APPENDIX: Easy to Miss Rules
As I've already said, it's worthwhile playing some games with the new rules to get a feel for how the system works. Here are some things to watch out for:
- Pre-Measuring: Note that you can measure distances at any time, so you can check the range of a missile attack or the distance of a charge before rolling the dice, for example.
- Templates: Note that generally there are no more 'partials' anymore - you are either hit or not. However, this isn't a blanket rule, so if an army book says that models partially under a template are hit on a 4+, then that is the rule that applies.
- Line of Sight: Note that Warhammer uses 'true line of sight', and that models provide 'hard cover' for units behind them. I recommend reading through the shooting rules and checking the example on page 41.
- Sequence of Play: Note that charges take place before compulsory moves.
- Note the 'Sequencing' box out on page 10. If two or more things happen at the same time, and the wording is not explicit as to which rule is resolved first, then the player whose turn it is chooses the order.
- Charges: The way that charges are carried out has changed radically. I recommend you read this section carefully, and refer back to it during play to make sure you are carrying the sequence out correctly. In particular, note that charge reactions are declared and carried out before the next charge is declared, and that the charger must be moved so as to maximize the number of models fighting from both sides.
- Pursuing and Fleeing Units: Note that cavalry now roll 3D6 but only use the two highest dice when they flee or pursue (or charge). See the Swiftstride special rule for details of how this works. Also note that fleeing units may move through friendly and enemy units, and impassable terrain, as they flee.
- Moving Backwards and Sideways: Note that units can now move backwards or sideways.
- Marching: Note that a unit is allowed to take a Leadership test to march if an enemy is within 8".
- Note that you can no longer turn to the side or rear, or increase or decrease the number of ranks in your formation. In order to do these things you must reform instead.
- Musicians: Note that musicians allow a unit to take a Leadership test in order to be able to move (and shoot, for missile troops) after making a reform.
- Magic: Magic has changed profoundly. Read the section carefully, and refer back to it during play for your first few games.
- Note that you can never have more than 12 dice in your power or dispel pool at any time.
- Note that a Wizard's level does not limit the number of dice they may roll to cast a spell.
- Note that if a Wizard fails to cast a spell or make a dispel, then he may not be used again that phase, and that rolling two or more ones no longer causes a miscast (a miscast takes place when a spell is cast with irresistible force).
- Note that bound spells require power dice to be used in order to be cast.
- Shooting: Note that missile troops may fire in (at least) two ranks.
- Note the 'Resolving Unusual Attacks' box out on page 42. All hits apart from those inflicted by close combat attacks (e.g. from spells or Impact Hits, and so on) are resolved using steps 4-6 of the rules for shooting attacks.
- Note that there is no longer a -1 To Hit modifier when shooting at a lone model. Lone characters receive a 4+ 'Look Out Sir' saving throw if they are within 3" of a friendly unit. Skirmishers still receive a -1 To Hit modifier against shooting attacks.
- Combat: There are a number of important changes to combat, so read this section carefully and re-read it after your first game to make sure you were doing everything correctly. Here are some of the things you should watch out for:
A charge no longer allows the model to strike first (it gives +1 to combat resolution instead), so combat is always resolved in Initiative order. Also, note that casualties are removed from the rear ranks of the unit, so all models in base contact with an enemy when their Initiative step comes up may attack.
Models in the second rank can make supporting attacks. Note that this is usually limited to 1 attack per model, and that cavalry mounts may not make supporting attacks. Also note that units 10 or more models wide are a 'horde' and can make supporting attacks from their third rank as well as their second rank.
A unit with more ranks than its opponent is steadfast, and takes Break tests without applying the difference in the combat result scores. Note that the combat resolution bonus for outnumbering an opponent is no longer used. Also note that there is no minimum unit size required to receive the flank or rear attack bonus, but that you only remove the opponent's rank bonus if you have at least two ranks of 5 or more models.
- Reforming: Note that a unit can reform if:
It destroys an opponent and does not overrun, or it does not pursue a fleeing foe.
It destroys a fleeing unit and passes a Leadership test.
It is the loser of a combat and passes a Leadership test.
- Panic: Note that the Battle Standard Bearer now allows units to re-roll all Leadership tests, of any kind at all, not just for Break tests.
- Panic Tests: Note that in most cases Panic tests are now taken immediately after they are triggered.
- Breath Weapons: Note that Breath Weapons may only be used once per battle, but that they may be used in combat.
- Fast Cavalry: Note that Fast Cavalry now have the Vanguard special rule and do receive a rank bonus, but may no longer shoot in any direction.
- Fear: Fear has changed profoundly - its only effect is to reduce an opponent's Weapon Skill to 1 if they fail a Leadership test. Note that the test is taken anew in each round of combat.
- Flaming Attacks: Note that Flaming Attacks cause Fear in war beasts, cavalry and chariots, and re-roll to wound against opponents in a building.
- Fly: Note that flyers now have a 10" move, and may march.
- Large Target: Note that the +1 To Hit modifier for shooting at a large target no longer applies, but instead can't claim cover modifiers for obstacles. In addition, note that a General's or Battle Standard Bearer's command range is increased from 12" to 18" if mounted on a large target.
- Magic Resistance: Now gives a ward save against damage caused by spells.
- Skirmishers: The rules for Skirmishers have changed profoundly. In particular, Skirmishers now form up in ranks and files like other units, but the models are placed roughly ½" apart. Note that Skirmishers no longer see 'all round', and have a flank and rear just like any other unit.
- Terror: Note that units only have to take a Panic test if they are charged by a Terror-causing opponent.
- Troop Types: Note that all units now have a troop type, and that certain special rules apply to each one. The reference section at the end of the rulebook lists the troop types for all of the units in the game, and future army books will include the information too.
- Stomp & Thunderstomp: Note that monstrous infantry and monstrous beasts get a Stomp attack, and that monsters get a Thunderstomp. Also note that monstrous infantry, monstrous cavalry and monstrous beasts get 3 supporting attacks per supporting model.
- Swarms: Note that all Swarms are Skirmishers.
- Chariots: Note that chariots are no longer destroyed if they are wounded by an attack with a Strength of 7 or higher.
- Hand Weapon & Shield: Note that a model with hand weapon and shield now has a 6+ ward save rather than an additional +1 armour save in combat.
- Bows: Note that bows have the Volley Fire special rule and so can fire in more than two ranks.
- Lone Characters: Note that lone characters no longer have a 360 degree arc of sight. All models use the same 90 degree arc of sight now, and can only 'see' in the direction they are facing.
- There's No Room! Note that characters with footprints that do not fit neatly into a unit they are joining are placed on the edge of the unit, besides the front rank. Characters can continue to be added to the unit in this way until there is no room for them on either side of the unit. This is covered by the There's No Room! box out on page 98.
- Make Way! Note that at the start of a combat you may exchange an unengaged character with an engaged rank and file model.
- War Machines: The rules for war machines have changed profoundly, and you should read them carefully before using them in a battle. In particular, note that shooting attacks are resolved against the Toughness of the war machine, and that close combat attacks are resolved against the Toughness of the crew. Note also that the crew are used as a form of marker, showing how many wounds and attacks the war machine has left.
- Stone Throwers: Note that the Strength of a standard stone thrower is now 3(9) rather than 4(8). Also note that a stone thrower can now shoot indirectly at a target it cannot see.
- Cannon: Note that a bouncing cannonball is stopped if it hits a monster or monstrous infantry/cavalry/beast and doesn't kill the target. Also note that bouncing cannonballs are stopped by obstacles, and the obstacle is destroyed.
- Terrain: The rules for terrain have changed profoundly, and you should read them carefully before fighting a battle with the new rules. In particular, note that terrain now rarely slows units down. Instead units are usually forced to take damage if they move quickly through dangerous terrain. Also note that you must roll on first entering a Forest or River to see what type of effect it has on the units moving through it. Finally, note that you must place at least D6+4 pieces of terrain on the battlefield, and that there is no longer a restriction on placing terrain near the centre of the table.
- Pitched Battles: Note that you must roll to see which of the six Pitched battle scenarios you will play.
- Victory Points: Note that you only receive victory points for units that have been destroyed or fled the table at the end of the battle, not for those reduced to half strength or that are still in play. Also note that you only receive 25 victory points for captured unit standards, and no points are awarded for holding a table quarter. Finally, note that in order to win you must score at least 100 victory points more than your opponent.
- Magic Items: Note that there is a wide selection of magic items that all armies can use in the reference section of the rulebook. Also note that Dispel Scrolls are now limited to one per army, just like every other magic item.