The Battle Barn

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 Post subject: What are the KEY changes in 8th Edition?
PostPosted: Wed Jun 23, 2010 1:15 pm 
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Location: Grand Rapids, MI.... aka conservative HELL
:geek: Hey, I was wondering if anyone had read fully through 8th yet so I can get an idea of any and all major changes that have happened... Cos I know that I'm going to be lost for at least the first month of playing 8th. :?:

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 Post subject: Re: What are the KEY changes in 8th Edition?
PostPosted: Wed Jun 23, 2010 4:10 pm 
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Havent had a chance to look at the book yet, its only out for viewing currently, its not for sale yet.

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 Post subject: Re: What are the KEY changes in 8th Edition?
PostPosted: Wed Jun 23, 2010 4:57 pm 
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Nosing around for a bit, and I found this. Since you asked, I thought Id share it with you.

http://www.dakkadakka.com/dakkaforum/po ... 00206.page

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 Post subject: Re: What are the KEY changes in 8th Edition?
PostPosted: Fri Jun 25, 2010 7:40 pm 
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Everything pretty much.

Magic, movement, terrain, army building, shooting, hand to hand, battles, victory conditions, monsters, characters, war machines...

Key ones... Movement... Terrain does not slow down troops but can cause non-troop units to make dangerous terrain tests. Chargers move M+2D6 faster troops roll 3D6 and take the 2 highest). Chargers do not wheel... just move them. You can redirect a charge if the unit flees. You can use Ld tests to avoid Frenzy charges, free reform before you move (with a musician), march within 8" of enemy...

Hand to hand... Parry (shield in hand to hand from the front on foot) now gives a 6 Ward save instead of a +1 armor save, 2H weapons are S2 for cavalry, there is no Unit Strength. If you have more ranks then you are Steadfast (Stubborn). Flankers need 2 ranks to negate enemy rank bonus, charging ONLY gives a +1 combat result, the second rank gets one attack per model (Monsters get up to 3), Hordes of 10 wide attack with the 3rd rank (spears still add to this), casualties are removed from the back so everybody still strikes back now. Fleeing units ignore enemy units. Monstrous troops get a Stomp for 1 auto hit on charge (1D6 for large monsters). Character not match troop or matching ones within 3" of a unit can still use Look Out Sir, but on a 4+. You can only take a regeneration save or a Ward save, not both. Failed charges only move the highest die on the dice they rolled for the charge. With no unit Strength chariots and large monsters can not negate the rank bonus. Terror only makes you panic when they charge you, not when you charge then and make fear tests. Fear makes a Ld test or be at WS1 (roll each round). A general on a large target has an 18" range for his Ld. Skirmishers move in a loose formation with 1/2" between them (use a tray now) and they can move and shoot. You can never have better than a +1 armor save... no more 0 or -1 saves.

Ranged combat is in 2 ranks (hills do nothing), bows that do not move can fire half of the other ranks (round up), templates hit anything touched, rock lobbers no longer ignore armor and are S3 one wound for the blast (S9 1D6 for the center). cannons now hitting a ridden monster hit both rider and monster. All guess ranges are gone as you are allowed to measure any time in the game for anything. Cannon crew that panic loose a turn instead of running. Pistols and thrown weapons do not get a -1 for moving.

Magic you roll 2D6, the higher of the 2 is the enemies dispel dice. Each mage can add one power or dispel dice each phase on a 6. You add your level to casting and dispel. You need to spend power dice on bound spells and innate abilities (though they misfire nicer). double 6s count as irresistible force and roll on the Miscast Table. This table is pretty nasty... lots of S10. You can never have more then 12 dispel or casting dice at any one time. You can use up to 6 dice to cast or dispel. Magic Resistance gives you a ward save against spell damage based on the level (1=6+, 2=5+) and can add to a regular ward save. Every Lore has a special ability along with 6 spells and an base spell. No mage in your army can have the same spell except the base one. Some spells can be increased with a higher casting cost. You must pick the Lore when building the army, but the spells are still rolled at the start of the game. Dispel Scrolls work normal. They also have about 80 magic objects now.

Victory points are only scored for units, characters, and war machines completely destroyed. General and BSB are 100 extra points each. Banners are only 25 now. A champion killing a character in a challenge is worth 50. That is it. No partial kills and no table quarters. There are 6 base missions. They have a random terrain chart if you want to use it. Rivers and Woods are mysterious and are not rolled for until a unit enters them. There are a bunch of missions in the back that are historical battles.


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 Post subject: Re: What are the KEY changes in 8th Edition?
PostPosted: Tue Jun 29, 2010 1:52 pm 
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Sweet. Im going to have to have a nice long look at that sometime soon.

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 Post subject: Re: What are the KEY changes in 8th Edition?
PostPosted: Mon Jul 05, 2010 9:52 am 
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Pretty much you need a Battle Standard Bearer as there are a bunch more Leadership tests and with Steadfast you want all your units to hold. You also want a mage. Even a level 1 mage is good because he can still use up to 6 dice for casting and dispel and the number and strength of mages has little effect on the dice. You are better off also having one higher level mage, then a bunch of lower level mages. You also want your core units in Hordes of 30+. Cheaper models with less attacks are best. Spears are nice, but also anything that increases the Strength, like great Weapons, Flails, Halberds... are best. Extra hand weapons, Frenzy, and extra attacks are not as useful as only the front row can use these. I would also take a Lord, even in smaller battles, as long as they do not cost too much, just to get the higher Leadership. Take lots of war machines... cannons and templates are best. For the units with more attacks... they should be kept in smaller units of 10-20 and use then for flanking attacks.


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 Post subject: Re: What are the KEY changes in 8th Edition?
PostPosted: Wed Jul 07, 2010 7:01 pm 
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Location: Grand Rapids, MI.... aka conservative HELL
yeh, I've been looking at bolstering up my unit of marauders to 30 (5wide 6 deep) add to their immunity to panic, fear, and terror the fact that they will have MASS amounts of ranks... can you say not going ANYWHERE!... Mwuhahahahahahahahahahahahaha

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 Post subject: Re: What are the KEY changes in 8th Edition?
PostPosted: Wed Jul 07, 2010 9:43 pm 
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Where you goin!?!?!?!

NOWHERE!!

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 Post subject: Re: What are the KEY changes in 8th Edition?
PostPosted: Fri Jul 09, 2010 2:01 pm 
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Location: Grand Rapids, MI.... aka conservative HELL
Stay off drugs,,, MINOTAUR!!!!

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 Post subject: Re: What are the KEY changes in 8th Edition?
PostPosted: Sat Jul 10, 2010 2:01 am 
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LucianTheSeducer wrote:
Stay off drugs,,, MINOTAUR!!!!


YES!!!!!


Slappa da BASS!!!

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