liest sich schon nicht mehr ganz so schlimm
-9th edition rules will not be the big leap was the passage of 7th-8th.
-There will be 3 versions of warhammer. The era of Sigmar , recommended to play 500-1500 points and will be a skirmish style game. The era of steel , will be warhammer as we played the last five years. The end of time , magic and 50% to sack commanders and heroes (and know of undeath).
-Power dice are based 2d6 (4d6 ET) to 2000 points and another die forevery 1000 points, so that playing at 4000 points 4d6 winds of magic would throw (6d6 ET)
-Many new spells, although all # 6 allow special salvations
-New magical items. Some leave, new ones arrive.
-The measure of 8th remain
-Regeneration works like a hydra of war. Minis dead back with a single wound to 4+ (I think that carriers just won Warhammer)
-Lances make impact hits
- +1 Strength spears against mounted units
-Always attack first change. Charging units obtained ASP against the charging unit.
-Fear as now, but checks are ld -1, -2 terror is ld (battle standards remain unbalanced)
-Lethal blow does 1d3 wounds
-Death Strike continues heroic killing all
-Characters riding monsters have combined profile (which I assume is because the guns were still yelling at them “10 um in the back!”)
-Impassivity can be lost with a single row of 5 on the sidewall.
-Units can not be unmoved against anything that might make thunderous slam.
-2d6 scenarios and a table of far greater land
-The minis lose half its load roll away if they pass spot (I think it is a simplification of the rules of land 7th) but dangerous ground remains in effect (1s to hurt the minis that make checking)
-Building new rules, although still look bad
-Combat resolution – numerical superiority again
-Table quadrants have also returns.
-9th edition rules will not be the big leap was the passage of 7th-8th.
-There will be 3 versions of warhammer. The era of Sigmar , recommended to play 500-1500 points and will be a skirmish style game. The era of steel , will be warhammer as we played the last five years. The end of time , magic and 50% to sack commanders and heroes (and know of undeath).
-Power dice are based 2d6 (4d6 ET) to 2000 points and another die forevery 1000 points, so that playing at 4000 points 4d6 winds of magic would throw (6d6 ET)
-Many new spells, although all # 6 allow special salvations
-New magical items. Some leave, new ones arrive.
-The measure of 8th remain
-Regeneration works like a hydra of war. Minis dead back with a single wound to 4+ (I think that carriers just won Warhammer)
-Lances make impact hits
- +1 Strength spears against mounted units
-Always attack first change. Charging units obtained ASP against the charging unit.
-Fear as now, but checks are ld -1, -2 terror is ld (battle standards remain unbalanced)
-Lethal blow does 1d3 wounds
-Death Strike continues heroic killing all
-Characters riding monsters have combined profile (which I assume is because the guns were still yelling at them “10 um in the back!”)
-Impassivity can be lost with a single row of 5 on the sidewall.
-Units can not be unmoved against anything that might make thunderous slam.
-2d6 scenarios and a table of far greater land
-The minis lose half its load roll away if they pass spot (I think it is a simplification of the rules of land 7th) but dangerous ground remains in effect (1s to hurt the minis that make checking)
-Building new rules, although still look bad
-Combat resolution – numerical superiority again
-Table quadrants have also returns.
GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.