Most of the ROR are still available but the special characters aren't and the mounted captain. The only ones that aren't there that where in the old army book are Golgfag's ogres as GW is trying to distance themselves from the old ogres as well as the birdmen and the bearmen. These both still do well on ebay so people still want them so they might do well if they where put on the collectors range. I think Golfag's ogres would do pretty well if they where sold for £25 a box. They can mainly be seen on the website in the miscellaneous part of the collectors range as, but some are also in their own races collectors range as well.
The % rule will be great for our rare slots because we will be able to take lots of artilary.
If I take it right, there will be % composition rule, but former slot system is still remaining.
Well hold your breath a summary of the rules from Warhammer Forum :
ote: This is only a summary of rumours that have been discussed in recent months. Rumours are subject to change. They are only 100% correct when they are facts.
I have tried to take out all the ones that have been quickly discredited, and a lot of this comes from reliable sources (who have been contradictory). Just so I am clear, none of what follows are rumours from me, they are all from other people.
Take with as much salt as is necessary, and don't blame me if any of it is wrong (I had to wade through around 200 pages of **** in french, german and english, and if I see people moaning about 25% again... *shudders* )
Note as well that none of the names of rules below are official, I just put something fun there for reference when I was collating.
Updating this: Much as I'd like to have the time and motivation to read all rumour discussions, PLEASE PM ME here with info, only if there is a significant rumour discussion from someone you guys really trust. I know there are snippets coming out in the general discussion here, and on many other forums. So rather than have to trawl across the web every few days, if you guys want this updated you will need to pm me with the info. I will try and keep ontop of things.
Note as well that unlike the other thread this is only for rumour discussion for the 8th edition rulebook itself. Not what armies are getting which releases (save that for the other thread).
More reliable rumours
Army construction is moving back to percentages.
Strength in Depth/ Stepping up
Crush attack for larger creatures
40mm models moving to 3 model-wide ranks.
Multiple objective driven scenarios in the rulebook
Power dice aren’t generated by the number of spellcasters. The pool is decided by 2D6. Magic users add their magic level to the score rolled. All Wizards have a chance to generate more power dice.
Archers fire in two ranks (not just High Elves but all archers)
Other rumours (and description of above)
These are all listed in no particular order.
ARMY SELECTION
Army construction is moving back to percentages.
There have been not been strong rumours yet to support any specific % for all categories, however, 25% min core, 25% max special and 25% max rare seem to be undisputed.
Slot system may or may not be dropped
Categories for core/special/rare are remaining.
There have been no rumours yet of a system wide errata to specify which things are limited as a result.
MAGIC
NOTE: The magic rumours nobody seems to agree on, so rather than try and find what exactly the truth is I will just put here most of the theories
Power dice aren’t generated by the number of spellcasters. The pool is decided by 2D6. Magic users add their magic level to the score rolled. All Wizards have a chance to generate more power dice. - Avian
Giving irresistible force a downside
If a wizard fails to cast (not counting dispels) twice in a row he miscasts
Making miscasts harder to have but much more devastating.
Dispel scroll only adding dispel dice (+2 dice to the dispel dice pool once per game). (edit - possibly speculation)
Something rumoured is carrying over power dice, but holding too many could lead to a ‘magic backlash’.
All the book Lores will have more supportive spells than they have now, and will all be getting a major overhaul. Each lore to get a mega spell.
Dispel attempts to be made by specific wizards (presumable your casting level is beneficial for dispelling spells)
A higher chance of miscast with multiple casters.
If a wizard fail to cast a spell he can't cast other spells in the same phase.
COMBAT
NOTE: Trying to nail down what the truth is here is very hard. Once it is explained properly by someone who knows categorically what it is I will update this
Some of this is only my understanding of what has been discussed.
Edit:
There are basically 2 big new rules here; what I have named 'Stepping up', and a 'Horde' rule. - Harry.
What is 100% clear is that models in the second rank will have some role to play in most combats.
Stepping up. – Harry/ Avian
Basically how this works is that the second rank get to fight only if the guy in front is killed. But they only get a single attack regardless of what their profile attacks are, or what weapons they are carrying* . It is not clear yet whether they get to use special rules in addition to this or not at all (frenzy, hatred and killing blow etc). Only once there are insufficient models left to replace those that are killed in the attacking rank will the overall attacks of the unit drop.
*It has yet to be clarified exactly how models with spears get to use them.
No word on the impact for High Elves.
Cavalry still only fight in 1 rank.
Example:
You have a unit of 20 guys, 5x4, 5 of which are in base contact with the enemy and 15 are not. The enemy strikes first and kills 6 of your guys. As you now have 14 models you have sufficient numbers to step up and replace casualties.
Because the front 2 ranks consists of 10 models overall, 6 of which are now dead, you still get to fight back with 4 models. In the next round of combat, the ranks are reset, so 5 models are in base contact, 5 in the second rank (capable of ‘stepping up’) and 4 in the third (remember, you still have 14 models). This time the enemy kills a further 8 models, leaving you with 2 models that get to fight back and a unit of 6.
This is the same regardless of which side they are attacked on.
Horde
Fight in 3 ranks if 10+ wide (4 with spears). - Avian.
OR
Some benefit to fighting in large units, may automatically become stubborn beyond a certain unit size. – Harry
One Save to ruin them all!
Models will only ever get one save (be it ward, mundane or magical armour). No word yet on whether regeneration is included. From Alessio himself!
40mm models
40mm models moving to 3 model-wide ranks. Ogre sized models are officially being put into their own size category (finally).
Crush them!
Additional stomp/crush attacks for big infantry (ogres, trolls, etc) to represent them trampling lesser races underfoot. Bigger bonus for large creatures like giants. These are not impact hits.
Fewer armour save modifiers
Chariots
S7 autokill is gone. (edit: possible speculation)
MOVEMENT
Measure the distance for the furthest moving model, and perform whatever manoeuvres you wish within that lax limitation. Command models will have some role to play in giving free manoeuvre as you move (Musician bonus similar to Ancient Battles?).
Charging.
An added 'bonus' of getting an 'extra' +D6 or +D3 inches of movement to your move range (presumably the D6 or D3 decided by the category of warrior; infantry/cavalry/ogre sized).
Heavy cavalry no longer able to march
- Heavy cavalry, defined as any cavalry with a 2+ or better save, cannot march. They can double their move when charging as normal, but they are not allowed to make a March move.
- "Medium and Fast cavalry remain the same".
SHOOTING
As it happens to be the same rumour; fewer armour save modifiers.
Archers fire in two ranks (not just High Elves but all archers). - Harry
PSYCHOLOGY
Fear and Terror
When in combat, units or monsters with these rules gain 1 or 2 or 3 points of Static Combat modifier. This is added to the number of wounds caused by the Fear/Terror model/unit, as well as ranks, banners, etc. These bonuses may be cumulative between fear/terror causing things attacking a unit.
Autobreaking from fear or terror is gone.
OTHER RULEBOOK CONTENTS
Multiple objective driven scenarios in the rulebook (no kill points). See GW grand tournament and doubles scenarios.
15 or so missions in the new rulebook. 9 or 10 of the missions required Core units to capture objectives. Units must have banners to capture objectives. Several missions had multiple objectives
Victory Conditions
Interestingly something I picked up from a post was that ‘victory conditions’ have been referred to in the last 3 books, not victory points.
Terrain
Difficult terrain may be merged with very difficult and encompass more things (presumably more than just affecting movement).
Discredited rumours
Fight-until-someone-breaks
Lapping around
Weapons using the flame template or large or small blast templates automatically hit any model in contact rather than cause partial hits.
So that is the contents of 8th ed so far from the web . I am not to thrilled about the magic or movement for heavy cav and I am not sure if I will invest in the new rules . The guys I play with are happy to still play 7th and I can still make my Dogs a viable army .
If you like some more:
Few new rumors:
The new BRB have 528 pages. The actual one have barely 300
The 8th ed erratas for actual ABs seems to be planned for July 6th
Rank bonuses
* A unit may still get up to +3 for being 5 wide. A new rumour is that they can get an additional rank bonus up to +4 for each additional model wide that they are. (awaiting confirmation, if this is true, on how it will work.
Fighting in 2 ranks
* Lots of rumours are suggesting that units may all fight in 2 ranks as standard... Take with salt at this stage
Striking in Initiative order
* Combat will be resolved in initiative order. This rumour is coming from many different places. I'm currently trying to get more info.
Seems this Horde rule may work like this:
If the unit is 10+ wide and 5 ranks deep (50+ models) the front 2 ranks may all fight, regardless of whether they are in base contact. My guess is that this is using their regular weapons (not just a hand weapon), as it would explain how people have got up to 5 ranks in combat (2 front, Spears = 3, Citizen levy = 4, Horde = 5). At this stage just another rumour.
Standard Movement
All units will move like the fast cav moves right now
Charging.
* An added 'bonus' of getting an 'extra' +D6 or +D3 inches of movement to your Movement range (presumably the D6 or D3 decided by the category of warrior; infantry/cavalry/ogre sized).
Edit; rumoured to be:
Movement equal to or less than 6 (and not flying):
-> Basic M value + D6
Movement equal to or more than 7 (and not flying):
-> Basic M value + 2D6
Fear and Terror
* Fear +1 to Combat resolution
* Terror +2 to Combat resolution
* Autobreaking from fear or terror is gone.
* Leadership tests against fear is rumoured to be going
* Fear and Terror incorporate immune to panic (with possibly a change to crumbling for undead).
Killing Blow
* Killing blow only against models in a similar size category or lower (large creature>ogre sized> infantry/cavalry sized)
OTHER RULEBOOK CONTENTS
* Multiple objective driven scenarios in the rulebook (no kill points). See GW grand tournament and doubles scenarios.
* 15 or so missions in the new rulebook. 9 or 10 of the missions required Core units to capture objectives. Units must have banners to capture objectives. Several missions had multiple objectives
* A section in the rulebook dealing with specific issues that may arise during battles
Terrain
* Difficult terrain may be merged with very difficult and encompass more things (presumably more than just affecting movement).
* D6+4 cumpulsory terrain.
* Terrain will not affect the movement phase so much but will affect fleeing units, like in the War of the Ring game.
* Bonuses and hazards for terrain (such as rolling the dice to see how many people don’t make it out of the wood...).
Heavy cav can not march is back in the game
As Tribun says, Great work! Many thanks to you, Davros, Aldhick and the others! Great intelligence work!
I think Stepping Up rules will make the combats more realistic, but also more complex.
I'm not sure if the Horde rules will devolve into two large phalanxes of pikemen facing each other. I hope not!
Hopefully, they will let us take Mortars. I love Mortars! They are so much deadlier than cannon in this game!
And, I have 2 questions:
1. What is "medium" cavalry? (Personally, I like both Light Cavalry and Heavy Cavalry, each with its role.)
2. Will the new book change the cost of various units and items? It could get confusing, if some of us are using prices from an old edition, while others are using the newest edition.
Medium cav are cav with 3 up save and no barding and able to move their full 16 inches . Which makes our cav more viable than Bretts and Empire since they may be rumoured not able to march move .
But has said on other forums these are are only rumours .
Wot concerns me is the price of the new book and the rumoured 500 pages plus . The new WAB 2 book is out at salute next week and is only 200 plus pages and £32 . How much will the new 8th ed. be ?
So, if the rumours for fighting in ranks proves to be true, won't that make pikemen even worse than they are now? Unless of course, they can fight in 5 ranks now...
(04-25-2010 04:17 AM)Davros Wrote: [ -> ]Wot concerns me is the price of the new book and the rumoured 500 pages plus . The new WAB 2 book is out at salute next week and is only 200 plus pages and £32 . How much will the new 8th ed. be ?
From what I've heard, £45.
@Timbor
It's really hard to say. But it'll be very hard to overcome the fact that they're already overpriced, and combat is looking like a very different beast.
If fight in ranks and ASF are still described in the new rulebook, they should be fine. We know that at the very least, ASF will have to be dealt with.
Overall, we'll just have to wait and see how 8th edition treats us.
Being muchly overpriced never helps, rules or not.
As I see it, some of the big benefits to Dogs of War in 8E will be:
- vastly improved Magic Item selection helps level the playing field by adding more things we can use
- more-balanced Magic phase lessens the Paymaster penalty
We lose out on:
- Xbows not getting 2nd rank shooting
- infantry (esp. Pikes) too expensive to leverage "Horde" rule
So, about shooting, is the rule for shooting in 2 ranks only for bows then, and not xbows or handguns?
(05-04-2010 08:21 PM)Timbor Wrote: [ -> ]So, about shooting, is the rule for shooting in 2 ranks only for bows then, and not xbows or handguns?
That is the current rumour.
So looks like as we get closer, rumours become more solid.
Warseer Roundup Thread
Personally I think things are looking good. I actually think things would be looking better for Dogs of War if we had a FAQ to clear things up (i.e how do things like Asarnil, Special Characters, etc who take up multiple slots interact with the percentage system). Hopefully it's something that is cleared up in say, a general errata rather than a case by case basis.
The new 25% lord + 25% hero works out fine for us I think. Can't shove Asarnil into 2000 points, but he can fit snuggly in 2250 with a Paymaster. Also, with the new common magic items, we finally get some gear to give to our characters (Although, everyone else gets the gear as well).
That and other percentage caps, I feel may see some less used units like Halfling Hotpots being used. 50 points for a stone thrower, and you've still got plenty of points left for other rares, bargain?
So overall, it's still a wait and see for Dogs of War and 8th edition. But we can just hope our list manages to sneak it's way into being useable.
More udated rumours from various sites:
The much reviled ULF descends once more to share his wisdom with the masses, so put forth your questions foolish mortals.
I'll give a short summary of what I have learned, but I can't possibly think of all so fire away.
Forgot to mention that the parts in green, orange and red are from Grimstonefire's Sticky. He did most of the work, so I'll have to give credit. -.-
Please also keep in mind that I may have gotten some things wrong and that the rules were entirely new to the guy who did the explaining as well, so please forgive any mistakes that may be hidden here.
Okay, I can definitely confirm these:
Army construction is moving back to percentages.
Strength in Depth/ Stepping up (models may fight in 2 ranks)
Crush attack for larger creatures
40mm models moving to 3 model-wide ranks (?)
Multiple objective driven scenarios in the rulebook
Power dice aren’t generated by the number of spellcasters. The pool is decided by 2D6. Magic users add their magic level to the score rolled. All Wizards have a chance to generate more power dice.
All missile units fire in two ranks (not just High Elves).
Autobreaking from fear or terror is gone.
Combats are strictly decided in initiative order.
Warhammer 8th Ed Rulebook to be released July 10th
Possibly going to get the pdf erratas for all armies on July 6th
Introduction games for Warhammer 8th edition starting around May 22nd (only one scenario apparently)
Copies for Staff available early May
25% min core
25% lord 25% hero.
Infantry models in the second rank can fight, with a maximum of 1A per model. - Avian/Harry.
Most special rules apply as normal. however... Whatever combination of weapons/ special rules/ spells/ whatever, infantry can only ever attack with 1 attack per model in the second and subsequent ranks.
Spears +1 rank as normal, but one attack only (fighting in 3 ranks).
Spearelves may fight with an additional rank as normal (citzen levy).
This does not apply to Monstrous Infantry, who are rumoured to fight with their normal number of attacks from the second rank (more likely).
10+ wide units attack with one rank more than normal. There are no other requirements to be a Horde. - Avian
Stubborn
If you are only engaged to the front and have more ranks than the opponent, you are Stubborn. - Avian/Harry
Unit Strength
Unit Strength is completely gone, lots of things are altered to compensate for this. -Avian
Rank bonuses
Unchanged. Up to 3.
Monstrous Creatures
40mm models moving to 3 model-wide ranks. Ogre sized models are officially being put into their own size category (finally). (?)
Striking in Initiative order
Combat will always strictly be resolved in initiative order (confirmed).
Outnumbering Enemy
There will be no CR bonus for outnumbering the enemy.
Flank/ Rear charges & Combat Resolution
Units need to have at least 2 complete ranks in order to negate enemy flank/rear. (more likely)
Parry
The hand weapon & shield combination grants a 6+ Ward Save in combat to the front only. It provides no benefit if you are attacked in the flank or rear and does not work against impact hits and crush them/destroy them attacks. This replaces the +1 to Armour Save gained by fighting with HW & shield.
As ward saves do not stack normally, you won't get any benefit from Parry if you already have a better ward save. (?)
Terror comes with a chance to run away.
Autobreaking from fear or terror is gone.
However ASF + higher initiative than your enemy: Reroll to hit rolls. So even if Swordmasters and White Lions are striking in initiative order they may get re-rolls to hit!
Frenzy
You still get +1 attack on the charge (front rank only). You may suppress charging with a leadership test. If you fail, you have to attack the closest target.
Magic Resistance
This has been changed to improve an existing Ward Save, or to grant a Ward Save to magic.
Magic Resistance 1 = +1 Ward Save against Magic. For a unit without a ward save this is 6+
Magic Resistance 2 = +2 Ward Save against Magic. For a unit without a ward save this is 5+
Magic Resistance 3 = +3 Ward Save against Magic. For a unit without a ward save this is 4+
MAGIC ITEMS
Apparently there is an absolutely HUGE list of magic items in the book… Could easily be 50+ (possibly 85). There is a chance you may not be able to duplicate most of them in a list.
10-20 items in each category.
Multiple objective driven scenarios in the rulebook
15 or so missions in the new rulebook.
Bonuses and hazards for terrain (such as rolling the dice to see how many people don’t make it out of the wood...). This appears to be D6 for every model, on a 1 a model is lost. This is only the tip of the iceberg…
Finding a magic item in the woods.
There are rules for dangerous terrain, and for some unit types different types of terrain are treated as dangerous.
Allied Forces
Forces of Order: High Elves, Wood Elves, Lizardmen, Empire, Dwarfs and Brettonia
Forces of Destruction: Chaos of any kind, Skaven, Greenskins, Dark Elves (edit. Vampire Counts may go here).
Neutral: Ogres and Tomb Kings
Categories for core/special/rare are remaining.
Special Choices: No more than 3 of the same type - Examples; No more than 3 units of Chaos Knights, or 3 units of Forsaken etc in the same army.
Rare Choices: No more than 2 of the same type - Examples; No more than 2 Hellcannons, or 2 Chaos Giants etc in the same army.
There will be a system wide errata to clear up issues for each army.
You may measure distances whenever you want.
Charging.
Infantry M1-M6 = Basic Movement value + 2D6
Fast Attack M7+ (Cavalry and fliers) = Basic Movement value + 3D6 (use 2 highest) (???????)
+1CR for charging. -Avian (more likely)
Marching.
Movement distance as normal. When there's an enemy within 8", the unit has to pass a leadership test to march. Not sure how this applies to Dwarfs.
Skirmishers
Skirmishers are now a fixed formation, with a 1 inch gap between each and every model. -
Still rank up in combat. May or may not have 360 Line of sight. (DON'T!)
MAGIC
Generating Power and Dispel Dice
Power dice aren’t generated by the number of spellcasters. The amount of dice is decided by 2D6. The active player gets the total as power dice and the other player the highest throw as dispel dice (throw 3+5, = 8 PD and 5 DD). (confirmed)
Channeling (confirmed that it exists)
Each wizard may roll a D6 and generate an additional power dice on a roll of 6.
Each enemy wizard may roll a D6 and generate an additional dispel dice on a roll of 6.
Maximum Power and Dispel Dice
Casting Spells
To cast a spell, roll 1 to 6 Power dice and add your caster's power level. EG: A Slann casts fireball and uses 2D6. He rolls a 3 and a 4 - score of 7. He than adds his Power Level of 4, which results in a total roll of 11.
Miscasting
Here is where I think we need a lot more information.
It is rumoured that miscasts are entirely gone, but are replaced by a combined irresistible force/ miscast table effectively:
When you roll a double 6 the spell is cast with irresistible force, but the Caster has to roll on the "lost control" chart, which is devastating, and far more worse than the current miscast table.
Determining Spells
Each lore now has 7 Spells. One Basic Spell and other spells numbered 1 - 6.
(As far as I have heard the 'basic' spell of each Lore is in addition to the normally generated spells, much like Invocation of Nehek for Vampire Counts).
Most spells generally have a basic and an up-powered version (more likely) – Avian
If a wizard fails to reach the casting value it is not a miscast
Spells are now categorized.
SHOOTING
Bows fire in 2 ranks as standard.
Units armed with bows, short bows and longbows fire in two ranks. Units armed with handguns, crossbows, anything else fire in 1 rank - Avian and someone else, so I'm considering this confirmed now.
Salvo Fire
A rumour I heard a while back was that units with bows (see above), could fire with more than just 2 ranks. What I am being told now is that regardless of the width of the unit, a unit with bows may shoot with an additional half a rank for every rank behind the 2nd. I.e. 12 models wide, 3 ranks (36 models). 12 front rank, 12 2nd rank, 6 3rd rank = 30 shots.
True Line of sight
Units draw true line of sight. You are considered in cover when shot at through another unit, granting a -1 or -2 penalty on to hit rolls. Note that someone else has said this is more likely as well.
War Machines
Weapons using the flame template or large or small blast templates automatically hit any model in contact rather than cause partial hits. If you are touched, you are hit. -Avian and someone else, so I'm considering this confirmed now
War Machines: There'll be no guessing anymore. You place the template (or point of impact) where you want the weapon to hit and roll normally for scatter. Take with a big pinch of salt at this stage.
Other things:
Killing Blow
Killing blow only against models in a similar size category or lower (large creature>ogre sized> infantry/cavalry sized)
(edit: apparently this is close, but not quite right). Killing blow is still a roll of 6.
Apparently still works as normal. There is something called a Heroic Killing Blow that will deal with larger things like Ogres.
Fear and Terror
When you charge a Fear or Terror causer you take the Fear/Terror test not before you charge, but at the start of the combat phase. - Avian
Apparently Fear is continuously tested at the beginning of each new turn of Close Combat, possibly resulting in the infamous 6's to hit
Crush them!
Monstrous Cavalry and Monstrous Infantry are granted 1 bonus attack with the "always strikes last" special rule, at base strength. (edit. I believe only infantry and cavalry can be hit with these, nothing else.)
From what I gather this may replace the current Impact Hits rule, but not entirely sure on how it works
Discarded:
One Save.
A model can always take an armour save. They can then take either a ward save or a regeneration save.
Saves still work the same way they did in 7th.
Terrain
Difficult terrain may be merged with very difficult.
From what I gather difficult terrain has been done away with entirely.
Cavalry still only fight in 1 rank.
Apparently not true; however the mounts in the back rank may not fight.
My own:
Scenarios are a big part of the game but it will still be possible to play normal pitched battles.
The scenario I've seen had a piece of terrain in the middle, a Chaos temple. Before the beginning of the game it was rolled who was in charge of the place. The army that rolled higher on a D6 was entitled to put one of their Core Units there before the beginning of the game. The objective was to have any (not just Core) unit there at the end of the game in order to win. The Chaos Temple allowed for 'sacrificing' the soul of a Champion/Character for random stats boost (or, on the roll of 1, a quick and painful death.)
There were mystical woods that contained unknown dangers (or possibly rewards). What exactly a wood does is rolled the first time a unit peeks its nose in there and it will retain this property for the rest of the game. For example, if a unit inside a specific wood is target of a spell, it takes a dice roll's amount of (S6?) hits, and the wood moves away in a random direction.
There are no other restrictions on characters other than the aforementioned 25/25 so it is entirely possible to have entire 'units' made up of cheap Heroes, for example Skaven, Gobbos or Skinks. Not sure if I like that though.
US has been entirely discarded. There is no more outnumbering and therefore no autobreaking from Fear/outnumbering.
Terror's Aura is gone; apparently it works now like a stronger form of Fear.
Apparently Fast Cavalry may make a free 12" move at the beginning of the game. This may allow for first-turn charges of carelessly placed War Machines.
Magic Items:
Staff of Channeling (Wizard channels additional PD at the roll of 5+ instead of 6)
Screaming Blade:
Bearer causes Fear (like that wasn't a standard item in every army anyway)
Potion of Strength:
20 points, +D3 S for one turn
Potion of Toughness:
20 points, +D3 T for one turn
(I think Teclis might like these)
When you destroy an enemy unit you can apparently either overrun or immediately reform to face the direction of your liking. This will go great lengths at improving mobility of units.
Skirmishers do now have flanks and rear like like ranked units and normal non-360 degrees view. They shoot normally from 2 ranks. However when not charging they may reform on the move as often as they wish and also MARCH AND SHOOT!!!!!
Since Unit Strength is gone, it can no longer be used to negate rank bonus. Instead you need a unit that has at least 2 ranks to do so. This means that cavalry as currently fielded will not break ranks.
With fighting in 2 ranks, spears, 10+ models rule and HE bonus it means that HE Spearmen will be able to strike from 5 ranks. Ouch. So much for the doomsayers that saw the army ruined. Maybe the humble HE Core will see more action soon...
Source: Bugmans Brewery News
(04-22-2010 07:48 AM)mzabern Wrote: [ -> ]I am with you Aldhick, Dogs of War will now be 3 editions since their last book. Gw could scrap them completly. The rules for Dogs of War are now going to so outof sync with every army. Chaos dwarfs have at least the new Indy rules to play with, and that is an acceptable tournament rule list. Dogs of War army arn't even able to take ror in tournaments.
Dont know what tournaments you play in but everyone that I have played in, and heard of, RoR units are legal and I use them consistently. Thats in the US. The only one that did not allow Dogs of War in general were the Ard Boys (guess Dogs of War were too strong for them)

around here (canada) it's no on the 'Ard Boyz, and many local tournaments as well.
That being said, Dogs will fit in just fine, the army list as it stands is just to simple to lose much from edition to edition, and uses so few universal rules or descriptions, it will blend just fine.
Just read the newletter and although I couldn't make out most of it due to the bluriness, on the battle for skull pass, under victory conditions, it says " Use victory points to determine the winner of the battle, as described on page 143". Unless the definition of victory points has been changed, which I doubt, it means no KP's, which is a rumour I have been dreading !
(05-23-2010 10:16 PM)someone2040 Wrote: [ -> ]Personally I think things are looking good. I actually think things would be looking better for Dogs of War if we had a FAQ to clear things up (i.e how do things like Asarnil, Special Characters, etc who take up multiple slots interact with the percentage system). Hopefully it's something that is cleared up in say, a general errata rather than a case by case basis.
So overall, it's still a wait and see for Dogs of War and 8th edition. But we can just hope our list manages to sneak it's way into being useable.
More likely is that Dogs of War will slip further into obscurity. I for one won't hold my hopes up high for GW actually caring about Dogs of War. There are other armies out there that is in more need of some love than some human army that essentially plays like Empire.