Solar_Eclipse
23-04-2010, 15:15
Yes, everyone is doing it, so im putting down another one.
Dwarfs look like they will benefit quite well with 8th edition, the way the rumours pan out.
ARMY SELECTION
Army construction is moving back to percentages.
This is looking more like 25% max characters, 25% min core, 25% max special and 25% max rare (anonymous source, but trustworthy ) The 25% characters includes mounts.
Edit. Just as I thought this part was looking certain, there have been some rumours/ sources saying 25% max characters, 25% min core, 50% max special and 15% max rare. I will edit one out as it become clear.
Categories for core/special/rare are remaining.
There *may* be something to prevent spamming...
There will be a system wide errata to clear up issues for each army.
The army selection is going to impact sometimes, since many Dwarf Heroes can eventually become quite pricey, especially stuff like the Anvil, but if there are less enemy powerhouse enemy heroes on the field, then our more elite combat troops will have nothing but gain.
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 an anonymous (trustworthy) source:
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. - Avian
(edit: This could be 1 PD for lvl 1/2 and 2 PD for lvl 3/4).
Example: 2D6 roll gives you 3 and 6. You have 1 level 2 and 1 level 4. Power dice =9+1+2 = 12
Giving irresistible force a downside
Double 6 = a miscast
Making miscasts much more devastating.
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.
All the book Lores will have more supportive spells than they have now, and will all be getting a major overhaul. Each lore to get a mega spell.
Spells can be chosen, not rolled for.
And the other rumours:
There's no limit to the number of dice used to cast a spell, by any level of caster.
If a wizard fails to cast (not counting dispels) twice in a row he miscasts
Dispel scroll only adding dispel dice (+2 dice to the dispel dice pool once per game). (edit - possibly speculation)
Dispel attempts to be made by specific wizards (presumable your casting level is beneficial for dispelling spells)
A higher chance of miscast with multiple casters.
If a wizard fail to cast a spell he can't cast other spells in the same phase.
These Magic rumours look like that with enemy wizards popping all over the place we will gain from it, but i wonder if Dwarfs will still get extra dispel dice (since that is in the rulebook if i remember right).
Stepping up. – Harry/ Avian
Basically how this works is that the second rank get to fight only if the guy in front is killed. But they only get a single attack regardless of what their profile attacks are, or what weapons they are carrying* . It is not clear yet whether they get to use special rules in addition to this or not at all (frenzy, hatred and killing blow etc). Only once there are insufficient models left to replace those that are killed in the attacking rank will the overall attacks of the unit drop.
*It has yet to be clarified exactly how models with spears get to use them.
No word on the impact for High Elves. Possibly the spearelves will fight with an additional rank.
Cavalry still only fight in 1 rank.
This is awesome, we never really relied on casualties to win combat anyway, but the more blows we can rain on them the better, right? This means that Great weapon troops apart from Hammerers might see the battlefield, since it means you will be able to still swing that huge axe around.
Fight in 3 ranks if 10+ wide (4 with spears). - Avian.
OR
Some benefit to fighting in large units, may automatically become stubborn beyond a certain unit size. – Harry - (edit) seemingly confirmed from another source).
Another edit: Seems this Horde rule may work like this:
If the unit is 10+ wide and 5 ranks deep (50+ models) the front 2 ranks may all fight, regardless of whether they are in base contact. My guess is that this is using their regular weapons (not just a hand weapon), as it would explain how people have got up to 5 ranks in combat (2 front, Spears = 3, Citizen levy = 4, Horde = 5). At this stage just another rumour.
Rank bonuses
A unit may still get up to +3 for being 5 wide. A new rumour is that they can get an additional rank bonus up to +4 for each additional model wide that they are. (awaiting confirmation, if this is true, on how it will work.
Fighting in 2 ranks
Lots of rumours are suggesting that units may all fight in 2 ranks as standard... Take with salt at this stage
This is interesting, since it means that if you so chose, you could play with massive massive blocks of Warriors gaining huge amounts of combat res. This would be an interesting playstyle to try out. But mostly its the more horde armies like Skaven, Orcs and Empire that win out here.
One Save to ruin them all!
Models will only ever get one save (be it ward, mundane or magical armour). No word yet on whether regeneration is included. From Alessio himself!
This one may hurt our Lords, famed for being so tough because of multiple saves. But a rerollable armour save and a Ward save are still pretty damn good to have just in case, so it might be worth it still.
Armour Save Modifiers
Fewer armour save modifiers
This is going to be huge. If our models survivability goes up, that can only mean good things. Dwarfs are tough already, but if the S4 -1 is removed then they have become oh so much tougher, less casualties means a better combat res.
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). Command models will have some role to play in giving free manoeuvre as you move (Musician bonus similar to Ancient Battles?).
This is great, since it can allow Dwarfs to dodge terrain really well, which is our bane sometimes. Perhaps it might even help us to not get outflanked so much.
Charging.
An added 'bonus' of getting an 'extra' +D6 or +D3 inches of movement to your Movement range (presumably the D6 or D3 decided by the category of warrior; infantry/cavalry/ogre sized).
Edit; rumoured to be:
Movement equal to or less than 6 (and not flying):
-> Basic M value + D6
Movement equal to or more than 7 (and not flying):
-> Basic M value + 2D6
Has anyone else noticed that this kinda makes Dwarfs abit faster when they charge?
An Empire model now moves 8" when charging compared to a dwarfs 6" maximum.
Under the new rulesset the Empires maximum is 10 while the Dwarfs is 9. The gap has closed abit, meaning that there are a few more cases when a dwarf unit is able to charge an enemy.
Fire in 2 ranks as standard.
Missile units fire in two ranks (not just High Elves). - Harry & someone else. Missile units will not gain a rank when shooting from hills.
Hmmm this is good, but i wonder if it would be worth it to run Shooting units in units of 20 or more?
So, your thoughts?
Dwarfs look like they will benefit quite well with 8th edition, the way the rumours pan out.
ARMY SELECTION
Army construction is moving back to percentages.
This is looking more like 25% max characters, 25% min core, 25% max special and 25% max rare (anonymous source, but trustworthy ) The 25% characters includes mounts.
Edit. Just as I thought this part was looking certain, there have been some rumours/ sources saying 25% max characters, 25% min core, 50% max special and 15% max rare. I will edit one out as it become clear.
Categories for core/special/rare are remaining.
There *may* be something to prevent spamming...
There will be a system wide errata to clear up issues for each army.
The army selection is going to impact sometimes, since many Dwarf Heroes can eventually become quite pricey, especially stuff like the Anvil, but if there are less enemy powerhouse enemy heroes on the field, then our more elite combat troops will have nothing but gain.
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 an anonymous (trustworthy) source:
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. - Avian
(edit: This could be 1 PD for lvl 1/2 and 2 PD for lvl 3/4).
Example: 2D6 roll gives you 3 and 6. You have 1 level 2 and 1 level 4. Power dice =9+1+2 = 12
Giving irresistible force a downside
Double 6 = a miscast
Making miscasts much more devastating.
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.
All the book Lores will have more supportive spells than they have now, and will all be getting a major overhaul. Each lore to get a mega spell.
Spells can be chosen, not rolled for.
And the other rumours:
There's no limit to the number of dice used to cast a spell, by any level of caster.
If a wizard fails to cast (not counting dispels) twice in a row he miscasts
Dispel scroll only adding dispel dice (+2 dice to the dispel dice pool once per game). (edit - possibly speculation)
Dispel attempts to be made by specific wizards (presumable your casting level is beneficial for dispelling spells)
A higher chance of miscast with multiple casters.
If a wizard fail to cast a spell he can't cast other spells in the same phase.
These Magic rumours look like that with enemy wizards popping all over the place we will gain from it, but i wonder if Dwarfs will still get extra dispel dice (since that is in the rulebook if i remember right).
Stepping up. – Harry/ Avian
Basically how this works is that the second rank get to fight only if the guy in front is killed. But they only get a single attack regardless of what their profile attacks are, or what weapons they are carrying* . It is not clear yet whether they get to use special rules in addition to this or not at all (frenzy, hatred and killing blow etc). Only once there are insufficient models left to replace those that are killed in the attacking rank will the overall attacks of the unit drop.
*It has yet to be clarified exactly how models with spears get to use them.
No word on the impact for High Elves. Possibly the spearelves will fight with an additional rank.
Cavalry still only fight in 1 rank.
This is awesome, we never really relied on casualties to win combat anyway, but the more blows we can rain on them the better, right? This means that Great weapon troops apart from Hammerers might see the battlefield, since it means you will be able to still swing that huge axe around.
Fight in 3 ranks if 10+ wide (4 with spears). - Avian.
OR
Some benefit to fighting in large units, may automatically become stubborn beyond a certain unit size. – Harry - (edit) seemingly confirmed from another source).
Another edit: Seems this Horde rule may work like this:
If the unit is 10+ wide and 5 ranks deep (50+ models) the front 2 ranks may all fight, regardless of whether they are in base contact. My guess is that this is using their regular weapons (not just a hand weapon), as it would explain how people have got up to 5 ranks in combat (2 front, Spears = 3, Citizen levy = 4, Horde = 5). At this stage just another rumour.
Rank bonuses
A unit may still get up to +3 for being 5 wide. A new rumour is that they can get an additional rank bonus up to +4 for each additional model wide that they are. (awaiting confirmation, if this is true, on how it will work.
Fighting in 2 ranks
Lots of rumours are suggesting that units may all fight in 2 ranks as standard... Take with salt at this stage
This is interesting, since it means that if you so chose, you could play with massive massive blocks of Warriors gaining huge amounts of combat res. This would be an interesting playstyle to try out. But mostly its the more horde armies like Skaven, Orcs and Empire that win out here.
One Save to ruin them all!
Models will only ever get one save (be it ward, mundane or magical armour). No word yet on whether regeneration is included. From Alessio himself!
This one may hurt our Lords, famed for being so tough because of multiple saves. But a rerollable armour save and a Ward save are still pretty damn good to have just in case, so it might be worth it still.
Armour Save Modifiers
Fewer armour save modifiers
This is going to be huge. If our models survivability goes up, that can only mean good things. Dwarfs are tough already, but if the S4 -1 is removed then they have become oh so much tougher, less casualties means a better combat res.
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). Command models will have some role to play in giving free manoeuvre as you move (Musician bonus similar to Ancient Battles?).
This is great, since it can allow Dwarfs to dodge terrain really well, which is our bane sometimes. Perhaps it might even help us to not get outflanked so much.
Charging.
An added 'bonus' of getting an 'extra' +D6 or +D3 inches of movement to your Movement range (presumably the D6 or D3 decided by the category of warrior; infantry/cavalry/ogre sized).
Edit; rumoured to be:
Movement equal to or less than 6 (and not flying):
-> Basic M value + D6
Movement equal to or more than 7 (and not flying):
-> Basic M value + 2D6
Has anyone else noticed that this kinda makes Dwarfs abit faster when they charge?
An Empire model now moves 8" when charging compared to a dwarfs 6" maximum.
Under the new rulesset the Empires maximum is 10 while the Dwarfs is 9. The gap has closed abit, meaning that there are a few more cases when a dwarf unit is able to charge an enemy.
Fire in 2 ranks as standard.
Missile units fire in two ranks (not just High Elves). - Harry & someone else. Missile units will not gain a rank when shooting from hills.
Hmmm this is good, but i wonder if it would be worth it to run Shooting units in units of 20 or more?
So, your thoughts?