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Post by gangland on Nov 21, 2023 19:55:14 GMT
Finally read the article on combat, to me it seems a lot more clunky but that may be due to not being use to it yet. Not a deal breaker but not something I am excited for.
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Post by herjan1987 on Nov 27, 2023 14:21:13 GMT
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Post by grandmasterwang on Nov 27, 2023 14:44:34 GMT
Thanks for the heads up. Most interesting part of that for me was reading the Shaggoth profile. That's....reassuring im how similar to 8th it is and could be they are making Stomps/Thunderstomps vary depending on the size of the model.
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Post by thegoat on Nov 27, 2023 15:40:35 GMT
Not many surprises in today's article. Which is good.
When falling back in good order, you can elect to discard the lower of the two dice for the fall back distance. This can help keep you from running off the table I guess.
Giving ground is always two inches. The winner can choose to follow up or not.
When you win a combat on the opponent's turn and they give ground or fall back in good order, you should choose to not follow up. Then you get to charge them on your turn and get all the associated bonuses (initiative bonus, lance strength bonus, impact hits, etc.). Also it is a new combat so you get first turn of combat bonuses too (flail, hatred). This seems very powerful. Especially if the opponent passed their break test and only gave ground.
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Post by lordofskullpass on Nov 27, 2023 16:11:26 GMT
Not many surprises in today's article. Which is good. When falling back in good order, you can elect to discard the lower of the two dice for the fall back distance. This can help keep you from running off the table I guess. Giving ground is always two inches. The winner can choose to follow up or not. When you win a combat on the opponent's turn and they give ground or fall back in good order, you should choose to not follow up. Then you get to charge them on your turn and get all the associated bonuses (initiative bonus, lance strength bonus, impact hits, etc.). Also it is a new combat so you get first turn of combat bonuses too (flail, hatred). This seems very powerful. Especially if the opponent passed their break test and only gave ground. As I understand from the previous combat article, if an enemy gives ground and you follow up, that doesn't count as a charge so charge bonuses won't apply, though new combat bonuses will. However if the enemy unit falls back in good order then you can declare a new charge against them, and that's when both charge and new combat bonuses apply.
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Post by lordofskullpass on Nov 27, 2023 16:14:43 GMT
Fall back in good order is certainly interesting, and good to know that units in question can turn around to face their enemy again, otherwise the victorious unit could just charge such a unit in the rear and pretty much auto-win the next combat. As it is, it'll instead be a charge to the front which is fairer. Unit Strength is making a return, makes sense when you consider how Fear and Terror are going to work. Hopefully this means you also won't Panic when a unit with lower Unit Strength is destroyed as well, as per 6th and 7th. Fear is a bit of 6th/7th, and a bit like an idea I had suggested a while back in a hypothetical 9th Edition thread on Lustria Online - take a Leadership test and if you fail, your attacks suffer a -1 penalty to Hit rolls. Sounds good to me. Terror is like 6th/7th, but instead of pretty much auto-breaking if you lose a combat against a Fear/Terror causing unit, you just suffer a -1 penalty to your Leadership when taking the Break Test. Again, the balance seems right here. I'm concerned that Animosity now looks to be a universal special rule, that's taking something unique away from Orcs and Goblins. They'd better not give it to my Beastmen, that certainly won't help them get away from the 'Chaos Greenskins' mantra that non-Beastman players like to give them.
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Post by thegoat on Nov 27, 2023 16:18:12 GMT
Not many surprises in today's article. Which is good. When falling back in good order, you can elect to discard the lower of the two dice for the fall back distance. This can help keep you from running off the table I guess. Giving ground is always two inches. The winner can choose to follow up or not. When you win a combat on the opponent's turn and they give ground or fall back in good order, you should choose to not follow up. Then you get to charge them on your turn and get all the associated bonuses (initiative bonus, lance strength bonus, impact hits, etc.). Also it is a new combat so you get first turn of combat bonuses too (flail, hatred). This seems very powerful. Especially if the opponent passed their break test and only gave ground. As I understand from the previous combat article, if an enemy gives ground and you follow up, that doesn't count as a charge so charge bonuses won't apply, though new combat bonuses will. However if the enemy unit falls back in good order then you can declare a new charge against them, and that's when both charge and new combat bonuses apply. I think we are in agreement. My point is if it is about to be your turn, you can choose to not follow up. Then you get to charge in your subsequent movement phase. And you are going to complete the charge because you are only two inches away. I had assumed passing the break test (ie. a give ground result) would force the winning side to remain in the combat like in previous editions.
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Post by lordofskullpass on Nov 27, 2023 16:34:02 GMT
As I understand from the previous combat article, if an enemy gives ground and you follow up, that doesn't count as a charge so charge bonuses won't apply, though new combat bonuses will. However if the enemy unit falls back in good order then you can declare a new charge against them, and that's when both charge and new combat bonuses apply. I think we are in agreement. My point is if it is about to be your turn, you can choose to not follow up. Then you get to charge in your subsequent movement phase. And you are going to complete the charge because you are only two inches away. Hmm I'd have thought there should be a rule there which should be that if an aspiring charging unit is a Move or less away from their target it wouldn't count as a charge, because they wouldn't be able to build up enough momentum to properly charge. Wasn't there a rule of this sort in 8th? (Don't have my rulebook with me right now)
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Post by thegoat on Nov 27, 2023 16:38:14 GMT
I think we are in agreement. My point is if it is about to be your turn, you can choose to not follow up. Then you get to charge in your subsequent movement phase. And you are going to complete the charge because you are only two inches away. Hmm I'd have thought there should be a rule there which should be that if an aspiring charging unit is a Move or less away from their target it wouldn't count as a charge, because they wouldn't be able to build up enough momentum to properly charge. Wasn't there a rule of this sort in 8th? (Don't have my rulebook with me right now) I think some individual charge related rules have minimum charge distance requirements. Ogre Kingdom impact hits comes to mind. But I don't think there is an overall rule.
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Post by herjan1987 on Nov 27, 2023 17:08:56 GMT
I'm concerned that Animosity now looks to be a universal special rule, that's taking something unique away from Orcs and Goblins. They'd better not give it to my Beastmen, that certainly won't help them get away from the 'Chaos Greenskins' mantra that non-Beastman players like to give them. Chaos warriors could also have animosity aswell. Between undivided and different marks. We will see how powerfull are these factions. I am optimistic about these things. Also about next weeks magic article.
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Post by KevinC on Nov 27, 2023 17:52:07 GMT
With the gist of the main rules now covered, I'd say TOW looks like a solid WFB game. Excited about it.
I don't like the return of unit strength, just always found it unnecessary...I had no issues when they removed it from 7 and 8.
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Post by herjan1987 on Nov 27, 2023 18:10:52 GMT
By the way anybody has clue which model lines will be available on day one? Only Bretonnia and Tomb Kings?
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Post by thegoat on Nov 27, 2023 18:38:26 GMT
By the way anybody has clue which model lines will be available on day one? Only Bretonnia and Tomb Kings? Speculation follows... Day one, two army boxes. One for Bretonnia and one for Tomb Kings. A few weeks later individual unit kits will start rolling out. Models for other factions won't arrive until their individual army books drop. Maybe one every three months.
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Post by herjan1987 on Nov 27, 2023 18:53:56 GMT
By the way anybody has clue which model lines will be available on day one? Only Bretonnia and Tomb Kings? Speculation follows... Day one, two army boxes. One for Bretonnia and one for Tomb Kings. A few weeks later individual unit kits will start rolling out. Models for other factions won't arrive until their individual army books drop. Maybe one every three months. Thats depressing, I wanted to reinforce my dwarfs force with some Averland themed clansmen. In mean time I gathered the lores of magic and spells that we know about: Lore of Nehekhare Djafs Incantation of cursed Blades Battle Magic Fireball Hammerhand Deamonalogy Vortex of Chaos Dark magic Soul Eater Battle Lust I can for see Big and Little Waaagh and High magic.
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Post by KevinC on Nov 27, 2023 19:05:38 GMT
By the way anybody has clue which model lines will be available on day one? Only Bretonnia and Tomb Kings? Speculation follows... Day one, two army boxes. One for Bretonnia and one for Tomb Kings. A few weeks later individual unit kits will start rolling out. Models for other factions won't arrive until their individual army books drop. Maybe one every three months. --------I don't know about other new models, but they just have to be launching miniatures and boxsets for all the main factions from day one...
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