Warhammer 6th edition rulebook faq


















You know you're really doing something when you can make strangers hate you over the Internet. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. Platuan4th wrote: Did you check RedElf? They've got a bunch of this stuff, too. A few things I have noticed missing, are their ommission delibrate? Zombie pirates. Cult of Ulrich. Great Lizards. Bone Giant from chronicles '04 Dark Elf garrisons.

I remember getting physically giddy when I read the Garrison force list, now I'm pretty sure I'd view it as a touch more imbalanced than I did back then.

Yeah the pirates are from conquest. I will see what I can do about getting some scans of the rest. Can you PM me your email address? I will have a look when I get home if no one says before think its just the stand in lists for WE and DoW , if you don't have the files for the others I can email them to you. Errata, stuff like that. The compendium only contains rules for campaigns in various forms and boats.

The only other thing in the '02 annual that hasnt been mentioned is the rules for variant Dark Elf war hydras. Which I have sent. Nice, thanks. I did a bit of work on it tonight got your email, that I'll add tomorrow, thanks Finished the army pages all being clickable and organized Fixed two broken links i found Added the treasures of the old ones. Added all the ones mentioned here. I think we're good now. Dakka 5. Member List. Recent Topics. Top Rated Topics. Forum Tools Forum Tools Search.

Subject: Advert. Added lustria and the two regiments of renown i know i was missing. Did you check RedElf? Yes i did, they were one of my sources, the missing ones in there were the reason i started it. Archival Version Copyright Downs: No army lists included.

System Reqs: Lots of money, big table. Adding to this imbalance, a whole new host of army books were released for the various Warhammer races. Starting with the Brettonians and the Lizardmen, the army books offered increasingly powerful armies and unit types.

So most Warhammer fans were looking forward to the new edition, especially when it was rumored to emphasize clear rules and toned-down armies.

There was some trepidation, however, after the new edition of Warhammer 40K came out. Whether this was just laziness or an attempt to appeal to the increasingly important younger players, it turned off a lot of old-timers, who commenced to worry about just how simplified Warhammer would become.

We need not have fretted. Warhammer Fantasy Battles 6 th edition is a resounding success. And yes, the emphasis is on tactics and balanced armies, and away from superheroes and elite units. Besides this shift in philosophy, the biggest change is the magic system, which has been simplified thank God!

The rule book itself runs to pages, and is crammed with information. It includes core rules, advanced rules, about 30 pages of fluff on the Warhammer world and its armies, sections on scenarios and generating battlefield terrain, and a very useful set of appendices that includes rules for campaign, skirmish, and siege games sort of a mini-Mordheim and Siege rules set.

Overall, the tone of the rulebook is graphically darker and textually tighter, more precise, than its predecessor. Textually, the book is much better-organized and more thorough. In 6 th edition, your troops will win the battle for you, not your general. The most noticeable change in the game turn is that the magic phase more about this later no longer comes last, but rather between the movement and shooting phases.

On the other hand, there have been some important changes to the close combat phase. Secondly, figuring combat results has changed a bit. Psychology has been fiddled with a bit as well. Anyone who has ever faced a Khorne army may now smile. Let me tell you how much I love these rule changes.



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