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tat: the army rule is hatred aginst all opponents, and against High Elves they reroll all to hits in every round of combat! A special character with a mask which looks like the Kracken shaped standard on that you can see in the recent WD pics. Fluff says that he uses magic to let his troops breathe underwater when carrying out raids. The blood cauldron is a slow moving war machine type thing. You can use one of four abilities to help you all DE troops not just Witch elves, but I cannot remember what these are. Zitat: DE: models and book on display were some of the best i've ever seen. Lohkir Fellheart wears the helm of the kraken which makes him cause terror. He has a rule where any enemy overrun (possibly by his unit, can't recall) is taken as slaves and is worth double VPs. Cold one knight are the best cavalry i've ever seen. Unbelievably detailed. I'm certainly getting a few. Special characters include Morathi and Crone Hellbron. Zitat: Oh I remeber that the Hydra's beast masters can hide behind the Hydra when in close combat. This means that the enemy will have to make all strikes on the Hydra, even if they can choose. Of course the beast masters can be shot at normally, and if they die then a monsterous reaction will have to be rolled for. Zitat: Ooh yes, there's a lovely new noble we've not seen yet with a spear leaning on his shoulder standing on a HE helmet. There's a chance he was Kouron and it was a halberd, not too sure. I had a quick flick through the Dark Elf Book. They had several characters, 2 of them being upgrades to your troops. Spearmen are now 6pts each, corsairs are 10 pts each. Assasins are now not character choices, but unit choices at 90 pts. They strike first and have some new options like poisons etc. Dark rider models are not changing at the moment, and they are not yet changing the Dark Elf Chariot. 3 New assassin models are being released, along with 2 new sorceresses. The magicians have the special rule now that they can use unlimited power dice to cast a spell and every Dark Elf Magician has the extra 1d3 power dice spell as standard before they role for spells. (the extra power dice must be used by the magicians individually) But if you have any power dice in your pool at the end of the magic phase that each magician has not used, it can cause the magician problems and even explode! Kurhan, darkblade, makelith, Hag special character but cannot remember her name. Cold One Riders are base strength 4 but still suffer from stupidity. If you include darkblade in the unit they then dont suffer from stupidity. |
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Well in that case I'll copy paste my notes here. If Druchii.net feel that they violate any rule I'll be happy to delete my posts, or if you want PM me for a copy. Anyway, here's what I've noted down. 7th Edition Dark Elves Army Specific: Eternal Hatred: Dark Elves hate everyone. Against High Elves this hatred continues in subsequent rounds of combat. Khainite: Non-Khainite characters are unable to join Khainite units. Khainite characters are free to join non-Khainite units however. (Replaces Sect enmity) Repeater Crossbows: 24" range, 2x multiple shots, Strength 3, Armour Piercing Repeater Handbows: 8” range, 2x Multiple shots, Strength 3. May always stand and shoot, no modifiers for long range or moving. Can take 2 for 4x multiple shots. Magic: Dark Elf Sorceresses are able to use Dark Magic or Lores of Shadow , Death , Fire and Metal . Dark Elf Sorceresses no longer gain +1 to cast . Dark Elf Sorceresses can use unlimited number of power dice to cast a spell. Dark Magic: *FREE SPELL* 4+ to cast, generates D3+1 Power Dice that can only be used by caster. Any dice unused cause Strength 4 hit on the caster. 1 – Chillwind 5+ D6 Strength 4 hits. Any casualties prevent shooting. 2- Doombolt 6+ D6 Strength 5 hits. 3 – Word of Pain 8+ Same as current 4 – Blade wind 8+ 3D6 WS4 S3 (?) attacks on unit within range (12”?). 5 – Soul Stealer 10+ 12” range, Each model takes Strength 2 hit, No Armour Saves. Wounds go to caster (no more than double). 6 – Black Horror 11+ Large template, Strength test or take a wound. Lords: • Malekith • Morathi • Crone Hellebron (If taken, Witch Elves count as Core) • Dreadlord • High Sorceress Heroes: • Malus • Shadowblade • Sorceress • “Master” • Hag Queen Character Mounts: Manticore: Still a mount option. Each turn has to pass a Ld test or becomes frenzied. If rider is killed it automatically suffers the “Raaargh” result – no test needed. Dark Pegasus: Sorceresses can now be mounted on Dark Pegasus. Cauldron of Blood: 110pts mount for Hag Queen. No mention of being immobile, so can move. All Khainite units within 12” are stubborn. Each turn 1 unit within 24" can gain an ability from the list below: • +1 Attack • 5+ Ward Save • Killing Blow This cannot be stopped/dispelled and lasts until the start of the next DE players turn. Core: Dark Elf Warriors: 6pts basic, Shields (1pt), can have magic banner (25pts). Dark Elf Crossbowmen: 10pts basic, Shields (1pt). Corsairs: 10pts, can exchange 1 hand weapon for handbow for free, 2nd handbow costs 3pts, no shield option. Fleeing enemies roll 3D6 and use lowest. Dark Riders: 17pts basic, Repeater crossbows (5pts), Shields (1pt – no fast cavalry). Herald has BS5 and A2! Harpies: Don’t count towards minimum core. 5-10. Don’t cause panic in friendly units, but can use generals leadership. Assassin: Neither Core, nor Hero. 90pts, always hidden in unit (pretty much any DE infantry). Has poisoned attacks, 75pts allowed from Gifts of Khaine, Additional Hand Weapon 6pts, Repeater handbow 9pts. 1 per unit. Special: Witch Elves: 10pts, WS4, I6. 2 hand weapons, frenzied, poisoned attacks. Shades: 16pts, WS and BS5, can be upgraded to have 2 hand weapons or a great weapon. Can also take light armour. Executioners: 12pts, S4, Great Weapons, Killing Blow. Cold One Knights: 27pts, 1A, Stupidity. Cold one Chariot: 100pts, T5 3+ Armour Save, Ld 9. Black Guard: 13pts, Stubborn, ItP, Ld 9. Special characters bought as Unit Champions. Black Guard character has Crimson Death, and makes his unit unbreakable. Executioner character makes his unit cause Fear. Rare: Reaper Bolt Thrower: 100pts, 2-for-1, no longer suffers -1 for multiple shots. Hydra: 175pts, 5 wounds, Regeneration. Breath weapon has strength equal to number of wounds left. Gifts of Khaine (main changes): Shurikens: 3x Multiple Shots, Strength +1, 8”. Rune of Khaine: +D3 attacks. Venom Sword now Gift of Khaine (1 per army!) Cloak containing Steed of Shadows bound spell. Power Level 3 (1 per army!). Black Lotus: Re-roll 1’s to wound. Dark Venom: All wounds caused in challenges (if enemy killed) are doubled for combat resolution. Magic Items (changes to current items): Deathmask now enchanted. Seal of Ghrond now enchanted. Crimson Death now cheaper (25pts). Lifetaker now 30” range, Strength 4, 3x multiple shots, hits on 2+ (no re-roll to wound). Armour of Darkness now 1+ (without shield). Armour of Eternal Servitude: 35pts, Heavy Armour, Regen. Ring of Hotek: 12” range. Black Amulet: 70pts, 4+ Ward (against all attacks). Rebound in close combat. Banner of Nagarythe: Cheaper, 125pts. Dread Banner: Cheaper, 40pts. Lots of new items! There you go. I didn't go into detail over character stats as well remembering all the individual bits would have been a headache! I just tried to cover all the major rumour issues and took down those details. Things that aren't covered in detail you can assume remain the same (like Hydras still have 4+ Scaly Skin aswell as thier new Regen save, Crossbowmen still have Light Armour etc.). If there's anything you want clarified just ask. I didn't cover the new items as there are *alot*. Suffice to say, the rumoured "Sacrificial Dagger" is in there. 25pts it allows a Sorceresses to remove one model to roll an extra dice to cast a spell after the original dice are rolled (but before dispel attempts). If you want specifics on new items just ask but as I said there were alot and I was mainly focussing on the army list *splat* That was a copy-paste from a PM I sent someone interested in the new rules. Again, apologies if that violates anything I'll try and edit it to remove any objectionable material. |
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Manticores still take an additional Hero slot. The Hag and Cauldron form a unit of thier own, and counts as a War Machine so is unable to join units. It still has the 4+ ward save though and any hits randomised onto the cauldron are still discounted so it's a hardy contraption to say the least. Ahhh Malekith. The Claw is gone. Instead he's strength 5 basic. Destroyer is there, and once a round of combat can suck a magic level or destroy an item (randomly decided). 2+ 'mundane' ward is still there, and can still only take 1 wound per hit. He also has the nifty spell eater shield, which aswell as boosting his normal armour save to 4+ gives him MR(2). If a spell targetted at him is dispelled (by rolling dice - not a scroll) then the caster takes a strength 6 hit for each dice used to cast the spell! Bound spell users suffer a single strength 6 hit. The Circlet now generates an extra powerdice and an extra dispel dice. Costing 600pts on foot he's still a hefty investment, though still damn cool. As for a scout item, unfortunately I didn't see one. Now this doesn't mean that it isn't there as I was more interested in seeing if the old favourites were still there and how they'd changed. But having looked at the Enchanted, Weapons and Armour sections fairly heavily I didn't see one. Gifts of Khaine are available to Hag Queens, Assassins and Witch Elf Hags. Unit Champions from Black Guard and Cold One Knights can however take Magic items up to 25pts (aswell as the units Magic Banner allowance). Cold Ones still have just 1 attack. There was no offensive bound spell, though there are enchanted Hydra teeth that we can throw at the enemy, a Black Dragon egg we can eat and a Bound Version of our power dice generating spell. The Dragon is pretty much as it is now, same statline. The breath attack is now Strength 3, but the Ld test taken in order to charge next turn is now taken at -3. Both Masters and Hag Queens can be BSB, and the new banners are pretty damn impressive. Pretty much everything is covered - extra attacks, fear, ASF, armour piercing attacks. We actually have choice of suitable banners now As for the non-special characters... options... options... and then more options. All the old favourites, then new weapons like two Repeater Handbows, or the Beastmaster weapon (handweapon that is armour piercing) make for some interesting options. Death Hag (aka Hag Queen) is nice, even if just to get you a Cauldron of Blood. But most importantly Lores of Fire and Metal. Overall, I was really impressed. The lists overall feels familiar (so our old favourites will still be there) but subtly increased in power allowing us to finally stand toe-to-toe with the more heavy hitting tournament armies. And the book in general. It's a big book. Full with goodies. A nice fleshed out timeline and little excerpts from stories. tal! Hells yeah! |
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Zitat: Repeater Handbows: 8” range, 2x Multiple shots, Strength 3. May always stand and shoot, no modifiers for long range or moving. Can take 2 for 4x multiple shots (champion only) Spells 4 – Blade wind 8+ 3D6 WS4 S3 (S4)(?) attacks on unit within range (12”?) 24". 6 – Black Horror 11+ Large template (no more 4+ if the template touches you take the str test.), Strength test or take a wound - Malekith (can ride chariot or sulphet, all dark elves in 12" automatically pass panic, the destroyer, circlet of iron) - Morathi (has +1 to cast) - Crone Hellebron (If taken, Witch Elves count as Core, still has two magic weapons, the str 10 one, and the parry blade) - Shadowblade (can hide in any unit with 20mm - 25mm bases, must roll a d6 at the begining of each turn, if he rolls a 1 he is caught, he can appear the second turn of combat, has str potion (also available as a DE magic item), and heart of woe) - Lokhir felheart (has red blades, giving him + atk for each rank the unit he is fighting has, he regens, causes terror, he has an ability allowing him to move from combat, to anywhere else in combat as long as he is base to base with an enemy afterwards (same combat), when his unit runs an enemy down you are awarded 2x VPs and keep them even if lokhir is killed) Manticore: Still a mount option. Each turn has to pass a Ld test or becomes frenzied. If rider is killed it automatically suffers the “Raaargh” result – no test needed. Killing blow Black Guard: 13pts, Stubborn, ItP, Ld 9. (elite warrior rule, which allows them to reroll to hit every round of combat) Hydra: 175pts, 5 wounds, Regeneration. Breath weapon has strength equal to number of wounds left. 7 str5 atks |
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Original von Kaisavokina Jep.. Der Onkel wird sich freuen.. |
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Original von obaobaboss hat die Hydra nicht 3+ Rüster? |
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Original von obaobaboss Zum Manticor: Der hat immer Todesstoß oder nur wenn nach Monsterreaktion? Immer vermute ich mal |
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Original von obaobaboss Was ist jetzt groß bei den Echsenrittern verändert worden? |
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Black Dragon Egg: It's an enchanted item, one use only. When eaten it gives the user toughness 6 and a breath attack until the end of the turn |
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