Skaven Slave
Eagleblaze
Clan Skryre
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Played a 2250 game against High Elves today using the 8th edition rules as best we could but there is a massive number of changes so even with two of us playing, 1 chap reading through as we played and the store manager sitting around at the table edge we no doubt skipped over some stuff but here is my analysis of the new rules.
1 - Terradons - Drop rocks is not as incredibly dirty as it used to be. Once upon a time we knew that if we flew across a warmachine, rolled our 3 or 4 D3 well we could kill of a crew, now the crew use the toughness of the machine and the number of wounds on the machine equals the number of crew, so, High Elf Bolt Thrower, T6 W3, 6's required...didn't kill it in one go which it used to be able to...
2 - Oh Noez my EOTG is terrible now! - Not true. I fielded one today and although it didn't cast much or do much damage at all the ward save was incredibly helpful against 3 BT's, 20+ shots from seaguard and 10 archers each turn. The CV reduction was handy to have aswell. Also, large targets do not confer a +1 to hit, so just position them in soft cover and provided there are no cannons kicking about you will be fine.
3 - Slann spam FTW! - Pointless. Rolling 2D6 to generate PD is by no means great, it's certainly interesting mind you. I averaged 7 PD per turn which meant that I could cast 3 or 4 spells each phase, having another slann would not have affected the number of spells going off, merely the variety of spells as I could access multiple lores.
4 - Fixed skirmish formations have ruined my skinks! - Again, not true. The fixed formation is a bit of a pain by ultimately does make life simpler in the respect that one no longer has to mess about trying to decide where exactly each one should go. On the other hand one needs to be more aware of how they position them. The ability to march and shoot at no penalty is awesome!!!! totally makes up for the lack of freedom with placment and the 180 degree sight.
5 - Lore of Life?! I ROFL at you! - I took the lore of life with my slann today and I must say it is absolutly brilliant. Throne of Thorns needs only a roll of 8 to be cast with the slann, this buffs you other spells and allows you to ignore miscasts on a 2+. Not to mention that but it is a remains in play and so you can continue to cast other spells and this spell will only cease should it be dispelled by the opponent using their PD, the caster dies etc. Toughness 5 terradons didn't have much hassle from 3 Bolt Throwers and my saurus quite enjoyed having an augment spell cast on them which casued 2D6 strength 3 (4 when ToT was active) at the end of the magic phase to the Dragon Princes that were engaged in CC with them.
My terradons, while not T5 happened to take some casualties which I was happy to resurrect for them using the Lore of Life (finally I understand how VC players feel everytime they get to point and go "Invokation on that unit"). Finally I have to say that Dwellers from the Deep, cast on a 18+, so a roll of 14 required from the slann, causing every model in the affected unit to take a strength test or die is by far the greatest Elf killer I have come across yet! 9 of the 21 White Lions in that unit died! (Muhahahahahahaha! So many more could have died but fortunatly for them they are S4). If you are taking a TG unit then I suggest you take Lore of Life, I doubly suggest it if you are against a low strength army such as elves, skaven...the armies of men possibly...
6 - Sallies - Awesome, no partials, I say no more...apparently wounds are distributed now in the same manner as shooting distribution hits were.
7 - 10 wide units - The truly great flaw with 10 wide units is that if you are 10 wide, but I am 5 wide, I will probably have more ranks than you and I utilise my full hit potential for those models and you really do not. My opponent played a unit of 30 sea guard 10 wide to maximise his shots, shooting 25 at full strength. The flaw here however is that when my Ancient Steg charged him, by the end of the combat he had the front rank full and the 2nd rank at about half strength which was apparently not enough to lead to him being stubborn. He failed his insane courage test and was promptly cut down. All told I had D6+1 impact hits, 3 WS3 S3 hits, 4 WS2 S3 hits and D6 S6 Thunderstomp hits. Of his 10 wide, spear wielding unit he got about 10 attacks at me all of which bounced off the armour of the stegadon. The moral of the story? It's not the number of possible attacks that one can make that counts, it's the number of attacks that one can bring to bear that matters! I will no doubt run my saurus in units of 25, 5 wide meaning that I had to lose 10 saurus before I start to lose any of my 24 attacks.
8 - HElves - ASF + Higher initiative is a real pain in the backside but nothing we can do about that.
9 - Don't forget to channel those extra dice!
10 - Scroll of feedback is excellent, I opened the magic phase with that and shocked my opponent, didn't manage to topple his single mage but next time he might not be so lucky lol make sure you pack one!
11 - No more scroll caddies
- Common magic items cannot be duplicated in an army list, just as with other magical items unless stated by your army book so no more than 1 dispel scroll per army, there are however multiple types of scrolls.
I think that is about it for now, hope this helps settle some fears and you know what, all told, these new rules certainly make for an interesting game.
-Eagle
1 - Terradons - Drop rocks is not as incredibly dirty as it used to be. Once upon a time we knew that if we flew across a warmachine, rolled our 3 or 4 D3 well we could kill of a crew, now the crew use the toughness of the machine and the number of wounds on the machine equals the number of crew, so, High Elf Bolt Thrower, T6 W3, 6's required...didn't kill it in one go which it used to be able to...
2 - Oh Noez my EOTG is terrible now! - Not true. I fielded one today and although it didn't cast much or do much damage at all the ward save was incredibly helpful against 3 BT's, 20+ shots from seaguard and 10 archers each turn. The CV reduction was handy to have aswell. Also, large targets do not confer a +1 to hit, so just position them in soft cover and provided there are no cannons kicking about you will be fine.
3 - Slann spam FTW! - Pointless. Rolling 2D6 to generate PD is by no means great, it's certainly interesting mind you. I averaged 7 PD per turn which meant that I could cast 3 or 4 spells each phase, having another slann would not have affected the number of spells going off, merely the variety of spells as I could access multiple lores.
4 - Fixed skirmish formations have ruined my skinks! - Again, not true. The fixed formation is a bit of a pain by ultimately does make life simpler in the respect that one no longer has to mess about trying to decide where exactly each one should go. On the other hand one needs to be more aware of how they position them. The ability to march and shoot at no penalty is awesome!!!! totally makes up for the lack of freedom with placment and the 180 degree sight.
5 - Lore of Life?! I ROFL at you! - I took the lore of life with my slann today and I must say it is absolutly brilliant. Throne of Thorns needs only a roll of 8 to be cast with the slann, this buffs you other spells and allows you to ignore miscasts on a 2+. Not to mention that but it is a remains in play and so you can continue to cast other spells and this spell will only cease should it be dispelled by the opponent using their PD, the caster dies etc. Toughness 5 terradons didn't have much hassle from 3 Bolt Throwers and my saurus quite enjoyed having an augment spell cast on them which casued 2D6 strength 3 (4 when ToT was active) at the end of the magic phase to the Dragon Princes that were engaged in CC with them.
My terradons, while not T5 happened to take some casualties which I was happy to resurrect for them using the Lore of Life (finally I understand how VC players feel everytime they get to point and go "Invokation on that unit"). Finally I have to say that Dwellers from the Deep, cast on a 18+, so a roll of 14 required from the slann, causing every model in the affected unit to take a strength test or die is by far the greatest Elf killer I have come across yet! 9 of the 21 White Lions in that unit died! (Muhahahahahahaha! So many more could have died but fortunatly for them they are S4). If you are taking a TG unit then I suggest you take Lore of Life, I doubly suggest it if you are against a low strength army such as elves, skaven...the armies of men possibly...
6 - Sallies - Awesome, no partials, I say no more...apparently wounds are distributed now in the same manner as shooting distribution hits were.
7 - 10 wide units - The truly great flaw with 10 wide units is that if you are 10 wide, but I am 5 wide, I will probably have more ranks than you and I utilise my full hit potential for those models and you really do not. My opponent played a unit of 30 sea guard 10 wide to maximise his shots, shooting 25 at full strength. The flaw here however is that when my Ancient Steg charged him, by the end of the combat he had the front rank full and the 2nd rank at about half strength which was apparently not enough to lead to him being stubborn. He failed his insane courage test and was promptly cut down. All told I had D6+1 impact hits, 3 WS3 S3 hits, 4 WS2 S3 hits and D6 S6 Thunderstomp hits. Of his 10 wide, spear wielding unit he got about 10 attacks at me all of which bounced off the armour of the stegadon. The moral of the story? It's not the number of possible attacks that one can make that counts, it's the number of attacks that one can bring to bear that matters! I will no doubt run my saurus in units of 25, 5 wide meaning that I had to lose 10 saurus before I start to lose any of my 24 attacks.
8 - HElves - ASF + Higher initiative is a real pain in the backside but nothing we can do about that.
9 - Don't forget to channel those extra dice!
10 - Scroll of feedback is excellent, I opened the magic phase with that and shocked my opponent, didn't manage to topple his single mage but next time he might not be so lucky lol make sure you pack one!
11 - No more scroll caddies
I think that is about it for now, hope this helps settle some fears and you know what, all told, these new rules certainly make for an interesting game.
-Eagle