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.
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.