Jump to content

Age of Sigmar: Second Edition


Recommended Posts

1 hour ago, J.Z. said:

Hi guys.

I've been away for some time and the AoS 2.0 hit my face few days ago and maybe somebody could explain to me what is going on?

I mean according to the bits and pieces  i read Chaos wasn't defeated, I't is still the strongest force in Mortal Realms and i't controlling vast majority of them. 

By the look of starter box Sigmar is getting desperate so he is sending the smallest chamber (Sacrosanct ) of engineers and mages to fight. 

Now by the looks of it Nagash is growing to be the main bad guy in the lands.... but again- what about Chaos?

Mortal Realms are still their domain  but they are totally overlooked (at this point).

I just don't understand the twist in plot at this point. Does it something to do with malign portents ?? (sorry for a noob question)

Chaos had been dealt a great blow during the Realmgate Wars. Sigmars forces managed to take the realmgates leading to the Varanspire in Aqshy and Ghyran all while the orruks took the gate in Ghur from the forces of chaos at the same time. Archaon lost the ability to quickly move his armies across the realms.

Alarielles rebirth and the successfull seeds of hope campaing lead to the near complet expulsion of chaos from Ghyran. 

Chaos has to change its strategy to win against Order, but also against the resurgent Nagash. 

Im sure Archaon is gathering his strength and will return soon enough.

Link to comment
Share on other sites

  • Replies 4.6k
  • Created
  • Last Reply

In short: Nagash was trying to carry out his Grand Plan and finally defeat Chaos and take vengeance on soul-stealers (Sigmar, Aelven gods and Idoneth Deepkin). They tried to stop him, but he managed to succeed partially. His ritual sent waves of necromantic energies across the Mortal Realms (the so-called Necroquake) that changed the nature of magic and raised legions of Nighthaunts. Sigmar in desperation sent new ScE chamber to fight them, but there is one problem - Sacrosanct chamber are guardians of the reforging process and no one knows what consequences could that bring.

Link to comment
Share on other sites

2 hours ago, stratigo said:

most dwarves have it worse. At least you can summon

But, mate, you thought we could bring an Exalted Bloodthirster on the field for 4 or 5 Blood Tithe. I think you've been labouring under a false impression of what Khorne can do with summoning in the new edition.

Regardless, I'm happy that the Dispossessed have had significant points reductions and new elite Battleline, and that the Kharadron Gunhauler went down heaps too. They deserve all that, and I think part of it is a nod to the summoning mechanic.

Link to comment
Share on other sites

3 minutes ago, Roark said:

But, mate, you thought we could bring an Exalted Bloodthirster on the field for 4 or 5 Blood Tithe. I think you've been labouring under a false impression of what Khorne can do with summoning in the new edition.

Regardless, I'm happy that the Dispossessed have had significant points reductions and new elite Battleline, and that the Kharadron Gunhauler went down heaps too. They deserve all that, and I think part of it is a nod to the summoning mechanic.

 

Can you not summon an exalted blood thirster? It says any khorne demon for 8 points and I haven't seen anything that contradicts that yet. I could be missing it, there's a lot of leaks and I haven't looked through everything exhaustively.

 

Gunhaulers at 160 are an awful unit. They're not so bad that people get offended just seeing them, but they will never ever make it in a list that's worth anything. Even for casual play, you're handicapping yourself for taking it. Navigators got the best uplift in the new points. At the cost of nerfing the model that KO players have to combo with. The only model they can combo with, and pretty much the only unit that saves, say, arkanauts and allows riggers to actually do their alpha strike, instead of half an alpha strike.

Link to comment
Share on other sites

1 hour ago, stratigo said:

Gunhaulers at 160 are an awful unit. They're not so bad that people get offended just seeing them, but they will never ever make it in a list that's worth anything. Even for casual play, you're handicapping yourself for taking it. Navigators got the best uplift in the new points. At the cost of nerfing the model that KO players have to combo with. The only model they can combo with, and pretty much the only unit that saves, say, arkanauts and allows riggers to actually do their alpha strike, instead of half an alpha strike.

 

Gunhaulers at 160 are easily worth their points - especially in Escort Wing.  You will be seeing a bit more of them in the new edition.

Link to comment
Share on other sites

1 minute ago, mikethefish said:

 

Gunhaulers at 160 are easily worth their points - especially in Escort Wing.  You will be seeing a bit more of them in the new edition.

I played a 3000 points game yesterday with 1 Ironclad, 2 Frigats and 2 Gunhaulers. The Ironclads flagship ability and the Gunhaulers damage sponge one really shine when you have such a big fleet. 
Sure, 3000 points isn't the norm but I can easily see people bring more than one ship per army in the future. 

Link to comment
Share on other sites

3 hours ago, Gecktron said:

I played a 3000 points game yesterday with 1 Ironclad, 2 Frigats and 2 Gunhaulers. The Ironclads flagship ability and the Gunhaulers damage sponge one really shine when you have such a big fleet. 
Sure, 3000 points isn't the norm but I can easily see people bring more than one ship per army in the future. 

I bet that was a very interesting fight. I hope to some day play a 3000 point game

Link to comment
Share on other sites

6 minutes ago, Deja vu said:

I bet that was a very interesting fight. I hope to some day play a 3000 point game

It was. I faced a Khorne Daemon army. Skarbrand and 5 Bloodthirsters charging your line is really scary. But the Gunhaulers had proven to be a quite effective meat shield. I even managed to slay all 6 of Khornes great daemons before he got to summon another one via blood points. 

Link to comment
Share on other sites

16 minutes ago, chord said:

Why can you magic out of combat but not shoot?

I believe it's because Age of Sigmar is an ongoing project (like all seasoned games). Shooting armies where one of the main powerhouse of AoS1.0, and magic wasn't fleshed out (only a few battletomes with lores and magic shield had a true impact). AoS2.0 starts with new magic (and even a supplement), with alot of new lores and some spells with their own miniatures. With most wizzard being heroes/characters and most armies having low magic resources, the rules will try to make magic something more impactful (for every army, not just the top tier magic-armies). 

From a lore standpoint, I don't care. Of course it's a bit strange, but one things is clear: Gameplay>Real Simulation. If gameplay becomes broken with wizzard stomping everything, then it should be fixed ASAP (FAQs for example). But if the rules are close to something  balanced (and fun), I don't have any problem having some weird logics behind core-mechanics.

Link to comment
Share on other sites

3 hours ago, Beliman said:

I believe it's because Age of Sigmar is an ongoing project (like all seasoned games). Shooting armies where one of the main powerhouse of AoS1.0, and magic wasn't fleshed out (only a few battletomes with lores and magic shield had a true impact). AoS2.0 starts with new magic (and even a supplement), with alot of new lores and some spells with their own miniatures. With most wizzard being heroes/characters and most armies having low magic resources, the rules will try to make magic something more impactful (for every army, not just the top tier magic-armies). 

From a lore standpoint, I don't care. Of course it's a bit strange, but one things is clear: Gameplay>Real Simulation. If gameplay becomes broken with wizzard stomping everything, then it should be fixed ASAP (FAQs for example). But if the rules are close to something  balanced (and fun), I don't have any problem having some weird logics behind core-mechanics.

Based on how hard they are pushing the endless spells I believe they are pushing magic based army lists hard.  Which I get it is a business.  Just seems strange when they say you can't shoot out of combat for logical reasons and then let you cast spells out of combat.  

Link to comment
Share on other sites

With the change to inspiring presence one of my favorite units in my army is a lot less useful.  I'm hoping to get some suggestions.  I would typically run 20-30 warhounds with inspiring presence on them. This would make up for their low bravery and force my opponent to dish out 20-30 wounds to knock them off an objective.  

Since inspiring presence no longer lasts till our next hero phase, any suggestions on to work around this or a new suggestion?

Link to comment
Share on other sites

7 hours ago, chord said:

With the change to inspiring presence one of my favorite units in my army is a lot less useful.  I'm hoping to get some suggestions.  I would typically run 20-30 warhounds with inspiring presence on them. This would make up for their low bravery and force my opponent to dish out 20-30 wounds to knock them off an objective.  

Since inspiring presence no longer lasts till our next hero phase, any suggestions on to work around this or a new suggestion?

It is still perfectly viable to do this, it just need 2 command points and a HERO within 6". Your plan is a good one, you now just have to modify your army building to add a fast hero.

You might not even need 2 command points if he only gets one turn or there is no damage to the unit in one of the turns.

Link to comment
Share on other sites

19 hours ago, stratigo said:

Can you not summon an exalted blood thirster? It says any khorne demon for 8 points and I haven't seen anything that contradicts that yet. I could be missing it, there's a lot of leaks and I haven't looked through everything exhaustively.

The new summoning rules override the Blood Tithe table. There are leaks around. 

Link to comment
Share on other sites

So have we had any word on GW in regards to the first turn roll off? It's kind of bizarre right now, Miniwargaming are playing as deploy first go first, GMG are playing you roll for the first turn due that being  the RaW. Has GW put a statement, even a FB post confirming it one way or the other yet?

Secondly, how are people summoning understrength units like 5 plaguebearers, I thought the contagion points first thing was for 10 plaguebearers? 

Link to comment
Share on other sites

28 minutes ago, AaronWIlson said:

So have we had any word on GW in regards to the first turn roll off? It's kind of bizarre right now, Miniwargaming are playing as deploy first go first, GMG are playing you roll for the first turn due that being  the RaW. Has GW put a statement, even a FB post confirming it one way or the other yet?

Nothing from GW (technically the game isn't even out yet), however they have confirmed that we'll be getting an FAQ a couple of weeks after the release so I would be very surprised if it weren't addressed in there.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...