Beiträge von Lustrias Erbe

    Von User Felwether auf Warseer:
    (von Google übersetzt daher dieses schlechte deutsch)

    Zitat

    "Neue WD gerade gelandet in. Das Buch enthält Regeln für Zeichen inkl Malekith, Tyrion, Imrik, einige Kap genannt Eternity König und den Avatar des Khaine. Offenbar gibt es "erstaunliche Veränderungen, wie Magie funktioniert in der Endzeit" und es sieht aus wie jede Lore bekommt einen neuen Zauber, gibt es eine Vorschau in der Zeitschrift, aber ich habe keine Zeit, es zu tippen jetzt. EDIT: Sie sprechen über die Listen in der Zeitschrift: Es ist der Gastgeber der Phönixkönig, der eine zu sein scheint kombinierte Asur, Asrai, Druchii Armee unter Malekith und Teclis und Aestyrion, die loyal zu Tyrion sind. Es gibt eine erwähnte dritte Liste, aber keine Angaben außer gegeben: "In Warhammer: Khaine es, ein für alle Mal, ein absoluter Gewinner im Krieg für die Phoenix Krone. Die dritte Armee stellt die Elfen, die überleben. " SO *********** aufgeregt!"

    Mmh wenn ich GW wäre würde ich die Endzeit richtig auskosten und zunächst nur alles für die Mächte der Zerstörung bringen. Dieses" Die Bösen sind auf dem Vormarsch und haben alles zerstört" Level würde ich dann eine Weile halten und allen Spielern die Gelegenheit geben das auch mal die Mächte der Zerstörung die Oberhand in der Warhammer Welt haben nur um dann ein halbes Jahr später die "End of the Endtimes" einzuleuten und Miniaturwellen für die Guten zu bringen die sich gegen das Chaos in der Welt stemmen und bitterlich rächen. Somit hätte GW ein Jahr lang abseits der Armeebücher ne Menge Minis und Bücher an alle verkauft.

    Mmh wenn ich GW wäre würde ich die Endzeit richtig auskosten und zunächst nur alles für die Mächte der Zerstörung bringen. Dieses" Die Bösen sind auf dem Vormarsch und haben alles zerstört" Level würde ich dann eine Weile halten und allen Spielern die Gelegenheit geben das auch mal die Mächte der Zerstörung die Oberhand in der Warhammer Welt haben nur um dann ein halbes Jahr später die "End of the Endtimes" einzuleuten und Miniaturwellen für die Guten zu bringen die sich gegen das Chaos in der Welt stemmen und bitterlich rächen. Somit hätte GW ein Jahr lang abseits der Armeebücher ne Menge Minis und Bücher an alle verkauft.

    Da bei den Helden das Punktebudget kleiner ist gibt es da mMn nicht allzuviele Möglichkeiten. Priester meist mit Rolle und Kubus, der HN mit Rüstung des Schicksals auf Echse, und die Häuptlinge auf Terra ohne mag. Ausrüstung zum Umlenken. Aber ich lasse mich gern inspirieren :D

    Meine beiden liebsten HNV sind diese:


    Saurus Hornnackenveteran
    - Schild
    + - Schwert der Macht
    - Dämmerstein
    - Rüstung des Schicksals
    - - - > 241 Punkte
    Gesamtpunkte Echsenmenschen : 241


    Zu Fuß, mit Stärke 6, 1+ Rüster wiederholbar und 4+ Retter kaum tot zu bekommen.


    Saurus Hornnackenveteran
    - Zweihandwaffe
    + - Kampfechse
    + - Das Quango-Ei
    - Dämmerstein
    - Heiliger Stegadonhelm von Itza
    - - - > 271 Punkte


    Mobil auf Echse, mit Widerstand 6, Stärke 7, 1+ Rüster wiederholbar, Aufpralltreffer und nen ausgewachsenen Quango im Gepäck hält er einige Überraschungen parrat. ;)

    Um in einer möglichen Diskussion zu erfahren was an diesen Gerüchten glaubhaft ist und was nicht. Wenn du sagst alles Schmarn bin ich sehr beruhigt. Danke.

    und Schluss .............

    der Rest ..............

    mehr ...........
    [spoiler]You try to charge the chaos block with two or more medium or large blocks of your peasants. The rules make it easy to set up a flanking charge with one of the units. Then the block in the flank can attack with all models. It is no longer “clever manoeuvring leads directly to victory” but “clever manoeuvring leads to more damage output leads to victory”.


    Flank attacks do not give a bonus to the combat resolution and they don’t negate the rank bonus. But they negate weapons like spears that work only against the front. And they let you attack with all models in 2”.


    Indeed, damage is everything.


    Ranks are only important for three things: steadfast for break tests, to see if you lose your formation and rank bonus. Rank bonus is a skaven-like special rule that depends on the number of ranks. The default is that a unit that has two or more ranks get +1 on psychology tests - psychology is now every ld-test that is not a panic test or break test: proximity, fear, frenzy, stupidity, etc.


    But it looks like all armies get their individual rank bonus, sometimes even individual units.


    No, not a flat-out bonus to ld, that’s only for skaven. Units from the empire get +1 to hit in melee if they have three ranks or more because they are drilled to fight in large blocks. Flagellants get their own rank bonus, their melee attacks are concussive if they have three or more ranks.


    Only one rank bonus. The rank bonus in an army book replaces the rally bonus.


    Yes


    If your enemy breaks, you can charge another unit in your front arc. Alternatively you can give up your formation and charge in any direction. Frenzied units must give up their formation if this is the only way to charge another enemy. The enemy can react in the normal way.


    It’s a consolidation, so one out of two D6”


    Stand & Shoot is the default option. You have to win an Initiative roll-off in order to shoot and all the 40k overwatch rules apply. You have to be able to see the enemy somewhere during his movement. For units in loose formation this is trivial, but blocks that are attacked from the side or rear cannot shoot. And if a part of your unit hides behind a building, this part cannot fire. The shots are resolved at -3 BS.


    Units in a formation can choose Hold. They cannot shoot, but if they win a S roll-off, they can choose not to close the gap to the enemy and let the enemy do the wheeling. Obviously this isn’t an option in 40k. Units can flee in both systems. You move the attacking unit as normal. Then you make an Initiative roll-off. If the fleeing unit loses it is destroyed or whatever happens if it breaks from a combat. If the unit escapes it flees as normal, the attacker stays in place and can make a random consolidation up to 6” and tie up another unit. Blocks cannot pursuit, so it is likely that the fleeing unit escapes. Astartes and fearless units cannot flee.


    Yes, if a unit loses a combat and flees, there is a 40k-esque I-roll-off too to see if the fleeing unit is destroyed, but units in block, wedge or turtle formation cannot pursuit. They have to give up their formation in order to catch the losing unit. Skirmishers with high I are very deadly if they win a combat and keep in mind that you use the I of any character that is with the unit.


    You can decide that at any time. If you cannot combine this with a move, you put the last rank in disorder or something similar to show that the unit is no longer in formation. But you have to decide before you roll to pursuit.


    Units move towards their own board edge.


    Yes, 40k units can flee.


    When you sweeping advance into another unit, the unit can stand and shoot again. The combat is resolved in the next phase except when this happens because of a flee reaction. In the theory one unit can destroy a whole army if all enemy units are clumped together and choose flee every time..


    Before pile-ins.


    It’s also like 40k now. You move towards your own table edge. At the start of your phase you can rally if you are above half strength at the same time that you try to regain or change a formation.


    It’s your normal march move. Fast cavalry has Feigned Flight. They rally instantly and are not destroyed if they are caught, just bound in combat.


    In addition to feigned flight, fast cavalry has the scout, hit & run, parting shot and relentless rules.


    You distribute the wounds from near to far. Champions have to take a wound, but get a Look out roll and cannot be singled out in combat except in a challenge. Musicians and standards work in the same way, they can use Lookout, too.


    You can fill the gaps at your initiative step, but the enemy can’t enter your formation. That would have been cool though. You always fill up the ranks of a block at the end of a phase.


    Yes, when you pile-in, you can change to loose formation and move to the side arc. But you don’t have to. There are not many situations where this would be beneficiary.


    There are circumstances where you are forced to give up your tight formation: If the enemy breaks through your formation, if you cannot place the unit in terrain, if your frenzied units want to charge the next enemy, etc.


    Terrain is much simpler now. There are no random charts anymore in the normal rules. You buy mystic terrain or define an existing piece of terrain to be of a certain kind. Most pieces of terrain have more benefits than drawbacks, so you want to use terrain in your games, but you don’t have to. You cannot enter buildings in the default missions, but you can buy towers and fortified mansions with their own defenders, who can shoot out by themselves, but cannot leave. There are rules for castle walls, towers and other fortifications, too. You can place models on them, but not in them.


    This is a large can of worms!


    You can take allies in fantasy. There is a matrix just like 40k. There is a visible good/evil divide but not as strict as before. There are only three instead of four levels. Dark Elves can ally with the human factions for example.


    There are no retcons, at least no glaring ones. Dark Elves and High Elves still hate each other and cannot ally. But Dark Elves can ally with almost all of the other armies. And High Elves aren’t far behind in this department and can ally with beastmen, vampires and orcs. Dark Elves are very good diplomats and the lesser races are easily lured into an alliance. Afterall, in order to be treacherous, there had to be an alliance of some kind to betray. The seaguard of lothern is described as being very pragmatic when they are abroad. When they are on Ulthuan they can be noble and good mannered elves who would never barter with an orc chieftain. But if they are on a foreign shore with no reinforcements at hand they don’t have this luxury and do strike deals with local savages.


    Yes, it is very open. There is eternal war, but the alliances are shifting constantly.


    The background doesn’t change, but there is a minor tonal shift. Battles with unusual allies are mentioned throughout the book.


    For example, a whole double page describes the secession of Marienburg and how several regiments didn’t choose a side, but became freelancers instead. There is a formerly unknown mercenary skaven clan mentioned called liietch that can be hired by the highest bidder. There is a story where several elector counts have tried to rise freemen in Sylvania to bolster their own state troops. It turned out, that most of them were dead all along and finally turned on their allies. There is a precedent for a temporary empire / necromantic alliance even if it was not very successful.


    There are lots of these anecdotes. You are really encouraged to come out of your comfort zone. Both rulebooks are very narrative driven. There are several boxes of flavour text that describe a rule in effect, in-character from the eyes of a soldier.


    For example, the frenzy rule is accomplished by a historical anecdote of a witch elf unit that has butchered it’s way through a wood elf army until they ignored the command of their dreadlord and charged into a wood of treekins to never be seen again.


    Skaven can ally with almost every army except lizardmen and some of the elves.


    Why wouldn’t they? The skaven have used a human king to assassinate Nagash afterall. They can work towards a common goal if it is in their short term interest.


    Dwarfs/High Elves/Lizardmen and Chaos Daemons and Dwarfs/Empire/Bretonnians and Orcs are still archenemies.


    Beastmen can ally with all armies except bretonnia and wood elves.


    Bretonnians and the empire can ally with warriors of chaos.


    You can spend up to 25% of your points on secondary forces. Allies, regiments of renown, fortifications and mystic terrain are part of this category. You can only take allies from a single army book, including your own, and they count against both the limits for their category and the secondary force limit. You can mix regiments, towers and terrain as you like and they only count against the secondary budget.


    Chaos Dwarfs are part of the matrix, but don’t read anything into it, please.


    You have the option to take units from your own list because you can change your secondary contingent before the game. You can prepare up to three army lists, but the main contingent has to be the same.


    That’s cynical.


    You bring a 750 point list and three 250 point secondary lists to a 1000 point game. 800 points/ 3x 200 points would be ok, too. But 600/ 3x400 would not.


    Of course you can opt out, but this is clearly how the design team wants us to pursue our hobby.


    You can do this before you meet up for the game. We live in the digital age after all.


    No, you cannot mix your own units and units from an allied army list as part of your secondary forces. Only one ally is allowed. In 40k, you can combine an ally with formations from other codices, but there are no formations in fantasy.


    The secondary detachment or force can consist of one ally and as many other units, formations, titans, etc that are not labeled as an ally.


    There are no regiments of renown at release date except of the units from storm of magic. There is a list of armies they are available for, but you have to get storm of magic to get their rules.


    40k has similar rules, yes. 7th edition 40k uses a percentage system, too. min 20% troops, max 25% HQ, elite, fast attack, heavy support and secondary detachment.


    There is a chart for those that are unable to use a calculator. You are expected to play with an army value that is a multiple of 250 if you use it.


    Min 20% core, max 25% heroes, lords, elite, special, rare, war machines, secondary forces.


    War machines are all artillery pieces, chariots, altars, etc. Everything that has the unit type war machine. They are not part of their former slot anymore.


    Below 750 points, there are no allies and all max troop sizes are lowered to three - or one if it was lower than or equal to three already. So most units cannot form proper block and have to fight in loose formation.


    No, the block rules are more complicated than this. Monstrous units still only have to be 3 wide.


    The scenarios are different. There are no scoring units in fantasy. 40k has totally different missions and objectives. But the structure is the same.


    After rolling for a mission, you roll who chooses his secondary army first. This player can also choose if he wants to be the defender (deploys first, moves firts) or the attacker after both players have chosen their army. After this, you place the mandatory terrain and the defender chooses his board edge. Players take turns to place their mystic terrain. Players deploy their armies, beginning with the defender. The defender has the first turn.


    It’s a very open process. It is stated many times that the process is not the one and only way to set up a game. In fact, for every step there are alternative methods presented. You can arrange the terrain together, or you can play with only one secondary contingent, or you predetermine one player as the attacker, or you play without initiative theft , etc. There are many ways, but only one is described in detail.


    It’s the same. Still on a 6. But if he steals the initiative, you can change the time of battle to either dawn or day.


    There is a table 1 Morning Raid, 2-3 Dawn of War, 4-5 High Noon, 6 Dusk Warriors.


    Night raid is night fighting for the first three turns. Dawn of war is night fighting on turn 1. High noon is night fighting from turn 6 on. And dusk warriors is night fighting from turn 4 on.


    No, those are also the fantasy names.


    Night fighting is no shooting beyond 36”, stealth for units beyond 12” and shroud for units beyond 24”.


    You have to disclose the army lists and the secondary forces before the game.


    You either need a bigger case or you can do this at home before the game.


    Maybe it comes down to this, but this game is not designed as a competitive one. You are supposed to have a collection of primary armies and in addition several smaller secondary forces. You don’t have to collect 1500 points worth of minis whenever you like a new set of miniatures and want to play with them. There is a reason to collect multiple secondary forces.


    No, I don’t know the reasoning. It’s just my interpretation of how the collecting section is written.


    Yes, but you don’t buy fanatics with a unit anymore. You can still distribute them in secret.


    Both. 40k uses the usual tokens. In the default missions, you use landmarks as markers. Markers come immediately after mandatory terrain.


    It’s the same structure as 40k but without different deployment types and scoring units. You place your army 12” from you long table edge in all default missions. Landmarks can be captured if there is no enemy unit in 3”. You roll for every of your units in 3”. On a 6+ the landmark is captured. If you fail the roll and the unit stays in 3” you can roll next turn and get +1 for every additional turn. If a landmark is captured it is no longer a landmark.


    You can use any piece of terrain, but the missions are clearly written for houses. You either put them to the torch or evacuate the tenants. But shrines that must be desecrated or consecrated will do equally well.


    Three. But they are all variants of a pitched battle. All of them use landmarks. Pitched Battle has a single landmark in 12” from one short table edge and equally distant from the long edges. The second mission has three landmarks in a triangle formation. One is placed in the middle of the battlefield. The other two are placed 12” from the short table edge and 6” from the middle. These two landmarks are placed on the same side of the battlefield, so one half of the battlefield is empty. Finally, Pillage has 3+D3” scattered across the disputed land.


    There are several secondary missions and you choose three at random before the game. There are always two primary missions: landmarks and feats of valor.


    Neither. Landmarks and feats give one victory point each. Feats of Valor are effectively kill points, but you only get one if you are defeating a special or rare unit in a melee with a core unit


    Yes, they count. They are easy prey, but they are faster now and you can attack on the move.


    An eagle can swoop like a flying monstrous creature in 40k. They use the same flying rules including overfly strikes and -3 BS modifier for the shooter.


    Yes, snapshots are -3. I am sure I have mentioned that.


    But dragons are also large targets and give +1. In 40k, only targets that are larger than a tank get +1.


    You cannot compare those. Crossbows are not as strong as a boltgun and knight armour is certainly not better than space marine armour.


    Chariots are warmachines, so they don’t count.


    A unit that breaks and is caught immediately or is under half strength at the time it breaks.


    It has to be a clean kill. If you have elite or rare units in the multiple combat, your core units cannot claim a feat of valor. If you have heroes on your side, it only counts if the opponent has a lord on his side. Two units of men-at-arms and a level 1 damsel who defeat a unit of executioners and a unit of corsairs and a dreadlord get a feat of valor. If the enemy had only a noble, you wouldn’t get the feat.


    Every feat and every landmark is worth one point. Secondaries are also worth one point each.


    Kill the general, first blood, reach enemy deployment zone, kill unit of enemy choosing, kill unit of own choosing. I don’t remember the last one.


    Yes, it is bit convoluted.


    Mystic terrain stays, but there are no random tables anymore.


    There are now two types of terrain. First you place mandatory terrain. That’s terrain that is glued to your board and cannot be removed like hills. Some missions require you to place a special piece of terrain, for example a castle gate. Players can agree to place additional terrain, for example when they have a newly painted piece and want to use it under all circumstances. Or if they play a battle for a bridge as a narrative game, they need a river and a bridge on the table obviously.


    Yes, basically every piece of terrain that is not optional for various reasons is placed first. In 40k, you add additional terrain until each 1’ x 1’ section has at least one terrain piece. In fantasy there is no such rule. Mystic terrain can be used as mandatory terrain and is sometimes required, but you decide what type of mystic terrain it is. You don’t roll on any tables.
    .
    When all mandatory terrain is placed you take turns to place additional terrain. This can only be basic terrain like ordinary forests, hills, barricades, walls, buildings, fortified manors, rivers etc. Magic wells are basic terrain, too. They give +1 on a channel attempt for nearby wizards, +2 if it has the right lore attunement. Every well supports one chosen magic lore.


    It’s random. You roll one dice for every 1’ x 1’ segment. For every 4+ rolled you and your opponent have to place one piece of terrain. You can place the terrain anywhere, not just in the segment you rolled for, but there is a limit of three pieces per 1’ x 1’ section (in both systems, but in fantasy it is unlikely to get this dense because there is less mandatory terrain). Some pieces of mystic terrain have additional restrictions. You cannot place a fortified manor inside the enemy table half for example.


    There are lots of story-driven missions later that need specific terrain. You have some leeway to use your own collection, but if you play a battle for a pass, you need at least some hills to represent the mountains. There is no way around this. The missions describe where this mandatory terrain is placed. These missions are really characterful as a result.


    Basic terrain does not cost points. But whenever you are allowed to place a piece of terrain, you can place your pre-purchased mystic terrain instead. You have to have a fitting model of course.


    You buy terrain as part of any secondary force. If you bring an allied wood elf army with your bretonnians, you buy some forests for them. If you choose another secondary force, you can take different terrain or none at all.


    Yes, the section is even a little bit longer than before. There are some named pieces of terrain with better rules. They are also more expensive and have a kit or get one in the near future.


    It is a magic well that is attuned to the lores of death, khemri, vampires, nurgle and the dark lore.


    They are rather cheap. To be able to place a venom thicket anywhere you like sounds good, but if you can place a normal forest anyway, the upgrade is not that great. They are quite useful because you will have some spare points in one of your secondary forces inevitably./spoiler]

    und weiter gehts .............

    Moin, im blauen Forum hat Fenrir198 eine recht detaillierte Liste zu Gerüchten der nächsten Edition von WHFB zitiert und gepostet. Da es recht viel ist und sich um Gerüchte zum Thema handelt füge ich diese hier mal ein:

    Moin,
    ich stehe vor der Entscheidung mir möglicherweise mehrere Charaktermodelle aus Failcast für die Echsen zu kaufen oder eben auch nicht. Vor einer Weile gab es Gerüchte, dass alle Finecast-Modelle früher oder später durch Plastik ersetzt werden. Nun möchte ich nicht heute mir die Finecast-Modelle kaufen, um in 8 Wochen festzustellen, dass es diese nun aus Plastik gibt. Gibt es dahingehend schon weitere Gerüchte in welchem Zeitumfang die Umstellung stattfindet? Noch warten auf die Plastik-Modelle oder kann man getrost weiter Finecast kaufen weil die Umstellung eine sehr sehr langfristige Sache ist? ?(

    Moin,
    ich stehe vor der Entscheidung mir möglicherweise mehrere Charaktermodelle aus Failcast für die Echsen zu kaufen oder eben auch nicht. Vor einer Weile gab es Gerüchte, dass alle Finecast-Modelle früher oder später durch Plastik ersetzt werden. Nun möchte ich nicht heute mir die Finecast-Modelle kaufen, um in 8 Wochen festzustellen, dass es diese nun aus Plastik gibt. Gibt es dahingehend schon weitere Gerüchte in welchem Zeitumfang die Umstellung stattfindet? Noch warten auf die Plastik-Modelle oder kann man getrost weiter Finecast kaufen weil die Umstellung eine sehr sehr langfristige Sache ist? ?(

    Die Reduzierung der Komplexität einer Zauberlehre funktioniert jede Magiephase automtisch, man muss nur vor jeder Phase die Lehre wählen. Den angeborenen Zauber wirkt man normal mit seinen Energiewürfeln, dieser kann auch gebannt werden.