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AoS General's Handbook finally announced !!

I know for the new Ironjawz ones you end up paying 280-300ish points in batallion points alone. Theirs are well worth it though, hopefully ours are as well.
 
The command traits for the Slann:
1. Teleport 2 units per turn.
2. Rerolls 1s to cast and unbind.
3. The slann knows the spells of our skinks, (curse of fathe and starlight)

The skinks command traits:
1. +1 move and armor save if they are NOT riding upon a mount (troglodon).
2. Roll of a dice in the combat if your skink general is within 3" of an enemy hero, on a 4+ they suffer a mortal wound.
3. If the general is a Skink priest they can cast Celestial Rites ability twice. If it's not a skink priest they get the celestial rites ability.


Saurus command traits:
1. Reroll 1 failed hit roll in the combat phase for the general.
2. Reroll save rolls of 1 for the general.
3. Use inspiring presence and its own command ability.

Just watched the stream, updated @Xlanax_lot post in bold with all of our new command abilities. The Slann and skink general ones are awesome. I just love all of this.

They also confirmed the price of skinks to be 60/200 so I think my previous post with point values might be correct.
 
I am a bit underwhelmed by the Saurus command traits, I had hoped for something preventing Sauruses near the General from being sniped by mortal wounds or something like that. Granted, it makes the Sunblodd, the Oldblood on foot, both Scar-Veterans and the Oldblood on Carnosaur a lot more scary. Still... It feels a bit like something is missing.

The Skink ones.... well... those are good. So my General (normally a Skink Chief) can use celestial rites. And so could a Starseer, making that point increase more bearable.
Sad thing is that none of the Skink heroes in the book has a command ability so I hope there are good command abilities included as well.

The Slann abilities:
Sounds like we have to dust off those old Frogs!
- The first ability is awesome. Although teleporting one unit is already great, I am glad that's not dependent on a Slann since it keeps the enemies on their toes. The Slann adding a second one opens up a lot of possibilities.
But I don't really know yet: Can that ability fail? Is there a dice roll involved?
- The second one is good as well, especially for summoning. On a Balewind Vortex near a Astrolith Bearer and the Sage's Staff ascendant a Slann's lowest roll normally is a five (double-one on the roll plus the three bonus) with that ability the chance of having that result is pretty low though. A six or seven is pretty much guaranteed then, never failing many spells. With more hordes being played in the future even the Light of the Heavens spell suddenly gets more useful. (With small groups our high bravery prevents dire battleshock results anyway, no need for buffing it)
So basically with this one the Slann does rarely fail his casts so he can do mystic shield, arcane bolt, and his buff or a summon every round. Not too shabby.
Still not what I really want (I had hoped for a more offensive spell being available to the Slann instead of only buffs) but not bad either.
- The third one.... well, Starlight is great, no doubt about that. Curse of Fates is OK as well. Still only buffs and the Rules of One prevent us from casting starlight on two units. Might be usable in some cases (the Slann buffing itself to get +1 to cast, unbind, one save, one run and so on) but IMO the other two abilities are better.

A problem IMO is the Slann's Command ability. If we get others I hope those are better, since only rerolling saves of against shooting for a few units might be not that bad against Kurnoth, Skyfire and Kunnin Rukk, but more useless against many other armies.
 
The Slann/Engine of the Gods extra turn combo is much cheaper now if you don't need a Starseer to cast Curse of Fate. I'll be playing around with that more often for sure.
 
I am a bit underwhelmed by the Saurus command traits, I had hoped for something preventing Sauruses near the General from being sniped by mortal wounds or something like that. Granted, it makes the Sunblodd, the Oldblood on foot, both Scar-Veterans and the Oldblood on Carnosaur a lot more scary. Still... It feels a bit like something is missing.

The Skink ones.... well... those are good. So my General (normally a Skink Chief) can use celestial rites. And so could a Starseer, making that point increase more bearable.
Sad thing is that none of the Skink heroes in the book has a command ability so I hope there are good command abilities included as well.

The Slann abilities:
Sounds like we have to dust off those old Frogs!
- The first ability is awesome. Although teleporting one unit is already great, I am glad that's not dependent on a Slann since it keeps the enemies on their toes. The Slann adding a second one opens up a lot of possibilities.
But I don't really know yet: Can that ability fail? Is there a dice roll involved?
- The second one is good as well, especially for summoning. On a Balewind Vortex near a Astrolith Bearer and the Sage's Staff ascendant a Slann's lowest roll normally is a five (double-one on the roll plus the three bonus) with that ability the chance of having that result is pretty low though. A six or seven is pretty much guaranteed then, never failing many spells. With more hordes being played in the future even the Light of the Heavens spell suddenly gets more useful. (With small groups our high bravery prevents dire battleshock results anyway, no need for buffing it)
So basically with this one the Slann does rarely fail his casts so he can do mystic shield, arcane bolt, and his buff or a summon every round. Not too shabby.
Still not what I really want (I had hoped for a more offensive spell being available to the Slann instead of only buffs) but not bad either.
- The third one.... well, Starlight is great, no doubt about that. Curse of Fates is OK as well. Still only buffs and the Rules of One prevent us from casting starlight on two units. Might be usable in some cases (the Slann buffing itself to get +1 to cast, unbind, one save, one run and so on) but IMO the other two abilities are better.

A problem IMO is the Slann's Command ability. If we get others I hope those are better, since only rerolling saves of against shooting for a few units might be not that bad against Kurnoth, Skyfire and Kunnin Rukk, but more useless against many other armies.

I think the saurus ones will be great in smaller games, where hero-power makes a bigger difference.
The skink ones are also really good, a skink chief with +1 to hit and celestial rites for 60pts? Yes please.

As for the teleport ability, its a D6, yes it can fail on a roll of 1, which I read somewhere (cant find it now), makes the targeting unit unable to run and charge for that turn. 2-5 is success but the unit cant move after the teleport and on a 6 they can teleport and still move as usual.
 
As for the teleport ability, its a D6, yes it can fail on a roll of 1, which I read somewhere (cant find it now), makes the targeting unit unable to run and charge for that turn. 2-5 is success but the unit cant move after the teleport and on a 6 they can teleport and still move as usual.

So you can't fail it if you cast Curse of Fate on a hero or monster and get to move after teleporting on a 5+. Very strong on a Basti, Carno or Dread.
 
So you can't fail it if you cast Curse of Fate on a hero or monster and get to move after teleporting on a 5+. Very strong on a Basti, Carno or Dread.

We are going to see some really interesting Seraphon battle reports in the coming months I am sure!
Double dread saurian drop in the enemy backline maybe? My wallet/GF will kill me before I get a chance to try it tho.
 
We are going to see some really interesting Seraphon battle reports in the coming months I am sure!
Double dread saurian drop in the enemy backline maybe? My wallet/GF will kill me before I get a chance to try it tho.
Just seen your other post.. My beloved Kroak on a Vortex can unbind anywhere with at least plus 1 (from the vortex) and one time plus 2 with Curse of Fate cast on him. And he can unbind 4 times. . Plus, I can teleport him anywhere and then pop up on a Vortex..

Cannot wait to start using all this new shizz
 
Just seen your other post.. My beloved Kroak on a Vortex can unbind anywhere with at least plus 1 (from the vortex) and one time plus 2 with Curse of Fate cast on him. And he can unbind 4 times. . Plus, I can teleport him anywhere and then pop up on a Vortex..

Cannot wait to start using all this new shizz
As our resident tournament celebrity I don't expect anything else from you! :)


As for the abilities:
Here's a blog post with a summary from yesterday (may be incomplete, the author says he didn't watch the whole stream)
https://aosshorts.com/ghb2017-warhammer-live-twitch-order-day/

I hope the answer to this is "no": "A new FAQ will cover teleporting out of combat and whether it counts as a retreat."
 
Also this sucks big time:

Missile units don’t get access to Massive Regiments
 
I am not sure..

Hmmm between that blog post and our writeup we don't seem to be fully consistent... We'll have to sort that out.
 
I hope the answer to this is "no": "A new FAQ will cover teleporting out of combat and whether it counts as a retreat."

Afaik removing a unit from combat by any means counts as a retreat. It was discussed a lot with rampaging destroyer (destruction allegiance).
 
Also if the blogpost is correct we must choose between the unbind on the whole table and the teleport.
 
Afaik removing a unit from combat by any means counts as a retreat. It was discussed a lot with rampaging destroyer (destruction allegiance).


...and WOW I just realized how much this hurts wary fighters!

EDIT: .....or wait, does it? You cannot shoot in the same _turn_ but in a later turn in the same round you can, so yay?
 
Oh and what about this one? I don't see it on our list? What is it? The blog post says it is a command ability for the Slann.

Incandescent – roll a dice when it loses last wound, on a 3+ place it back on the board within 12″ (and more than 3″ away from enemy) with D3 wounds, no summoning points needed as happens before removed from play.)
 
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