Slann
Aginor
Fifth Spawning
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Hey y'all!
Here's another 40k thread by me.
As you know my good friend @Mesandres and I will quite likely start playing a bit of 40k at some point next year.
Since I have never played earlier editions of any wargame other than AoS I'd like to make our start a bit easier by finding analogies to rules we already know.
So what I am going to try in this thread is to explain 40k rules with AoS rules.
We both have played D&D for a time so if there is no AoS analogy to be found for a rule, we can also use one from D&D in a pinch.
So I'll go ahead and put a few words here that - from a short read through the rules - I consider roughlx equivalent. Please correct me where I am wrong, I am pretty new to this.
- 40k has rounds and turns like AoS it seems.
- There are the same phases in a turn, but they are in a slightly different order and have different names
movement phase = movement phase
psychic phase = hero phase (this one is after movement instead of before)
shooting phase = shooting phase (more important in this game)
charge phase = charge phase (sometimes I read assault phase, strange...)
combat phase = combat phase
morale phase = battleshock phase
advance = run (in movement phase, same rules as AoS: No shooting or charging)
fall back = retreat (in movement phase, almost same rules as AoS, except flying units can shoot)
psychic powers = spells
deny the witch = unbinding (Psychic phase)
- In the movement phase you must not move within 1" of the enemy (3" in AoS).
- There is something called minimum move, for flying units it seems.
- rolling a double 1 or double 6 on psychic powers is bad, mkay?
Shooting phase will be covered in my next post.
Here's another 40k thread by me.
As you know my good friend @Mesandres and I will quite likely start playing a bit of 40k at some point next year.
Since I have never played earlier editions of any wargame other than AoS I'd like to make our start a bit easier by finding analogies to rules we already know.
So what I am going to try in this thread is to explain 40k rules with AoS rules.
We both have played D&D for a time so if there is no AoS analogy to be found for a rule, we can also use one from D&D in a pinch.
So I'll go ahead and put a few words here that - from a short read through the rules - I consider roughlx equivalent. Please correct me where I am wrong, I am pretty new to this.
- 40k has rounds and turns like AoS it seems.
- There are the same phases in a turn, but they are in a slightly different order and have different names
movement phase = movement phase
psychic phase = hero phase (this one is after movement instead of before)
shooting phase = shooting phase (more important in this game)
charge phase = charge phase (sometimes I read assault phase, strange...)
combat phase = combat phase
morale phase = battleshock phase
advance = run (in movement phase, same rules as AoS: No shooting or charging)
fall back = retreat (in movement phase, almost same rules as AoS, except flying units can shoot)
psychic powers = spells
deny the witch = unbinding (Psychic phase)
- In the movement phase you must not move within 1" of the enemy (3" in AoS).
- There is something called minimum move, for flying units it seems.
- rolling a double 1 or double 6 on psychic powers is bad, mkay?
Shooting phase will be covered in my next post.