a leadership test. If you fail, you have to attack the closest target.

Magic Resistance
This has been changed to improve an existing Ward Save, or to grant a Ward Save to magic.

Magic Resistance 1 = +1 Ward Save against Magic. For a unit without a ward save this is 6+
Magic Resistance 2 = +2 Ward Save against Magic. For a unit without a ward save this is 5+
Magic Resistance 3 = +3 Ward Save against Magic. For a unit without a ward save this is 4+

For things that already have a Ward Save, Flesh Hounds for instance, they have a 5+ Ward save already, and MR(3). This gives them a 5+ save against shooting/ combat, and a 2+ Ward Save against magic.

Regeneration
Regeneration will come in several types. The Slanns ability for example will grant him Regeneration (3+), while there is a mundane magic item that grants regeneration (6+).


MAGIC ITEMS

Apparently there is an absolutely HUGE list of magic items in the book… Could easily be 50+ (possibly 85). There is a chance you may not be able to duplicate most of them in a list.

OTHER RULEBOOK CONTENTS

Multiple objective driven scenarios in the rulebook (no kill points). See GW grand tournament and doubles scenarios.


15 or so missions in the new rulebook. 9 or 10 of the missions required units to capture objectives (not just core). Units must have banners to capture objectives. Several missions had multiple objectives


Victory Conditions
Interestingly something I picked up from a post was that ‘victory conditions’ have been referred to in the last 3 books, not victory points.


A section in the rulebook dealing with specific issues that may arise during battles


Terrain
Difficult terrain may be merged with very difficult.
D6+4 compulsory terrain.
Terrain will not just affect the movement phase so much but will affect fleeing units, like in the War of the Ring game.
The rulebook includes terrain rules for all the GW products.
Bonuses and hazards for terrain (such as rolling the dice to see how many people don’t make it out of the wood...). This appears to be D6 for every model, on a 1 a model is lost. This is only the tip of the iceberg…
Finding a magic item in the woods.
Something to do with a unit charging out of a cursed forest causing fear. - Avian says this is possibly speculation
Fighting in woods is -1 CR for ranked infantry and +1 CR for skirmishers. Might be worse for cavalry. – Avian

There are rules for dangerous terrain, and for some unit types different types of terrain are treated as dangerous.


Discredited rumours
Fight-until-someone-breaks
Lapping around
Armour Save Modifiers changing. They’re not.
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Bericht  The Question ma mei 17, 2010 3:59 am

hmmz ben eens benieuwd naja is nog maar goeie maand en dan weten we het.

Groetjes Jeroen.
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Bericht  redeemer do jun 03, 2010 2:01 am

You have to take a minimum of 3 units, not including characters.

If you are playing games over 3000pts with allied forces, one general has to be nominated as the Grand General, who increases his leadership radius to 18".

Chaos Dwarfs are not in the book.

Failed Charge
• I think you only move the result of the D6's you rolled, you do not add on your basic movement.

Fliers
• While fleeing or pursuing, they move 3D6"

Reforming
• In the Remaining Moves phase, a unit with a musician may reform for free, as long as the unit passes a leadership test. You can shoot, but count as moving.

• Charging Skirmishers, you line up to them, not them to you.
• Skirmishers are NOT stubborn in a forest. I think this is Wood Elves only.

Lost Control chart:

Another result: All your wizards take a Str 6 hit with no armor saves
11-12 result: Your caster lose d3 wizard levels, and forgets that many spells.


Bound spells
• Bound spells are cast like normal spells now, but instead of your caster's power level, you add the level of the magic item. They do not roll on the Loss of Control table, the items are just destroyed if they roll the double 6. Bound abilities like the warrior priests they just forget the spell.

Lore of Fire

Special Bonus: If the enemy suffered a wound from a fire lore spell earlier this magic phase, the casting costs of Lore of Fire spells on the same target is lowered by d3, cumulative.

Lore of Metal
Basic Spell (name): D6 flaming hits, No armor saves allowed. casting value 10

Lore of Beasts
(name). Caster Buff. The level 6 beast spell has 2 (possibly 3 casting values). The caster BECOMES the creature, not summoned on any board edge etc.

At 16+
Mountain Chimera
S7 T7 W10, Fly, 4D6 attacks! complexity is 24. mage has to be on foot. Remains in play.


20+
Greater Fire Dragon
WS8 S8 T8 W8 A8 Ld9, breathweapon S5, scaly skin 2+, terror, fly. mage has to be on foot. Remains in play

Something for a Hydra as well, I don’t know any more about this.

Lore of Heavens
• 'Something' Razor (not sure of the name). Unit Buff. The units strength are their Ld stat.
• Several levels of Comet. It scales up.

Lore of Life

Special Bonus: Every time the caster successfully casts a spell from the Lore of Life he can restore a wound to one model within 12”

• Basic spell: Shooting -1 to hit modifier and -1 leadership. If the enemy didn’t use BS they are 4+ to shoot. 7+

Forest Lord: Magic missile attack to any enemy unit within 18" of a forest. Or D6 strength 5 hits or 2d6 strength 5 hits to a unit in the forest.

Regeneration (name?): Unit Buff. Regeneration (6+) to one unit within 12”

Master of Stone: Unit Buff. +2 Toughness to one unit. Casting value 8

Regrowth (name?). 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)

Throne of Vines: Caster Buff. If this is successfully cast it increases the effect of other lore of life spells made by the caster: Regeneration becomes 5+, Master of Stone becomes +4 Toughness!!!, Forest Lord all hits become Strength 6, Regrowth regains D6+1 wounds. Something for the 6th spell as well.

I heard something about an immunity to miscast on a 2+ for the lore of life, but I don’t know if this is their 6th spell, a remains in play caster buff.

Stone Thrower
• Reduced to S3(9), armour saves are allowed.


Make Way
• After charges, before even impact hits are done, a champion can move to the front of the attacked rank.


One Save..
I'm just going to move this back here again for now. Armour saves as normal, then either Ward Saves OR regeneration. This is coming from 1 person who has read the book, and another who has been very reliable in the past.

Crush them! or Stomp, one of these names. 1 rank only

Quick to Fire
• Pistols, thrown weapons, and blowpipes Dont suffer the -1 to hit while moving. These are also the only weapons you can stand and shoot with if the enemy charges you from within their basic movement range.


Fear and Terror: It may be you get to keep your full amount of attacks.

Frenzy
What I am hearing about this is that if the enemy is within Movement +12”, you have to take a leadership test. If you fail, you have to attack the closest target.

Mounts no longer are granted frenzy/hated/etc from riders.


Magic Resistance
• It seems magic resistance does not work at all against Curses (or Hexes), only against magic missiles, direct damage and power whirls.

Strider..(insert type of terrain)
• A new special rule. This allows you to treat the type of terrain in brackets as open terrain. For instance Strider (Forests). There is a plain Strider that allows you to treat everything as open terrain (presumably not buildings).

Regeneration
Flaming attacks play a much bigger role. People with flaming weapons cause Fear in War Beasts (hounds etc), chariots, and Monsters. When you have regeneration and are wounded by flaming attacks, you lose regeneration until the next phase (combat to combat for example).


Magic Items
Scarecrow: Banner. 5 Points, makes the unit cause fear to flyers.
(name?): Banner. Plain Strider, which means you ignore all terrain (except buildings I think).
Dispel Scroll: As normal.

There are some other Scrolls I keep hearing about, but I don't know the full details yet:
4+ ward against wounds done by the spell used.
Irresistible force on every double.
Something about turning someone into a frog..

Terrain
Cavalry treat all non-open terrain as Dangerous Terrain
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Bericht  The Question wo jun 16, 2010 4:54 am

https://www.youtube.com/watch?v=kL9MGlQWBJk&feature=player_embedded
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Bericht  redeemer wo jun 16, 2010 5:42 am

http://www.warseer.com/forums/showthread.php?t=253845&page=2
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