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Alfogro Amministratore
Registrato: 03/11/05 09:31 Messaggi: 7484 Residenza: UDINE
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Inviato: Mar Dic 29, 2009 6:15 pm Oggetto: Re dei Sepolcri...Maggio 2010?
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Hi lads… and ladys of course
I am not entirely new to this forum as I’f been a silent reader for month but now I got some interesting info from a guy working at GW headquarters so I created an account to tell you.
New Tomb Kings will be out in May 2010. So they will be the last armybook before 8th edition.
I will list up the information he gave me in the following, text in italic are my personal comments on it. Where I write nothing about a unit, it means that either the unit stays as it is or my source had no information about any changes. “Will stay the same” means that the rule or unit would stay unchanged.
Edit: My source didn't know anything about any new units but as he isn't a game designer himself that doesn't mean that there will be none. Personally I am quite shure that there will be at least new miniatures for the skeletons but that is just gessing, I have not heard anything about it.
Undead rule:
- Will stay the same in principle but you may take a stand&shoot reaction now.
That one was expected since the banshee may stand&shoot as well.
Magic:
- Will also stay the same with some minor changes:
-- Incantation of summoning reanimates D6 / 2D6 wounds
-- Tomb princes have 6” range like tomb kings
-- Tomb kings and princes have the option to generate dispel dice and energy dice (dispel spells in play only)
Pft... the adjustment in effectiveness of the incantations is ok, it should be level with the vampire one this way. Princes range is good. Dispell dice for Kings and Princes? Great, I only hope it won't be overpriced.
Undead construct rule:
- Will stay the same
“It came from below…” rule:
- Will stay the same
The curse:
- Will stay the same
Casket of souls
- Will have three different incantations to choose:
-- One incantation healing D3 wounds of all friendly units and characters on the field
-- One incantation similar to the current one
-- One incantation moving D3 units
- Will grant a ward save to it’s crew and attached priests
That sounds great!
Tomb prince:
- Magic changes, see above
- Strength 5
- If a tomb prince is the general you may take one unit of chariots as a core unit
- May be given the battle standard
Looking at the Scar Veteran S and T5 for heros was to be expected. Battle standard for the prince is great.
Battle standard bearer:
- New name (unknown to me)
- May be given the battle standard but may be used without as well
- May ride on a skeleton horse or in a chariot
- No magic
- Killing blow
- WS5, S4, T4, A3
A simple fighting hero without magic and an avarage profile. Ok, especially for friendly games with limited magic but I think the Prince will stay the better choice.
Skeleton warriors:
- Wear light armour without further costs
Decrease of one point would have been better but better than nothing.
Skeleton light horsemen:
- May be given light armour
- May be given Spears and Shields
That shoud give us some interesting taktical options.
Skeleton heavy horsemen:
- Are out!
I won't bemoan the loss of them.
Tomb Guard:
- 9(!) points/model
All right, Grave Guard cost 10 (?) points/model. And they have heavy armour and can make march movements... 9 points is ok I think.
Ushabti:
- 4+ armour save (including undead construct)
- 5+ ward save
- M6
- 55 points/model
That should make Ushabti usable. Not more but usable.
Carrions:
- S4
- Cheaper
Stronger and cheaper? Great!
Tomb scorpion:
- more expensive (about 100 points)
- 5 wounds (!)
Wow, the most extrem change I think. Scorpions with unit size 5 will be nasty!
Bone Giant:
- equipment options (similar to Warhammer chronicles)
The options have been a baublery in the past, they will stay a baublery in the future.
Screaming Skull Catapult:
- Every model touched is hit, not only on 4+.
The way it is in the Skaven book. Maybe a hint of what to come in the 8th edition rule book? _________________
"Quando un corpo è arturiano, che ti frega?" |
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Alfogro Amministratore
Registrato: 03/11/05 09:31 Messaggi: 7484 Residenza: UDINE
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Inviato: Mar Apr 27, 2010 10:42 am Oggetto:
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Taglio e incollo direttamente dal post più aggiornato (ieri) di Warseer. Se qualcuno non capisce qualcosa in inglese mi chieda pure.
"Characters:
New rules:
Skeleton Units (Archers, Warriors, Chariots, Light Cavalry, Sand Stalkers, Tomb Guard) can march within 12” of general, 6” of Tomb Prince
Constructs, divinely blessed (Ushbati, Tomb Scorpion, Maidens of the Gods, Bone Giants) can march within 12” of the hierophant and 6” of a liche priest
Tomb Prince cannot use movement spell anymore, only strike more one
Premise seems to be basically means tomb king armies movement won’t be so restricted by magic. So if you don’t want to go magic heavy, or first anti-magic armies you can still actually move. This means more spells going off to strategically place units, heal wounded models. The actual mechanisms of TK magic doesn’t seem to be changing much
Apparently the “curse” will hit lighter with tomb princes
Apparently the “roc” is a giant vulture, which can be chosen as a mount for someone in list
Rumours of some sort of warrior priest, like the empire ones – can cast cheap bound spells from a different list. Meant to enhance units + decent profile. Apparently enhances the maidens unit
Core
Skeleton Warriors
Skeletons becoming 6 points WITH light armour, shield, hand weapon
Can be armed with a Khepesh or spear
Khepesh increases the bonus from wielding a hand weapon and shield to +2 Armour save. Basically skeletons using hand weapons and shield can get 3+ armour save in combat
Full Command now only +15 points
Seems like games-workshop wants 1. Some tasty new things to model – although not sure why this weapon gives better armour 2. Actually promote using large blocks of skeletons. Skeletons are great since they never flee, but die so easily and suck at combat. 3+ armour save in combat is a great start for using these guys more, at much cheaper points.
Skeletons Archers
Skeleton Archers are now 0-20 units, cost 7 points, and can be giving poisoned arrows for a large points increase
Skeleton Archers have war memories ability (don’t think it is actually called this, but I’m going to call it that)
Skeleton Archers may select the “stand and shoot” reaction, even though undead can generally only select the hold reaction
Toning down use of these guys are large blocks on infantry and more at flankers, skirmish hunters. Bout time they can stand and shoot
Light Cavalry
Light Cavalry only 12 points now and have war memories ability
Light cavalry may select the “flee reaction” even though undead can generally only select the “hold reaction”. They automatically rally after making a flee reaction next turn.
This seems a bit, dunno if it makes sense, maybe it actually means something else
Haven’t heard anything definite about whats happens to heavy cavalry
Chariots
No change it seems generally – still light flanking units
Tomb Guard
Can take either great weapons OR hand weapon, shield and Khepesh
Same rules otherwise – apparently mebbe an extra bonus when the tomb king is in the unit
Maidens of the Gods
Unit of Khalida’s. 2 Attacks, poison, regenerate, 5+ ward save, 2 hand weapons
Only strength 3, toughness 4 though.
Basically mass attacking special unit vs hard hitting tomb guard unit it seems. Good against lightly armoured armies?
Ushabti
4+ Armor save, 5+ ward save, otherwise same. Would’ve liked toughness 5, seems GW wants to emphasise low toughness, light armour in the army still
Tomb Scorpion
NOT getting 5 wounds, slight points increase, seems liche priest in the scorpions body means it can always march – which is good since there doesn’t seem any rule change for the “from below”
Carrion
Same it seems – doesn’t look like the roc (giant vulture) can be added, its in the mount section it seems
Sand Stalkers
Scouting Skeletons, poisoned weapons and bows, 4+ save against shooting (mirage or something – desert sands or something I dunno), war memories (stand and shoot)
Thought carrion and scorpions did a pretty good job, I still like the concept
Rare:
Bone Giant
Cheaper, 2+ armor save (can take shield for 1+), two hand weapons or a bow
More like 200 points now – 1+ doesn’t seem like “lightly armoured” but oh well
Screaming Skull Catapults
Same
Casket of Souls
3 Abilities:
1. Old shooting attack at one unit
2. Soul Well: Elect a point in line of sight – that point causes terror till the beginning of next tomb king players go
3. Malediction of the Eternal: Unit Cannot shoot, if it fails ld test cannot move either
Still causes terror, -1 to wizards on battlefield
Obelisk of Light
3 Abilities
1. Ward of the Gods: gives 5+ ward save to a unit
2. Radiance of the Heavens: gives a unit +1 attack with magical, flaming attacks
3. Light of the Sky: Units must pass leadership test to direct magical missiles, shooting at unit
+1 to incantation rolls of the priest directing obelisk
Sphinx:
May fly, magical breath attack, 4 wounds, only strength 5, 5+ ward save, magical resistance (2), units need to pass leadership test or be unable to attack it – transfixing or something
This all clearly needs to be taken with a grain of salt, but apparently this is the general gist of how the list is going. Still haven’t heard heaps about some crucial things
1. Will heavy chariots appear
2. Magic items
3. Is the magic phase definitely going to be the same system
4. If auto-break is been changed in 8th edition, how much will it impact on an army that often relied on this to be effective.
I’m not going into what I heard about special characters but the general themes seemed to be:
1. Dude on a flying chariot
2. Assassin hunting down those who wronged the TK – swore to the gods to hunt them down – something about nagash
3. Stretta and Khalida are back
4. High Liche Priest riding giant flaming vulture from the underworld" _________________
"Quando un corpo è arturiano, che ti frega?" |
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