Warhammer Fantasy: Legacy Edition: Alpha

Howdy all, Matt here from Blood God Gaming (https://www.facebook.com/groups/bloodgodgaming/) to discuss some rules fixes a friend and I are working on for 8e Fantasy. As a summary, we are working to balance factions against each other while streamlining the game's core ruleset so that it plays faster, more smoothly, and more tactically. Below is an errata of sorts of what we have so far. Once our Alpha Edition of this ruleset is complete, we will probably look to releasing it as a free PDF. Let us know what you think in the comments section below. 

Overarching Rules Fixes
Each of these rules fixes is aimed at excising what’s left of the unnecessarily random elements in Fantasy and reintroducing a certain flavor of balance and tactics back into the game.  Randomization takes control out of the hands of the players and puts it in the hands of the dice; this is all well and good for combat, where players can influence the luck of the dice based upon army build, but in other situations it is detrimental to the overall feel of the game. As partially mentioned above, unless otherwise stated no End Times rules are being implemented.  The object is to keep game balance, not wreck the structure of Fantasy.

Army Composition:

>We are sticking with the 50% Lords and 50% Heroes allotment that the End Times introduced.

Measuring and Movement:

>No premeasuring!
>There are only two exceptions: General’s Stand Fast and BSB’s range. 
>Artillery returns to guess ranges. Now monsters aren't free kills anymore. This also applies to magic templates and ranges of course.
>Charge range returns to double your movement. 
>Difficult terrain halves your movement for the amount that you move through it. Cavalry may choose to either to move at half speed or move at full speed and take a dangerous terrain test for each model passing through the terrain. 

     Fleeing and Break Tests

      >When a unit fails its break test and flees, both units then roll an initiative test. If the fleeing unit wins, then it flees normally. If the pursuer wins, the fleeing unit is destroyed. 
      > The fleeing unit falls back at double its movement speed while the pursuer gives chase at its normal movement rate, stopping at least 1” away from the fleeing unit.

      Cavalry:

>All cavalry now inflict an Impact Hit at S+1 for every model in B2B with the enemy. Said models inflict D3 Impact Hits if they charge 10” or more. If they already have the Impact Hits Special Rule, in any form, it overrides this rule.
>Cavalry now add the wounds of their rider and their mount together; so a basic Empire knight or Chaos knight will now have two wounds apiece.
      >Additionally, non-monstrous cavalry may attempt to break off from combat at the end of any combat phase with a successful initiative test, moving at double movement in any direction. They remain locked in combat if they fail the initiative test. 

     Weaponry and Armor:

      >To balance out the changes to cavalry, units armed with spears or halberds now have a special charge reaction called “Form Phalanx!”. Against most unit types, this has the same effect as declaring a “Hold!” charge reaction. However, against cavalry, monstrous cavalry, monstrous infantry, and monsters, that charge the unit's front arc, all models able to attack normally do not attack. Instead, they inflict Impact Hits at double their base strength against the charging unit.
      >Parry saves return to their old rendition: +1 to your armour save in close combat.
>If you have more than one weapon, you now get to choose which one you use. Want to carry a sword, a spear, a shield, a greataxe, and a magic dagger?  You get to pick which one you use each round of combat.

     Magic:

Currently, Magic in the new reality of Warhammer still needs review.  This is what we have so far, and it is subject to change, as we need more discussion and playtesting. Our current revision makes for a greater knowledge of spells, with the potential for greater difficulty to successfully cast if against an equal or better wizard. This ruleset flavors the magic phase much more like a magical duel between accomplished wizards and the like. 

>Players now generate casting and dispel dice based on their cumulative wizard levels times two, to a max of 14 casting / dispel dice.
>Standard rules for casting still apply (max of six dice per spell / dispel).
>Wizards who choose their spells from a single lore now know all the spells of that lore.
>Units that have Lore Master (x) know all the spells of their designated lore, but still roll for spells, equal to their wizard level, on another lore(s). They gain these spells on top of what they know via Loremaster. >Generic Loremasters simply pick a lore to “master”, and then roll for their other spells normally.

Faction-specific Fixes
Now for Faction-specific fixes. As Warhammer Fantasy rests in our hands, the hands of the community, it is time to address some of the issues with factions as a whole – particularly the ones that never received an update.  As we are only in the preliminary phases of this, the following are the most basic and necessary we’ve found so far.

Beastmen:

>25% points reduction across the board, rounded off to the nearest whole number.
>+1 to Leadership across the board
>Army-wide 6+ scaly skin save; 5+ for monsters (representing thick hide)
>Changes to Primal Fury: Hatred and Frenzy.
>Beastmen ambush remains the same (Ambushers USR per FAQ).
Bretonnia:

>Virtues do not take up Magic Item allowance – ergo, you can now have the Virtue of Heroism, the Sword of the Quest, and the Gromril Great Helm on one character.
>Furthermore, it should be stated that the FAQ version of the Virtue of Heroism is the one we are using – Killing Blow applies to everything, and still works if you use magic weapons.
>Hippogriffs are 100 pts, not 200.
Ogre Kingdoms:

>Big Names now no longer take up magic item allowance. 

Dwarves:

>All units previously M3 are now M4. The "Dwarves are slow" trope is fun but this gives more options to Dwarf players beyond "spam Strollaz Runes" or "Sit there and eat charges". 

Chaos Undivided

>No more restrictions to Marks and Joining units; that Khorne Lord can now pal around with some Nurgle warriors if he wants to.
      >We are following the End Times rules for Chaos with regards to army composition, in that Warriors, Beastmen, Daemons, and Skaven can all be mixed into one army if desired.
>Daemons have Unbreakable and Unstable rather than Daemonic Instability; mortals can join their units now. And since there’s no restrictions on Marks, this means that mortal Nurgle sorcerer can join up with some Daemonettes if he wants to.
>The Summon Infernal Legion spell from the End Times is a spell all Chaos aligned sorcerers know.  Unlike the End Times version, this can be dispelled.

13 comments :

  1. looks interesting. will look deeper into this later date. dinner is calling my name and it's tasty :)

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    1. Dinner and wargaming sounds like a wonderful combo lol

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  2. Something to watch out for is the 'Chaos taking from multiple sources' thing. With a wider pool of possible components, there is more potential for cheese/breaking of the game. For a good example of this, have a look at the Imperial forces in 40K. Because they're all Battle Brothers, you can get some strange (and occasionally broken) rules interactions that where never intended to happen.

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    1. We will be sure to watch out for and address any such issues as they arise in playtesting. We would love to get people playtesting this ruleset to see how it works and where the holes are, if you were interested in trying them out. This is the alpha ruleset so I expect a lot will have to be tweaked :D

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    2. Indeed. As the other fellow working on the Legacy Edition, part of the goal is to boil down factions in order to broaden horizons - Chaos isn't the only one getting the treatment, although it is certainly the biggest pool. Elves are getting banded together, Empire and Bretonnia, Orcs & Goblins and Ogres; the only real standouts are the Dwarves and Lizardmen, because they don't really have any obvious counterparts.

      One thing we were thinking of doing was doing a sort of special ally system between Humans and Dwarves; haven't quite figured that out yet.

      Ultimately the goal is to be similar to AoS in terms of openness and variety, without the utter lack of balance. We want this to be fun - and we want it to be solid. So far I have been testing the Chaos side of things extensively. Banding Chaos together under one roof is definitely a good thing, but if there any unforeseen abuses that could occur we will certainly have to address them. I'm not one who typically looks for such things though - I just like to throw together what seems fun. So if anyone else spots something that needs such a tweak, feel free to let Matt know.

      That said, thus far I don't think anything could be as bad as the End Times giving pretty much all Elves both Martial and Murderous Prowess as well as access to eight repeating bolt throwers and the Banner of the World Dragon.

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  3. Good luck with this .
    It would be grate to see 8th as something remotely playable for non death star armies.
    :)

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    1. Thanks!! We'd love to get more people playtesting the ruleset so we can work out the kinks. Feel free to try the rules out if you like, and if you want, post the results on our Facebook page :D

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    2. Will definitely give it a go when I get some time.
      :)

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  4. The form phlanax seems a bit crazy, just because your monster charges my saurus with spears you take 4 strength 8 impact hits?

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    1. If a monster were to charge a block of Saurus in its front arc, every Saurus able to strike the monster would inflict an impact hit at S8 if armed with spears, provided you declare a "Form Phalanx" charge reaction. It only works in the front arc and is intended as a balancing factor for our cavalry buffs. With Monsters, they shouldn't be charging front arcs in vanilla fantasy anyway, since they don't have the combat rez to fight a prolonged combat.

      Look up the Macedonian Phalanx. That's the inspiration for this rule :)

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  5. I always thought the rules didn't really need that much, the main thing wrong with fantasy is the laser guided cannon balls, which I would add a roll to hit after choosing the 1st impact point with a scatter if you miss. Also alowing ward saves to be taken from the big save or die spells with spell resistance giving you a plus to ward saves vs all magic equal to its value.
    Generally this would balled most things out and give people a reason to take spell resistance items but it would then become a decision between armour save/ ward save/ spell resistance in a characters magic item allowance

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    1. I can see where you're coming from. But I challenge you to test the alpha ruleset out. You'll like it :)

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  6. I always thought the rules didn't really need that much, the main thing wrong with fantasy is the laser guided cannon balls, which I would add a roll to hit after choosing the 1st impact point with a scatter if you miss. Also alowing ward saves to be taken from the big save or die spells with spell resistance giving you a plus to ward saves vs all magic equal to its value.
    Generally this would balled most things out and give people a reason to take spell resistance items but it would then become a decision between armour save/ ward save/ spell resistance in a characters magic item allowance

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