• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

AoS Second Edition

I agree with you guys! I love AoS I came into the hobby the week before it launched and have never got to play fantasy. I feel like the game is pretty balanced for sure. I just feel like the carno is kinda lack luster for it being kind of a centerpiece is all. To be totally fair I've actually been playing wrong the whole time so those feelings are mostly my fault haha.

More importantly the lady stormcast mount could maybe make a really cool Razordon or Salamander with a little conversion work!
 
The weird thing I still cannot compeltely wrap my head around is this:
If SCE are that great, why don't they win more tournaments, except with one or two cheese lists (like everyone else) despite there usually being way more SCE players at tournaments than everyone else?
If you look at their models, there are hardly any of our models that have nearly as awesome stats as most SCE units, they have several battletomes full of traits, prayers, artefacts, mount traits and whatever else, and still you don't see armies being steamrolled by SCE as often as by some others.

And outside of the competitive scene: In all my games against Stormcast I have lost a single game that was a really bad matchup (Firelance against a SCE tank list). My experience is that _they_ are calling _us_ OP more often than vice versa. And it is not only them, others as well.

Maybe GW is actually doing a better job - balance wise - than many of us give usually give them credit for, and it is really only the SCE's ubiquity that makes them so annoying for us.

I recently had a - mostly good - discussion with someone at the TGA forums about that, and I wonder in which ways some of our discussions might actually be echo chambers that distort our view a bit.
I think the SCE are very peculiar mix of OP and weirdly weak due to their amazing base-stats and lack of synergy. Their base-stats & mechanics are rather OP & there's several units that need to be focused down immeadiatly otherwise they will decimate the opponent. However, if their most powerfull units are taken down their army is mostly defanged and can relativly easily be defeated by most anything as long as it has some vaguely decent synergies going on. This happens because their lack of synergies means that although their stuff is better than your stuff it isn't necesarly better than your stuff buffed to high heavens with all your synergy nonsense. All you need is some cheese to take out the powerfull nonsense.

Basicly it can be summarised as follows: that unit of dracoths is going to be a major threat and those liberators are way better than your puny saurus warriors. But if you can manage to take out the dracoths then your warriors with a bit of help from say a starpriest stand a rather good chance of cleaning up his liberators.
 

I think the bit before the everblaze comet also describes one of the reasons why the SCE don't necesarly win very well.

We’ve all been there – you’re playing a game with your Stormcast Eternals, and your opponent’s general is refusing to do the honourable thing and meet your Lord-Celestant for an epic duel in the centre of the battlefield. Instead, he or she is indulging in cowardly tactics like “playing for the objective” – the very cheek of it! The Everblaze Comet is the answer to those who think that staying put means staying safe…

The fact that all their units are massivly better in straight up fight isn't going to help them much if your opponent just plays the objective and uses everything in his power to simply stall the SCE. Yeah the SCE might decimate your stuff, but if your generalwalks away with the objective it's all fine and dandy.


Also, yay more stuff with overpowered numbers for SCE. I like the two nighthaunt spells though.
 
Last edited:
I think it’s partly being so used to warhammer fantasy but every game I’ve played against Stormcast has been straight kill points, which might be part of the problem I’ve had with them.

In other news the AoS 2.0 faq dropper today and it seems Kroak can use celestial deliverance repeatedly. Warscroll trumps core rules and they specifically used him as an example.
 
In other news the AoS 2.0 faq dropper today and it seems Kroak can use celestial deliverance repeatedly. Warscroll trumps core rules and they specifically used him as an example.

I’ve just seen that and although they say it’s not official I suspect we will see an offical answer soon, if it’s correct that’s a massive buff for us.
 
They also didn't say that Rippers can only use their ability once, so I suspect that they can use it until they miss.
 
https://www.warhammer-community.com...mpaign=AoS&utm_content=AoSNewEditionFAQJune27
Here's the FAQ fir the other stuff! Hurray for Kroaks spell though!

Im dissapointed with the summoning for tzeentch, 10 points for the lowest summon is rather steep unless you have 5+ succesfull casts per turn which even with a tzeentch army is pushing it. You're really going to need to be facing another wizard-focussed army (and allow your opponent to cast) for it to really get going.

The khorne one feels much better, needing only 2 points for the lowest on, even if it is far more difficult to generate points. It's at least something that feels reachable.

Yay for kroak's spells though. Finally something making our magic stand out again.
 
The resemblance is uncanny.

PPSRn6rKUE1b6OKIvXni-2gBYJ876-p20atqfP0AAIk.jpg
 
It also seems we can teleport on the balewind!
 
Can someone point me in the direction to find the clarifications about Kroak's spells? Cant seem to find it :p
 
They also didn't say that Rippers can only use their ability once, so I suspect that they can use it until they miss.

If this is true my regular opponent is going to hate me again :D When it first came out I nearly wiped out most of his large unit and he got so angry at me, in a way it was revenge for all those infernal gateways from Fantasy
 
Just seen the Fyreslayers FAQ - GW seem to have changed the Runefather and Runeson command abilities so that they can only be used if the hero is the General, which basically means we can only use one command ability per turn - they've basically broken their word as this contradicts what they said on the Faction Focus, although they have buffed some of the Command Abilities a little which is nice. They may introduce command abilities for the other heroes at some point that can be used however often you like providing you have CP, which would be independent to the errata as erratas only make changes to existing rules.

They did remove the bit of first edition silliness concerning the Runeson's explosive rage ability (you no longer need to physically insult one of your opponent's units) which is great - they're finally realising that rules like that were really stupid - so some good has come out of it.

In any case, I'm remaining pensive for the time being and waiting to see what else they do.
 
Back
Top