Sunday 19 May 2019

Warhammer 9th Ed 1.51 out now!

Just a small update, with most of it just being rules clarifications on how to resolve certain situations. Hopefully this should clear up pretty much all remaining question marks from previous versions.

Changelog:
  • Dodge works against non-magical autohits, such as stomps and impact Hits.
  • Animated Constructs no longer auto-pass Leadership tests.
  • Marching and Restraining from pursuit tests are no longer Psychology tests, but normal leadership tests.
  • Updated Berserk Charge part of Frenzy to be the same as in 8th ed.
  • Breath Weapons, Stomps and Impact Hits do not only target the character in challenges.
  • Clarified that you may redirect the charge if the charged unit would get destroyed before the charged unit gets to make its move (due to a spell like Flame Cage or taking casualties from Quick to Fire).
  • Clarified that models with two Breath weapons may only attempt to use one per turn (in case it fails its 4+ roll to use it).
  •  Clarified that Chariots have a fixed armour save, as detailed in their army list entry, regardless of whatever equipment the model has.
  • Clarified that unless specified, any special rules that apply to the model’s normal attacks do not apply to its Stomps.
  • Clarified that Stomps can be used after Breath Weapons.
  • Clarified that Vanguard does not count as movement for the sake of shooting.
  • Clarified that if a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
  • Clarified that Smoke and Mirrors can be used even if engaged in close combat.
  • Clarified that Bound Spells do not count towards casting duplicate spells.
  • Clarified that Augments/Hex spells that are resolved immediately can be cast on the same target multiple times per turn.
  • Clarified how extra dispel dice are generated on higher points levels played.
  • Clarified that a unit may not overrun in a turn if it moved outside of the Movement phase.
  • Removed part of characters joining Unstable units, as this is already covered in Unbreakable.
  • Clarified that spells are never considered to be physical attacks.

27 comments:

  1. This is in reference to the cannon change you made in the last update. I've been playing with scattering cannons for most of last year and found that it really didn't work so well.
    I also thought it would help tone down the laser guided nature of them and tie it to existing rules for stones throwers etc but they ended up doing very little for most of the battles.
    I play at the receiving end of a cannon gun line usually and I found their performance underwhelming with full scatter rules.
    What I've been testing more recently is a simple change to the scatter rule, move the marker towards or away from the cannon based on the scatter dice. So you could over shoot or under shoot but it wouldn't deviated left and right.
    At the same time I'm also testing out tying the strength of the hit to the roll of the bounce +2, so S4 on a 2" bounce, S8 on a 6" bounce etc. So far this is working out a bit better but I've not been able to play as much recently to really try it out more.
    Obviously this is all anecdotal from only me personally and I don't know if this other method is any better at this point but I didn't find stone thrower cannon scatter to be a successful solution to sniper cannons.

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    1. Did you play them with full artillery scatter? They only scatter half an artillery dice with v1.5.

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    2. I did scatter with a max of 10-BS, So whatever was rolled up to 7" for BS3 or 6" for BS4 etc. So a bit more scatter than what you have now but not full 10" with a clear shot. I could try half the roll but wanted BS to matter in some way. Though I guess with most cannon users all BS3 and 4 with an engineer usually then I guess it doesn't matter that much I suppose.

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    3. Honesty, I won't use scatter cannons because the nerf is too high. Not reliable at all for the points, especially compared to points spent for casters. Your last rendition of the cannon rules, I felt, were great, because they had to land on the target's base to do the high damage rate, otherwise it was an expensive bolt thrower shot. Essentially the odds were hitting on a 5+ if I'm not mistaken.

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    4. Let's consider these elements: 1) heroes cannot be cannon sniped in units (which is the best rule ever), 2) cannons can misfire and die without the opponent's involvement (happened to me last game), 3) cannons under the last rendition of the rules required a direct hit to be deadly (still requiring a good d6 roll for wounds after the lucky hit) and 4) the cannon's points cost, I think cannons were just fine (and maybe slightly underpowered). To fix cannon sniping monsters, simply give monsters more wounds-that would require two very good cannon hits.

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    5. It's still subject to change, but other people felt that cannons were too accurate and deadly with previous rules. I will bring it up in the Discord though and see what other people has experienced with the new cannon rules.

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    6. Not sure if this helps, my group scatters cannons this way: artillery die- BS, except the scatter point becomes a point along the trajectory, the shot still travels the normal distance. In other words the arrow veers the ball off to one side- the angle of the arrow determining the severity.
      Haven't really play tested it enough though.

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  2. why was the line of sight put on war machines?

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    1. There is line of sight on all troop types, so not sure what you mean? Stone throwers can still fire indirectly.

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  3. sorry, I meant the 45 degrees of shooting

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    1. That was to avoid war machines spinning around 180 degrees to fire at targets right behind them, it makes more sense since a handgunner cannot fire if they move either.

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  4. Say, What do you think of one of my earlier posts? Sidhe as an undiscovered breed of elf? They have a closer connection with the elements, and there is a kind of magic called elementalism. They were common in Celtic mythology, and if described just so, they could be included in the Arcanum. Thoughts?

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    1. Don't really think it fits with Warhammer all that well; I'd be vary of making any such large changes to the lore. In Warhammer, the Sidhe are already respresented by Wood Elves, so I don't think they really need to be shoehorned in elsewhere.

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    2. Really? Didn't know the Wood Elves were like Sidhe in celtic lore. Does that mean there are Asrai in Albion?

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  5. Just dig some searching, and in the wiki, found that pygmies do have an army, and history. Very brief, but could at least be as long as the Gnoblars and Border Princes. You'd have to check older books, but they are there. Could at least round out the factions of Lustria. Something to consider.

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    1. It's true they had 2 pages in 3rd ed with a total of 4 units. Might be that I release an update of that, but in terms of lore, Gnoblars have a lot more going for them.

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  6. Regarding Pygmies, found that they do a lot of alchemy. I know Alchemy is rolled into the Lore of Chamon, but there is some different spells, according to the wiki. Something for the Pygmies? Not a lot of images, so you might need a work around for that. Also, since this is an old army, the Slann are another matter. The Lizardmen are the TRUE army of the Old Ones. The old third edition Slann O War are outdated. However, Just posting this army as a viable faction in the Army projects could be really interesting. Check out Goblin Lee's blogspot. The "Army of the Jade Throne" looks really good. How to frame these in lore would be a challenge, but potentially enticing for the fans of Warhammer. If not, maybe another mention in the Arcanum. Thoughts?

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  7. Regarding magic again, this time illusionists. They have been rolled up into Ulgu College, but I wonder if there were any spells before that. Alchemy still has several independent spells from Chamon, so why not Illusionism. The RPG provides a lot of stuff. Especially older editions. Maybe there is more in the First edition. I forgot what you said about Dwarf Wizards, but I had a thought. According the the RPG, Expatriate Dwarf Wizards could be capable of Divine Magic, Battle Magic, assuming lesser spells, Elementalism, Alchemy, Illusionists, even the Rare Daemonology and necromancy, which is rare in the extreme. Now, this has been retconned so that Dawi and only use Runic Magic. But it has been shown over time this resistance can be worn down, and with a deal, can result in Dawi Wizards, though it is a bit of a stretch, since the only canon examples I can think of are Chaos Dwarf Sorcerers, and their Daemonsmiths. So, a thought: what if in a particular Karak, during a Storm a Magic/Chaos, this resistance was thinned, but not to the point of mutation? Maybe something to cover in the Magic Codex. Thoughts?

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    1. Not too sure about that, Dwarves being anti-magic has been a staple for theirs for a very long time now. I'd imagine a lot of Dwarf players not being too keen on suddenly including wizards in their lore.

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    2. Fair enough. It just seems possible to me, since you are including a lot of stuff from the RPG. Though, one of the anonymous posters has mentioned that gnomes have been reintroduced in the latest WFRP expansion. And Gnomes do use Ulgu. Idea? Thoughts?

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  8. Gnomes traditionally use illusionist magic and have recently been reintroduced in the latest WFRP expansion. Could be a good way of allowing dwarf armies to use illusionist magic.

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  9. You once put in an article in a magazine detailing how to create custom units though I don't remember the edition it was for. Since 9th edition is quite different from 8th edition, will you publish an updated version of the article at some point?

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    1. Probably not, but almost all the values from that article would still apply to 9th ed anyway.

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    2. What I'm most interested in is ranged weapons. You've changed them a lot, mostly through buffs.

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  10. Actually, there might be more than 4 units. They also have shamans and standard bearers. The shamans are also vary in two varieties, depending on which gods they venerate.

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    1. Also, in regards to Pygmy lore, they don't have much. Gnoblars have more lore, but the Pygmies do have some interesting details worth looking into. Perhaps the Floating Gardens could be a suitable home territory?

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  11. which one is ward save correct against magic
    if i have magic resistance (3) and ward 5+ ?
    for example, what ward will be in demons of khorn against magic with magic resistance (3) ?

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