Yaaaay! Version 2! |
Unit base size has been further clarified.
Height. Units now have a Height as does terrain. 1 - 4. This is for Line of Sight reasons and looks like it will add that little bit more certainty in the game over any doubts of what can see what.
The rules have an excellent explanation of movement and unit positions. Especially for multiple units hitting a single unit.
Counter Charge (which I think is new) allows a unit that survived a rear/flank charge to turn around and charge back...provided it isn't Wavering of course
Despite base size this rule makes it clear. |
Spells. The game now has SIX spells.
Fireball - Magic Missile damage
Bane-chant - Friendly unit gains a fight bonus or two.
Wind Blast - Push an enemy unit back
Lightning Bolt - Longer range nastier magic missile
Heal - Heal wounds on friendly units
Surge - Move friendly shambling units
Force Builds...
Allies. 25% max, no allied Living Legends, Evil and Good races can't mix but Neutral goes with anything of course.
On Force Lists...
Very clear explanation on the KoW unlock system. 1 Regiment allows you to include 2 Troops and, 1 of the following War Engine, Monster or Hero.
In Force build lists the option for adding a Banner and a Musician to a unit are gone. Makes a few less numbers when adding them up and also avoids that +/- during Nerve tests that I usually forget anyway.
Twilight Kin (Evil Elves) have been dropped. Not sure why.
11 races included to build a list from.
Cannons and the like have increased in points costs. Better reflects the potential damage they can do.
Magical Artefact's. An increase in items. Don't be put off by these as they are not game breakers. Just a bonus +1 here and there or access to a a Special Ability
Scenarios. 6 scenario options to choose or randomly roll for.
Human Forces.
I have used the options for historically styled forces and now there are a few more options for those who would do just that.
Berserkers. A new unit ideal for any unarmoured fanatic maniacs. Small, Regiment and even Horde sized option. Penitents Mob has been dropped but a Militia Mob can be as large as a 'Legion!' (largest unit possible).
Shooters have 3 entries now rather than just one with the option to be Bowmen, Crossbows or Arquebusiers (guns).
Charioteers. I don't recall them being an option before but great for British Celts or Egyptian style forces.
Stolen from Aventine Miniatures. How Awesome! |
Heavy Pike Block. Elite better armoured Pike unit. The Pike special rule has been dumped but Pike units get 'Ensnare' and 'Phalanx'.
Ogre Unit options in the Human list have been dropped. They have their very own list.
Dwarves
Throwing Mastiff rules much clearer.
More units like Earth Elementals, Greater Earth Elemental, Stone Priest, Sharpshooters, and a Jarrun Bombard.
I haven't played armies other than Dwarves and Humans.
I haven't played armies other than Dwarves and Humans.
Plenty of nice coloured photos of miniatures. No photos of an actual game in progress though and no example game described. The internet probably more than takes care of that though.
Overall it's a great set of rules for big unit battles. Looking forward to gaming with them again. It's inspired me to source some Elephants.
Cheers from Brendon
Cheers from Brendon
thanks for the run through. Any idea how many minis for a standard size force?
ReplyDeleteIt's like Warhammer Fantasy. Except you can cut the figure count down by diorama style basing as it's the units footprint size that counts. Unlike Warhammer you do not remove individual figures as casualties. Wounds are recorded against the unit instead.
ReplyDeleteThat dio with the battle elephant is outstanding. Who wouldn't love to show up at a game and slap that down on the table.
ReplyDeleteSounds like a fun game and one you are excited about. I hope Winter is going well for you!
Top End winter is paradise. It snowed in Tasmania and I had BBQ on the beach here in shorts and T-shirt. ha ha. Life is good at the Top. :)
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