Monday, September 25, 2006

7th Ed Changes

Here are the differences I noticed :
  • Skirmishers can no longer march. -- This includes characters
  • Monsters can now turn once in any direction during their charge, they don't necessarily have to turn before charging -- this allows them to charge around terrain, for example.
  • FLying creatures now cannot mix movement -- if you choose to fly, you have to endure the disadvantage ... there is no fly walk fly or walk, fly, walk thing now.
  • Clear description of bases and unit strength
  • Overrun -- Me like this rule -- If you overrun into a new enemy, you may choose to fight them in the same combat phase, provided your enemy has not fought yet and this is the first time you are overrunning this turn. -- Think charging your fast cavalry in and helping two combats -- tactically sweet.
  • All psychology is now 6 inches
  • Stupid creatures are now immune to psych
  • If you roll snake eyes in break test, you stay ( we've been playing like that for ages - so no change for us)
  • Fleeing is now thus - Turn unit in direction you are going to flee first , then if the width touches an enemy more than Unit Str 5, the unit dies, even if it just scrapes the side of one model, it also dies.
  • Obviously, in multiple combats, you always flee from the highest unit str (roll off if there is draw). Note that with the above rule in place, the skirmisher and fast Cavalry now becomes very very good.
  • Fast Cavalry now gains no rank bonus (My wild riders have been nerfed =S )
  • Battle Standard gives +1 combat res -- now allowing max +2 from standards in combats.
  • Shooting - You can shoot anything now, as long as you can see it.
  • Archers cannot split shooting, the whole unit must shoot at the same target, if some guys cannot see, too bad.
  • Special features terrain -- some terrain features now have special rules, much like Cities of Death build strategems, for example, if you "own" a holy site, the unit owning it gains immune to psych ( this is from memory -- can be wrong)
  • Magic has changed - The miscast table is much more lethal, but the spells are much better. Some spells actually turn mages into combat monsters - +3 A, +1 St (read chaos tzeentch and vampires).
  • Magic has changed part 2 -- Mages can now only use dice which belong to them.
  • Magic items - Enchanted Shield no longer is compatible with other magic armour.
  • "Look out sir" cannot be used if your character's base size is bigger than the unit's
Yup, overall, Archers are slightly more nerfed, magic becomes at best an iffy thing and movement has become even more powerful.

Most importantly, characters, especially mages have been forced to join units or face big big consequences (as they cannot march)

On the upside, now there is a reason why you should buy them horses.

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