And throught 2.0 I was told that battalion isn't needed in TL, lol. Actually, it is a bit different but still viable. You can command +1 to-hit from priest in hero phase on one bastiladon and double-tap in in shooting phase, while giving all-out attack on second bastiladon. You still can give reroll 1's from hand of glory and possibly burning head, if its ability remain the same. Now that we have way more command abilities, we can try something else instead of kroak/slann. Instead of battalion you can take 2 more priests and try to use run+charge on bastiladons to replicate old battalion. And they didn't need +1 attack in melee all that much. Maybe, we will just shift to 1 bastiladon and more stegadons/carnosaurs. 30-x skinks are still very viable despite 5+ save lock. If it gets FAQed, than they are fine. You may want to shift to clubs instead of shileds now and play more aggressively. Remember, not only seraphon got hit - literally every single competitive archetype is either completely ruined or got worse. Even lumineth cannot get into 2+ save anymore. Final judgement could be made after GHB. What are new battleplans and new point costs? Looks like everything is getting a hike. The sad thing is that we have to leave at least a year with 300 pts Femguinius. She is absolutely crazy even before applying buffs.
oh also named characters can no longer take lore spells. kroak does get around this by already knowing them but for any one who doesn't have that ability sorry you are screwed
Luckily it's still possible to stack things to combine powerfull effects, as a "All Out..." CA and the heroic action "Their finest hour" to pump a stegadon chief.
the battalion change is a huge blow. its part of what helped keep things different. now there is no motivation to play some units as they arent great and there is no battalion to buff them. its gonna be just like 40k where each faction has only 2 viable builds and everyone plays those. its gonna be lame.
There's also one thing that irks me. This new 3.0 is really strictly similar to 40k. Now there's even the fact that you cannot choose to go first or second, the ones that ands the deployment first, goes first. ...then why on earth we are still keeping the double turn?
This is honestly kind of a big issue. If your warscroll has an ability that adds +1 to a stat in a certain condition then suddenly a lot of combo's with artifacts/traits/spells/etc. have become useless. And since generally speaking there's already only 1-2 artifacts/traits/etc. that are "good" on any given hero this'l limit those choices even more. Honeslty, by not allowing different buffs to stack, because of the new caps & the rule-of-one now applying to command abilities, you're probably going to see even less variety because there's simply no point in bringing certain combo's anymore. Lol what? That's just silly. eh, doesn't that make the double turn impossible?
then GOOD NEWS the now have 3 "fantastic" universal artifacts for you to use instead! yep lore spells are now ENHANCEMENTS and named heroes do not get ENHANCEMENTS unless otherwise stated
Until it's not clarified, i suppose that the sequence is forced only in the first round. Then you roll at the end of the first battle round, in the same way you do actually.
Oh well. I guess I can add AoS 2e to my list of editions of games I refuse to update from, along with Pathfinder 1e and D&D 3.5
that might be going a bit far. give it a few months for me and a few others to tear it down to it's component pieces until you decide that
Ironically they're some of the better artifacts in the game. A 5+ ward save is decent enough depending on your faction, and more importantly it's unique enough that it's a good choice on several heroes without having to worry about overlap with other abilities/effects. +1 to wounds are rare. Becoming a wizard is usefull for certain armies and might have some silly implications (stick it on a bloodthirsters, have him cast endless spells. Might not be good, but it's definitly unexpected). Re-rolling heroic recovery isn't the worst either. Still, not super inspired. Wait does this also mean a wizard now has to choose between taking a spell or taking an artifact? Why does GW hate wizards so much? On the topic of GW hating wizards, why are perils of the warp a thing in AoS now? What does it actually add to the game?
in 2 days i was supposed to buy my tickets for the orlando gt gw was organizing. now i dont know if i will, this new edition completely changes a lot of the game and trying to navigate a gt while keeping opponents on the straight and narrow when no one knows the rules is gonna be a mess
no you still get every thing like normal they are just trying to codafy the named heroes don't get stuff rule and they borked it up
brilliant. I mean sure. But it hasn't existed in AoS so far, so we haven't had it for a good 6 or 7 years. So why bring it back now? It doesn't seem like the most interesting of rules from a gameplay point of view, given it's low proc-rate. And even fluff-wise it isn't brilliant as there isn't much evidence of miscasting being a significant thing in AoS, AoS simply doesn't seem to have the same amount of randomly exploding wizards in its stories that 40K has/Fantasy had. It kinda just feels like a designer lost one too many games against Kroak or Nagash and decided to put the rule back in to get revenge.
Going back to the point made before. -Tinfoil skullcap- ToW is coming, and the main studio doesn't want people moving away from AoS to that system. So theyre making AoS 3.0 have a decent amount of WHFB elements. Just some, not all.
https://www.warhammer-community.com...w-edition-warhammer-age-of-sigmar-core-rules/ They're sending full 3ed core rules
eh.. bit random to send the download via email. Also neat, quite a lot of translations apparently. That's new.