E oggi ha pubblicato anche la beta della sua 9a edizione... immagino già i vostri commenti...
Per i più pigri, voilà una lista dei cambiamenti rispetto alla 8a... il pdf è disponibile per download dal blog.
Basic Rules:
For one model to have line of sight to another, you must be able to trace an unblocked line from its base to the base of the target.
A unit may never have more files than ranks (no more conga lines, enforces frontage rather than columns).
Unit Strength (US) is back, affects several factors such as aligning, steadfast, panic and so on.
Movement:
Charges cannot be completed unless you can get at least half the models in the front rank into base contact with the enemy (avoids corner-to-corner charges).
Charge distance is 2D3+M" for infantry, 2D6+M" for cavalry (still measured from closest point with free "close the gap").
Units with less than US5 align to the charger rather than the other way round (removes lone models from directing the entire flow of battle).
Units that fail to roll high enough to reach their charge target may still complete their charge against another unit as long as they roll high enough to move into a new unit in a straight line ahead (makes double-flees less abusive).
Units may turn/pivot on the spot within 1" of an enemy unit, as long as they won't end their movement within 1" of an enemy unit. You may also nudge your unit so this is not the case (removes rail-roading of units like Abomination and Steam Tanks).
Magic:
Wizards roll D6 for each wizard level, 4+ to channel extra dice. Wizard level divided by half for dispel dice.
Wizards choose spells instead of rolling for them. Spell level availability = wizard level + 2.
The number of power dice allowed when casting = wizard level + 2.
Miscast is based on number of dice rolled. Miscast result = D6 + number of dice used, the higher score, the worse result.
Wizards do not get bonuses to cast/dispel based on wizard level (makes lower-level wizards more playable).
Shooting:
Long range penalty removed, +1 To Hit on short range (25% of maximum range)
Close Combat:
Supporting attacks and horde is gone, making spears and additional hand weapons more useful, and nerfs halberds and great weapons.
Models with more than twice the WS of their opponent will hit on a 2+.
Rank and file models may always be targeted, even if only characters are in direct base contact (removes character walls).
Steadfast does not work when disrupted, requires US10+. It's based on the unit's unmodified Leadership value (so no more Goblins or Slaves being steadfast on Ld 9/10, and makes placing several close combat characters spread out over multiple units more important).
Outnumber is back, gives additional bonuses the more you outnumber your foe.
Flank attack can be gained twice, one for each flank.
Rank bonus is combined for each unit involved, as long as they are fighting in different arcs.
Units with wider frontage gets CR bonus (basic replacement for lapping around, and means having bigger bases is not always negative in combat) .
Troop Types:
Cavalry/MC/Mo uses the highest number of W and T value available. They also cause impact hits (D6 for Mo). No longer receives AS for being mounted.
Monsters work like MC (means you won't require separate on foot models in case mount dies, is easier to keep track of, and makes Lords on Monsters more resilient).
Shrines (Sh) added a unit type, replaces Unique Units.
Special Rules:
Always Strikes First does not give re-rolls.
Ambushers may choose to deploy as normal.
Ward saves capped at 4+, can be combined with other ward saves.
Expendable rule added (for slaves and the like).
Immunity (*) added, replaces ItP and covers all immunities like Flaming , Poison, KB, Fear etc.
Regeneration more similar to 6th ed, cannot be used if slain (units can regen while some members are still alive). Can be combined with Ward saves.
Hatred must re-roll successful rolls to restrain from pursuit.
Fast Cavalry can make one free reform while moving. Characters with lower than 5+ AS can join. FC can't have better than 5+ AS.
Fear gives -1 to Ld, Terror -2.
Monsters and handlers include Monster Reaction chart, rather than ridden monsters.
Stomp removed (replaced by Impact Hits).
Magic Resistance works against all spells, including ones that does not allow saves.
Volley Fire allows all models to fire with a -1 To Hit penalty.
Frenzied units do not need to test to restrain from charges, but must instead move towards closest enemy within LoS (means less failed charges, and makes screening Frenzied units more important).
Weapons and Armour:
All bows and slings can fire Multiple Shots (2) if the unit does not move. Does not work with stand and shoot.
Slings have AP rule.
Morning stars counts as hand weapons for simplicity (since there are no units that only uses morning stars anyway).
Great weapons -2 Initiative instead of ASL.
Bucklers added (tower shield would have no drawbacks for spear armed infantry, and limit model availability)
Pikes added.
Pikes and spears give Initiative bonuses when charged.
Spears and lances give Initiative bonuses when charging.
Medium armour (5+) and full plate armour (3+) added. Most units with heavy armour will have it replaced with medium armour, heavy cavalry will have heavy armour (4+) which makes their save the same as before in total. Elves and Dwarfs will have a mix of medium and heavy armour. Fast and medium cavalry will have lower AS in general, but will get cheaper in return.
Command Groups:
Champions can no longer make challenges or be attacked separately, allows re-rolling failed reforms, redirects, marching instead.
Swift Reform does not allow decreasing/increasing ranks (avoiding slingshot tactics).
"Look Out, Sir!" works against all templates, including spells. Can only be used on one character per missile attack (deters Deathstars with multiple characters, which is now much more risky).
Characters:
BSB only allow re-rolling break tests.
War Machines:
War Machines have a front arc like normal units, pivoting outside it counts as movement.
Normal Cannons cause D6 W on impact, D3 W on bounce.
Cannon balls scatter D3" before bounce, "Hit" = no scatter.
Bolt Throwers does not ignore armour saves, have AP instead.
Magic Items:
Several new items added, some are removed.