Guys do we have a link for the new spells stats or you found them separately on the internet and remember them by heart now ? Unfortunately I have only read 4 *which I cannot even remember * and I can hardly understand the spell conversation ! Edit : https://www.games-workshop.com/en-EU/Age-Of-Sigmar-Malign-Sorcery-2018-eng They already have it for free dl at GW site !
Do you mean the Endless Spells or the spells from Malign Sorcery? EDIT: lol quoted without reading your edit. Yes, Endless Spells warscrolls are already available, also in the app (under scenery).
Do we have any idea yet if the Bloodclaw Starhost is changing at all in the new edition? It's primary benefit is to allow your heroes to use their command abilities if they're not your general, which is obviously pointless in 2.0. If it changed to allowing your heroes to use their command abilities for free, it could be quite powerful.
I think it will change to using command abilities for free which for 150 points could be a beast of a battalion
Page 140 – Starbeast Constellation, Strategic Mastery Change the second sentence to: ‘At the start of the battle, you receive D3+1 command points, instead of 1, for each Starbeast Constellation in your army. From the new FAQs. They didn't update the Bloodclaw Starhost (they probably forgot about it) but it's ability is identical to the Starbeast Contellation, Strategic Mastery ability. Overall, I'm not particularly impressed by the change; I can't see myself running it just for an extra, on average, 2 command points, given that for less than the cost of the Battalion I could just get that by sacrificing points anyway.
If that same rule carries over to Bloodclaw it will be hot garbage. Not an extra D3 every turn, but just at the start of the battle?! My disappointment is immeasurable, and my day is ruined.
They are slightly different, Starbeast requires a lot more to achieve than the Bloodclaw so I would expect the Bloodclaw to have a different mechanic for command points, hope so anyway.
Hey guys, what do you think of the updated command trait Arcane Might? Used to be re roll 1's to casting and unbinding, now once per each hero phase you can reroll a casting/unbinding roll. Seems pretty strong to me, especially in certain armies that don't benefit much of the skinks spells or the double teleport!
I think it could really come in handy now that a magic-heavy army might become an option. But I use Curse of Fates so often, not sure if I want to give it up.
I was just flicking through the new rules today - looks like Command abilities can be used as many times as you like provided you have the points for it. i.e. Have three command points, Oldblood pops his command ability three times and gives himself 6 (!) extra attacks. This is why I think Bloodclaw stands on shaky ground. Will each hero be able to use their CA just once as long as they're close to the Oldblood (as was the case pre-2nd Ed.)? Or can we spam CA's using command points on top of the one free CA per hero? This can lead to some really stupid numbers - imagine saving CPs for three turns and then using all three of them to proc three Cold One Scar-Vets CA in addition to the three free usages... meaning nearby Knights will be attacking eight times each with the Cold One bites. Its scenarios like that which I think the Starbeast change was trying to avoid. The way AoS operates now, many of our heroes CAs would be better served as regular old abilities.
Which is why CPs are super valuable for us. With the Hysh item that lets you get a command point after using one on a 5+, and mighty warleader, you can have an average effective ~9-11 CPs on turn 2 with a Blooclaw or fangs of sotek list (assuming they change it to the same as the starbeast constellation ability for an extra d3); it may even be worth it for some Saurus lists to drop 100 points or so for extra command points (and a triumph). Similarly powerful to loads of extra attacks from an oldblood is using the scar vet carno command ability on 40 saurus. Saurus get +1 to hit and 4 attacks apiece (in a bloodclaw/sunclaw), so each scar vet command ability adds ~1.333 attacks on average. With 5 uses, that's ~10.666 attacks per model, which converts to ~3.6 wounds per model before accounting for any re-rolls or serpent staff, and you'll almost certainly have at least one of those. Even just re-rolling ones puts your saurus at ~4.2 wounds caused per model in combat before saves.
With new command abilities and spells I feel like AoS 2 will be all about who gets to attack first. I expect to see a couple of 40-models deathstars in every competitive game. So anti-horde abilities and spells will get more popular too. 1-2x 40 Saurus Sunclaw looks very powerful alpha-strike tool in Aqshy. The first two spells gives them +1 charge, wound and damage combined. Add both scar-vets' abilities to give bonus attacks on 5+(with size bonus) rerolling 1's on charge and save. Starpriest gives this monster venom so, jaws deals 4 damage on roll of 5+ to-wound (+1 damage for spell and double total damage). Firelance with 10-15 knight unit can be used the same way: 11 attacks which deal 2 mortal wounds on 5+ to-wound, 30 attacks from bites with 4 damage each. I hope we'll see more saurus lists this edition.
correct me if i'm wrong, but its written that you can only dispel an endless spell only at the beginning of your hero phase. so you cant chain spell/dispell/spell it again.
That's the Oldblood on foot. The Oldblood on Carnosaur is the one who gives out +2 bonus attacks to all Heroes within 20". Use his Command Ability 3 times and you'll get +6 attacks on them all.
That is what he did, not chaining it. Though honestly if we can't chain spell/dispell/spell it rather diminishes their value massivly and it'd be rather gamey...