I imagine it'll mostly just be including COK stuff & a few paragraphs of errata.
They claim there'll be 14 armies in the core rulebook with an expansion book coming out a couple of months afterwards with 12 more for a total of 26 factions. We know that'll include the new Northern Alliance faction and the book with 12 more will probably be stuff from Uncharted Empires. The new core rulebook should be 380 pages. I think that's significantly thicker than the existing one.
So new core rulebook out in October. That'll be something to look forwards to.
They waste page space. The circles on their own do nothing because they're all the same colour and shape. With only the lettered abbreviations differentiating between them they might as well have stuck to the old linear layout which made sense. It wasn't confusing or difficult to read. Now if they'd made the circles different colours or used icons or something it would help what they're trying to achieve here. At that point they might as well use cards.
Scaling unit upgrades with unit size makes sense. Probably being done with magic items too.
There will be a change to the phalanx rule. I don't know what it is but, apparently, it's really good.
Armies will have Army Upgrades. At the moment every army has a single army special rule (which often appears in other armies). A few armies have an army upgrade like the dwarfs and chaos dwarfs throwing dogs. It is not clear if the army upgrades will be something you pay for once and then it applies to the entire army or something that you purchase for each unit. The ones that I know about are for Basileans who will upgrade their damage removal from 1 to 2 whole points for Iron Resolve and for the Undead who will upgrade their Lifesteal from 1 to 2 points (or possibly upgrade by 1 point for the vampires who already have Life Steal 2).
Keywords will be used. Looking at the Undead army the zombies will have the Zombie keyword. This on it's own does nothing. However the Necromancer will have an option, for a few points, to add an upgrade to all units with the Zombie keyword. In fact I'm hearing that the Undead army will have a lot of synergy potential to do with it's keywords.
Remember when we didn't bother with the 1" disengage bounce "because they're going to just fight back next turn"? Remember all those times when someone asked "so who bounces" despite it always being the attacker who bounced an inch back?
Well now nobody bounces in 3rd edition (which makes it harder to stand and shoot at someone who just charged you).
If a unit begins its Turn Engaged with one or more Enemy units on a single facing only, it may make a free Withdraw move directly away from the unit(s) up to 1” before carrying out its normal Movement order.
May. Not must. No forced disengage after combat.
Basic Heroes such as Army Standards and Wizards are now Yielding. This means several things. For one they cannot prevent a unit disengaging (as noted above, nice try!) Secondly, both you and your opponent can charge right through them (although you can’t end on top of them… that would be weird).
So no charge blocking standard bearers (who'd generally just get slaughtered and overrun anyway).
Disordered units cannot charge through Yielding units.
Mighty Heroes? Well they basically act like Heroes did in Second Edition. A Vampire Lord can indeed stop you Disengaging, if another unit hits another facing.
We wanted Hills to be more of a focal point on the battlefield but not to offer huge benefits to gunlines.
Hills now give a unit Thunderous Charge(1) if they charge off them (not for Flyers though). Also, you have line of sight if your leader point is on them (the hill still provides cover to units either side though).
They now play a much more tactical part of the game and can make a huge difference if used well.
Hill charges for everyone! Charge down hill!
We’ve added various fun and useful upgrades to a variety of units and heroes, making each army more unique, in the form of Auras. Some units either have Auras to begin with or can be upgraded with an Aura.
Auras give an effect to all units within 6″ (including the unit that has it). These can range from Elite to Thunderous Charge. It can also affect a specific unit type.
For example, the Orc Morax Hero, grants an Aura of Thunderous Charge (1) to all units with the Berserker rule.
“Oh great, I can combine all sorts of horrible combos with multiple auras!” Unfortunately not – an aura doesn’t stack with the same order. “I HATE THIS GAME. I QUIT…” Yes, yes, we get the idea. Moving on…
insert quote Units such as Dwarf Hordes really used to struggle to charge anything to the sides, as charges in Second are measured from the centre point (and 8″ from the centre isn’t far).
Now they are measured from the closest point on the front of the unit. This simplifies it for any unit, but hordes especially are improved. Infantry and Cavalry hordes now have way more threat projection, which makes sense for a unit with such a presence on the battlefield.
And that’s it for now! There are of course various other changes, but these are some of the core ones that I really feel make Third Edition excellent.here
The much hinted at big change to the Phalanx special rule.
Phalanx – The big one! There have been various hints about this, all over the place but let’s get down to the nitty gritty. It still strips Thunderous Charge and Nimble, as per Clash of Kings 2019. However it now also gives a -1 to hit modifier to Cavalry, Large Cavalry and Flyers that make an unhindered charge against the unit’s front.
Note it’s only unhindered charges, so putting spears in a forest won’t confer a -2 to hit modifier. It does stack with Ensnare though! This really gives spears a solid place as a counter to Cavalry, Flyers and indeed even Berserker types that rely on TC (Infantry they won’t be -1 to hit, of course).
Spear units with Phalanx still get the bonus attacks too so they are really great all-round units.