This blog post is a crash course in Warhammer Fantasy 8th
edition for those who played the game in the previous edition and have
not yet had a chance to properly consider the new rules. There can be no
substitute for reading the rulebook (something a lot of current players
could learn from), but this should at least give you an idea of how the
game now works.
Measure what you want, then roll the dice
One
of the core skills in Warhammer used to be range estimation. It was
critical to determine charge distances as well as artillery, however it
played at least some part in every aspect of the game. 8th
edition has turned this on its head, because you can measure what you
want, whenever you want. The days of players memorising the lengths of
their forearms and hand spans are a thing of the past (yes, I believe
people really did do this). This is a massive fundamental change to the
game. Players refer to this as “pre-measuring”, given you are checking
to ensure an action will succeed before you commit, rather than deciding to do something only to find the target is out of range.
You can measure all you want, but one tape measure is probably still enough... |
To offset
pre-measuring, charge distances are now random. As a general rule, a
model charges its base Movement value + 2D6 inches. As such, a Movement 4
human has an average charge distance of 11”. This means it’s possible
to manage the likelihood of a charge, however so long as you remain more
than your Movement +2 inches away from your target, you run the risk of
failure. The upshot of all this is that both players can agree what the
required roll will be before the dice are rolled. Disputes over
fractions of inches are less prevalent than they used to be.
Striking first and stepping up
OK, so you have less
control over charge distances than you used to. That means you’re going
to roll badly for your charges, get charged in return, and then get
dominated before you get to attack back, right? In a word, no. Why, you
ask? Because charging no longer makes you strike first. Charging gives
you +1 combat resolution, the ability to overrun, impact hits and
various other benefits, but it no longer lets you strike before your
enemies. Needless to say, this is a big change. Striking is done in
initiative order, except in cases where the Always Strikes First or Last
rules come into effect (such as for Great Weapons). It is also possible
for both sides to strike simultaneously, where their initiatives are
equal.
The change above is a
major one, however arguably of even more importance is the rule stating that casualties come off the back of the unit. Previously when you butchered the front rank of a enemy, the rest
of the unit would watch on sadly and mutely accept the drubbing they
were receiving. Too often, striking last meant not striking at all. In 8th edition, models will automatically step forward into the place of
falling comrades, and fight as normal when their turn comes. It means Great
Weapons are a whole lot more effective than they used to be – swing
slowly, but carry a big stick!
Wait your turn, then make 'em bleed |
Twisting and turning
The movement phase in 8th
edition is a fair bit simpler than it used to be. The concept of
Turning (models rotating on the spot in their existing formation) is
gone. Wheeling is still in place (as is Pivoting for single models),
however in general terms things have become tidier. Instead of turning, a
unit may move sideways or backwards at up to half rate, however they
may not wheel at all whilst doing so. If you want to change the unit’s
facing, a Reform is required. It is possible to perform a Swift Reform
if you have a musician, which allows you to reform and then move (but
not march or charge) provided that you pass a Leadership test.
Moving a charging
unit is very different from how it worked previously. You ensure you can
see your target and measure the distance, however it is the shortest
possible distance between the nearest points of the two units. This lets
you know what you will need to roll to make the charge. Assuming you
make the required roll, the unit may then perform a single wheel of up
to 90 degrees at any point during the charge in order to contact the
target – measuring is not required. “Closing the door” occurs as it did
in the previous edition. In the past an extremely wide unit would find
it very difficult to complete a charge due to the massive wheels
involved, however nowadays it’s easy provided you can find a gap to fit
the unit through. This change to charge distances is a major one, and
worth understanding fully.
Units involved in charges and combats get far more opportunities to reform than they did in 7th
edition. If your target flees the charge and you manage to catch them,
you can test to reform on the spot. If you wipe out or break your enemy
in combat, you can also reform (assuming you did not pursue a fleeing
unit). This means people wishing to bait you or force you out of
position with an expendable unit have to be a bit more careful than they
used to. It also means a Dragon can eat a small unit in your backlines
and, once it has finished with its snack, turn to face the rear of your
lines – it will not waste a turn getting back into position.
Unit Strength versus Troop Type
Unit Strength has been abolished as a concept under 8th
edition. In effect, it has been replaced by a far more overarching
principle, in Troop Types. All units in the game fall into one of the
following categories:
- Infantry (regular ground-pounders)
- Monstrous Infantry (Ogres, Trolls, Treekin etc)
- Cavalry (light cavalry, knights – things with riders on cavalry bases)
- Monstrous Cavalry (cavalry on larger bases, eg Bloodcrushers and characters on Monstrous Beasts)
- War Beasts (models on cavalry bases without riders, eg Warhounds)
- Monstrous Beasts (monsters that are too small for true Monster status, eg Eagles, Razorgor)
- Swarms (including Snotlings and Nurglings)
- Chariots
- Monsters (properly large monsters, often with the Large Target rule, eg Dragons, Hydras)
- War Machines
- Unique (things that defy classification, such as Fanatics and Screaming Bells)
The
categories are generally obvious, and there is a sensible pattern to
them. A Monstrous Beast with a rider becomes Monstrous Cavalry, in the
same way that at War Beast with a rider counts as Cavalry. Troop Types
are specified in a summary section of the rulebook, effectively serving
as errata for older army books to bring them in line with the current
rules.
Troop Types have a number of rules associated with them. Here is a brief summary:
- Monsters, Chariots and all forms of Cavalry may not occupy a building
- Monstrous Infantry, Beasts and Cavalry (riders only) can lend up to 3 Supporting Attacks from the 2nd rank, rather than the usual 1. They also only need 3 models to count as a complete rank, instead of the 5 required by smaller models
- Monstrous Infantry, Beasts and Cavalry receive a bonus Stomp attack in combat (an automatic hit at the model’s base strength, with Always Strikes Last)
- Monsters receive Thunderstomp, with does D6 hits following the Stomp rule above
- Only Infantry, War Beasts and Cavalry can be killed with Killing Blow. All other targets require Heroic Killing Blow (small characters can still be cut off larger steeds using regular Killing Blow)
These rules are not exhaustive, but they’re the main differences you’ll find.
Steadfast and the Horde
I have written an entire blog post on this topic in the past. You can find it here.
Bigger units are here to stay |
If the steadfast rule
encourages you to feel your unit in a deep formation, the Horde rule is
effectively the opposite. Units that are in a formation 10 or more
models wide gain an extra rank of Supporting Attacks. Assuming your
whole front rank is engaged, with will mean the regiment will put out at
least 30 attacks, and if they’re at a decent strength the enemy could
be in for a world of hurt. Hordes of units like White Lions and
Bloodletters (high strength attacks that can get rerolls to hit) can put
a healthy dose of fear into an opponent.
The fickle Winds of Magic
The Magic Phase has changed a bit under 8th
edition. For starters, the number of dice available to each player is
determined by rolling 2D6. The casting gets a number of power dice equal
to the total roll, whilst the dispelling player gets dispel dice equal
to the higher of the 2 dice. All wizards on the table can then Channel -
attempt to add an extra dice to the pile by rolling a 6. A casting
player then can find himself with anywhere between 2 and 12 power dice
(the total is capped at 12, including dice from bonus sources like the
Banner of Sorcery), whilst the dispelling player could have anywhere
between 1 and 6 dice fewer, before Channelling and bonuses kick in.
Wizards can use up to
6 dice to cast a spell, regardless on the caster’s level. Double 6s
result in both a miscast and the spell being cast with irresistible
force – so your wizard could cast the battle-winning spell and die in a
heroic display of self-sacrifice.
Spells have now been
given a type, which helps centralise the rules that govern them. Some
older spells in existing army books do not yet have these rules in
place, but that is gradually changing as the books are re-released under
8th edition.
- Magic Missiles are as per 7th edition
- Direct Damage spells target an enemy (or enemies) within the caster’s forward arc, but not in combat. Line of sight is not required
- Augment spells boost your own units, and need only be within range – no other restrictions apply
- Hex spells detract from enemy units, and have no targeting restrictions other than range
- Magical Vortexes send a template from base contact with the caster, and may hit friend and foe alike, including those in combat.
Newer
Lores of Magic include a Lore Attribute, which often applies to all
spells in the Lore, or comes into play after one of the spells is
successfully cast. The spells also often have multiple casting levels –
for instance an Augment spell that can target a single friendly unit, or
the player can increase the casting level to target all friendly units
within range.
The Lores of Magic under 8th
edition contain some extremely powerful spells, partly to counteract
the larger units that are encouraged by the Steadfast and Horde rules.
Knowledge that a single spell can remove half the unit will help
discourage a player from stacking all his eggs in one enormous basket.
Playing the percentages
Army selection rules have changed under 8th
edition. Previously an army needed to contain a minimum number of Core
units whilst not exceeding the limit for all other categories. This is
now dictated instead by percentages of the total points for the army.
The guide below shows the standard rules:
- Lords: Up to 25% of the army total
- Heroes: Up to 25% of the army total
- Core: At least 25% of the army total
- Special: Up to 50% of the army total; No more than 3 of the same choice
- Rare: Up to 25% of the army total; No more than 2 of the same choice
The
rules above mean you will no longer see such things as High Elf armies
with 2 units of 10 Archers and Warriors of Chaos with 3 units of 5
Marauder Horsemen as their minimum Core.
True line of sight
The rules for determining what a model can see have changed under 8th
edition. Gone are the days when the rules dictated that all forests
blocked line of sight through to the other side, and hills were taller
than units. Now the rule of thumb is WYSIWYG – What You See Is What You
Get. If you can get down to the model’s eye level and see part of the
enemy model (the main bulk of it, not including banners, weapons and
other random paraphernalia) then the model can see it too. This includes
things like gaps under and between trees, or even between models in a
unit.
The upshot of these
rules is that it is extremely easy to get a line of sight on a target,
and larger models often have nowhere at all that they can hide. The
rules are simple, but the potential ramifications are far-reaching and
the impact on terrain is something I have discussed before.
Terrain
Speaking
of which, the rules for terrain have changed fairly drastically under
the current edition. Difficult Terrain is a concept of the past, and
most terrain has no impact on how quickly models can move through it.
Here is a brief summary of the basic effects of terrain:
- Forests are Dangerous Terrain for Cavalry, Monstrous Cavalry and Chariots, and for Flyers than end their move within them. Targets in or behind a forest benefit from soft cover, and ranked up units that are more than half within a forest lose Steadfast, whilst Skirmishers gain Steadfast
- Rivers negate Steadfast for a unit at least partially within them, and units may not march through a river
- Marshland is Dangerous Terrain for all units except Skirmishers, and Cavalry, Monstrous Cavalry and Chariots fail their tests on a 1 or a 2 (instead of the normal 1)
- Obstacles variable levels of cover for units, and offer various defensive benefits in combat (depending upon whether they are hedges, fences, walls, etc). They are Dangerous Terrain for Cavalry, Monstrous Cavalry and Chariots
- Hills provide a +1 bonus to combat resolution for units that charge off them into an enemy below
Dangerous
Terrain means that affected units which travel faster than normal (due
to Charging, Marching, Fleeing or Pursuing) must roll a dice for each
model that passes through the terrain. On a 1 the model takes a wound
with no armour saves. This is effectively the replacement for Difficult
Terrain – you’re not slowed down, but hurrying can be perilous.
Forests and Rivers
are Mysterious Terrain, which means the first player to move a model
into the terrain feature rolls on a chart to see what additional
effects are in play for that particular forest or river (it can be
anything from all units within the forest causing fear to the river
casting a random spell from the Lore of Light on each unit to pass
through).
Buildings have a
suite of rules covering occupying and fighting over them. The general
gist is that a unit of any size may occupy the building, however only 5
models per level may shoot out and 10 models from each side may fight in
combat if the building is charged. The occupants count as Steadfast, so
it can be an ordeal to dislodge them.
The decline of psychology
Fear used to be a terribly potent weapon in 7th
edition, and its effectiveness was reflected in the relative dominance
of armies that were Immune to Psychology in most tournaments. Fear could
disrupt enemy charges and then see units splinter in close combat when
outnumbered. 8th
edition see Fear drastically reduced in effectiveness, both because of
its more limited application, and the boost to the psychology rules for
most armies.
The Battle Standard
Bearer has always been a staple in most armies. Being able to reroll
failed break tests is a significant thing. This effect has been extended
to all
Leadership tests, be they for breaking, fear, panic, swift reform,
combat reform, stupidity, restraining frenzy, or any other reason.
Consequently all of these tests will be failed less frequently with the
BSB is in range. This makes the Battle Standard incredibly important,
especially for armies with only moderate leadership. Coupled with the
general’s Inspiring Presence and the Steadfast rule, it can see the
heart of an army turn into an impenetrable wall.
Fear now only has an
impact in the combat phase, and the result of a failed test is the
unit’s WS dropping to 1. Whilst this has both offensive and defensive
ramifications, it is a far cry from automatically breaking when
outnumbered by a fear-causing enemy, and from units refusing to charge
because the target is a little creepy.
The Battle Standard Bearer - an essential element in most armies. Strange bakers and huge stone hammers are optional extras |
Keep on runnin’
The rules for fleeing are not too dissimilar from 7th
edition, however there are a couple of key changes. The first of these
is that running into enemy units and impassable terrain does not see the
fleeing unit automatically destroyed – all they have to do is take
dangerous terrain tests. Losing a wound for 1 in every 6 models in the
fleeing unit is hardly going to cause a player to break into a cold
sweat – especially not when the unit would simply have been removed in
the past!
The other change (and
this is another one that gets players arguing over whether it’s a good
or bad rule) is that at the end of the game, fleeing units do not yield
victory points. Units that have made it off the table do, but so long as
they’re still on the board, they’re not worth anything to your
opponent. In fact, you never get points for anything unless it’s
entirely gone from the game – there are no partial credits. So a unit of
50 models reduced to a single fleeing champion will concede precisely 0
victory points. In 8th
edition you get no points for a job half done; if you don’t destroy the
unit or force it from the field, you don’t get the points.
Scenarios
This part is arguably more about convention than the core rules, however 8th edition has seen the revival of different scenarios as part of the main game. 7th
edition was dominated by the Pitched Battle, however the current
rulebook pushes a suite of 6 different scenarios as part of the core
rules. You will find:
- Battleline: Your standard pitched battle
- Dawn Attack: Units most roll to determine where along the line they will deploy. One player does this first, and he gets the turn on a D6 roll of anything but a 6
- Battle for the Pass: The game is played lengthwise down the table, but armies are still 24” apart
- Blood and Glory: Armies deploy 18” apart, and the game stops as soon as one player’s Fortitude (as determined by standards and the army general) drops to the designated Breaking Point
- Meeting Engagement: Players deploy diagonally across the table, 12” apart. Units and characters that roll a 1 start in reserve. One player does this first, and he gets the turn on a D6 roll of anything but a 6
- Watchtower: Random turn length game over the control of the tower, with the controlling player winning at the end of the game
Tournaments
tend to see some of these scenarios tweaked to avoid some of the more
extreme games, however they are definitely seeing use and force players
to think more about their games in terms of when they lose control over
their deployment, need to fight for control of a building, and have to
ensure enough banners to stave off a rapid capitulation.
And all the rest
There are a ton of more minor changes introduced by 8th edition. It would be impossible to cover them all in a single blog post, but here are some examples:
- All units (both friend and foe) must stay 1” apart except when charging (or a character joining a unit). An annoying rule that takes a while to get used to
- The To Wound Chart now makes it possible for any Strength to wound any Toughness, provided you roll a 6+
- Skirmishers have a formation like a ranked up unit now, albeit separated by half an inch – and they can still reform as they move, provided they’re not charging
- Partial hits are a thing of the past. Models even touched by a template are automatically hit
- Hand weapons and shields no longer give an extra +1 armour save bonus; instead they get a 6+ Parry Save, which may not be used against Stomps or Impact Hits
- Just as combat troops get supporting attacks, missile troops may always fire in 2 ranks
- Regeneration is cancelled for the entire phase once a wound is taken from a Flaming Attack (so you will see flaming archers firing a volley at the trolls before the cannonballs start flying)
- All troops with Always Strike First (and Always Strike Last) swing simultaneously (regardless of Initiative), however a model with ASF striking a model without it will get rerolls to hit if their Initiative is also equal to or higher than the targets
- Standard bearers will always die defending their banners when their units break from combat. This includes BSBs – the model is simply removed
- Breath Weapons may only be used once per game, however this may be in combat for 2D6 hits that count towards combat resolution
- Characters no longer get stranded out of combat when out of base contact – they can use the Make Way rule to shoulder their way through before the combat begins
What does it all mean?
What,
you’re still here? I assumed you would have gotten scared off by now.
Clearly you are more tenacious than you look. All of these changes
really amount to a simple fact: Warhammer 8th edition is a different game to 7th
edition. The dynamic of the game has changed – a lot of the of the
mechanics that encouraged fidgety play have been eliminated, and players
who are familiar with the rules will generally find that the game flows
faster than it used to. The power imbalance that was so pronounced at
the end of 7th edition has improved, however a number of players have found the new edition not to their liking.
At first I was not convinced either, however over time I came around and I now think 8th edition is the best version of Warhammer I have played. It’s definitely worth giving it a chance.
Nice article Hoodling. As a player coming back into Fantasy after almost a decade this has been a very handy summation. Thanks heaps!
ReplyDeleteMat.
Very nice article indeed. Many thanks! It was a big help.
ReplyDeleteCheers. Glad it was helpful.
DeleteThe new percentage rules are really damn annoying for VC. I can't field a single model because the only vampire I have is a Vampire Lord, and his base points outweigh 20 skeletons and 10 dire wolves. In the old rules, this army was perfectly fine
ReplyDeleteBasically GW just hates vampires
DeleteWell any Vampire model can be used as a normal Vampire or Lord, so you're not tied into that. And the End Times adjustments in terms of 50% Lords/Heroes should help this sort of thing.
Delete