Anything to fear from Edition 8?

  • The masquerade of murder returns! A new game of Vampires Amongst Us has begun. Unmask the killers, trust no one, and try to survive the night. Find out more and sign up now!
Hi everyone,

I'm sorry if this has been brought up before, I can't look to far around on the forum since I'm actually using my phone at the moment, but I'm curious: do you think we have anything to fear in Edition 8?

I heard rumors that we're going to get dropped down quite a few notches, which I could see happening but I'd hate to see our army become a stick in the
mud.

Anyone have thoughts on this? I'm loyal to the VC no matter what, but curiousity has struck me.

Eternally bloodthirsty,

Jake
 
It's all completely rumours at this point. No one knows for sure any changes, but when there are changes, usually things get moved around.

Apparently its coming out this year though.
 
The rumor that is currently having everybody's knickers in a twist is about percentages coming back.
Up to 25 percent of total army value goes towards characters, 50 to core troops, etc. etc.
Twenty-five percent to only spend on characters will certainly be a hard blow to VC, we'll just have to wait and see really.
 
Nothing to fear, at all. New edition means new possibilities. Sure, some of the currents editions builds might become less so, or nerfed completely. It has been so for soon 8th edition and I suspect this tradition will continue with the 9th, 10th, 11th, and so on.

Future events will become the past, the past a reflection for today. The present, a glimpse of what's to come, a whisper of tomorrow. (I just watched Caroline, I cannot help myself, it needs to get out of my head!).
 
25% characters would be a nasty blow to several armies, and would really empower the Dark Elves! Most Lord builds, for most armies, would be severely limiting on the army.

The current books are just not designed for percentages I'd say. Most armies, going "character light" can easily exceed 500 points without so much as blinking and eye.


The other big rumor I've heard is infantry fighting in two ranks, which I also think is... bogus (to put it nicely). Certain armies (WoC especially, and Dark Elves for sure) would just be vastly overpowered. Imagine 2 ranks of Chaos Warriors with a knight's save fighting... ugh.... or (3 total) ranks of 7 wide death frenzied Skaven (63 attacks!)?! Ew.

I do see a tweak on spears being very likely. I could also see one rumor we heard for 7th being true... needing WS4 to get the parry save for Hw/Sh. This would lead to several troops adopting spears quite quickly (Skaven and undead for sure)... while Dwarfs and Empire Swordsmen would still benefit from it.

I could see a shift in magic as well. I just can't see something as dramatic as the percentages again... or magic using cards *twitch*.
 
I liked one rumour that said halberds would be made really good, then he said how his Grave Guard would rock as a result! Shame that our GG's can't actually have halberds :vampire3:

I'm very much looking forward to it. Anything that makes people whine about having their crutches limited (Be it a Dragonlord, massive magic phases, multiple Engines of the Gods) is great by me!
 
I read that quote about the Grave Guard with halberds.... the guy who posted it (who in the past has been very in the know and is posting a lot of the rumours at the moment) is a VC player and then went on to say in a later post that he knew Grave Guard couldn't take halberds, but "what about my next VC book....mwahahahaha"...... whether that was a wind up or not, I don't know, but it certainly got a few people very excited !!

Regarding the 8th Ed, it seems that there are some major changes coming along that will make everyone rethink the way the game is played. Whilst it could take a lot of games to get to grips with the new changes, I don't see it as being scary, more fun :lol:

Ooooohhh.... by the way, there are some very strong rumours that the new starter box will be High Elves vs Skaven.

I am quite excited if this turns out to be true - I know a couple of skaven players, so hopefully I can blag some cheap HE to use as a second army. Just need to get cracking with my Vamps.....
 
From what I hear there might be a new magic system but I'm not sure on anything else. but if you hear anything post it up I'm interested. :Vampire1:
also I think the rules on difficult terrien might change too.
 
i've been reading alot of the rummors, and so far i'm not believing much, if any of it!!! i mean in all honesty, there's no way the vampire counts book will remain playable if even half of those rummors are true'ish...

- 25% max on characters? percentages were one of the biggest mistakes of 4th/5th ed. they were silly then, and it's silly to think they'll make a resurgence now! (anyone remember how bretonnians for example got 75% of their army as characters?!)

- magic moving to the top of the turn order, before movement... so now everyone is going to hate VC's even more since we'll have a gas 1st turn charging with our blood knights!
not to mention that beasts will become heinous as well with their new area effect movement spell... orcs would become monsters with the waaagh! spell, cav would become beyond stupid with spells like unseen lurker & wolf hunts.
just no... i can't see it happening!

- most of the crap flying around about the magic phase changes... like the one about each side rolling 2D6 to generate PD/DD? yay! all those pts i spent on upgrading my magic are worthless!
or how about the 'each side totals up the total number of dice they generate. the side that generates the most dice is used, and those dice are evenly split between the two armies.' total BS!:Vampire1:
while i can understand that many opponents find it very fustrating just how many dice we can generate, in the end it comes down to "i spent the pts to gain an 'uber advantage for 1/4th of total turn, but i've ignored other phases completely!"


and as pointed out above, alot the other supposed 'rummors' just smack of wishlisting... (re: 99% of the combat phase chages being tossed about!)

overall, i can (unfortunately) see our beloved VC's taking one of the bigger hits overall with the changes... history has proven that if enough players complain about a certain army long enough, change will happen! (well, unless it concerns space marines!)
call me a pessimist, but considering how it seems all the 'moaning' threads center around "VC's & daemons are broken - please nerf them as savagely as possible!" i think we might come off worse than most/everyone else...

cheers!
 
I have no idea why everybody is getting so upset about the rumours. As mentioned several times, these are all just rumours at the moment based on what people have seen of early playtest copies and I imagine as well people guessing what's going to happen. My thoughts, though about the big ones people are crying about...

Percentages
This is the big one for a lot of people and has kind of been confirmed (but again based on early playtest copies). I do think a lot of people have gotten the wrong end of the stick, mainly because people are assuming that they will be the same as the 5th edition. At the moment we do not know if the limit will be based upon say 33% for characters, or if it's based upon how much you can spend on magic items, number of unit strength two or more models, ect. I can't see GW going too silly as Warhammer is just as much about heroic models as it is about the troops or underlings that fight with them.

Magic
Another biggie! I can just about remember when they got rid of the cards and brought in the current dice system and there was a lot of whinging then (but that's mainly because people liked the poker sub game that magic had become). I quite like the 2D6 rumour (roll 2D6 and highest dice value goes to the casting player and the lowest becomes dispel dice for his opponenet) and think it will be a nice change to the game. What some people are missing is that this seems to go hand in hand with the rumours about adding your magic level to the dice roll. This will make magic better for Vamp players for casting Necromantic Spells (imagine Innvocation with D6 + 3 when your Lord casts it) as it becomes more reliable for casting low spells as well as making it slightly easier for big spells.

Overall I'm happy with the rumoured changes and think that they will make the game more interesting as well as breaking up the checklist some players seem to use when bringing an army (Bloodthirster with Flaming Sword and re-roll to hit? Check!). Without knowing the rest of the changes, it's no point getting upset and saying you will quit. Yes the changes will force people to change things and maybe buy new models but isn't that a good thing?
 
redarmy27 said:
Good post Gaz,

Cheers. It was just a semi rant at everybody though to be honest. I remember when the 5th edition 0f 40K came out and initially I hated it but resolved to give it a go and I quite liked it. Then I got a massive bug for fantasy and haven't looked back! xD

While I am for one do fear change to and extent, you do bring up an excellent point in that the game becomes dynamic.

Dynamic is good. Nice example is the scenarios for the GT Heats. I went along to Heat 3 last year, not knowning what to expect. I had heard all the bad things over the years but I have heard all the good things from the last couple and I had a blast! I really enjoyed the scenarios and I'm looking forwards to what the 8th will bring in that department.

Time will tell.

It always does but people just need to have some faith ;)
 
Hmm, the percentages thing sounds like it could go wildly wrong very easily...
War Machines are the bit that worries me (or rather it worries my VCs. My Chaos Dwarfs get a warm, fuzzy feeling inside...).

I heard things about ward saves being negated by magical attacks. That would certainly put Daemons quite a few rungs down the ladder.

Oh well, I'm sure GW know what they're doing...... probably....
 
Magic coming before movement makes sense.

If your magic movement succeeds, you can make the best choices tactically. And if you don't, you can use regular movement to compensate. This will help Beasts, VC, etc.

It will also mean most charges will come at the same time, in the movement phase. I think it'll make for a better tactical game. Note that with a Lvl 3 Caster, VHD will be exceptionally hard to stop (barring other magic changes). I like the idea that a powerful caster will be just that; a lvl 4 cannot be easily stopped by 2 lvl 1s packing scrolls/dispel items. I hope that, however they implement the system, that higher level spells are harder to stop than just an automatic scroll (maybe give a + to dispel or something with them).
 
Some interesting points that to be honest haven't worried me overall. Magic being moved to the start sounds useful to use, and may be used to balance out a nerf of fear.

I do agree with Grish that I hope that the rules change so powerful casters such as level 4's are more potent, so that if a level 1 attempts to dispel a spell cast by a level 4 he finds it much harder than a level 4 trying to do it. So hopefully then it will stop lots of low level scroll caddies.
 
I will respectfully disagree with you there DoN. When I play my Empire I like my Warrior Priests. It just doesn't feel right take battle wizards in the army. For some armies they're almost hurting themselves to take a caster as a lord. Plus in the case of Warrior Priests/Arch Lectors/Rune Smiths/Runelords... how do they enter into it?

While I love being magic heavy with my VC (8 PD and a bound for me) and Skaven (9 PD)... I have felt more and more of an emphasis on magic in this game compared to when I started. Now for my VC, Skaven, and Dark Elves I can handle that. However for my Chaos Dwarfs, Empire, and the rare time I play Brets... I feel like I have to invest far too much in magic defense lest I be overwhelmed!

Edit: Plus for the brets, with they way they tend to place thier damsels it isn't worth upgrading to a level 2 as they really are there just for magic defense! As they don't get a line of sight boost.

As a result I would NOT want to reduce magic defenses in ANY way. I almost want to enhance it really. In most armies I almost feel required to take two casters for magic defense alone, half my characters, or use a lord slot (probably eliminating a fun choice). I still find myself being over whelmed by magic at times. This kills the fun.

When I have to spend 300-400 points in magic defense, this seems bad. I envy the Orcs and Goblins with the magic banner giving dispell dice equal to the rank bonus... I really do.

So either I'm forced to emphasize magic users in my own army to have a hope of magic defense... thus limiting my options and make more armies be similar... or play armies where I can go magic heavy easily (DE/Skaven) or where I really want to do so (VC). When Magic starts to dictate lists that much, it worries me.

I would be in favor of, perhaps based on point level, capping the number of power dice and bounds that you can have. 9-10 PD for 2000-2500 or 3k for example. Either that or bring back the old miscast chart.

Again, I say the above with respect, I just find the notion of reducing magic defense very alarming.
 
Swissdictator said:
So either I'm forced to emphasize magic users in my own army to have a hope of magic defense... thus limiting my options and make more armies be similar... or play armies where I can go magic heavy easily (DE/Skaven) or where I really want to do so (VC). When Magic starts to dictate lists that much, it worries me.

This is one of the things which put me off my Chaos army. I would have to be mad to take a character who didn't generate Dispel dice in some way, which mean Sorcerers all the way down, except for the one unfortunate soul lugging the army standard around. Beefed-up Champions of Chaos kicking arse and taking skulls in melee are actively detrimental to the army they appear in. Does that seem right to you?
 
@Swiss: People have to take defences for everything. Just because you have to take magic defence doesn't make magic a bad thing. Thats similar to me saying I need to take Warmachine defence in case I come up against a pair of Earthshakers and 6 bolt throwers (not naming any armies here...). Even that is way cheaper than magic heavy VCs.

You need defences against big monsters (dragon trap), warmachines, magic, and movement. The only way magic is different is that you have to spend character points on defence. If they had a way around this, that would be good.
 
The big thing I'd like to change with the Magic phase is how dispel dice is generated. It'd be nice if one or two level 2 Wizards could be brought along against a more magic-heavy opponent and still being able to sling their spells with any real hope of success. Someone over on Warseer put it quite well, "...just because your opponent has got more shooting and war machines than you have doesn't mean that your own artillery will perform less.". I'd like to see something similar to that with magic. :)
 
@Grish
Easy there fella... I'd just as soon chew out a Chaos Dwarf player fielding 2 shakers and 6 bolt throwers. That's 'ard boyz mantra! Most folks on CDO would probably agree too. As is 11 PD+ in my book. Outside of 'ard boyz, where anything goes, I would never field a 2nd shaker until about 4,000 points. Nor am I keen on Bolt Thrower spam. I tend to have a single shaker and a single death rocket and rarely a single bolt thrower for my shooting for my Chaos Dwarfs. I do quite well with them too!

The thing is, I'd argue magic can be A LOT more powerful than warmachines. Even if they don't misfire, or misjudge range... those can still drift... roll poorly on partials, etc. Plus, I'd argue there are far more ways to deal with warmachines than magic (especially if they don't have a hill to park on). Whereas casters can sometimes be effective in combat (Vampires, Chaos, Daemons, Plague Priests) too. Furthermore there are FAR more magic items to enhance the ability to get magic to work and/or its effectiveness. Only the Dwarfs, via runes, have anything to help shooting... and the most commonly chosen either make them flaming attacks or make them safer to use!

The problem with Gunlines is, usually they're not effective enough to prevent the enemy from getting to them. Once they do, the gunline is dead... dead... dead. Even standard troops can cut warmachine crews/missile units with relative ease. The difference is magic heavy armies don't automatically sacrifice everything else to get good in magic. So being high magic doesn't translate to a weak "rest of the army". Typically gunlines sacrifice most/all their specials and/or rares.

As MS said, the strength/weakness of my warmachines does not automatically ruin/enhance yours. Can an Empire player go counter battery fire? Sure. Also spreading his cannons apart could reduce my chances of silencing them in the case of a shaker firing. If he has zero warmachines are mine going to destroy him? No, as there are several of ways to counter it in and out of the shooting phase (mobile units, other shooting, magic, planned movement, using terrain to limit targets, meat shields, getting into combat sooner, etc). Plus it doesn't make it easier for me to be accurate/get partials/wound either. Where as magic defense can really only be done in one phase of the game, it emphasizes that phase of the game way too much.

Especially when some of the best magic in the game is supportive and not offensive magic resistance won't help there... or for offensive spells he might simply shift targets... so the MR only helped once maybe twice. Positioning doesn't always help as not all magic needs line of sight.

Look at it this way. If I buy scrolls, items that generate extra dispell dice, etc... but I go against a low magic player (especially Dwarfs) all that is wasted. It's rare, but it happens. Where my counters for warmachines might find other uses. These uses might be less effective, but they still have value.

Kind of a big point
The other defenses you mention tend to be multi-purpose. What I can use for monster defense, I might be able to warmachine hunt with or frenzy bait with. What I can use to redirect/channel some units I might be able to use as a meatshield. So on and so forth. Whereas magic defense is pretty much single purpose.

If there were easier/multipurpose ways to generate magic defense.. as you said... I agree it'd be less annoying. However I don't want to enter a new edition where dispelling is harder without those "more/easier" methods in effect. Having a "range"/"cover" penalty for some spells might be nice. Making the magic phase a little more interesting than "simply roll to cast" and "roll to dispell" would do more to make interesting, than simply fielding more magic.

Also VERY important
Please take what I have said with respect. I'm a little out of it due to meds I'm on this week (I look forward to having the operation performed), so I hope I don't come across as crass or rude... so I hope I worded my thoughts respectfully and with attention to why I do disagree so strongly.

Though I was a little annoyed by the "two shakers" comment, I will admit... but I do see how 2 shakers could quickly be annoying... thus what I said above.


@ Kaptain Von: While I tend to prefer Nurgle, I completely sympathize with you. Khorne fans should be allowed to field pure Khorne and still do well! I'm all for mono-god Chaos. I do wish they had a nice middle ground between the old Mark of Khorne and the new one. Characters, and perhaps Chosen, should still generate dispell dice... and/or have it as a cheap (and reusable) gift available to Khorne. T

You kinda hit on why the increasing need for magic defense worries me. It destroys the chances for certain themes to work. Khorne armies, "wizards are bad"/witch hunter Empire armies, and others I'm sure.

Magic should certainly be a component, it is a fantasy genre game. There is a difference to being a flavor in the game, and overpowering it! If this was a burrito we've gone from zesty to volcano. For those who love magic heavy, like those who like spice, this is ok. Making magic defense harder (though I can understand certain thematic qualities) would push it to "This burrito is a nuclear reactor in disguise". I honestly think it could kill the game where things currently stand... and burritos that can power my hometown scare me.
 

About us

  • Our community has been around for many years and pride ourselves on offering unbiased, critical discussion among people of all different backgrounds. We are working every day to make sure our community is one of the best.

Quick Navigation

User Menu