Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

Update for WHFB this September? IE new edition??
Closed Thread
Old 01 Aug 2006, 06:26   #1 (permalink)
Shas'La
 
Join Date: Apr 2005
Location: Canberra, Australia
Posts: 293
Default Update for WHFB this September? IE new edition??

I read somewhere that a new version of WHFB will be out Sept 9th?? Is this correct, i am going to be starting fantasy soon but im wonder if it will be best to hold out buying the rulebook etc until this update comes about?? Any info i could get would be greatly appreciated.

Kapow
__________________

"Robed" Dark Angels-2500pts
kapow ur dead is offline  
Old 01 Aug 2006, 08:23   #2 (permalink)
Shas'Saal
 
Join Date: Nov 2005
Location: Cracow, Poland
Posts: 149
Default Re: Update for WHFB this September? IE new edition??

http://uk.games-workshop.com/storefront/store.uk

Check out uk store main page.
The 7th edition is to be released on 9.09 so you better wait till it comes. There will be some signifcant changes that are very painfull for some armies like skaven or WE. I don't know if it is enought or you want some more detailed info...
__________________
Hark o nen is offline  
Old 01 Aug 2006, 10:27   #3 (permalink)
Shas'Ui
 
Join Date: Oct 2004
Location: Basingstoke, UK
Posts: 821
Default Re: Update for WHFB this September? IE new edition??

Borrowed from another forum but is printed here for everyone!

Quote:
Originally Posted by Apparently a GW email to help staff understand the changes to fantasy
WARHAMMER 7TH EDITION RULEBOOK
RECORD OF RULES CHANGES - COMPLETE

In general, all rules text has been simplified where it was felt that it was unclear or overwritten. Some diagrams have been modified for extra clarity and new ones have been added where necessary.
Compatibility with existing army books was paramount throughout the entire process and has been 99% achieved!

The main changes are:

• Movement:

1. Charging units must now move to bring as many models as possible into the ensuing fight (from both their side and the enemy’s). This prevents exploitation with “clipping” charges.
2. Clarified how to move fleeing and pursuing units. Essentially: pivot the unit on the spot to face the direction it’s going to move towards, and then move it the distance rolled.
3. Clarified charge re-direction. Units hit enemies other than the ones they charged only if the new target is in their way as they charge after the fleeing intended target.
4. Re-worded the Change Formation manoeuvre so that it refers to the width of the unit’s frontage and not its ranks.
5. Killed the Snaking formation, as it is an obsolete rule that has long lost its reason to exist due to the newer rules for skirmishers and fast cavalry.
6. Clarified that units cannot voluntarily move off the battlefield unless specified in the scenario that is being played.

• Shooting:

7. A unit can now shoot only against one enemy unit and not multiple enemy units in any case, no exceptions.

• Magic:

8. Power dice generated by wizards can be used only by the wizards that generated them and not by other wizards in the army. The dice in the pool remain available to all wizards.
9. The Miscast Table itself is a lot nastier and the wizards can actually die from a Miscast, with rather spectacular pyrotechnic effects.
10. Spells in the Magic Lores have been reviewed in an attempt to make the least used Lores more appealing and tone down the ones that are a bit too good.
11. The Enchanted Shield cannot be combined with magic armour.
12. Reading a dispel scroll does not terminate the dispelling wizard’s Remains in play spells anymore.


• Combat:

13. Combat Phase sequence changed. The player whose turn it is picks combats in turn and each combat is completely resolved, including fleeing and pursuing, before passing onto the next. This clarifies the sequence in which fights, fleeing and pursuing happen. This change has several repercussions, such as allowing units to fight twice in a combat phase if they pursue into an existing combat that has not been solved yet during that phase (fight, win, pursue/overrun into another combat, fight again). Units, however, are limited to one pursue/overrun per turn only.
14. Fleeing is now always done directly away from the cause first, and then towards the closest table edge in following turns. Fleeing troops can move through friends (causing Panic), but are destroyed if they have to flee through enemies (of Unit Strength 5+) or impassable terrain. This solves the complex issue of the movement’s direction of fleeing and pursuing units.
15. The number of models needed to receive a Rank bonus in combat is now 5!
16. Killed the “Lapping Round” manoeuvre, but allowed winning units to perform a turn or change formation manoeuvre in combat, in order to bring more models into the fray.
17. Allowed the +1 combat res. bonus of the Battle Standard to stack on top of the +1 for units’ banners.
18. Added the Insane Courage rule: rolling snake eyes on a break test means the test is automatically passed, regardless of modifiers. This can even override auto-break from Fear-causing enemies!
19. Defended obstacles have been toned down. Units attacking over an obstacle simply lose the charging bonuses.
20. Clarified the rules for units that re-enter the battle after pursuing enemies off the table.

• Psychology:

21. Troops engaged in close combat do not take Psychology tests!
22. In order to cause Panic, friendly units fleeing/wiped out must have Unit strength 5+.
23. Unified all Panic ranges to 6”.
24. Removed the Panic test for fleeing friends within 4” at the beginning of the turn (it has effectively been replaced by the Panic test for friends fleeing through the unit).
25. Immune to Psychology gives immunity only to Panic/Fear/Terror, allowing positive psychological effects to affect the unit.
26. Unbreakable has now a Swarm box-out, which makes swarms suffer extra wounds when losing a fight, much in the same way as Undead.
27. Use combined Unit Strength of all units defeated in a fight against the combined Unit Strength of all fear-causing units on the winning side to determine if they are outnumbered by fear-causing enemies.
28. Stupidity does not affect units in close combat.

• War machines:

29. War machines without a crew are immediately destroyed by enemies in base contact with them.
30. Cannon balls hit all models they go through when hitting skirmishers or war machines and their crew.
31. Grapeshot uses the flame template, has variable Strength (Artillery dice) and causes D3 wounds.

• Weapons:

32. Great weapons confer only a +1 Strength bonus to mounted models.
33. Pistols simply count as hand weapons in close combat. If a model carries two+ pistols, it has the 2xMultiple shots rule.
34. Hand weapon+shield extra pip of armour applies only when fighting to the front and not to the flanks/rear.

• Skirmishers:

35. They cannot march if enemy is within 8” (this rule now applies across all units, no exceptions).
36. They get a single change of direction during the charge.
37. Added a section about skirmishing units of monsters and handlers.

• Monsters/chariots:

38. They get only one pivot during a charge.
39. Chariots can choose to move through difficult terrain and obstacles (but still suffer damage).

• Miscellaneous rules:

40. Regeneration is now a simple save working exactly like a ward save, except that it can be taken after ward saves (!) and is cancelled by flaming attacks.
41. “Always Strike First” has been standardised as a Special Rule.
42. Deleted the rule protecting Characters within 5” of friendly units. If not inside a friendly unit, characters are a unit of their own and can therefore be targeted normally!
43. Characters inside a friendly unit cannot be targeted by missile fire (and get ‘Look out sir’ if the unit is 5 or more models strong). This rule does not apply if they have Unit strength 5 or more. This allows characters mounted on multi-wound steeds (like Archaon, Tyrion etc.) to join friendly units without being picked out by enemy fire!
44. Buildings. Complete new rules for moving and fighting in buildings, including a spread on Special features (funky fantasy terrain!).
45. Clarified interaction of flying movement and terrain.
46. Magic resistance is passed from a character to the unit it joins and vice-versa.
47. Clarified rules for capturing Battle Standards.
48. Half VPs are now scored for units reduced to half strength or less, and not below half strength. The same is true of characters (so wounded Heroes yield half their cost in VPs!).
49. Units with Unit strength of less than 5 cannot capture table quarters, nor can they deny them.
50. Champion banners musicians and characters all equally have to be in the first rank (players are free to decide who goes at the back if there’s no space).
51. Clarified that fleeing generals and battle standards lose their abilities.
52. Clarified character-unit psychology interaction.

• Scenarios:

53. All scenarios have been either deleted or moved to the Hobby section. The rules section has now a “Starting the game” sequence that effectively explains the Pitched Battle scenario.
54. The rules for deploying terrain have been expanded, creating a terrain-set-up pre-game phase.
55. The player winning the roll-off at the beginning of the game gets to choose the table side but also has to start deploying, balancing out the importance of the initial roll.
__________________
Taking it easy for the greater good!


chilledenuff is offline  
Old 01 Aug 2006, 15:25   #4 (permalink)
Shas'La
 
Join Date: Feb 2006
Posts: 306
Send a message via MSN to Elcampbello
Default Re: Update for WHFB this September? IE new edition??

What the **** at 42! How the hell am I going to protect my wizards now!?!? >
__________________
Elcampbello is offline  
Old 01 Aug 2006, 16:29   #5 (permalink)
Shas'O
 
Join Date: Nov 2005
Location: Canada
Posts: 5,096
Default Re: Update for WHFB this September? IE new edition??

Those sound like some pretty exciting changes.

I'm really looking forward to seeing this as it seems like it'll be a nice streamlined game that shouldn't bog down so much, much like the 3rd to 4th change in 40k.

The rule about wizards only using the dice they generate is great! It makes sense and will definitley tone down the power magic has right now. Also the lores being revised is good news, cause they were a bit wonky...

The one thing that does seem odd (as Elcampbello so eloquently pointed out) is the rule about characters on their own being a valid target.
This seems a bit harsh and will certainly make wizards much more difficult to use and protect.
__________________
Quote:
Originally Posted by heliodorus04
Falstead, you're a genius!
Quote:
Originally Posted by Farseer_Emlyn
Gah! Not a silly Canadian. Can't Falstead ever be wrong?!?!? ;D
Quote:
Originally Posted by Rafe (Autarch Kiardras)
My god.... the sarcasm there nearly shorted out my computer screen Nice.
Falstead is offline  
Old 01 Aug 2006, 20:16   #6 (permalink)
Shas'Saal
 
Join Date: Nov 2005
Location: Cracow, Poland
Posts: 149
Default Re: Update for WHFB this September? IE new edition??

Quote:
Originally Posted by Elcampbello
What the **** at 42! How the hell am I going to protect my wizards now!?!? >
Too bad... :P
__________________
Hark o nen is offline  
Old 01 Aug 2006, 22:37   #7 (permalink)
Shas'La
 
Join Date: Apr 2006
Posts: 287
Default Re: Update for WHFB this September? IE new edition??

Sounds like the Ogres I sent over to "persuade" GW really earned their keep. I'm loving that five man rank and my hunter will really earn his keep when they start picking off those pesky wizards. Maybe now I'll get out of my three week long losing streak. All I really need to do now is start making break tests.
Atlarge is offline  
Old 02 Aug 2006, 02:17   #8 (permalink)
Shas'Saal
 
Join Date: Jul 2006
Location: Halifax Nova Scotia, Canada
Posts: 103
Send a message via MSN to Brownmccoy
Default Re: Update for WHFB this September? IE new edition??

Quote:
Originally Posted by Elcampbello
What the Y'xauk at 42! How the hell am I going to protect my wizards now!?!? >
I know. Just think about Skaven. Poor ratling guns and WFT... This rule is completely stupid. Although, the slayers list needs that to become balanced... stupid doomseekers.
Brownmccoy is offline  
Old 02 Aug 2006, 06:14   #9 (permalink)
Shas'Saal
 
Join Date: Nov 2005
Location: Cracow, Poland
Posts: 149
Default Re: Update for WHFB this September? IE new edition??

Quote:
Originally Posted by Brownmccoy
Quote:
Originally Posted by Elcampbello
What the Y'xauk at 42! How the hell am I going to protect my wizards now!?!? >
I know. Just think about Skaven. Poor ratling guns and WFT... This rule is completely stupid. Although, the slayers list needs that to become balanced... stupid doomseekers.
You know what is stupid? 2200 points army of skaven:
grey seer
3 warplock engineers
4*25 clanrats each with ratlings
3*20slaves
3*gutter runners
2*WLC

Have fun with that : Especially having VC army with less then 3 necromancers or Wood Elves :
Maybe some players will start to make some creative armies, instead of HE army with 4 mages and banner of sorcery or Empire artilery wagon backed up by 4 mages :
__________________
Hark o nen is offline  
Old 02 Aug 2006, 15:44   #10 (permalink)
Shas'Ui
 
Join Date: Oct 2004
Location: Basingstoke, UK
Posts: 821
Default Re: Update for WHFB this September? IE new edition??

Quote:
Originally Posted by Elcampbello
What the Y'xauk at 42! How the hell am I going to protect my wizards now!?!? >

Put them inside units of more than 5 models perhaps? ;D
__________________
Taking it easy for the greater good!


chilledenuff is offline  
Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Coming in September cammerz Games Workshop News and Rumours 0 20 Jul 2009 10:40
I want the orcs from the 6th edition WHFB starter box greensmurf Marketplace - Buy Sell Trade 0 28 Mar 2009 23:41
WHFB 7th edition? (Very Unsure) Muffin Games Workshop News and Rumours 6 16 Apr 2008 22:22
September 11 That Phyco Guy Serious Debate and Discussion 16 25 Nov 2007 21:39