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[WFB] Confirmed Warhammer 7th Edition Changes

 
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Tom Setzer

External


Since: Aug 10, 2006
Posts: 1



(Msg. 1) Posted: Thu Aug 10, 2006 12:11 pm
Post subject: [WFB] Confirmed Warhammer 7th Edition Changes
Archived from groups: rec>games>miniatures>warhammer (more info?)

I just got my White Dwarf #320 in the mail yesterday, and it confirms most
of the changes for 7th Edition. I'll list them below.

-Rolling double 1's will automatically pass any Psychology test, even Break
tests. The Break test is a big change, as it means any unit now has a
chance - however small - of being able to stick around.

-Units flee directly from the largest unit they are in combat with. If they
flee into impassable terrain or an enemy unit of Unit Strength 5 or more,
they are destroyed. If the fleeing unit is US5+ and they flee through a
friendly unit, that unit has to take a Panic test. It seems to suggest that
this is the only Panic test caused by combat now.

-Units in combat no longer take any Panic tests.

-The player whose turn it is chooses the order of combat. Resolve the
combat entirely, including fleeing and pursuit. If a unit pursues into
another combat, it fights in that combat this turn as well. A unit can only
fight in two combats in a turn.

-Units that are less than US5 don't cause Panic.

-Skirmishers can be march blocked.

-The power dice pools are as rumored. You can only use a wizard's power
dice for his spells, in addition to the army's dice pool.

-The miscast chart was redesigned to be nastier. The Orc miscast chart
follows the same idea, and is now a 2D6 chart.

-Independent characters on their own can be picked off no matter how close
they are to a unit, unless LOS is blocked to them (remember that troops on a
hill can see over units to see characters behind them).

-A rank needs to be 5 wide to count for combat resolution.

-Standard bearers and Battle Standard Bearers stack their bonus, so a unit
with both gains +2 to its combat resolution.

-All Panic ranges are now 6".

-Lapping round is now gone. Units that win combat may reform or turn to get
more models into combat.

-Charging units must bring as many models from both sides into contact as
possible.

-There is no more charge redirection, you can only charge a new unit that is
directly in your charge path.

-The basic Lores of magic have been reworked. For example, Second Sign of
Amul is no longer the default Heavens spell.

-Swarms lose wounds if they lose combat in a similar manner to Undead.

-The armor save for hand weapon and shield only applies to models fighting
to the front of the unit.

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rklemic

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Since: May 26, 2005
Posts: 100



(Msg. 2) Posted: Mon Aug 14, 2006 10:47 am
Post subject: Re: [WFB] Confirmed Warhammer 7th Edition Changes [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Thu, 10 Aug 2006 12:11:13 -0400, "Tom Setzer"
<ragnarl-a-t-comcast-d-o-t-net> wrote:

>I just got my White Dwarf #320 in the mail yesterday, and it confirms most
>of the changes for 7th Edition. I'll list them below.
>
>-Rolling double 1's will automatically pass any Psychology test, even Break
>tests. The Break test is a big change, as it means any unit now has a
>chance - however small - of being able to stick around.
>
>-Units flee directly from the largest unit they are in combat with. If they
>flee into impassable terrain or an enemy unit of Unit Strength 5 or more,
>they are destroyed. If the fleeing unit is US5+ and they flee through a
>friendly unit, that unit has to take a Panic test. It seems to suggest that
>this is the only Panic test caused by combat now.
>
>-Units in combat no longer take any Panic tests.
>
>-The player whose turn it is chooses the order of combat. Resolve the
>combat entirely, including fleeing and pursuit. If a unit pursues into
>another combat, it fights in that combat this turn as well. A unit can only
>fight in two combats in a turn.
>
>-Units that are less than US5 don't cause Panic.
>
>-Skirmishers can be march blocked.
>
>-The power dice pools are as rumored. You can only use a wizard's power
>dice for his spells, in addition to the army's dice pool.
>
>-The miscast chart was redesigned to be nastier. The Orc miscast chart
>follows the same idea, and is now a 2D6 chart.
>
>-Independent characters on their own can be picked off no matter how close
>they are to a unit, unless LOS is blocked to them (remember that troops on a
>hill can see over units to see characters behind them).
>
>-A rank needs to be 5 wide to count for combat resolution.
>
>-Standard bearers and Battle Standard Bearers stack their bonus, so a unit
>with both gains +2 to its combat resolution.
>
>-All Panic ranges are now 6".
>
>-Lapping round is now gone. Units that win combat may reform or turn to get
>more models into combat.
>
>-Charging units must bring as many models from both sides into contact as
>possible.
>
>-There is no more charge redirection, you can only charge a new unit that is
>directly in your charge path.
>
>-The basic Lores of magic have been reworked. For example, Second Sign of
>Amul is no longer the default Heavens spell.
>
>-Swarms lose wounds if they lose combat in a similar manner to Undead.
>
>-The armor save for hand weapon and shield only applies to models fighting
>to the front of the unit.
>
I saw the book about 2 weeks ago when the local GW store manager
brought it to my LGS when I was there for a painting day. The only
other change that I didn't see you mention is this.

Cannon Grapeshot STR = Misfire Die, I believe that the Grapeshot in
6e was always str 4. Roll the Misfire for the str and a misfire
happens.

He also gave one tidbit about the release schedule. Empire gets a new
army book late this year.

Robert Klemic

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