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AoS General's Handbook finally announced !!

I just picture a gassy Slann farting and saying "hmm that one smelled of Kroxigar" and then pfft, 3 kroxi are farted in existence.
:hilarious:

P.S. So happy for the updates!!!
Our beloved Troglodons will "see" the battlefields again! :smuggrin:
 
The glove has been thrown!
 
I imagine that the basti will be going up in price. I imagine Kroak will get a points reduction. The rest I'm unsure of because they are already pretty fairly costed.

Careful positioning is already more important in this game than 8th edition. This rule punishes our opponents even more because now they have to spread out to ensure that we don't just place models in spots that are awkward for them. We also have tons of anti-horde capability so we aren't adversely affected by other armies getting those price breaks.

Times are good my scaled friends. All hail Sotek!
 
I'm very excited for these! :D

Though I suppose that means we won't be getting any new spells? :C
 
Would you really bet on that? :confused:


:)
Well... I didn't say you will like it... but I would say that there is the optional possibility that you might find that the tactical depth of the game reached a similar level like you find it in wfb 8th... I don't think that the magic phase will ever be of your taste, though... ;) some other things might also keep you from liking it... but when gh5 or so will be out maybe there's a chance that you accept it. Not as a new version of your favorite game, but maybe as a (occasionally) playable new game...
 
Well... I didn't say you will like it... but I would say that there is the optional possibility that you might find that the tactical depth of the game reached a similar level like you find it in wfb 8th... I don't think that the magic phase will ever be of your taste, though... ;) some other things might also keep you from liking it... but when gh5 or so will be out maybe there's a chance that you accept it. Not as a new version of your favorite game, but maybe as a (occasionally) playable new game...
That's fair enough. It's entirely possible that the tactical depth could grow to such levels over time.

But those Sigmarines will still be around (and in much greater numbers too).
 
But they are slow and we can just star jump, star gate, star verb away from them then shoot them and laugh as when they get close we do it again.
 
But they are slow and we can just star jump, star gate, star verb away from them then shoot them and laugh as when they get close we do it again.
But they have GW as their ally. Let us take cues from 40k and Space Marines.
 
I wonder how they'll limit the warpstar ability to make it distinct from chameleons though. It would seem silly to have a unit that wont see play in lizardmen allegiance armies because its ability is redundant.

Edited: because warpstar is a way better name for it and because i'm a moron who didn't realize the wording makes it sound like 1 unit at a time can warp per turn. Having a second or third (rippers baby!) that can be anywhere anytime is definitely not redundant.
 
I wonder how they'll limit the warpstar ability to make it distinct from chameleons though. It would seem silly to have a unit that wont see play in lizardmen allegiance armies because its ability is redundant.

Edited: because warpstar is a way better name for it and because i'm a moron who didn't realize the wording makes it sound like 1 unit at a time can warp per turn. Having a second or third (rippers baby!) that can be anywhere anytime is definitely not redundant.

Meh, downside is that if it's only 1 unit it'l rapidly become a terribly awkward ability. It needs to be at least multiple per turn seeing as teleporting 1 unit into the fray without any support is liable to get it slaughtered... Other than that, there's some cool possibilities :P
 
On turn one that may not be the best, but being able to reposition mid fight is a great ability. Maneuvering 40 saurus at a time may not be so difficult at this point, and the promised discount on hordes may make infantry centric strategies a lot more effective. Depending on the wording of the ability, it may not count as movement so the eternal starhost buff may apply to guard that warp on objectives. With a little creativity this ability is rife for abuse. How many factions can claim unlimited movement on any single unit in their roster.
 
On turn one that may not be the best, but being able to reposition mid fight is a great ability. Maneuvering 40 saurus at a time may not be so difficult at this point, and the promised discount on hordes may make infantry centric strategies a lot more effective. Depending on the wording of the ability, it may not count as movement so the eternal starhost buff may apply to guard that warp on objectives. With a little creativity this ability is rife for abuse. How many factions can claim unlimited movement on any single unit in their roster.

Yes it can be amazing, just would really like it to be more than one unit. The fact that you can't teleport within 9" should already be a decent limitation for most issues.
 
How it's written now for Chams, they can be set up anywhere as opposed to 9" away so they have the stronger version of the ability. @Gradeaal I hope so too, but most teleporty abilites count as a move sadly, if it didnt we would be guaranteed almost every charge unless you roll double 1s. @NIGHTBRINGER that is true but they did give CSM some nice love in 40k this go around too at least lol.
 
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