Zomg. What an awesome day.
Just got back from the Design Studio Open Day 09, where the main feature was War of the Ring. Much to report!
We'll start with the book itself. I got to have a few demo games of the system, and a massive look through the book. This thing is well worth its money. It beautifully laid out, in full colour, with many explanatory diagrams. Plus rules for EVERY model currently in the SBG, and some coming in the future, for WotR.
The game itself is awesome. Fluid, flowing, generally good fun. I'll give you a run through of what is essnetially a quick start guide to WotR.
Priority
Like the normal SBG priority, but in the case of a draw, you just reroll. No auto getting priority!
Movement
Movement is your standard manuvoring. No charges, they take place in the Charge phase. The main features:
-Infantry move 6"
-Cavalry move 10"
-Monsters move 8"
If you are within 6" of an enemy formation at the start of your movement, you can only move 1/2.
Wheeling and reforming costs NOTHING, the only restriction is that the formation is not allowed to physically move more than its movement rate. Very nice, keeps it flowing and fluid. LOTS of manuvoring here.
Shooting
Very simple, simply roll the number of dice equal to the number in your front rank. Shoot value gets you more dice; subtract your SV from 5, and you get that many extra dice per company. So, for example, 2 companies of Rangers in a formation, set up alongside each other, would get 8 dice, then another 2 per company, for a total of 12 shots. Nearly all bows are Str2 now, only range varies. No volley fire either, but if you are over half your range from the enemy, you shoot at Str1. As normal, you can only shoot if you move half your movement. If a formation loses a company from shooting, they fall back D3" (but are not otherwise affected with facing etc, just pushed back).
Combat
The person with priority declares their charges, and then the other does. Charges work as so:
1. Declare the unit charging and their target.
2. Roll a D6. On a 1, the unit fails to charge. On a 2-5, charge normally. On a 6, each company in the charging formation gains D3 attacks plus the ones for charging.
If you successfully charge, add X" to this dice roll.. X depends on your type.. This is how far you can charge. For example:
Infantry-D6+2"
Monsters-D6+4"
Cavalry-D6+6"
Move 1 company into contact with the enemy you are charging. This is your 'spearhead'. The rest of the formation can then move up to double their normal move to get into contact with the enemy. So if the Spearhead can hit home, everything usually can.
Units strike in the order Monsters>Cavalry>Infantry. Units of the same type striking each other fight simaltaneously.
Your attacks for a company work as follows:
-If the company is in contact with the enemy, they get their normal number of attacks per model. For an infantry unit, this is usually 8 attacks.
-Each company gets +1 Attack for charging. Cavalry get +6 per company.
-If you rolled a 6 when charging, the company gets another D3 attacks.
-If the company has a company behind it which is not in contact with the enemy, this is a 'supporting company', and gives the company in front 1 extra attack.
-For each point HIGHER your FV is than your enemy's, the company gets another attack.
-If you are charged in the side arc, yeach company loses lose 3 attacks. If you are charged in the rear, each company loses 5 attacks.
If you charge an enemy with Pikes, you lose all charge bonuses! Hurrah for Uruks!
So, an example from my practice game. It was my priority, and I had a unit of Rohan Militia led by Theoden with a unit of Uruk-hai w/ Shields in front of me. I also had an Ent in his rear arc. Nasty!
I declared charges with both units at the Uruks. Theoden rolled a 3 to charge, and charged 5" forward. The Uruks were only 2" away, so was successful. The Ent rolled a 1, and decided not to be hasty, instead standing still.
I had 2 companies in contact with his Uruks, with 1 supporting company behind. Theoden's company had 8 attacks initially. They gained +1 for charging, for 9. Then, Theoden's ability allows him to lend his respectable FV5 to his company. This meant they were 1 FV higher than the Uruks, giving them +1 attack for 10 attacks. The company next to Theoden had 8 attacks, +1 for charging, and also had a supporting company for another attack. This meant I was striking with 20 dice, and, thanks to the Uruk's Shieldwall, wounding on 6s.
Theoden's company struck first, in case I wanted to affect any of the dice with his Might. They managed to kill 3 Uruks, and I boosted a 5 to a 6 to make it 4 dead. The other company managed a measily 1 dead Uruk.
Since both formations are Infantry, they struck simaltaneously. The Uruks had 2 companies in base contact, each with a supporting company. They had 8 attacks per company basic, with +1 attack for supporting companies each, giving 18 attacks altogether. Needing 5s to wound, they killed a mighty 8 men. The Uruks therefore won the combat.
When a side loses combat, it first rolls on the Panic table. Again, its the principle of "1s are bad." A 1 means each company automatically becomes Disorded (more on this in a moment) and then takes a number of casualties. if you roll a 2-5, you must take a Courage test; if you fail, you lose a number of models equal to how many you failed by. Whether you pass or fail, you become Disordered. On a 6, you stand firm, and simply stand there. At the end of combat, formations are seperated to 1" apart.
When a unit becomes Disordered, they must take a Courage Check to rally at the start of each turn. If they fail, the run their normal Charge distance towards the nearest board edge. In combat, disordered units fight at FV0, generally meaning they get slaughtered. When a unit rallies, it may act as normal for the rest of the turn.
We didn't get a chance to look at magic, but from what I hear, its plain nasty. The game itself is really good fun, and I really advise going to your local GW on Febuary 28th for the preview day.
Models!!!
There was LOADS on display. Here's what we saw:
-Minas Tirith command
-Rohan command
-Galadhrim Knights
-Galadhrim Warriors (including the new plastic Swordsmen)
-Guards of the Galadhrim (these guys with Spears which I believe function as Pikes in the WotR)
-Rumil
-Haldir
-Sons of Eorl
-New Gandalf
-New Witch King
-New Theoden
-New plastic AotD and metal Command
-New Grey Company and Command
-New Uruk command and Shaman
Now a quick note on the Galadhrim. These are not released until June. There will not be an accompanying Sourcebook, but rules for using the associated stats for the enw stuff in the SBG will be released in WD and online.
A note on Shamans-these are bought as Unit upgrades. When you buy a Formation, the first company is automatically the Command Company, even if you do not upgrade it. Legendary Formations tend to come with their Character and associated command by default, but normal formations you buy them for. Most units can have Captains, Standard Bearers and Musicians.
Captains-Lend their FV and C to the company, as well as Might
Standard Bearers-Allow you to reroll your Charge dice
Musicians-Unsure.
I would advise buying at the very least a Standard Bearer for all formations, they are sooo useful.
I'm quite exhausted, and I may well have left some stuff out or forgotten it. If you want to know anything else about the book, game or figures, just ask and I will answer as best as possible. Hope you enjoyed reading!