Been a while since I last visited, a lot has changed. Been even longer since I have played a game of Warhammer, since the dawn of the 8th edition to be exact. Recently I've felt the desire to get back in the game with my friends, but since some of the rules of the 8th edition feel downright wrong to us, we wanted to tweak them a little. I'd really appreciate input, since the members here probably have a better overall understanding of the 8th edition rules and why they exist than we do (yes we could play 7th, but there are some legitimately good and interesting updates in the 8th that we do like, so homebrew it is). Below are the changes from 7th to 8th as told by Gifts for Geeks, which is what we used as a source for our rollback:
All feedback is welcome!Movement
Charges are now random; infantry now charge their movement rate plus 2d6”.
- Charges are as in the 7th, double movement. Failed charges move normally forwards.
Cavalry and fliers roll 3d6” and choose the highest 2 rolls
- Charges are as in the 7th, double movement. Failed charges move normally forwards.
You can now pre-measure before a charge
- No pre-measurements of any kind allowed
Charges must move straight forward, but are allowed one 90 degrees turn for free. Attackers then align with the defenders.
March blocking works as before. However, the if you pass a Ld test you can march anyway
If you flee through an enemy unit or terrain you are not destroyed. Instead you take a dangerous terrain test like in 40k.
- We don't know what a dangerous terrain test in modern 40k is (3rd edition 40k FTW!), but fleeing into enemy units at least should still destroy units. Maybe a US limit though?
Magic
Wizard levels now add to your casting roll and do not generate power dice
Players can switch between casters at any time
Every magic phase your army generates 2d6 power dice. The highest roll is the number of dispel dice
Each wizard may generate an extra dispel/power die for the pool if they roll a 6. You may never have more than 12 power or dispel dice
You cast as before, but if your total is less than 3 you fail to cast. Bonuses do not affect this!
If you fail to cast a spell the wizard can not cast again this phase
Miscasts on a double 1 are gone. However, if you roll an irresistible force the spell is cast as in 7th ed and the caster suffers a miscast on a really nasty table!
- Miscasts and Irresistible Forces works as before (double 1's and double 6's), but the new Miscast table is used
Dispels work as before your wizards. Irresistible dispels do not cause a miscast
Wizards add their level to the dispell roll
Bound spells now need power dice to cast. You need to roll above its power level
- Bound spells work as before, so are autocast
If you cast your bound item or spell with irresistible force the item is destroyed. If the bound spell is casted as an innate ability the model cannot cast again
- Irrelevant, given the above change
Wizards may use bound items or spells if you failed to cast a spell earlier, however, you do not add your magic level to the roll.
Shooting
The first two ranks of a unit may now fire
If a model is more than 50% obscured the shooting unit suffer cover modifiers.
Strength 1 attacks can now wound toughness 10 models (this applies to combat as well)
Models can take armour and invulnerable or regeneration saves. You can not have a ward and regeneration. Bad times for Dark Elf characters and plaguebearers! This also applies in combat.
Close Combat
Combat order is done on initiative. You no longer go first if you charge.
- Chargers go first, after that initiative. ASF from all elves is gone
The second rank of infantry can now fight, but with only one attack.
- This was one of the biggest contentions we had, but since some of the players (myself included) absolutely loathed the Speed of Asuryan ASF copout since the 7th ed. We agreed that the second rank can strike back with a single attack at base strength etc. IF the first rank model directly in front of him is killed.
Ranks are still counted in sets of 5. However, if you take a rank of 10 the third rank can also fight with 1 attack.
- Currently under discussion, since none of us really understand the logic here, but we might grant the supporting attacks rule to Hordes (and only hordes).
Combat results are done as 7th ed except for, outnumber is gone, and your rank bonus is calculated on how many you outnumber your enemy by, up to a maximum of 3. You now receive +1 to your combat result on the turn you charge.
- No +1CR on the charge
To negate the enemies rank bonus you require at least 10 models in the flank or rear.
- You need at least 10 combined unit strength (for example 1 chariot and 3 mounted or two units of 5 foot) OR a single Large Target (having a dragon or a stegadon in my unit's flank would rattle the hell out of me)
If you outnumber the enemy in ranks you are stubborn (now called steadfast in combat). Infantry blocks are now extremely tough
You can now reform when defeated in combat. However, you must pass a leadership test that is modified by the amount you lost the break test by.
Special rules
Loads of new rules that models don’t exist for. Hmmm….
Templates no longer partial. Every model the template touches is hit.
- Partials are back
Breath weapons are now one use only, however, you can use it in combat to get 2d6 hits at the strength of the weapon
- Breath weapons can also be used as a Stand and Shoot action to cause 2d6 partial hits. Still one use only. Given the return of partials, breath weapons may have to be upgraded across the board or an exception needs to be made for them
Fast cavalry now have a vanguard rule which means they can move 12” before the battle begins. They cannot charge in the first turn
Flyers only move 10” but may march
- Flyers move 20" as before
Flying cavalry count as fast cavalry
Large targets are as before. However, if a battle standard or general is on a large target the range of their abilities is increased to 18”
Magic resistance now adds to your ward against magic. So magic resistance 1 adds 1 to your ward save against magical spells.
Fear has been toned down. It only affects close combat. When fighting a fear causing unit you must pass a Ld test or fight at Ws 1
- We didn't really like this, since it makes Skeletons and Zombies unappealing compared to Ghouls, but what are some of your experiences with the new Fear rules?
Skirmishers no longer see 360 and they move as normal troops. However, they get unlimited reforms and may fire on the march
- Skirmishers are as in the 7th edition
Terror causing creatures create fear in fear causing units. If you are charged by a terror causing unit you must pass a panic check or flee.
- Terror works as in the 7th edition
Bows may volley fire. This means half the models behind the first two ranks may fire
Scouts may now deploy up to 12” away of the enemy, but may not charge first turn
Battle standards now give all units re-rolls for all leadership tests
Troop Types
Things such as trolls, ogres and minotaurs now count as monstrous infantry. They now fight in ranks of three and can have up to 3 supporting attacks!
- NO supporting attacks!
They also receive a stomp attack hit at their basic strength. This stomp attack always strikes last and is only for models in base to base contact with the enemy.
Cavalry may also now assault buildings, but their mounts do not fight and they may not garrison a building
Monsters get 1d6 stomp attacks
Chariots are now not destroyed by high strength hits. They take wounds as normal
Weapons
Lots of changes due to the new special rules.
Main change is that using a combat weapon and shield and to the front does not add to your armour. It gives plus one to your invulnerable save instead
War Machines
When shooting at war machines the machine is hit not the crew
Guess ranges are gone. Now you can just point and shoot!
- Guess ranges are never gone, guess ranges for life!
Terrain
There are now 16 pages of rules on terrain. In the new book the Warhammer battlefield is full of terrain. Here are the highlights;
If you march through terrain you generally have to take a dangerous terrain check as on the current 40k rules. Chariots take 1d6 wounds.
Units in forests do not get the steadfast rule. However, lone infantry characters and skirmishers become stubborn in forests.
You may now march into buildings and charge them.
You can deploy warmachines in buildings. Otherwise most the rules for building are the same as in 7th ed.
The Battle
There are now 6 standard battles for Warhammer, which should spice things up
Each one of them states you have to have d6 plus 4 terrain pieces
To win you need to score over twice the amount of victory points your opponent has scored. Or it is a draw.
- Victory point tables as in the 7th edition
Victory conditions vary on the battle.
You now only score 25 points for capturing a standard.
You score a 50 point bonus if you defeat an enemy character with a champion.
The Army Composition
Along with all the rules changes affecting your army choice there are also the following limitations
Only up to 25% of your points total may be spent lords
Only up to 25% of your points may be spent on heroes
At least 25% of your points must be spent on core. You must field at least 3 core units
Up to 50% of your points can be spent on special and you can only have up to 3 of the same unit. Unless you play 3000 points or more then the limit is raised to 6
Up to 50% of your points can be spent on rare and you can only have up to 2 of the same unit. Unless you play 3000 points or more then the limit is raised to 4
- Same tables used as in the 7th edition, ain't nobody got time to calculate percentages