Post by ben1028 on Jul 8, 2010 20:17:33 GMT -5
So I ordered the special edition rulebook and was very pleased to find that it arrived today, a few days prior to the official launch. Seems pretty solid to me so far, though a buddy and I will probably run a test game or two this weekend. A few changes that I found interesting:
MOVEMENT: Charging distance is now 2d6 + Movement. You can take a LD test to perform a "swift reform" and get a regular move or shoot after the reform (requires a musician). You can take a LD test to force march if there is an enemy within 8". Instead of changing facing to move sideways and backwards, you can now move sideways and backwards at half movement.
SHOOTING: the front two ranks get to shoot at all times, and the hill bonus has been removed. With shortbow, bow, and longbow you get half of your third rank rounded up in addition. Skirmishers can march and shoot like light cavalry. Stonethrowers can now be fired indirectly.
MAGIC: up to 12 power dice/dispel dice per turn, and up to 6 power dice per spell (regardless of wizard level). Miscast and irresistible force are now one and the same (on the roll of two or more 6's). Your spell is instantly cast and can't be dispelled, but after the spell affects are resolved on the target the wizard has to roll on the miscast table (Which in my opinion looks a little nastier than the old one).
CLOSE COMBAT: each model in the second rank that is behind a model in combat gets 1 support attack. Spears bump it back to the second and third rank. If you are defeated in combat but have more ranks than the winner the unit makes it's break test on unmodified leadership instead of the normal penalized leadership.
ARMY CREATION: 25% max lords, 25% max heroes, 50% max special, 25% max rare, 25% min troops. For armies less than 3000, you can't have more than 3 of the same type of special, or more than 2 of the same type of rare unit. For above 3000 points it is 6 and 4 respectively.
SPECIAL RULES: There are a bunch of special rules changes. For example, "always strikes first" now has the added bonus that if the models initiative is more than their opponent's they get to re-roll failed to hit. There are a bunch more generic magic items, a whole slew of new terrain variants, as well as a robust scenario section. There are also decent new rules for garrisoning units/ assaulting buildings with garrisoned troops (One of the new magic items allows you to deploy a building in your deployment zone). The bestiary lists what type of unit each thing belongs to for applying the new unit rules...
MOVEMENT: Charging distance is now 2d6 + Movement. You can take a LD test to perform a "swift reform" and get a regular move or shoot after the reform (requires a musician). You can take a LD test to force march if there is an enemy within 8". Instead of changing facing to move sideways and backwards, you can now move sideways and backwards at half movement.
SHOOTING: the front two ranks get to shoot at all times, and the hill bonus has been removed. With shortbow, bow, and longbow you get half of your third rank rounded up in addition. Skirmishers can march and shoot like light cavalry. Stonethrowers can now be fired indirectly.
MAGIC: up to 12 power dice/dispel dice per turn, and up to 6 power dice per spell (regardless of wizard level). Miscast and irresistible force are now one and the same (on the roll of two or more 6's). Your spell is instantly cast and can't be dispelled, but after the spell affects are resolved on the target the wizard has to roll on the miscast table (Which in my opinion looks a little nastier than the old one).
CLOSE COMBAT: each model in the second rank that is behind a model in combat gets 1 support attack. Spears bump it back to the second and third rank. If you are defeated in combat but have more ranks than the winner the unit makes it's break test on unmodified leadership instead of the normal penalized leadership.
ARMY CREATION: 25% max lords, 25% max heroes, 50% max special, 25% max rare, 25% min troops. For armies less than 3000, you can't have more than 3 of the same type of special, or more than 2 of the same type of rare unit. For above 3000 points it is 6 and 4 respectively.
SPECIAL RULES: There are a bunch of special rules changes. For example, "always strikes first" now has the added bonus that if the models initiative is more than their opponent's they get to re-roll failed to hit. There are a bunch more generic magic items, a whole slew of new terrain variants, as well as a robust scenario section. There are also decent new rules for garrisoning units/ assaulting buildings with garrisoned troops (One of the new magic items allows you to deploy a building in your deployment zone). The bestiary lists what type of unit each thing belongs to for applying the new unit rules...