Tonnenweise Gerüchte

    Tonnenweise Gerüchte

    I have just found these rumours about the Bretonnians on the Portent Forum: I think they are really intersting...(posted by ShadowBlade).

    Gav did have a few things to say about Brettonia. They haven't started to officially work on the project yet ... however they have discussed various ideas. What he intends is for the army to be centred squarely on knights (no suprise). However what he said that he didn't like in the current rules was that the different types of knights were too similar. Basically he disliked the fact that knights of the realm were just knights errants with a stat upgrade, grail knights were just knights of the realm with a stat upgrade, etc.

    Instead he said that there will be a few more knightly units added and that the each knightly unit will have a specific role to play on the battlefield. So the game will not simply be a case of charging with all the knights but instead you'll use certain types of knights to hold whilst other knights charge and so on. He also said that they were considering adding another infantry type ... although he said this with a lot of uncertainty in his voice so it probably isn't finalized.

    Comment: Great, but I hope the Grail Knights will still be our powerful "jolly" unit!

    Other rumours:
    KHEMRI:

    Their magic system is very different and reliable ... they don't miscast for example.

    Khemri units can be 'repaired' as long as one member of the unit is still alive. For example, Gav said that as long as a single crewman of the skull chucker is alive, the entire war machine can be recreated!

    Khemri CANNOT create new undead units ... that is a uniquely vampire counts ability. They can regenerate their existing units as mentioned earlier.

    The casket of souls works in the end of the magic phase and is a bound item with a casting level of 2D6. If cast then every enemy unit that can see it suffers the effects of a banshee's howl.

    There are two types of cavalry ... light horse and heavy horse.

    Skeleton archers are in the list.

    Ashabati are not very tough (didn't specify exact value) however they are strength 6.

    LIZARDMEN:

    This book will have two lists. One from lustria which is similar to the preview list. The other is from the southlands where saurus are rarer and there are more skinks. In this list the skinks will do much of the fighting and be able to form up into combat units and have command groups!

    Gav said that the list will have more weapons choices for existing units.

    Saurus units will be able to have marks just like chaos units. However if a mark is put on a saurus unit, it then counts as a special choice.

    There will be a saurus lord character who can ride a Carnasaur which is basically a T-Rex.

    Slann mage priests will be of various ages (or spawnings). The first spawning will be similar to the existing slann. The second will be similar but have drain magic. Older spawnings will basically become more powerful spell casters but takes an additional hero choice.

    If the oldest type of slann is taken and then it dies during the battle, the lizardman player will only be able to score a draw or a loss. It's impossible to win the game if your slann of the second spawning dies. This is to represent the fact that there are only 6 of these slann left alive and they would be a great loss to the lizardmen.

    Slann will be able to use skink shamans as conduits. This allows the slann to use the shaman's line of sight for spells in adition to his own. So if the skink shaman can see the target and the slann cannot, then the slann can still cast a spell at the target.

    Slann are no longer carried by saurus! Instead they float above the ground by themselves. They are crap fighters and when joining a unit go in the second rank and can leave a unit even if it's engaged in combat.

    Kroxigors will be immune to panic caused by skinks.

    Terradons will be able to do a hit and run attack where they attack once and then flee 2D6 before the enemy retalliates. They then automatically rally at the end of the combat phase and can move normally next turn.

    EMPIRE:

    They will release a Kislev army list soon and some of these units can be incorporated into the empire list. The war wagon CANNOT be taken by empire.

    They will also release a new knightly order called the Order of the Griffon. These will be native to Kislev so will be in the Kislev list.

    HIGH ELVES /DARK ELVES:

    Dark elves will get more magic items and Gav seemed to agree with me when we discussed cold one chariots. I mentioned how the stupidity tests made them fairly useless and he seemed to agree ... so maybe there's hope.

    There will be a continuation of the eltharion story. Eltharion will launch an invasion of Nagoroth and battle with shadowblade. They will make models for both Eltharion and Shadowblade!


    Anyway, that's pretty much all I can remember. All in all I'm really happy ... it seems warhammer is really going in a good direction. I have high hopes for the upcoming army books and feel pretty confident with Gav at the helm.

    Oh ... one more thing, the slann will NOT be getting their own lore. No lore of geomancy or whatever ... they will stick with the eight lores in the book but will be able to pick from more than one spell list. Apart from getting drain magic, Gav didn't mention anything about them getting access to high magic either.
    Similar to Bloodlines for Vampire counts, Khemri players will apparently have to state which "era" their Tomb King or Tomb Lord comes from. Depending on their era they can gain better spell casting abilities, better leadership and so on

    The Screaming Skull Catapult is apparently due to receive a "bigger brother" i.e. a larger version of itself.

    I'm told the Khemri army will also have a special ability that they can use once per game called "Surge". Once in a game every Khemri unit may make a charge, and fight with double their attacks! This move can be used after the hand to hand round is over for the Khemri player, but before the round ends, effectively giving the Khemri player another combat round. Not sure about that one, sounds particularly powerful, but then it's only a rumour so far.

    Tomb Guard will have identical stats to Grave Guard and come with Hatred.

    One character we may be seeing is apparently "more human" (as my source put it, presumably meaning not quite as much of him is rotting off his bones) than other Khemri characters and will have his own incantations, though my source had no further details on this.

    Scythed Chariots are now around 40 and core units though though only do D3+1 impact hits (afterall, they are made of bone rather than wood and steel).

    The long rumoured Bone Giant will apparently come with an Anubis-style head and 5 strength 6 attacks.

    I think I've heard about this war machine before before but don't remember hearing any rules for it. Well, I wouldn't exactly call this sketchy rumour a "rule" but anyway. The "Casket of Souls" apparently has some sort of ability that affects units that can see it. With that kind of range one hopes the ability isn't all that great - we'll have to see, I'm sure the nature of this odd warmachine will reveal itself further as the release of the Khemri book approaches.

    Update: Turns out it's an ability like the Banshee scream that affects all units in the enemy army, however it can only be used once per game. apparently.

    Scorpions apparently infiltrate and come with poison attacks. Apparently Slann Mages are no longer combat maniacs, instead content to sit back and blast spells at the enemy from the back of a unit.

    Similar to the rumoured "Ages" of Khemri characters, Slaan can be given an "Age" with the older Slaan apparently being better casters. When they miscast there are no nasty side-effects basically, the spell just doesn't work.

    Lizardmen players will also be pleased to hear they no longer need to shell out for a super-expensive Slaan to lead their army, there will now be some sort of Saurus General type.

    Few quick Beastman mutterings here. Minotaurs will remain largely the same, retaining their weapon options, while the Dragon Ogres get pretty fast movement (probably 7") and lose their weapon options (so
    they only come with hand weapons or great weapons). Dragon Ogres will also apparently lose a wound but cost less to compensate.

    Predictably enough, Beastmen Generals won't be able to lead daemons or mortals since they aren't nearly important or powerful enough in the Chaos heirarchy.

    was du kannst kann ich auch :)

    GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.

    hm, ich bin ja im grunde meines herzens DE spieler und darum eigentlich nicht gut auf gav zu sprechen.

    ich finde es aber bemerkenswert, was er da alles erzählt. auch die mechanismen der neuen armeen und die aussichten für die bretonen sind edel.
    was ich nicht ganz verstehe ist die zusätzliche imp. armee (kislev). gut die burschen haben (und hatten) schon (immer) flair.

    die sechste edition gefällt mir immer besser. klar gibt es manche sachen die daneben gingen, aber das ist bei all den neuerungen klar. manche dinge sind in den testspielen halt noch nicht ersichtlich.
    seit gav die sache leitet hat das spiel aber einen gewaltigen schritt nach vorne gemacht. ich ziehe hiermit meinen imaginären hut vor ihm.
    And with the final triumph of Chaos all life will decay into a seething mass of lost and screaming
    souls, eternally enduring the forms thrust upon them by the uncaring gods of Chaos.

    Mortals despair, the Realm of Chaos has begun.
    Die Gerüchte sind vielversprechend, mal sehen wieviel davon auch umgesetzt wird.
    Im Prinzip ist sehr viel dabei, was die Spieler immer bemängeln.
    Bei den Bretonen die Tugenden auf drei zu reduzieren, fand ich von Anfang schon nicht so toll - lang leben die Tugenden der alten Edi.!
    Die Echsengerüchte zählen für mich zu den aufregendsten, klingt alles toll, endlich könnte ich meine alten Skinkkommandos wieder einsetzen. Das Reittier für den Helden war mehr oder weniger seit Warmaster zu erwarten, bin gespannt wieviele Heldenauswahlen er dann beanspruchen wird.
    SSchade ist, daß die Sänfte angeblichen gestrichen werden soll, mit dem schwebenden Slann kann ich irgendwie nicht viel anfangen.
    Last but not least - Kislev. Irgendwie steh´ ich auf die. War ja auch ein weißer Fleck in der sonst sehr erschlossenen Alten Welt. Wenn sie eigenständig spielbar sind, wären sie eine Überlegung wert..

    Franz
    Nur die Entwicklung einer eigenen Kislev Armee zeigt halt das es mit dem großen Chaos Angriff doch nicht so weit her sein kann, da der ja durch Kislev durch müßte um den Rest des Imperiums zu erreichen. :)

    Also bleibt das Chaos brav oben in seinen Nordländern. :)
    Join the Legion
    Voidlegion.at


    Be carefull when dealing with dragons, for you are crunchy and taste good with ketchup.
    @boomer: yep, das mit kislev find ich auch schwach... naja, die guten storyschreiber bei GW müssen sich anscheinend immer noch der alten rick priestly (oder wie man den namen schreibt) doktrien unterordnen: mach was du willst, aber es muss nacher so sein wie vorher :D (siehe DE und HE).
    And with the final triumph of Chaos all life will decay into a seething mass of lost and screaming
    souls, eternally enduring the forms thrust upon them by the uncaring gods of Chaos.

    Mortals despair, the Realm of Chaos has begun.