What changed
0 fixes1 addition4 changes3 removals
added3 New CommandersThe Ratkin Cheiftain has a new Commander Ability, Cruel Motivation.
changed3 New CommandersSpell Selection Rework
changed3 New CommandersSpells are now free, and spellcasters can choose 2 spells. One "Cantrip", minor spell and one "Major Spell". Some hybrid spellcasters only have access to cantrips. All spellcasters have gone up 10 points in cost. The idea behind this change is that spellcaster should be versatile, and having multiple spell options to choose from in battle makes for more interesting gameplay. The current system where each spell costs points often made the optimal choice be to just play a single powerful spell.
changed3 New CommandersAll spells and abilities that last until end if turn have been changed to last "for one turn". This means they expire at the start of the next Strategic phase instead. The only impact of this is that movement spells now affect charge moves. Abilities like "Full Steam" and "Hunters Call " should be more attractive, and the charge range display in strategic phase is actually accurate!
changed3 New CommandersBalance Changes
removed3 New CommandersGoatmen have continued to over-perform a bit. Feral Giants Boulder Throw is reduced to 15 points but is now single use. Mongrel skirmishers no longer have Hand Weapons. Raiding Chariots are now capped to max 2 in Warband.
SOVL: Fantasy Warfare changes
addedThe Ratkin Cheiftain has a new Commander Ability, Cruel Motivation.
changedSpell Selection Rework
changedSpells are now free, and spellcasters can choose 2 spells. One "Cantrip", minor spell and one "Major Spell". Some hybrid spellcasters only have access to cantrips. All spellcasters have gone up 10 points in cost. The idea behind this change is that spellcaster should be versatile, and having multiple spell options to choose from in battle makes for more interesting gameplay. The current system where each spell costs points often made the optimal choice be to just play a single powerful spell.
changedAll spells and abilities that last until end if turn have been changed to last "for one turn". This means they expire at the start of the next Strategic phase instead. The only impact of this is that movement spells now affect charge moves. Abilities like "Full Steam" and "Hunters Call " should be more attractive, and the charge range display in strategic phase is actually accurate!
changedBalance Changes
3 New Commanders
Ratkin Infiltrator
Ancient Toad
Treant Elder
The Ratkin Cheiftain has a new Commander Ability, Cruel Motivation.
Spell Selection Rework
Spells are now free, and spellcasters can choose 2 spells. One "Cantrip", minor spell and one "Major Spell". Some hybrid spellcasters only have access to cantrips. All spellcasters have gone up 10 points in cost. The idea behind this change is that spellcaster should be versatile, and having multiple spell options to choose from in battle makes for more interesting gameplay. The current system where each spell costs points often made the optimal choice be to just play a single powerful spell.
Until End of Turn Effects
All spells and abilities that last until end if turn have been changed to last "for one turn". This means they expire at the start of the next Strategic phase instead. The only impact of this is that movement spells now affect charge moves. Abilities like "Full Steam" and "Hunters Call " should be more attractive, and the charge range display in strategic phase is actually accurate!
Balance Changes
Goatmen have continued to over-perform a bit. Feral Giants Boulder Throw is reduced to 15 points but is now single use. Mongrel skirmishers no longer have Hand Weapons. Raiding Chariots are now capped to max 2 in Warband.
Scoring Objectives Change
Objectives no longer score on turn 1.
Single model units can no longer claim scoring objectives. Flying units can, but only if they are not single models!