Tuesday, July 20, 2010

8th Edition

As 8 edition was released not so long ago i thought i could talk a little about it and how it concerns my Beasties.

Magic.
Magic was overhauled totally, rolling 2d6 for winds of magic, and having a dice roll like that giving the highist of the 2 dice as dispell dice it makes having the herdstone shard (+1 dice for every caster nearby) and a few levels 2s plus a level 4 a no brainer if you want some good magic.

I have been running a couple lists including 3/4 casters which in my testing is overkill, indeed you get alot of dice but i found you run out of power dice before all the casters have a turn so in the future i may just be running a max of 2/3 shamens.
The next big thing about Magic is the lores, with a +1 to cast spells fromthe lore of beasts onto any unit from the beastmen army the augment spells are golden, a level 4 with the skull of rarkos casting the signiture spell (+1S +1T, which can stack) gets a massive +6 to the casting roll.
The other lores are also very good but i wont talk about them.

Stepping up and striking in Initative order.
Stepping up allows for units to always fight so long as the unit has modles left which is great for everyone and i wouldnt say its particuly more so for beastmen, maybe a little but not a huge boost over the other armies, however Fighting in I order is a mixed plate for beastmen with a very average I of 3 for mostthe army they come in the middle of the fight not to great but it could be worse so that is ok for me.

Random charge distance.
most of the time it works out to be about the same distance as before sometimes shorter sometimes longer it ok for a desperate man to charge a large unit at something very far away and hope for double 6s :P.

Now one of the best things to happen for Beastmen, Physcology:

No more testing to charge fear causers, rerolling all LD tests on within BSB range(<3),
no autobreaking from being outnumbered by fear causers and having more ranks than your enemy makes you steadfast(stubborn) which makes anvil units actully functional instead of letting them charge you and hoping the fluff enough attacks not to crash through you.

Common magic items.
there is a listof common magic items that ever army except dwarf and demons are allowed which deperatly filled a hole the beastmen were lacking in

There are alot of other changes but i think these ones are the highlights for beastmen.

P.S. im hoping to upload some images tomorrow of my Gors and possibly of my terrain pieces ive made (a river, waterfall, and a entrance to an underground liar). Untill tomorrow, toodles

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