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AoS Second Edition

SPLIT UNITS
At the end of each turn, you must remove models from any of the units in your army that are split up into two or more groups, until only one group of models from the unit remains in play. The models you remove count as having been slain.
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I don't know if I've just missed it or somehing, but this is new right? No more splitting up a conga-line from the middle, to have one unit covering two objectives.

Yes it's new and will make people think twice when removing models.
 
That makes the Aleguzzler Gargant potentially VERY dangerous. :D
(He has an ability to remove a model he likes, being an exception to the general rule)

Against cavalry or elite units (anything fighting in one row actually) that can be devastating, as removing a model in the middle of a line always means that there is more than 1" of spacing between them.

About the length of the rules:
In fact AoS rules were much longer already, when you played matched play.
Now all the stuff is merged into the core rules.

I approve of that!
 
For those of you who's been near a GH18.. Any news on the Bloodclaw Starhost?
It's kind of obsolete, now that everyone can use their command abilities anyway o_O
 
For those of you who's been near a GH18.. Any news on the Bloodclaw Starhost?
It's kind of obsolete, now that everyone can use their command abilities anyway o_O
Waaaaaaaiiit that might not be correct.
Everyone can spend command points to use them. If the Bloodclaw allows using them without spending command points that would easily be worth 150 points or more.
 
Waaaaaaaiiit that might not be correct.

Hmm, you are right. That seems like a likely solution from GW.
If they change the "can use command ability without being general" part to "can use comand abilities for free", it would certainly be good.
 
Yeah I hope they will do something like that.

In other news:
The new core rules are now in the app it seems.
 
Hmm, you are right. That seems like a likely solution from GW.
If they change the "can use command ability without being general" part to "can use comand abilities for free", it would certainly be good.
that is pretty much the change to Archeons command ability as well, so I'd assume the battalion gets a similar change.

That makes the Aleguzzler Gargant potentially VERY dangerous. :D
(He has an ability to remove a model he likes, being an exception to the general rule)

Against cavalry or elite units (anything fighting in one row actually) that can be devastating, as removing a model in the middle of a line always means that there is more than 1" of spacing between them.
I'm curious about the consequences this'l have. Those few target abilities can end up far too powerfull rather quickly like this.
 
that is pretty much the change to Archeons command ability as well, so I'd assume the battalion gets a similar change.


I'm curious about the consequences this'l have. Those few target abilities can end up far too powerfull rather quickly like this.

Yeah it is intriguing. But then I think the Aleguzzler won't be that much of a problem. Destruction needs a buff urgently and if that change means that we see more cool Gargants it is OK. When playing against a Gargant that just means placing models more carefully.
 
Taken from reddit

1fd9528-1.jpg

Masters of Order

  • Slaan now add 6" to spell range when the casting roll is 10+, instead of on doubles
Lords of Space and Time

  • 1-2, Unit cannot move or charge, 3-4, Place unit anywhere on table 9" from enemy units, counts as movement, 5-6, As 3-4, except can also move.
Summoning

The page cuts off towards the top and is a bit blurry. Nonetheless I'll do my best.

18 Points

Astrolith Bearer

20 Saurus Warriors

Skink Starseer

Troglodon

12 Points

5 Chameleon Skinks

3 Ripperdactyles

1 Saurus Eternity Warden

5 Saurus Guard

5 Saurus Knights

1 Saurus Oldblood

1 Saurus Scar-Veteran on Cold One

1 Saurus Sunblood

10 Saurus Warriors

1 Skink Priest

1 Skink Starpriest

3 Terradon Riders

6 points

3 Skink Handlers

10 Skinks

1 Razordon

1 Salamander

Engine of the Gods

  • Now on a 14-17 summons a unit from the following list: 20 Skinks, 10 Saurus Warriors, 3 Ripperdactyls, 3 Terradons
Points Changes

Stegadon: 220

Troglodon: 160

Saurus Old-Blood on Carnosaur: 260

Saurus Guard: 90

Saurus Knights: 90

Skinks: No longer receive Massive Regiment discount, only Battleline with Seraphon Alligiance (credit:u/BalkonB)

Bloodclaw Starhost: 150

Dracotion's Tail: 80

Fangs of Sotek: 70

Firelance Starhost: 150

Heavenswatch Starhost: 180

Starstrike Shadowhost: 180

Starbeast Constellation: 70

Unsure: Thunderquake Starhost 130. From a separate video and very hard to make out, but it looks like 130.

Command Traits

Mighty War Leader: Changed to "At the start of your Hero phase, if this general is on the battlefield, roll a die. On a 5+, receive 1 extra command point".

Disciplined Fury: Changed to "You can re-roll hit rolls of 1 for attacks made with this general's melee weapons"

Arcane Might: Changed to: "You can reroll 1 casting or unbinding roll for this general each Hero phase"

Artefacts

Incandescent Rectrices: Changed to "Roll a dice the first time a wound is allocated to the bearer that would slay them. On a 1-2 the bearer is slain. On a 3+ heal D6 wounds allocated to the bearer instead."

Prism of Amyntok: Changed to "Once per battle, at the start of the movement phase, pick an enemy unit within 12" of the bearer and roll a die. On a 1, the unit suffers 1 mortal wound. On a 2-5, it suffers D3 mortal wounds. On a 6, it suffers D6 mortal wounds."

Battalion Warscrolls

Fangs of Sotek: First Oldblood now grants one additional Command Point instead of it's previous effect.

Dracothion's Tail: Changed to "Instead of setting up a unit from this Battalion on the battlefield you can place it to one side and say that it is waiting to appear at Kuoteq's command. You can set up one unit in reserve to appear at Kuoteq's command for each unit from the same battalion that you have set up on the battlefield.

In your Hero phase you can set up one or more of the reserve units waiting to appear at Kuoteq's command on the battlefield more than 9" from enemy models and within 18" of Kuoteq. However, each reserve unit set up in the same turn must be a different unit chosen from a different warscroll - Kuoteq cannot command the same unit more than once in the same turn. Reserve units that are set up on the battlefield for the first time cannot move in the following movement phase. Any reserve units waiting to appear at Kuoteq's command which are not set up on the battlefield before the start of the fourth battleround are slain.
 
Well I can say I am mildly disappointed with the Skinks :( I want to swarm the enemy with mass discounted Skinks! Oh well, I run mostly Skink-based armies. Their way of saying to start using Saurus more?
My local store and their Preorder bonuses, shame I can't go out tomorrow. Lots of freebies when you spend certain amount and raffles...
 
Well I can say I am mildly disappointed with the Skinks :( I want to swarm the enemy with mass discounted Skinks!

Form a general pov, I agree.
On a more personal note, it doesn't bother me. I already run big blobs pf 40+40 skeleton warriors (which are a pain to move), so when I'm fielding seraphon, i find that skinks suit my tastes in "easy-to-move" groups of 10. :p
 
Form a general pov, I agree.
On a more personal note, it doesn't bother me. I already run big blobs pf 40+40 skeleton warriors (which are a pain to move), so when I'm fielding seraphon, i find that skinks suit my tastes in "easy-to-move" groups of 10. :p

True, I run a Clan Moulder army and all those rats! 40 tiny Giant Rats. About two units of them.
I tend to run the Skinks at 30 or 20, why am I even disappointed with the lost then? :joyful: Well maybe I might run the full 40 in higher point games but oh well
 
Yeah it is intriguing. But then I think the Aleguzzler won't be that much of a problem. Destruction needs a buff urgently and if that change means that we see more cool Gargants it is OK. When playing against a Gargant that just means placing models more carefully.
mwha, it'd be fine if the gargants would be the only ones to have it. But it's also a neat ability to put on other stuff. And with this change it's rather extremely powerfull. Would've prefered if you could at least attempt to reform ranks before you start losing models. This seems a tad on the harsh side. Feels like it could be abused too easily if the ability ever becomes common (much like mortal wounds really..)
 
Malign sorcercy preview finally indicates how you can buy endless spells and indicates that you can summon one copy of the same spell at a time.. which frankly is a shame
 
Well I can say I am mildly disappointed with the Skinks :( I want to swarm the enemy with mass discounted Skinks! Oh well, I run mostly Skink-based armies. Their way of saying to start using Saurus more?
My local store and their Preorder bonuses, shame I can't go out tomorrow. Lots of freebies when you spend certain amount and raffles...
The good thing is: summoning will also allow you to put a lot of Skinks on the table. :)
 
Malign sorcercy preview finally indicates how you can buy endless spells and indicates that you can summon one copy of the same spell at a time.. which frankly is a shame
I am OK with it I think. Although I would have liked to use two palisades for example.

The restriction for one endless spell per Wizard per round bothers me more.
It means no BWV+another endless one from there.
Althought I understand the reasoning behind it.
 
I am OK with it I think. Although I would have liked to use two palisades for example.

The restriction for one endless spell per Wizard per round bothers me more.
It means no BWV+another endless one from there.
Althought I understand the reasoning behind it.
I get why they did it.. but much like the rest of the rule of one Í think it's a bad solution... just make the stuff not stupidly overpowered the moment you throw 2 around. I'd love for a slann to be able to just sit on a balewind and raining doom upon everything he sees. It should be more than possible to find a middle ground where a single spell isn't too weak but multiple spells isn't immeadiatly overpowered.
 
I think having one spell active opens loads of possibilities, dispell and recast for instance
 
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