A summary review of the Warhammer Fantasy 7th to 8th Edition rulebook changeswww.giftsforgeeks.org.uk/blog/?p=99 thanks to Aaron, one of the Battle Reporter Facebook members. It's an excellent summary, all thanks and credit to giftsforgeeks.org.uk.
"The Geek Guide to 8th Edition
The 8th edition rulebook sees some of the biggest changes on the Warhammer battlefield for the best part of a decade. So here for my sanity here is a quick guide of the main rules changes.
- Charges are now random; infantry now charge their movement rate plus 2d6”.
- Cavalry and fliers roll 3d6” and choose the highest 2 rolls
- You can now pre-measure before a charge
- Charges must move straight forward, but are allowed one 90 degrees turn for free. Attackers than align with the defenders.
- March blocking works as before. However, the if you pass a Ld test you can march anyway
- If you flee through an enemy unit or terrain you are not destroyed. Instead you take a dangerous terrain test like in 40k.
- Wizard levels now add to your casting roll and do not generate power dice
- Players can switch between casters at any time
- Every magic phase your army generates 2d6 power dice. The highest roll is the number of dispel dice
- Each wizard may generate an extra dispel/power die for the pool if they roll a 6. You may never have more than 12 power or dispel dice
- You cast as before, but if your total is less than 3 you fail to cast. Bonuses do not affect this!
- If you fail to cast a spell the wizard can not cast again this phase
- Miscasts on a double 1 are gone. However, if you roll an irresistible force the spell is cast as in 7th ed and the caster suffers a miscast on a really nasty table!
- Dispels work as before your wizards. Irresistible dispels do not cause a miscast
- Wizards add their level to the dispell roll
- Bound spells now need power dice to cast. You need to roll above its power level
- If you cast your bound item or spell with irresistible force the item is destroyed. If the bound spell is casted as an innate ability the model cannot cast again
- Wizards may use bound items or spells if you failed to cast a spell earlier, however, you do not add your magic level to the roll.
- The first two ranks of a unit may now fire
- If a model is more than 50% obscured the shooting unit suffer cover modifiers.
- Strength 1 attacks can now wound toughness 10 models (this applies to combat as well)
- Models can take armour and invulnerable or regeneration saves. You can not have a ward and regeneration. Bad times for Dark Elf characters and plaguebearers! This also applies in combat.
- Combat order is done on initiative. You no longer go first if you charge.
- The second rank of infantry can now fight, but with only one attack.
- Ranks are still counted in sets of 5. However, if you take a rank of 10 the third rank can also fight with 1 attack.
- Combat results are done as 7th ed except for, outnumber is gone, and your rank bonus is calculated on how many you outnumber your enemy by, up to a maximum of 3.You now receive +1 to your combat result on the turn you charge.
- To negate the enemies rank bonus you require at least 10 models in the flank or rear.
- If you outnumber the enemy in ranks you are stubborn (now called steadfast in combat). Infantry blocks are now extremely tough
- You can now reform when defeated in combat. However, you must pass a leadership test that is modified by the amount you lost the break test by.
Loads of new rules that models don’t exist for. Hmmm….
- Templates no longer partial. Every model the template touches is hit.
- Breath weapons are now one use only, however, you can use it in combat to get 2d6 hits at the strength of the weapon
- Fast cavalry now have a vanguard rule which means they can move 12” before the battle begins. They cannot charge in the first turn
- Flyers only move 10” but may march
- Flying cavalry count as fast cavalry
- Large targets are as before. However, if a battle standard or general is on a large target the range of their abilities is increased to 18”
- Magic resistance now adds to your ward against magic. So magic resistance 1 adds 1 to your ward save against magical spells.
- Fear has been toned down. It only affects close combat. When fighting a fear causing unit you must pass a Ld test or fight at Ws 1
- Skirmishers no longer see 360 and they move as normal troops. However, they get unlimited reforms and may fire on the march
- Terror causing creatures create fear in fear causing units. If you are charged by a terror causing unit you must pass a panic check or flee.
- Bows may volley fire. This means half the models behind the first two ranks may fire
- Scouts may now deploy up to 12” away of the enemy, but may not charge first turn
- Battle standards now give all units re-rolls for all leadership tests
- Things such as trolls, ogres and minotaurs now count as monstrous infantry. They now fight in ranks of three and can have up to 3 supporting attacks!
- They also receive a stomp attack hit at their basic strength. This stomp attack always strikes last and is only for models in base to base contact with the enemy.
- Cavalry charge with their movement plus 3D6” minus the lowest roll
- Cavalry may also now assault buildings, but their mounts do not fight and they may not garrison a building
- Monsters get 1d6 stomp attacks
- Chariots are now not destroyed by high strength hits. They take wounds as normal
Lots of changes due to the new special rules.
- Main change is that using a combat weapon and shield and to the front does not add to your armour. It gives plus one to your invulnerable save instead
- War Machines - When shooting at war machines the machine is hit not the crew. Guess ranges are gone. Now you can just point and shoot!
There are now 16 pages of rules on terrain. In the new book the Warhammer battlefield is full of terrain. Here are the highlights;
- If you march through terrain you generally have to take a dangerous terrain check as on the current 40k rules. Chariots take 1d6 wounds.
- Units in forests do not get the steadfast rule. However, lone infantry characters and skirmishers become stubborn in forests.
- You may now march into buildings and charge them.
- You can deploy warmachines in buildings. Otherwise most the rules for building are the same as in the 7th edition.
- There are now 6 standard battles for Warhammer, which should spice things up
- Each one of them states you have to have d6 plus 4 terrain pieces
To win you need to score over twice the amount of victory points your opponent has scored. Or it is a draw. - correction by Sigmar (as mentioned by White Dwarf July 2010, page 74):- there is a mistake in the rulebook... you need double your enemy's victory points for a "crushing victory" but only 100 pts more than your enemy for a win.
- Victory conditions vary on the battle.
- You now only score 25 points for capturing a standard.
- You score a 50 point bonus if you defeat an enemy character with a champion.
Along with all the rules changes affecting your army choice there are also the following limitations:-
- Only up to 25% of your points total may be spent lords
- Only up to 25% of your points may be spent on heroes
- At least 25% of your points must be spent on core. You must field at least 3 non-character units.
- Up to 50% of your points can be spent on special and you can only have up to 3 of the same unit. Unless you play 3000 points or more then the limit is raised to 6
- Up to 50% of your points can be spent on rare and you can only have up to 2 of the same unit. Unless you play 3000 points or more then the limit is raised to 4
- This leaves the commander with many tough decisions. Big blocks on infantry are tough to kill. Lords are in limited by points, but not in number. Artillery are more accurate and shooting units more deadly. Monsters and ogre sized models are scary. While skirmishers/ fast cavalry are fast indeed!
All thanks to www.giftsforgeeks.org.uk. It's a very cool war gaming website - so check it out !
If you spot any mistakes or disagree with anything please leave a comment.
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