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AoS NEW *rumor*

Lot of command points for this combo.

40skinks, new coherency is annoying for blobs but at least they are range. Minus any other changes they will be a great target for skink staff buff for mw's on 6s, new +1 to hit command ability plus the old skink +1 to hit


Not only that but then if they are fang of sotek you can retreat them after shooting them as they charge. To top it off use rally to bring some back who died from missiles or spells

Units can only receive 1 command ability per phase. Still a lot of it is possible, but you'll have to pick and choose. Won't be able to use the priests +1 hit and rally for example.
 
This is harder to pull off than it seems, since you can only do it in the hero phase and the target unit must not be in combat. So you have to retreat, sit out of combat for a turn and not get charged the next turn (unless you have the double turn). Which doesn't feel super spammable. And it's nice and fluffy.
O sure, but there's bound to be people who'll figure out how to abuse it anyway. Even if it's difficult and doesn't work often, it working once every so often would still be disruptive enough to warrant a F.A.Q. to fix it.
 
Units can only receive 1 command ability per phase. Still a lot of it is possible, but you'll have to pick and choose. Won't be able to use the priests +1 hit and rally for example.

O is that confirmed?
 
Some more rumors regarding 3rd edition. I don't know, if anyone posted it here yet.

"Hallo! Hier mal einige neue, massive Rules-Leaks, deren Quelle ich nicht angeben kann. Aber ich lege meine Hand dafür ins Feuer, dass sie legit sind. ;) Hab sie alle für euch von Bildern abgetippt, bitteschön. :*
- The players receive an extra command point if their General in on the table in the Hero Phase. Command Points not spent at the end of the Battle Round are lost.

- Redeploy: A reactive Command Ability that is used in the enemy movement phase, and that allows moving a unit D6".

- Run and Movement Phase Command Abilities: A Unit that has rolled a Run roll cannot then be Commanded to "At the double" (where the run roll counts as a 6) - the decision has to be made whether to roll the dice of At the Double. A Player can no longer roll the dice, get a poor result and the choose to spend the command point to make the roll count as 6 - it's either/or, not both.

- Charge Phase Command Abilities: Forward to Victory is a Command aBility that allows charging units to reroll the charge roll. Unleash Hell is a reactive Command Ability that allows a unit near to the charging enemy unit to shoot the charging unit.

- Pile In: Models no longer need to pile in towards the nearest enemy modely. "The new wording is: When you male a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move." As such you can move around the edge of a unit when piling in.

-Attack Sequence: Hit Roll and Wound Roll modifiers are capped at +1/-1

- Slain models:
A minor change that has a large impact on some armies: slain models are now not removed until all wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.

- Wards: Some abilities allow ward rolls. Wards offer protection against wounds and mortal wounds before being allocated to a model. A successful ward roll negates a wound or mortal wound, and that damage has no effect on the model.

- Contesting Objectives: Unless rules take precedence, Monsters count as 5 models, and non-monsters with a wound characteristic of 5 or more (heroes), count as 2 models when Contesting Objectives.

- Miscasts: Wizards who roll an unmodified cast roll of "2" miscast their spell. They suffer D3 mortal wounds and cannot attempt to cast any more Spells in that Hero Phase.

- Spells:
Arcane Bolt and Mystic Shield are now both cast on a "5". The effects of both speels have also both changed slightly, although very similar, they have a shorter range but are both more powerful.

- Pitched battle Profiles and Unit Size: Unit Maximums have now been removed but Reinforced Units have been introduced, as well as a limit of Reinforced Units in Marched Play. "Single" has been introduced as a keyword for Pitched Battle Profiles. "Single" Units cannot be Reinforced."
 
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- Contesting Objectives: Unless rules take precedence, Monsters count as 5 models, and non-monsters with a wound characteristic of 5 or more (heroes), count as 2 models when Contesting Objectives.
This is nice. Makes those units feel a bit more important.

- Miscasts: Wizards who roll an unmodified cast roll of "2" miscast their spell. They suffer D3 mortal wounds and cannot attempt to cast any more Spells in that Hero Phase.

I'd be curious to know a reasoning behind this. Seems a bit odd to include at this stage.

- Pitched battle Profiles and Unit Size: Unit Maximums have now been removed but Reinforced Units have been introduced, as well as a limit of Reinforced Units in Marched Play. "Single" has been introduced as a keyword for Pitched Battle Profiles. "Single" Units cannot be Reinforced."
They didn't explain what single or reinforced units are?
 
They didn't explain what single or reinforced units are?
according to the rumor single is a unit with 1 model. beyond that you start with minimum sized units (lets say 10) any more then that costs requisition if 10 is base then 20 would cost 1 30 would cost 2 and so on with a max of 4 requisition.
 
according to the rumor single is a unit with 1 model. beyond that you start with minimum sized units (lets say 10) any more then that costs requisition if 10 is base then 20 would cost 1 30 would cost 2 and so on with a max of 4 requisition.

To jump off this, i think there's the possibility that certain units qualify as "single" even if they aren't technically single units.

For example Salamanders could get the "single" keyword and that would prevent us from taking units of 3.

Rumor I heard was 2k armies would have 4 reinforcement points (as erta mentioned), which is quite restrictive and is definitely a big change for those skink spam lists we are seeing at the moment.

This is balanced for armies like skaven or gitz that are more horde based because they often have 20 as the base size of the unit. So spending "1 reinforcement point" on a unit of clan rats (for example) nets you 40 clan rats, vs spending 1 point on skinks netting you only 20 skinks.

I'm sure there's more information around this idea as it's a pretty significant change for army building, so I think we definitely need to see a little bit more to get the full picture.

- Pile In: Models no longer need to pile in towards the nearest enemy modely. "The new wording is: When you male a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move." As such you can move around the edge of a unit when piling in.

this is such a massive change, it really can't be overstated.
 
That would seemingly fit in with what they said in the Reveal video about making you look at your Army in an entirely different way. So far, all the reveals seem to point to 3rd Edition saying no to hordes and large-scale melee combat, and yes to monsters, shooting and skirmishing. At least right now, it looks like they really want to make the game much smaller in scale. Not something that I am completely happy with to be honest
 
That would seemingly fit in with what they said in the Reveal video about making you look at your Army in an entirely different way. So far, all the reveals seem to point to 3rd Edition saying no to hordes and large-scale melee combat, and yes to monsters, shooting and skirmishing. At least right now, it looks like they really want to make the game much smaller in scale. Not something that I am completely happy with to be honest

We don't really even see a ton of large scale melee combat in the game right now.
 
Shooting good, is why.
this "might" help with that if true. then again the best shooting in the game is just 1 maybe 2 big units so it might just make everything worce as shooting would just have to remove the 1 dangerous unit
 
this also makes hord breakers spells/abilities a LOT less useful so a side on nurf to our 1 good spell
 
I think the pile in rules had to change to have any chance of making the new cohesion rules work.

And I am not at all a fan of the shooting and monster direction things appear to be taking.
 
according to the rumor single is a unit with 1 model. beyond that you start with minimum sized units (lets say 10) any more then that costs requisition if 10 is base then 20 would cost 1 30 would cost 2 and so on with a max of 4 requisition.
Right, that makes some sense I gues.

this also makes hord breakers spells/abilities a LOT less useful so a side on nurf to our 1 good spell
At least the usual D3 damage isn't terrible against 10 models I guess... though it still sucks to effectivly lose the more interesting spells that dont just do D3 damage.
 
Shooting good, is why.

Eh, it's more like massive blocks of melee units are easy to pin and functionally remove from the objective game without necessarily having to deal with them.

Shooting being good probably doesn't help tho ;)
 
this also makes hord breakers spells/abilities a LOT less useful so a side on nurf to our 1 good spell

If everybody's going to be limited to maybe one or two big blobs of units now, we and our two horde breakers might actually be able to smash that one blob easier than anyone now
 
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