Tuesday, April 14, 2009

Significant Changes in WARMACHINE Mk2

With all the playtesting about, I thought I'd put up some guidelines on what changes were made to what we're used to. Please feel free to add or discuss:

  • Doublecheck the new cards. A lot of the abilities have been grouped into advantages. They're represented as symbols beneath the card's stat bar. So if you get surprised on why Eiryss lost a lot of her old abilities like Advance Deployment or Pathfinder, they're still there listed as icons on her card's stat bar.
  • Advance Deployment is now 6", 16" from your edge (the old one was 12", 22" from your deployment edge).
  • No more unit coherency. So long as the rest of the unit's grunts are within the unit commander's CMD range, they're in formation. Tricky part here would be that whenever you move your units, your grunts must remain in formation at the end of their movement. Simple solution would be to move your unit commander first, and then follow the rest and keep them in his CMD range.
  • Units are no longer useless if the unit commander gets killed. You get to assign a grunt to take his place. So there's very little chance of a unit not to give or receive orders like running or charging.
  • Officers are different from unit commanders. Officers are the old unit attachments, with the special orders (i.e. the IFP Kapitan). If these guys die, the unit doesn't get their funky orders anymore.
  • Pointages have changed drastically as all of you have noticed.
  • LOS: Models now have height and volume, like an invisible cylinder measured from the model's base. Small-based models have said cylinder 1.75", medium-based models have 2" and large-based models have it at 2.75"
  • LOS is cleaner. Details on Field Test v2 page 15-17
  • We're used to bending our measuring device when a model is turning a corner. Insist on following movement as detailed on Field Test v2 page 17-20.
  • Some power attacks (like headbutting and throwing) don't work on models with a larger base than the attacker
  • You need to break all of a warjacks damage boxes to disable it now, unlike before where you only needed to break three systems
  • Warjacks with crippled arm/weapon systems don't lose them. They just roll one less die to hit.
  • Fleeing units don't do their flee move during the Maintenance Phase anymore. You activate them normally, but during this activation, it's then that they do their flee move. After the flee move, then they can attempt to rally.
  • Epic versions of the warcasters can now be played at any pointage.
  • Clouds do not provide their old "cloud bonus to DEF of +2". They provide basic concealment now. Back in the day of Mk1, concealment stacks with the cloud's +2 DEF modifier.
  • The old Khadoran Pegasus tactic has been broken. Now, even if a model does not suffer KD, if it gets thrown on the same activation it will need to forfeit either its movement or combat action during that activation.
  • Light cavalry now suffers from free strikes like everyone else.
  • Warcasters and warjacks gain a new ability called Shake Effects. During its activation, a model can spend one focus to remove the stationary and knock down effect on it.
  • In Pork's Highborn Mercenaries contract, all his solos now gain Advance Deployment (before just one solo gets this benefit).
Some more added today, 10:37 AM

To be continued~

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