Moving, Shooting, and Combat, Oh My! Old World Rules Breakdown and Thoughts
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- Опубликовано: 15 окт 2024
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By the way Sotek, every army is playable on launch day, even the Chaos Dwarfs. Some factions just dont get the narrative focus early on and no new models. So you can absolutely play with your new and beautiful Seraphon/Lizardmen
He knows that he says near the end that he wants to play an army that is in the narrative specifically.
I really want them to stick to having the big red book, not for any specific reasons like accessibility, but because man is it cool to have a big red book like that. real tome vibes.
It looks much more complex then what I am used to (Sigmar 3rd and 40k 10th) but I love the images with the different charts/tables. As soon as I see those it clicks for me how the rules are supposed to work. Really hope they will sell some cards or a handy reference sheet that all of those are collected in one space to quickly look at them.
They've usually either had cards included/easy-to-print, or the chart on the page is very easy to make a copy of & paste/copy onto cardstock.
Not gonna lie, many nostalgia points were scored today. I missed the lorr, but I just loved my old system 😅
I actually picked up a 5th ed starter box (lizardmen half) to prepare for the new game. Going to be fun to play rank and flank for the first time :) am hearing that the rules are kind of the best of all editions. All according to the Great Plan... now to find a slann mage and stegadon
Re cannons, they would make more sense if you marked an aiming point on the table, then rolled scatter and misfire dice and a D6 and if you got an arrow and a number, you move the aiming marker d6 inches in that direction and measure the bounce from that spot in a straight line originating from the cannon. (Ie, the cannon crew has misestimated wind drift and range or some powder had spilled from the charge bag or it was overloaded for the intended range but not for the cannon tolerances etc.)
52:10 i think combat starts next turn. As they mentioned in previous snippets that tacticts for pushing forward would be important and potentially a unit giving ground or falling back might open up an attacking unit to a flank charge. Thus suggesting that combat continues next turn.
I also think that a lot of these rules snippets have a lot of fluff language them, I'm guessing the final rules will be more clear cut.
These seem alot like the rules from Warhammer Ancient Battles, which were modified 5th ed WFB. Dont have my copy to hand to check though.
Since they showed that charging into combat gives you initiative bonuses in terms of who goes first I wouldn't be surprised if Counter-charge literally does give the charge bonus for a unit that is charged on a leadership check.
Makes sense - even if you can't do something like plant your pikes/spears, CC would enable the target to form-up & plant themselves in a way to better resist the oncoming charge.
Lol "cannons are dumb"
*Stares in Dwarf*
Was scarier is a block of Quarrelers, more attacks, just as good a save, and lethal in melee with a neg of shorter range. For bout the same cost. I was complained about for my footalogging Dawi way more than I was for having cannons, throwers, and guns.
Who are you going to play in The Old World Sotek? I'm going Dawi myself but have an AoS Seraphon army I'm excited to rank up on squares and play with too.
I personally like how the added complexity of the combat phase makes initiative matter a lot more and also makes leadership more important when you lose combat, since you can still possibly get that "Fall back in good order" which could have some good tactical uses. I could see that being used by an infantry unit to lure an enemy unit into a position for cavalry flanking charge for example.
Sotek you misread the close combat to hit chart, you only hit on 2s if you are more than double their WS, not +2
Honestly i thibk the way to fix units fleeing through other units would be to make them act like what actually happens when something is running away from another unit, in history when men tried to run away from the battlefield if they ran into an allied unit, those men would be ordered to cut them down, even without orders running through a unit would still result in dead soldiers, simply because of the confusion it would cause, there's a reason why calvary can't just run through infantry blocks after all
Love the rules so far!
Someone theorized that armour bane 1 is a -1to Armour Save on short range
Short bows were 16"
Regular bows and crossbows were 24"
Longbows were 30"
And wood elves long bows were 36"
Bretonia rework will come alongside this stuff
Have they said how Siqmar models affect old world stuff?
I don't think so - I suspect that many of the AoS models won't be usable without being "stand ins" in WH: OW
I think the post after next week is likely gonna be a magic from what they said before but we will see
It's psychology, mentioned at the bottom of the combat article.
@@ReiverGames ye, that is why I said after next week
Khazukan Kazakit-ha!
You shining my man XD
I realy like same
This has potential to being my favorite tabletop miniatures game. Every rules post is better than the last and is like as if someone really spent a lot of time playing WFB and then play tested this. Also, like the additions from Warhammer Ancient Battles. Really smart additions. And the formations have so much potential for all kinds of unique shinanigans that make sense. My only gripe is the triangle lance formation returning but because of their column movement formation this change makes sense. It's hard to have triangles in a game about squares and rectangles when it is hard enough to deal with circle wheeling movement. Otherwise, this is like all the best bits of Fantasy and I am here for it. I hope this sells and GW takes this seriously moving forward.
Note Lance formations are Bret unique so I wouldn't expect to see them outside of that, for the other big cav factions like Empire, VCounts, and High Elves