Slann
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First Spawning
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Re: 8th edition percentages seem to be confirmed
Some people did s lot of enlarging and squinting over at Warseer...
Originally Posted by Avian
Special rules
Reavers of the Sea
Each reaver ship moves 12" and can transport up to [30] Dark
Elves []. Each ship has a Reaper Bolt
Thrower (that can fire even if the boat moves that turn). The
ships are Toughness 7 with [6] Wounds each. Once reduced to 0
Wounds, the ship will sink, slaying everyone aboard. All
"recycled" crew units (the Waves of Attack rule) enter play
aboard a Reaver ship and []
High Elf Watchtowers
The watchtowers use the rules as presented on page [].
Elven Waystones
The Elven Waystones use the rules for Elven Waystones (page
121(?), but the [] line of Waystones [] that as long as
all the Waystones are in control of the High Elves, they can add
an additional +1 bonus to all their rolls to dispel. However,
should control of a single Waystone be lost, the [] is
interrupted and the bonus is also lost. Should the Dark Elves
gain control of all the Elven Waystones, they gain a +1 bonus
to their channeling rolls. Waystones are controlled by the [nearest]
unit within 12" (not counting fleeing units).
Some more of the detail.
and on the other page...
Originally Posted by JonnyTHM
Battle for the Pass (mostly transcribed)
Each player chooses his force using the army list from a Warhammer ARmies Book to an equal points value agreed before the game.
Set up terrain as described on page 143. It's worth keeping in mind when setting up the terrain that the battle will be fought down the length of the table in a narrow pass with impassable mountains just off of the long table edged.
Roll off to see which player picks the half of the table they want to deploy in. The opponent deploys in the other half. Note that in this pitched battle the game is fought down the lengths of the table rather than down the width, as shown on the deployment map below.
Units may be placed anywhere in their half that is more than 12" from the center line.
Players take it in turns to place units on the table using the alternating unit method of deployment described on page 143.
Roll off after deployment to see which player receives the first turn. The player that finished deploying his army first adds +1 to his roll
Use victory points to determine the winner of the battle as described on page 143
The battle is being fought in a narrow pass enclosed by high cliffs. Because of this, the long table edges count as impassable terrain. Following the normal rules, fleeing units can force a way through the impassable terrain and disappear from the table (or die trying!) Other units (including reinforcements) may not enter or leave via a long table edge unless they are ethereal or a fleyer. This means that persuing or overruning units, other than ethereals and flyers must stop 1" away from the long table edges.
on the Lizardman page
Originally Posted by Gunless Ganger
I can read it... albeit very slowly. It looks like it's basically a repeat of the standard Lizardmen fluff - here's the first paragraph.
The war leaders of the Saurus, known and scar veterans and oldbloods also have a limited intelligence, their vocab. is but a few hundred words strong and almost all of these words are related to simple concepts such as "hunt" "kill" and "defend?" although "?" and "d....?" are also in their ....? Nontheless they are gifted tacticians on the field of battle.
well nothing all that great...
Yeah I got the newsletter. I wonder if anyone has tried blowing up the pages yet? I want to see if there is any indication of at least a bit of naval battling from that invasion of Chrace scenario. I can't imagine anyone building 5-6 ships that beautiful and only using them for a cameo in one scenario.
Some people did s lot of enlarging and squinting over at Warseer...
Originally Posted by Avian
Special rules
Reavers of the Sea
Each reaver ship moves 12" and can transport up to [30] Dark
Elves []. Each ship has a Reaper Bolt
Thrower (that can fire even if the boat moves that turn). The
ships are Toughness 7 with [6] Wounds each. Once reduced to 0
Wounds, the ship will sink, slaying everyone aboard. All
"recycled" crew units (the Waves of Attack rule) enter play
aboard a Reaver ship and []
High Elf Watchtowers
The watchtowers use the rules as presented on page [].
Elven Waystones
The Elven Waystones use the rules for Elven Waystones (page
121(?), but the [] line of Waystones [] that as long as
all the Waystones are in control of the High Elves, they can add
an additional +1 bonus to all their rolls to dispel. However,
should control of a single Waystone be lost, the [] is
interrupted and the bonus is also lost. Should the Dark Elves
gain control of all the Elven Waystones, they gain a +1 bonus
to their channeling rolls. Waystones are controlled by the [nearest]
unit within 12" (not counting fleeing units).
Some more of the detail.
and on the other page...
Originally Posted by JonnyTHM
Battle for the Pass (mostly transcribed)
Each player chooses his force using the army list from a Warhammer ARmies Book to an equal points value agreed before the game.
Set up terrain as described on page 143. It's worth keeping in mind when setting up the terrain that the battle will be fought down the length of the table in a narrow pass with impassable mountains just off of the long table edged.
Roll off to see which player picks the half of the table they want to deploy in. The opponent deploys in the other half. Note that in this pitched battle the game is fought down the lengths of the table rather than down the width, as shown on the deployment map below.
Units may be placed anywhere in their half that is more than 12" from the center line.
Players take it in turns to place units on the table using the alternating unit method of deployment described on page 143.
Roll off after deployment to see which player receives the first turn. The player that finished deploying his army first adds +1 to his roll
Use victory points to determine the winner of the battle as described on page 143
The battle is being fought in a narrow pass enclosed by high cliffs. Because of this, the long table edges count as impassable terrain. Following the normal rules, fleeing units can force a way through the impassable terrain and disappear from the table (or die trying!) Other units (including reinforcements) may not enter or leave via a long table edge unless they are ethereal or a fleyer. This means that persuing or overruning units, other than ethereals and flyers must stop 1" away from the long table edges.
on the Lizardman page
Originally Posted by Gunless Ganger
I can read it... albeit very slowly. It looks like it's basically a repeat of the standard Lizardmen fluff - here's the first paragraph.
The war leaders of the Saurus, known and scar veterans and oldbloods also have a limited intelligence, their vocab. is but a few hundred words strong and almost all of these words are related to simple concepts such as "hunt" "kill" and "defend?" although "?" and "d....?" are also in their ....? Nontheless they are gifted tacticians on the field of battle.
well nothing all that great...
