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Warmachine Hordes: Privateer Talks Rules Changes

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Apr 19 2016
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Get in here Warmachine Hordes players. Privateer is starting to drop some information on exactly what the new edition’s rules will hold (and won’t):

Will Shick has a great column over on the Privateeer site going over some of the design philosophy of the new edition, and in it he drops quite a few nuggets of information.  Take a look at these:

 

…In HORDES, the rules for Frenzying were significantly simplified and yet, at the same time, brought back in line with the original intent of this risk/reward system. In the new edition, the Frenzy rules simply state that a frenzying warbeast shakes all effects that can be shaken, then charges the closest model and makes a single attack against that charge target, using its highest P+S attack. That’s it. No more long if/then chart to check against. Just shake, charge, and attack.

…One significant pruning was the removal of model psychology from the games. While we had made significant changes to how psychology functioned and its overall impact on the game experience from Mk I to Mk II, we soon realized during the development of the new editions that model psychology really didn’t fit the vision we had for the tabletop experience and for the world of the Iron Kingdoms. By removing psychology entirely, we were able to significantly reduce the total volume of rules and create a more fun, rewarding play experience.

…Perhaps one of the most noticeable cuts that added a huge amount to the games was the removal of skill checks from both games. The removal of this random element created a huge shift in some very underutilized models, as they were now guaranteed to be able to do what they were meant to do without having to worry about a random die roll to determine success. Of course, this cut did not come without some serious retooling and testing of former skill check abilities to account for the now guaranteed success.

…And of course, we spent a huge amount of effort in reviewing and scrutinizing every single model rule and ability. Our goal was to achieve a total rebalance, better realizing each model’s specific role and purpose both within its faction and on the tabletop. But we also significantly streamlined the vast repository of model rules, combining and eliminating rules that had only minor differences.

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~Change is coming to Immoren. What do you think of those?

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Author: Larry Vela
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