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Made in fi
Locked in the Tower of Amareo





chaos0xomega wrote:
quick reaction:

I dislike the weapon skill chart. Both the weapon skill and wound charts were made in a way which is basically unapproachable in terms of easy memorization. Whoever was responsible for them should be ashamed.


More than double/less than havf hard to memorize? It's consistent simple formula. Very easy to memorize. Not that you need to memorize it...

Overkill likevy related to challenges. General causes 10w to 1w champion killing 1 model 10 times.

2024 painted/bought: 109/109 
   
Made in eu
Dakka Veteran




chaos0xomega wrote:
quick reaction:

I dislike the weapon skill chart. Both the weapon skill and wound charts were made in a way which is basically unapproachable in terms of easy memorization. Whoever was responsible for them should be ashamed.



Weapon chart looks like more than double = 2+ to hit, more = 3+ to hit, equal or worse = 4+, more than half = 5+. Considering 95% of combats will probably be in the 3+/4+ range I think it’s easy enough to remember

Wound chart is just a +1/-1 modifier as you go up and down S/T, again in WHFB extremes of both fighting each other were rare


Automatically Appended Next Post:
tneva82 wrote:


Overkill likevy related to challenges. General causes 10w to 1w champion killing 1 model 10 times.


It used to be capped at +5 IIR but yeah

This message was edited 1 time. Last update was at 2023/11/20 16:45:07


 
   
Made in gb
Longtime Dakkanaut




that combat... actually looks quite good, a bit more to it than before with the loser no longer being "stand" or "run" but now with the fall back step added - high Ld troops who get unlucky much less likely to be run down than rabble

nice supporting models are one attack, and it being wounds caused no models killed for the score (was it always this way?)

casualties from the back which I actually like

initiative in place of ASF/ASL I really like, especially with the tactical modifiers
   
Made in us
Tail-spinning Tomb Blade Pilot






Wow.

These rules seems both good, fun, strategic and even wargamy.

I like the charts, the combat resolution, the fall back in good order, push, wrap around logic and more.

Seems like another chef's kiss rules preview to my eyes. I was very pessimistic but this seems so good.

Is there any limit to the rank CR bonus I wonder?

Let the galaxy burn. 
   
Made in fi
Locked in the Tower of Amareo





Used to be 3 max but with new rules for formation less needed as each rank becomes more and more expensive. Assuming no cap:

16 models needed for +3, 25 for 4, 36 for 5, 49 for 6, 64 for 7...

To get +10 you would need 121 models.

Don't take lack of cap mention as proof there isn't one but wouldn't be surprised(nor worried) if there isn't.

Until 121 skaven slaves rule the world

2024 painted/bought: 109/109 
   
Made in us
Possessed Khorne Marine Covered in Spikes




Dallas, Tx

Step up is still there for those worried about low Initiative armies. They mentioned it in the article when talking about removing models from the back ranks. Like 8th. I like these rules, looking forward to February

This message was edited 1 time. Last update was at 2023/11/20 17:10:28


ToW armies I own:
Empire: 10,000+
Chaos Legions: DoC- 10,000+; WoC- 7,500+; Beastmen- 2,500+; Chaos Dwarves- 3,500+
Unaligned: Ogres- 2,500; Tomb Kings- 3,000
Hotek: Dark Elves- 7,500+; High Elves- 2,500
40k armies I own:
CSM- 25,000+  
   
Made in fi
Locked in the Tower of Amareo





Unless it's just justification why you remove models fvom vear.

Not much benefit from strike 1st unless you one shot enemy. Which means either initiave fairly useless or lethality goes up big time in tow

2024 painted/bought: 109/109 
   
Made in gb
Longtime Dakkanaut




tneva82 wrote:
Unless it's just justification why you remove models fvom vear.

Not much benefit from strike 1st unless you one shot enemy. Which means either initiave fairly useless or lethality goes up big time in tow


I'm wondering if the expectation is going back towards smaller units, plus better trained units being able to push back or break cruddy ones without needing to plug through 100+ goblins
   
Made in us
Possessed Khorne Marine Covered in Spikes




Dallas, Tx

We still don't have the full picture but sounds like a lot is based on 8th from what they previewed so likely step up is still there IMO. From the article:
"Casualties are removed from the back ranks, representing the rear ranks stepping forward as their comrades bite the dirt. Set every death in each unit aside – you’ll need to tot them up for the next step…"

Whomever thought to mix 3rd-8th rules was brilliant, I'm liking what I'm seeing so far. Almost wish 40k would take this approach with it's next edition.

Also, anyone else getting the feel that magic is intended to supplement your combats/units rather than create game breaking moments like in 8th?


Automatically Appended Next Post:
leopard wrote:
tneva82 wrote:
Unless it's just justification why you remove models fvom vear.

Not much benefit from strike 1st unless you one shot enemy. Which means either initiave fairly useless or lethality goes up big time in tow


I'm wondering if the expectation is going back towards smaller units, plus better trained units being able to push back or break cruddy ones without needing to plug through 100+ goblins


This is actually a very very good point, I hadn't thought of it.

This message was edited 1 time. Last update was at 2023/11/20 17:25:22


ToW armies I own:
Empire: 10,000+
Chaos Legions: DoC- 10,000+; WoC- 7,500+; Beastmen- 2,500+; Chaos Dwarves- 3,500+
Unaligned: Ogres- 2,500; Tomb Kings- 3,000
Hotek: Dark Elves- 7,500+; High Elves- 2,500
40k armies I own:
CSM- 25,000+  
   
Made in gb
Sword-Bearing Inquisitorial Crusader





Exeter, UK

Break tests are now taken with results modifying the roll rather than Leadership value? So if you lose by three points, you have to add three to your dice? It's effectively the same, but a teensy extra wonky step of having to translate a loss of -3 to a +3 dice modifier.
   
Made in us
Longtime Dakkanaut





Riverside, CA USA

Free reform if you hold pursuit, not sure if that was in 8th but it wasn't in 6th, you just stood there if you hold off pursuit. I like it. Gives a meanignful choice between running down the opponent and setting up for later.

The 1" pushback is almost certainly the "pass LD: Give Ground" result. Most interesting will be the difference between "Fall back in good order" and "Break and flee"


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My image gallery 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

 nathan2004 wrote:
We still don't have the full picture but sounds like a lot is based on 8th from what they previewed so likely step up is still there IMO. From the article:
"Casualties are removed from the back ranks, representing the rear ranks stepping forward as their comrades bite the dirt. Set every death in each unit aside – you’ll need to tot them up for the next step…"


That bit of fluff has always been used to justify removing models from the back rank, it's not an indication of anything. I can dig out an older edition rule book for you and find a line to that effect.

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Ridin' on a Snotling Pump Wagon






 nathan2004 wrote:
Step up is still there for those worried about low Initiative armies. They mentioned it in the article when talking about removing models from the back ranks. Like 8th. I like these rules, looking forward to February


It’s the preceding paragraph’s wording that my concern creeps in.

You roll as many dice as your engaged models have Attacks and, with the higher Initiative models striking first, a charging unit has the opportunity to overwhelm its enemies before they have the wit to swing back. Next, you roll to wound and make armour saves as normal.

Casualties are removed from the back ranks, representing the rear ranks stepping forward as their comrades bite the dirt. Set every death in each unit aside – you’ll need to tot them up for the next step…


I think you’re probably right, but I’m keeping an open mind for now.

   
Made in fi
Locked in the Tower of Amareo





 nathan2004 wrote:
We still don't have the full picture but sounds like a lot is based on 8th from what they previewed so likely step up is still there IMO. From the article:
"Casualties are removed from the back ranks, representing the rear ranks stepping forward as their comrades bite the dirt. Set every death in each unit aside – you’ll need to tot them up for the next step…".


Don't see anything about other unit still getting to strike back. More of explanation why models are removed from REAR and not from FRONT that would be more logical from the face of it(those are the ones fighting)

2024 painted/bought: 109/109 
   
Made in gb
Mad Gyrocopter Pilot





Northumberland

Suitably impressed with these rules. Overrun could be great fun, especially if you have your Chaos Knights on the trot..

One and a half feet in the hobby


My Painting Log of various minis:
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Made in fi
Locked in the Tower of Amareo





 Shakalooloo wrote:
Break tests are now taken with results modifying the roll rather than Leadership value? So if you lose by three points, you have to add three to your dice? It's effectively the same, but a teensy extra wonky step of having to translate a loss of -3 to a +3 dice modifier.


You can modify the leadership in your head if you want. If it's larger than modified leadership the shakedown happens.

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Made in at
Second Story Man





Austria

Breaking on a natural roll higher than LD means that you just need to win by 1 on a flanking charge (no rank) and a roll above average to break a block in a single charge

which also means, a high LD hero each block is kind of mandatory and with the higher amount of attacks (full rank + supporting models) unless one goes for the full block with extra ranks, the bonus is not that important either

Harry, bring this ring to Narnia or the Sith will take the Enterprise 
   
Made in pl
Longtime Dakkanaut




Not a fan. The opponent being unlucky with his unmodified Ld roll seems to have more impact than carefully setting up an overwhelming CR advantage. Flat randomness shouldn't be more effective than a well executed solid plan.
   
Made in gb
Mad Gyrocopter Pilot





Northumberland

Cyel wrote:
Flat randomness shouldn't be more effective than a well executed solid plan.


One of the most famous quotes in the history of literature begs to differ.

One and a half feet in the hobby


My Painting Log of various minis:
# Olthannon's Oscillating Orchard of Opportunity #

 
   
Made in si
Foxy Wildborne







Cyel wrote:
Not a fan. The opponent being unlucky with his unmodified Ld roll seems to have more impact than carefully setting up an overwhelming CR advantage. Flat randomness shouldn't be more effective than a well executed solid plan.


But that worst case result is the original WHFB mechanic, it's all the other, less debilitating outcomes that are new. Losing combat has never been this forgiving in 40 years of Warhams.

This message was edited 1 time. Last update was at 2023/11/20 18:28:54


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Montreal, QC Canada

I certainly like the changes to a break test. You can lose combat but you still have a chance to regroup with a high enough leadership character keeps the troops in line.

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Made in at
Second Story Man





Austria

 lord_blackfang wrote:
Cyel wrote:
Not a fan. The opponent being unlucky with his unmodified Ld roll seems to have more impact than carefully setting up an overwhelming CR advantage. Flat randomness shouldn't be more effective than a well executed solid plan.

But that worst case result is the original WHFB mechanic, it's all the other, less debilitating outcomes that are new. Losing combat has never been this forgiving in 40 years of Warhams.
worst case scenario is like before, but now the one who wins the combat gets additional benefits for high comat results but a bad dice roll

the idea is ghat you when overwhelming but cannot break it because you rolled badly, you stell get something
but it also works the other way around, you win by 1 and a lucky roll later the unit is gone

which means buffing by heroes is more important

Harry, bring this ring to Narnia or the Sith will take the Enterprise 
   
Made in gb
Fresh-Faced New User




Bournemouth

Loving the new Break Test result mechanic, i wonder if a unit follows up a win when a opponent falls back in good order, they fight again in the same turn?

It seems Step Up has been retained from 8th, which makes Initiative (and thus the reason to charge, to get the bonus) pointless unless fighting single ranked units.
   
Made in pl
Longtime Dakkanaut




 lord_blackfang wrote:
Cyel wrote:
Not a fan. The opponent being unlucky with his unmodified Ld roll seems to have more impact than carefully setting up an overwhelming CR advantage. Flat randomness shouldn't be more effective than a well executed solid plan.


But that worst case result is the original WHFB mechanic, it's all the other, less debilitating outcomes that are new. Losing combat has never been this forgiving in 40 years of Warhams.


Yes, but this worst case scenario for the defender doesn't originate from being dominated by the attacker (high CR difference) but from blind chance, regardless of whether the attacker won by 1 or 10. So it's better to be lucky than good and I don't particularly like such solutions in games.

This message was edited 1 time. Last update was at 2023/11/20 19:00:10


 
   
Made in si
Foxy Wildborne







Cyel wrote:
 lord_blackfang wrote:
Cyel wrote:
Not a fan. The opponent being unlucky with his unmodified Ld roll seems to have more impact than carefully setting up an overwhelming CR advantage. Flat randomness shouldn't be more effective than a well executed solid plan.


But that worst case result is the original WHFB mechanic, it's all the other, less debilitating outcomes that are new. Losing combat has never been this forgiving in 40 years of Warhams.


Yes, but this worst case scenario for the defender doesn't originate from being dominated by the attacker (high CR difference) but from blind chance, regardless of whether the attacker won by 1 or 10. So it's better to be lucky than good and I don't particularly like such solutions in games.



Ohh I see what you mean now, CR increases odds of Fall Back but not of Flee.

Posters on ignore list: 36

40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
Made in pl
Longtime Dakkanaut




Yup, that's it. My personal preference would be for the defender's situation to become more dire, the more CR they have stacked against them to reward good play on the part of the attacker (setting up the biggest CR advantage they can).
   
Made in gb
Ancient Space Wolves Venerable Dreadnought





 mindrobber wrote:
Loving the new Break Test result mechanic, i wonder if a unit follows up a win when a opponent falls back in good order, they fight again in the same turn?

That seems to be implied and is the way it works in Warmaster, but if that’s the case I hope there’s a cap on the number of times you can do that in one turn with one unit.
 mindrobber wrote:
It seems Step Up has been retained from 8th, which makes Initiative (and thus the reason to charge, to get the bonus) pointless unless fighting single ranked units.

Unless there’s some other subtlety like only one rank can step up and such.

"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in gb
Ridin' on a Snotling Pump Wagon






Wonder how that will work with Chariots? They’re by their nature “alpha strike” living or dying on the charge.

If they’re at constant risk of being bogged down even with a decisive running over of the enemy unit, who in their right mind is going to use them? Especially if as speculated above, following up into a pushed back unit sparks another combat round, as if you don’t count as charging, it’ll be in, run off a few folks, then get tipped in the follow up, or sit there like a lemon and get counter charged anyway.


Another one for my list of “frustratingly vague” news.

   
Made in fi
Locked in the Tower of Amareo





 kodos wrote:
 lord_blackfang wrote:
Cyel wrote:
Not a fan. The opponent being unlucky with his unmodified Ld roll seems to have more impact than carefully setting up an overwhelming CR advantage. Flat randomness shouldn't be more effective than a well executed solid plan.

But that worst case result is the original WHFB mechanic, it's all the other, less debilitating outcomes that are new. Losing combat has never been this forgiving in 40 years of Warhams.
worst case scenario is like before, but now the one who wins the combat gets additional benefits for high comat results but a bad dice roll

the idea is ghat you when overwhelming but cannot break it because you rolled badly, you stell get something
but it also works the other way around, you win by 1 and a lucky roll later the unit is gone

which means buffing by heroes is more important


Eh. When unit backs off little here before in same roll it would be same now as worst roll.

The roll is less punishng. Ld8, you lose by 3.

Old rules: 2-5, fine, 6+, unit runs away.
New rules. 2-5 fine, 6-8 unit backs off, 9+ unit runs away.

Note how 6-8 result is better for losing than before.

2024 painted/bought: 109/109 
   
Made in gb
Mighty Vampire Count






UK

Finally back to a decent WS chart - Hurah

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