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No buying, selling, or trading. Oh man, I think Quantum Shielding on the Cron vehicles might have actually got even BETTER. It's basically given the vehicles minor immunity to weapons that are normally your go-to tank-hunting weapons. If you shoot at a quantum shielded vehicle with a titan weapon, or something that does 6 or more wounds like a real lucky barrage of lascannons or something, I'm almost always going to be able to roll under that and just ignore the wounds. You practically have to whittle them down with little plinking one-at-a-time shots.
I love it.
Even though Ive been playing Warhammer 5 thEdition since it was released in 1996, and even though I possess three Warhammer armiesand play in Grand Tournaments, Ive always thought that 5 th editionWarhammer was a seriously flawed game. Im hardly alone in thisestimationalmost everyone who plays the game has a gripe with it. Though the gamehad a lot to recommend itincluding excellent core mechanics, beautiful miniaturefigures, a deep and detailed fantasy world and pretty good support from GamesWorkshopthe rules themselves had some serious shortcomings. First and foremost, theWarhammer 5 th edition rules were unclear and ambiguous, so much so thattheres a fan-generated 90-page FAQ on the rules that every hardcore gamer considersessential. Some of the more incomprehensible rules never quite got figured outforexample, the skirmish rules are so poorly written that Ive never seen any two gaminggroups play them the same. Not only were the rules terribly written, the entire gamesystem was so loosely balanced that Warhammer games tended to devolve intoHerohammersince there were very few restrictions to army composition, itwasnt at all unusual to face armies made up of a few uberpowerful magic-drenchedheroes and a couple of elite units led by champions with king-hell weapons and armor.
Anddont even get me started on the over-the-top magic items and spells available totroopstheres nothing like facing a 30-model army decked out with the ForbiddenRod and Curse of Years. I know that some like playing this wayin my experience, most13-year-olds and almost everyone from California. But this tended to force a certain styleof play that placed a premium on nasty magic items and powerful troops (in Warhammerparlance, cheese) at the expense of well-balanced and characterfularmies.
This got so out of hand, in fact, that it wasnt long before White Dwarf (theofficial Games Workshop magazine) began suggesting restrictions on magic items and trooptypes, and enforcing such restrictions at Grand Tournaments. Adding to this imbalance, awhole new host of army books were released for the various Warhammer races. Starting withthe Brettonians and the Lizardmen, the army books offered increasingly powerful armies andunit types. So powerful, in fact, that the armies that did not get newbooksespecially Empire and Dwarfswere uncompetitive, and rarely seen ontabletops or in tournaments.So mostWarhammer fans were looking forward to the new edition, especially when it was rumored toemphasize clear rules and toned-down armies. There was some trepidation, however, afterthe new edition of Warhammer 40K came out.
Warhammer 40K had many of the same problemsthat WHFB did, but the new edition of 40Kto me, at leastseemed to solve thoseproblems by dumbing down the game system. Whether this was just laziness or anattempt to appeal to the increasingly important younger players, it turned off a lot ofold-timers, who commenced to worry about just how simplified Warhammer would become.We need not have fretted. WarhammerFantasy Battles 6 th edition is a resounding success. Though the game retainsits core mechanics, the rules are much clearer and tighter, with copious illustrations ofgame situations and very helpful appendices, a trend I attribute to the influence of thestern Finn engineer and co-author Tuomas Pirinen over the loosey-goosey letshave a pint GW Brits. And yes, the emphasis is on tactics and balanced armies, andaway from superheroes and elite units. As in 40K, youll be limited to the number ofelite units you can select for your army, and core units are now required. Stat lines forunits and characters have been toned down, as welldont expect invulnerablegenerals anymore.
Besides this shift in philosophy, the biggest change is the magicsystem, which has been simplified (thank God!) and made less dominating.The rule book itself runs to 288 pages, and is crammed withinformation. It includes core rules, advanced rules, about 30 pages of fluff on theWarhammer world and its armies, sections on scenarios and generating battlefield terrain,and a very useful set of appendices that includes rules for campaign, skirmish, and siegegames (sort of a mini-Mordheim and Siege rules set). Most importantly, the appendicesinclude a very clear section on gameplay gray areas that will prevent a lot ofgametime argumentation.
Absent are armylistsyoull have to pick up a copy of Ravening Hordes for thatthoughthere are a couple of pages of stat lines and Orc and Empire sample armies. Overall, thetone of the rulebook is graphically darker and textually tighter, more precise, than itspredecessor. Gone are the colorful marginal cartoons and bright armies of 5 thedition, replaced by much grimmer black and white drawings and many fewer colorphotoseven the painted armies pictured have more subdued color schemes.
Textually,the book is much better-organized and more thorough. Illustrations of complex gamesituations abound, and some of the more egregiously baffling rules from 5 thedition-for example, how to use skirmishers in combatare here clearly explained.Throughout the rules, youllnotice subtle changes intended to deemphasize the role of superhero generals and highlightthe importance of core troopsfor example, generals have much less powerful statlines, magic items are more restricted and less powerful, and your units dont haveto take panic tests if your general dies-to me, this is the most significant of thechanges.
In 5 th edition, you had to buff up your general to ungodlystandardsif you didnt, you could be sure hed die a quick death, and yourarmy, bereft of his leadership, would usually fail its panic tests and flee the board. Insixth edition, losing ones general is still a significant blow, but its not agamebreaker.In 6 th edition, yourtroops will win the battle for you, not your general.
Its interesting that the mostpowerful weapon in the just-released Empire army book is the Imperial doctrine of usingdetachments. This focus on battlefield tactics is most welcome, and seems to presage anattempt to differentiate tactical doctrines from army to army, giving each a distinctfeel that goes further than troop types.While they remain mostly intact,there has been some fine-tuning of the core rules, and Ill try to cover themost significant changes here. The mostnoticeable change in the game turn is that the magic phase (more about this later) nolonger comes last, but rather between the movement and shooting phases.
Other than that,the game turn sequence looks much the same, as do the movement and shooting phases,although there seems to be a concerted effort in these rules to eliminate the perniciouspractice of clipping.On the other hand, there have been some important changes to theclose combat phase. First, corner-to-corner diagonal attacks are nowofficially legal. Readers of White Dwarf have seen this coming, and its a welcomeclarification. Secondly, figuring combat results has changed a bit. You no longer get abonus for both a unit standard and the army battle standardjust one.
And youdo get a +1 bonus for outnumbering your opponent, which is determined by unit strengthratingseach infantry stand is worth one point of unit strength, each cavalry worthtwo, each monster worth its number of wounds. This of course gives less-powerful butlarger core units a boost in combat, and is again in line with the games generalshift in character.
An overrun rule has also been added, which allows you tocharge an additional 2 or 3D6 if you destroy a unit during the first round of combat, andprevents the much-maligned but often-used practice of using a few cheap troops to absorbthe charges of an opponents elite units, thereby setting them up for acountercharge. Psychology has been fiddled with abit as well. Some troops are now stubborn, which means they ignore anymodifiers in break tests. The major change, however, has been in frenzy, which now addsonly +1 attack, rather than doubling attacks. Anyone who has ever faced a Khorne army maynow smile.
Another change for the better is the elimination of flying high,which probably caused more arguments than any other rule in the game. Now fliers can move20. Thats enough. Let me tell you how much I love theserule changes. In my first tournament game last year, I faced a Khorne demon army. Firstturn, my opponent faces his Khorne demon away from my army and flies high. Second turn, helands his demon on top of my modestly-kitted general, attacks with a frenzy-inducedmillion or so attacks, and slaughters him.
After panic tests for my dead general,Ive got three units left on the board. Now all of this was well withinthe rules, and I dont begrudge my opponent (who was a really nice guy) his victory.But it wasnt much fun. And you know what? In the new rules, this could not happen.No flying high, no overpowered demon with massive frenzy attacks, no panic test forgenerals death. This leaves me free to actually fight a battle. Andthats the major difference between the 5 th and 6 th editions.Of course, the most striking change is in the magic phase of thegame.
The card-based system is gone. Spells are generated on tables, and the Winds ofMagic cards have been replaced by a dice-based system. There are eight types ofmagicFire, Metal, Beast, Light, Heavens, Shadow, Life, and Deathand each hassix spells. High Magic and Dark Magic are apparently forthcoming in the High and Dark Elfarmy books, and I can imagine a slew of special rules for Necromantic armies as well. Themagic phase works like thiswhen its your magic phase, you get a certain amountof power diceyou start with two, and add an extra one for each level of wizards inyour army. Your opponent gets dispel dice, again with a base of two, but they add only 1extra for a level 1-2 wizard, or 2 for level 3-4.
To cast a spell, you look up its castingcost and try to roll over it. F1 2002 mod 2008 download. You may use as many power dice as you have, but once rolledyou cant use them again that turn. If you roll over or equal to the casting cost,you get to cast the spell.
But your opponents may choose to dispel it, and if they (againrolling as many dice as they wish) roll over your number, the spell does not go off.Theres some interesting variations, of coursetwo sixes means the spell is castwith total power, and two ones means youll be visiting the eadbanger chart.Overall, the magic system is faster, less complex, and less powerful than before. Forinstance, the Death Magic Drain Life spell costs 10+ to cast, and causes D6 str 3 hitswith no armor saves on all units within 12 of the caster. That means it takes atleast 3 dice to get a 50/50 shot at casting a spell that does D6 str 3 damage. Andthats before dispel rolls. Magic, my friends, has been cranked down from 11.As you know by now, Im all infavor of these changes. Warhammer Fantasy Battles, sixth edition, is the best and cleanestset of rules Games Workshop has ever produced, and continues the welcome trend towardsclarity and comprehensiveness begun in Mordheim and Warmaster. The new Warhammer is anexplicit move away from gamesmanship and cheese and towards generalship and tacticalsavvy.
Warhammer 40k Rulebook 8th Pdf
While I could pick a few nits with the some aspects of the rulebooktheres not nearly enough background fluff on the various armies, and thelack of the Ravening Hordes army lists is inexcusabletheres nothing about therules I dont like. Well be reviewing all the new Warhammer army books, andkeeping an eye on how the edition develops, but for now, Sigmar be thanked, things arelooking very promising in the Warhammer world.