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1

Народ оцените слухи, они вроде как достоверные, от поляков прочитавших книгу на своем Games Day. В общем основные моменты армии:
1.Правило армии Cold-Blooded остаётся без изменений.
2.Sacred Spawnings не будет в книге, будут некоторые свойства, которые дают спец. персонажи и всё.
3."Predatory Fighters" rule is gone.
Ну и по войскам:
==LORDS==

Slann
T4, W5, 4+ WardSave, US3; Basic Slann comes at 275pts
They are level 4 wizards and can choose any of the Warhammer Lores; can miscast as normal; cannot mix lores anymore; lost +1 to cast and dispell; May cast through skink priests, you measure both distance and LOS from the priest.
The rumour about the Slann getting their own lore were a bit inaccurate.
generations are out(!)
now come with one of a list of powers are called disiplines and included in their base cost and can buy up to four additional ones for 50 pts each:

add one additional free power dice when casting a spell (this can cause Irrisistable force and miscast)
can re-roll all miscast results.
has the "regenaration" special rule
know all spells from their chosen rulebook lore
causes "Terror"
some kind of immunity (mundane or magical attacks?)
Magic resistance 3
choses a wizard within 24" - this wizards rolls of 6 to cast do not count
Old Blood
stats remain the same; no spawnings; AS 4+;
may be mounted on a Cold One (obviously no longer requires a spawning to ride, since there are no more spawnings) or Carnosaur (S7, T5, W5, not a large target, Ultimate predator has been changed, it now does D3 wounds against EVERYTHING!) or Horned One (yup you read me right so he doesn't have stupidity and has M8)
==HEROES==

Scar Veteran
T5, AS 5+, same points cost
may be mounted on a Cold One
Skink Hero and Priest
may ride Terradon or Ancient Stegadon (takes up an additional Hero choice and with Priest may be upgraded to an Engine of the Gods & gets +1 power dice)
Skink priests can only use Heavens lore.
==CORE==

Skink
rank&file, 5 points, javelin and shield, have command group, Ld 6
1 kroxigor (55pts) per 8 skinks;
may skirmish for +1pts and blowpipe +1pts
can't get scouting(?)
Saurus
2 pts cheaper
scaly skin save is going back to 5+, like it was in 5th edition
go back to getting two attacks from the second rank when using spears
Swarm
posion, 15 pts cheaper
==SPECIAL==

Cold One Riders
2+ AS
cheaper plus initiative boost.
Kroxigor
S4, 55 pts
get light armour in addition to their scaly skin(?), for a total armour save of 4+
no skirmish screen
Chameleons
3 pts cheaper
lose their special deployment rule and presumably works like normal scouts
Terradons
only beast is S4, rider is S3 (and only has hand weapon and javelins)
are now flying cavalry, so they are Unit Strength 2 and get the armour save bonus for being mounted
can move through woods without penalty
drop rocks like they did back in 5th edition, once per battle doing D3 S4 impact hits per terradon
Is also an option for a skink chief.
Stegadon
S5, T6, A4, 4+ AS, D6+1 impact hits;
+1 Leadership (as Skinks are now Ld6 basic)
can get a big blowpipe, which is something like a blowpipe (12", 2D6 S3 auto or no modifiers hits)
giant bow is poisoned (unknown how this will work with rank penetration)
Temple Guard
WS4, halberds, 1 point cheaper
can get a 2+ armour save (presumably 5+ scaly skin, light armour, shield and hand weapon+shield bonus in close combat)
0-1 is gone, they are now special choice.
Stubborn, if used with a Slann they become immune to pyschology.
==RARE==

Ancient Stegadon
S6, A3, 2+ AS; may have 2 blowpipes but no bow
Engine of the Gods
gives powers like cauldron of blood: 5+ward for friendly units within 12", or D6 S4 hits with no AS to enemies in 2D6", reducing spell difficulty and something more
Engine of the Gods takes hero slot (probably in addition to the skink priest riding it), gives +1 PD to the preiest riding it and has 3 powers that cannot be stopped - just like with the cauldron of blood (D6 S4 no ASv hits within 2D6"; 5+ WSv within 12"; -3 to casting difficulty for 1 lore).
Salamander
55pts
now use the breath weapon template instead of the artillery dice, this scatters an artillery dice number of inches forward, like the skaven warpfire thrower.
might be move or fire
breath attack is Strength 3, -3 armour save modifier
not known whether you can still form units of more than one pack (having a monsters and handlers unit with multiple monsters is a bit tricky ruleswise) or if you might, say, get 1-2 independant packs per choice
can't be joined by characters
modified version of the Monster & Handlers rule, with handlers not being placed into combat if possible (somewhat like the Dark Elf Hydra)
Razodon
56 pts per team
beast has same stat line as a salamander
fires Strength 4 spikes that has a number of shots equal to the roll on an artillery dice, that roll to hit using BS 3, ignores to hit modifiers for long range, moving, stand and shoot, and multiple shots
must stand and shoot (if able to), when standing and shooting it gets two artillery dice worth of shots(?)
can't be joined by characters
modified version of the Monster & Handlers rule, with handlers not being placed into combat if possible (somewhat like the Dark Elf Hydra)

==MAGIC ITEMS==

Weapons:

Blade of Tzunki, Blade of Realities and Piranha Blade are all in and pretty much as before
New lance for skinks that double the number of impact hits done by Stegadons they ride
ASF
weapon 75pts: for each hit inflicted the enemy has to make a Ld test or die with no saves allowed
Armour:
very similar and cheaper
heavy armour on foot only: +1T, stupidity
Talismans:
5+ward
2+ward one use
no 4+ward
aura of quetzl: -1 to hit the bearer
Enchanted Items:

flying for skink
jaguar charm - bound spell steed of shadows
25 pts bound spell with uranos thunderbolt at level 6
some magic attacks
2+ ward vs shooting for slann
statue of spite: no changes
magic cold one with M8 and no stupidity, 35 pts
venom of firefly frog: same, but 10 pts
Arcane:
cube of darkness: no changes
diadem of power: transfer DD to next phase power pool, 25 pts
one use only arcane giving +3 to cast after the roll
ignore miscast table result on 2+, and transfer it onto another enemy wizard in LoS on 5+
+1 spell
Banners:
100pts - 12" stubborn for cavalry
-1 to hit for shooting
Huanchi is still one use only but now adds D6 to your charge range.
- there is an item making all enemy wizards in LoS stupid, 50 pts

==SPECIAL CHARACTERS==

Mazdamundi
620 points
Mazdamundi can casts spell with unlimited number of dices and the "ruination of cities" spell has been now given to him which seems proper considering his fluff.
I didin't read through his rules so he might have some other abbilities than that plus magic items of course.
Lord Kroak
600 points (so drastically cheaper than before)
Kroq-Gar
635 points
His spear has changed and hand of the gods is now a bound spell (keeping info on how the new spear rules work as a secret for the moment).

В общем челожабы жгут. Слан 2 поколения за 275 очков это конечно что-то, учитывая то, что маг 4 уровня в остальных армиях стоит столько же.

2

На разных форумах, разные басни. Думаю полякам не стоит верить, а стоит подождать более официальных слухов января.

P.S. Только не надо ныть. Вот выйдет книга - тогда нойте. Демоны тоже читерные, но играть можно.
Кончилось время, когда лесоповал рулил, дайте другим армиям порулить.

3

Демоны тоже читерные, но играть можно.

Вот-вот играть можно... И никакого чита нет, это только на первый взгляд, всё зависит от игрока, от того как будет пользоватся своими преимуществами и прикрывать недостатки... Элементарный пример - бой с тёмными на 1500оч, вышла ничья по моей ошибке (а мог запросто и проиграть), мне достаточно было во время расстановки поменять две коробки местами, и я на 80% уверен что была-бы масскра...
Это не относится к читу, это грамотная закачка отрядов и героев, они хотя и стоят как самолёты, но своё дело знают...

По теме, я вообще прочитал только названия отрядов  ^^ , потому что скорее всего только это именно так и будет   :D

4

Слан с 4 тафной и 4+ вардой и 5 хитами это хорошо, теперь то его убить можно...  :D

Слухи данные ничего так, все сбалансировано, на первый взгляд большого чита нет...

Наконец, то слана урезали, ну и цену опустили, баланс...

Стегадон как был так и остался, главное что бы цена ни как у гидры была...  :canthearyou:

Терадонов опустили даже, раньше круче были, с 4й то силой все...  :)

Кроксов опустили, 6я сила в общем это хорошо, 7 перебор...

Даже карнозавр не сказать что читерский с 7й силой, надо хоть один отряд в армии следать с 7й силой, помимо героев конечно...  :jumping:  стойкость 5 у него и ватный сейв скорее всего будут все компенсировать, прямо как у моего зомби дракона, Т5 5+ армор, может и у это чушки армор не более 4+ будет...

герои с 5 тафной это может и перебор, но всетаки ящеры но беку сбитые и мощные, возможно и это, только бы в цене тогда подняли их, тогда и это баланс будет...  ^^

скинки как были по 7 очков так и остались, просто теперь можно коробками брать по 5, только будет ли кто так делать, вот это вопрос...  :D

то что лидак 6 это не страшно они и с 5м то лидаком обычно все проходили...  :disappointed:

Отредактировано Gatades (2008-12-01 04:42:38)

5

Ничего настолько уж страшного. Как эльфы новые- раньше все плакали с фёстстрайка, а ща уже книгу можно писать "101 способ почрджить швордмастеров и  выжить" :D

6

Полякам конечно верить никогда нельзя, при чем не только в вархмммере, а вообще ни в чем. Но в этом случае наверное все таки исключение. На дне игры листали уже готовую книгу, и думаю что большинство из написанного правда. Вот кстати новая обложка книги http://i7.photobucket.com/albums/y293/S … 057ob8.jpg . Насчет сбалансированого слана не согласен. 5 ран да бесплатный кубик, да 4+ варда, должно стоить определенно больше 270 очков. А у эльфов рулит не лесоповал а лучники, но через раз. И тримен иногда, но чаще он с ревом бежит.
Кстати к карнозавру дополнение, он теперь всем наносит d3 ран, не только большим целям.

7

Ой да ладно вам, слан милашка.

8

Так чего когда, я не понял уже можно плакать начинать или ждём до нового года :D
А в цэлом интересно будет посмотреть на них в динамике так сказать, а по поводу 7-й силы и д3 ран в каждой армии это да, должна быть, вот сижу жду у своей бретонии "стабильную" 7-ю силу, хотя и без неё нормально можно валить резалтом.

9

izardmen army book rumours

The book is out febuary 9th 2009 and is 104 pages long. It is not known who is writing it.

Blessed Spawnings
Contrary to popular speculation, these are out completely(!)

Army-wide special rule - Cold-blooded
Was rumoured to change, but that appears to not have been correct and current rumours says it stays like it is.

Lore of the Old Ones
Another popular rumour that also appear to be wrong.

Magic items
Plaques
- no news
Magic weapons
- Blade of Tzunki, Blade of Realities and Piranha Blade are all in and pretty much as before
- there is a new lance for skinks that double the number of impact hits done by Stegadons they ride
Magic armour
- all pretty much the same as before, though in general cheaper
- heavy armour on foot only: +1T, stupidity
Talismans
- Glyph Necklace and Amulet of Itzl are still in and pretty much the same as before
- aura of quetzl: -1 to hit the bearer
- no item that gives a 4+ ward
Enchanted items
- Cloak of Feathers is still in
- Charm of the Jaguar Warrior is now a bound item that has the Steed of Shadows spell
- there is a bound item that casts Uranon's Thunderbolt at power level 6
- 2+ ward vs shooting for slann
- statue of spite: no changes
- magic cold one with M8 and no stupidity, 35 pts
- venom of firefly frog: same, but 10 pts
Arcane Items
- Diadem gives +1 spell
- cube of darkness: no changes
- diadem of power: transfer DD to next phase power pool, 25 pts
- one use only arcane giving +3 to cast after the roll
- ignore miscast table result on 2+, and transfer it onto another enemy wizard in LoS on 5+
Standards
- Sun Standard is still in
- expensive banner that gives Stubborn for cavalry(???)
- Huanchi's Totem may or may not be altered
- new banner that makes all enemy wizards with line of sight to it have to test for stupidity

Lords

Slann
- 275 pts, level 4 wizards
- use any lore in the rulebook, can't pick spells from mulitple lores
- T4, 5 wounds, US3
- generations are out(!)
- now come with one of a list of powers included in their base cost and can buy up to four additional ones for 50 pts each:
-- re-roll their rolls on the miscast table
-- know all spells from their chosen rulebook lore
-- Regeneration
-- Terror
-- add one additional free power dice when casting a spell (this can cause Irrisistable force and miscast)
-- some kind of immunity (mundane or magical attacks?)
-- Magic resistance 3
-- choose a wizard within 24" - this wizards rolls of 6 to cast do not count

Saurus Oldblood
- same stats as before
- comes with a 4+ scaly skin save
- may be mounted on a Cold One or Carnosaur

Heroes

Saurus Scar-Veteran
- comes with a 5+ sacaly skin save
- Toughness 5
- same cost as before
- may be mounted on a Cold One

Skink Chief
- may be mounted on a Terradon or Ancient Stegadon

Skink Priest
- may be mounted on a Terradon or Ancient Stegadon (upgradable to an Engine of the Gods)
- Lore of Heavens only

Character mounts

Cold One
- obviously no longer requires a spawning to ride, since there are no more spawnings

Carnosaur
- Strength 7
- not a Large Target(!)

Ancient Stegadon
- only Skink characters may ride these
- takes up an additional Hero choice
- the Ancient Stegadon of a Skink Priest may be upgraded to an Engine of the Gods

Core
There is much speculation on whether there will be additional core units (ranked skinks or skink fast cavalry), though nothing confirmed

Saurus Warriors
- 2 pts cheaper
- scaly skin save is going back to 5+, like it was in 5th edition
- go back to getting two attacks from the second rank when using spears

Skinks
- +1 Leadership
- base cost 1 pt cheaper, but skirmish must now be bought at +2 pts per model
- can't get scouting(?)
- standard equipment is javelins, hand weapons and shields, may be upgraded to blowpipes (cost?)
- can be joined by one Kroxigor per eight Skinks (unknown exactly how this will work)

Jungle Swarms
- 15 pts cheaper

Special

Temple Guard
- 1 pt cheaper
- can get a 2+ armour save (presumably 5+ scaly skin, light armour, shield and hand weapon+shield bonus in close combat)
- immune to psychology if joined by a Slann

Saurus Cavalry
- no new models for the time being
- same cost
- gets the same armour save boost as the warriors, so they now have a 2+ armour save

Kroxigor
- new set of metal models (was rumoured to be plastic, but that appears to have been wrong)
- get light armour in addition to their scaly skin(?), for a total armour save of 4+
- 1 less Strength
- 3 pts cheaper

Stegadon
- new plastic model
- moved from Rare to Special
- +1 Leadership (as Skinks are now Ld6 basic)
- can get a big blowpipe, which is something like a blowpipe with 2D6 shots (details uncertain)
- giant bow is poisoned (unknown how this will work with rank penetration)

Terradons
- new (metal) models
- only beast is S4, rider is S3 (and only has hand weapon and javelins)
- are now flying cavalry, so they are Unit Strength 2 and get the armour save bonus for being mounted
- can move through woods without penalty
- drop rocks like they did back in 5th edition, once per battle doing D3 S4 impact hits per terradon

Cameleon Skinks
- 3 points cheaper
- lose their special deployment rule and presumably works like normal scouts

Rare

Salamander Hunting Packs
- 10 pts cheaper
- now use the breath weapon template instead of the artillery dice, this scatters an artillery dice number of inches forward, like the skaven warpfire thrower.
- might be move or fire
- breath attack is Strength 3, -3 armour save modifier
- not known whether you can still form units of more than one pack (having a monsters and handlers unit with multiple monsters is a bit tricky ruleswise) or if you might, say, get 1-2 independant packs per choice
- can't be joined by characters
- modified version of the Monster & Handlers rule, with handlers not being placed into combat if possible (somewhat like the Dark Elf Hydra)

Ancient Stegadon
- somewhat altered stats compared to the regular Steggy (+1 Strength, -1 In, -1 Attack
- rumoured to be armed with a pair of huge blowpipes (for some reason) and doesn't have the giant bow

Engine of the Gods
- it's not known if the Stegadon carrying it has the same stats as a normal one, or if it has weaker stats, like the one in the Lustria book
- works somewhat like the Cauldron of Blood in that you have a choice of one of three powers to use each turn:
-- give a 5+ Ward to (one?) friendly units within 12"
-- or 2D6 S4 hits with no armour save to enemies within 2D6"
-- reduce the casting difficulty of all spells from one Lore of magic by 3
- Skink Priest riding them get +1 power dice

Barbed Razordon Hunting Party
- a new kind of dinosaur unit, also herded by skinks
- 56 pts per team
- beast has same stat line as a salamander
- fires Strength 4 spikes that has a number of shots equal to the roll on an artillery dice, that roll to hit using BS 3, ignores to hit modifiers for long range, moving, stand and shoot, and multiple shots
- must stand and shoot (if able to), when standing and shooting it gets two artillery dice worth of shots(?)
- can't be joined by characters
- modified version of the Monster & Handlers rule, with handlers not being placed into combat if possible (somewhat like the Dark Elf Hydra)

Всем плакать

10

А чё тут плакать?
Радоваться надо, они модельный ряд должны обновить )))

11

Будут новые темплы в пластеке.
Терадоны в метале или по крайне мере 1 герой.
Стегадон в пластике.
Кроксы в металле.
Обещают новую кавалерию.
Новые хамелионы.
Новая модель нового разардона.
Потрясающие новые герои савры в метале.

12

Новой кавалерии не будет. Возможно, будет герой-кавалерист и всё. Террадоны- все новые и герой.