Small update that sounds larger on paper than it is in play. I've gone ahead and removed Beastmen Ambush as an army special rule - this rule is another legacy rule from 7th ed, before Ambushers became a normal special rule. The only unique thing about it was gaining +1 to the roll - which only affected the first roll of the game anyway. Beastmen also already have two magic items affecting the chance to Ambush, so the additional rule was largely redundant.
I've also limited Ambush on Characters - almost no one would be taking their Shamans in ambush to begin with since it will cost you 1-2 Magic phases, and taking your General in ambush means the whole army will suffer from low Ld in the first 1-2 turns. Thus Ambushers is now an optional upgrade for Beastlords, Wargors and Warhoofs rather than being granted by default.
Bloodgreed now works like in TOW regarding the pursuit distance - the old version had no effect since they would pursue 2D6 anyway.
On a positive note for Beastmen players, I've gone ahead and added a bunch of new "Chaos Mutations" from AoS - these are more "traits" or "instincts" than mutations, but they serve to give Beastmen characters some new suitable upgrade options that extends the previous rather limited selection they previously had.
Patch Notes:
- Removed Beastmen Ambush – it now uses the rules for normal Ambushers. Most characters are not Ambushers by default.
- Models with Bloodgreed only roll one D6 for their pursuit distance.
- Clarified that Tusker Charge applies to the porcine models only.
- Added multiple new Chaos Mutations (now called "Mutations & Traits") from AoS.
- Uncanny Senses gives +2 Initiative.
- Brayblast Trumpet: When used, all friendly units with the Ambushers special rule gain a +1 bonus when rolling to see if they enter the battlefield that turn.
- Preyseeker costs 10 pts.
- Renamed Khazrak's "Ambush" rule to Bestial Cunning.
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