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5 hours ago, YoghurtKobold said:

Btw. those of you who managed to take a look at the new leaked warscrolls, should I build a hurricanum or luminark? :D I am in the process of building the kit right now.

both got huge nerfs.

hurricanum:

-now dont have the 3d3 mortals,its only a dice per round,so until round 3 gonna do worse than old(and games end in the first two rounds)

-the aura got destroyed,now it is only humans,also got nerfed the range and went of models within to unit wholy within

-lost the aura of +1 cast

so if hurricanum dont get a HUGE reduction in cost(to 200 or so) gonna be ******

the luminark allways have been bad and now is worse even,lost the aura of -1 castings,nerf to his range of ward6 also and again only for humans.

add to this that wards dont stack and humans gonna have the ward5 of the new priest and then is obvious that hurricanum is better even if we dont know the points

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1 minute ago, Doko said:

both got huge nerfs.

hurricanum:

-now dont have the 3d3 mortals,its only a dice per round,so until round 3 gonna do worse than old(and games end in the first two rounds)

-the aura got destroyed,now it is only humans,also got nerfed the range and went of models within to unit wholy within

-lost the aura of +1 cast

so if hurricanum dont get a HUGE reduction in cost(to 200 or so) gonna be ******

the luminark allways have been bad and now is worse even,lost the aura of -1 castings,nerf to his range of ward6 also and again only for humans.

add to this that wards dont stack and humans gonna have the ward5 of the new priest and then is obvious that hurricanum is better even if we dont know the points

Hurricanum is 230 so yaaaaaa not sure if that is enough or not.

I am just glad they have some old units that looks good. Some do look like GW put little to no effort, but others did get some love!

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Flicking through the leaks, I do like that the Hammerhal scheme changing from mirroring the Hammers of Sigmar to the contrasting red/silver is actually brought up, specifically that it's because of Tahlia wanting the uniforms to resemble their homelands, but that some older regiments still wear the blue/gold.

 

Edited by Clan's Cynic
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We wanted updated humans and they've nailed it but...we also want the cosmopolitan feel of cities to remain. Elves and Dwarfs are intrigal to my love of the cities, I'm sure lots would agree.

GW we still want elves and dwarves fighting and living beside our humans! And no allying with KO or LRL doesn't cut it the same way !

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51 minutes ago, RyantheFett said:

For the record the whole book, points, and warscrolls are now out in the wild. Don't know if we can post any of it here, but if you know where to look you should find it and you can always message me for it..... I think?

Edit:

Looks like they don't have the Stormcast rule anymore?

Holy cow that is a lot of subfactions lol. 11?!?!?!

The battletome is in PDF surfing our beloved Sigmar skies

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10 minutes ago, EntMan said:

What? As in no Stormcast Coalition?

Does Living City still get Syvaneth Coalition?

From my skim read, it doesn't look it. There's still bonuses to taking things like Aventis in Hammerhal Aqsha, Kharadrons in Tempest's Eye, etc, but it just seems you have to use the standard Allies rules rather than getting the 1/4 option.

 

Edited by Clan's Cynic
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22 minutes ago, EntMan said:

What? As in no Stormcast Coalition?

Does Living City still get Syvaneth Coalition?

No coalition rules at all. Some subfactions extend their subfaction bonus to certain allied races, which is really just a minor flavor thing overall. It's very much now a human book with dwarf/dark elf sidekicks and maybe a token ally here or there.

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Hammerhal Aqsha - Heroes can be given 2 Orders instead of 1, but must be different. If Aventis Firestrike is an Ally you get an extra Command Point at the start of the Hero Phase.

Hammerhal Ghyra - Human units have Bravery 10 when they have 10+ models in the unit. Can include one additional Reinforced CoS unit if the Battlepack has those restrictions.

Tempest's Eye - Friendly Tempest's Eye and allied Kharadron units can Retreat and still Shoot.

Hallowheart - Wizards can choose to roll 3 dice instead of 2 when casting a spell, but a result of 10+ you suffer D3 mortals after resolving it.

Living City - You can put Living City and Sylvaneth units in the Hidden Path, 1 for each Living City unit on the table, At the end of the Movement Phase you can set up 1 or more wholly within 6" of the board edge, 9" away from enemies.

Greywater Fastness - Can use All-Out-Attack 3 times in the Shooting Phase. The first two times a GWFastness unit receives an All-Out-Attack Command in the Shooting Phase, the CP isn't spent. Can't take Sylvaneth allies.

Lethis - Human Heroes that aren't Wizards become Priests, allied SCE Priests get the Morrda's Embrace prayer too. Answer Value 4, 12" Range, pick 1 visible enemy unit in range, it can't make Ward Saves until the start of your next Hero Phase.

Vindicarum - Can receive the Rally Command when within 3" of enemy units. When Flagellants receive the Rally Command you return a model on a 5+ instead of a 6.

Excelsis - +1 Wound to Excelsis Monsters. When Cavaliers fight, after all attacks are resolved, pick 1 enemy unit within 3" and roll a dice for each Cavalier model in the unit, on a 4+ deal 1 Mortal Wound.

Settler's Gain - +1 to Casting Rolls for all Settler's Gain Wizards. If your General is within 3" of a Lumineth Hero you receive 1 additional Command Point.

Mishaven - At the end of the Hero Phase, pick 3 Misthaven units more than 12" away from enemies. Each of those units can move D6 (roll separately for each) or 2D6 if they're mounted.

The spread of City colours is really neat. Sorry if posting it's not allowed, I'm sure the mods will delete it if so. 

Tf2fmkx.jpeg

Orders.

Order tokens are represented by the order symbol side and a generic CoS symbol side. After Priority Rolls you can give 1 Order to each CoS Hero on the battlefield. Place the token with the CoS symbol up. No more than 3 Heroes can have the same Order at the same time. Can only give Human Orders to humans, Duardin to Dwarfs, etc. Orders are secret until they're revealed, each Order says when you reveal it. Units can't be affected by the same Order more than once in the same phase. At the end of the battle round, remove all orders even if they weren't revealed. An Order is not a Command, so you can still stack them.

Really neat, remind me of the old (and new I guess) Epic. 

Advance In Formation (All) - Reveal it at the start of your Movement Phase. Add 3" to Move of CoS units that start within 3" of the Hero with this order. At the end of the phase, CASTELITE units with 'Fortified Position' can establish a fortified position even if they made a normal Move if they're within 3" of the Hero.

Counter-Charge (All) - Reveal at the end of the enemy Charge Phase. Pick 1 CoS unit more than 3" away from enemies and within 3" of the Hero with this order. You can attempt a Charge with that unit. Improve that unit's Rend by 1 until the end of the turn.

Return Fire (Humans) - When friendly unit within 3" of the Hero is targeted by a Shooting Attack, after it's resolved pick a Human unit more than 3" from enemies and within 3" of the Hero, that unit can immediately Shoot.

Suppressing Fire (Humans) - Reveal at the start of your Shooting Phase. Pick 1 Human unit within 3" of the Hero, after it Shoots, if all it's attacks targeted the same enemy unit, roll 2D6 and add the number of enemy models slain to the result. If the result exceeds the enemy's Bravery it Strikes Last until the end of the turn.

Engage the Foe (Humans) - Reveal at the start of your Charge Phase. Pick 1 Human unit within 3" of the Hero and more than 3" from enemies and hasn't fought in the battle yet. If it makes a Charge add 1 to the Attack characteristic of the unit's melee weapons until the end of the following Combat Phase.

Form Shieldwall (Duardin) - Reveal at the start of the enemy combat phase. Pick 1 CoS Duardin unit with 5+ models within 3" of the Hero. Until the end of the phase, the unit has a 5+ Ward but Strikes Last.

Grim Last Stand (Duardin) - Reveal at the start of your Combat Phase. Pick 1 CoS Duardin unit within 3" of the Hero. When a model from the unit is slain by a melee weapon, pick 1 enemy unit within 3" of that model's unit and on a 5+ it suffers 1 Mortal Wound.

Strike Them Down (Aelf) - Reveal at the start of the Charge Phase. Pick 1 CoS Aelf unit within 3" of the Hero. If that unit charges it has Strike First until the end of the turn.

Swift Disengage (Aelf) - Reveal at end of the Combat Phase. Pick 1 CoS Aelf unit within 3" of the Hero and within 3" of an enemy unit. That unit can immediately retreat. 

 

 

 

Edited by Clan's Cynic
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Don't know if it's allowed to link directly, but the full box contents + battletome can be found on the main AoS reddit or on Honest Wargamer's twitter for those that are looking for it.

I'm sure it's elsewhere, but that's where I've seen it. Happy to link to the imgur for anyone who needs it.

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9 minutes ago, novakai said:

Hmm Tahlia is able to rally a unit that in combat and it’s also a 4+
 

ugh sure let keep breaking the confines of the existing rules then shall we?

It's at least restricted by her also needing to be in combat in order to do it, which is an interesting way to implement it and not too egregious an ability on an expensive centrepiece hero imo.

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2 minutes ago, ArcLight said:

It's at least restricted by her also needing to be in combat in order to do it, which is an interesting way to implement it and not too egregious an ability on an expensive centrepiece hero imo.

Well 340 isn’t that expensive, but granted she not that tanky nor is she the biggest melee beatstick. Though it does exemplify powercreep when older army have to still play with the 6+ rally 

Of course the  Pontifex being 150 is probably the more eye raising lol

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seems all the dwarfs have got huge nerfs,only the hammerers have got a buff.

 

runelord: lost the +2 to dispell,lost the ward6 prayer,the rend prayer got deleted with a huge nerf and now have gone of 2+ to 4+ and dont work for ranged.Umplayable for 100 points  score:4/10

dwarfking: lost the +1 attack and inmune to moral,now only a damagestick that dont buff(only the joke grudge that is useless).umplayable for 110(even at 80 would be bad)score: 2/10

enginer:useless and only gives comanda to copters 0/10

gyrocopter:nerfed into the oblivion and the flamer now is only around 3 no rend damage for 90 points.umplayable even if would cost 60 but 90 is a joke score:0/10

gyrobomber:have half damage than every archer unit(4,4 rend 1 damage) and the bomb,is overcosted with 120 when must cost around 90 score:5/10

ironbreackers: got a big nerf in points and almost no change,they are pretty useless if we take in account that for same cost longbeards with shields are a upgrade score:3/10

longbeards:got a huge nerf into his buffs,lost all the buffs as the +1 wound but now got big buff to his damage score: with shield 6/10 with 2 hand axe 7/10

hammerers:rigth now need a faq because havent leader or music,lost the inmune moral and the mortals wound but got huge buffs in damage score 9/10

irondrakes: got huge nerfs,lost the +1 save to shooting,lost the +1 rend of runelord,lost the +1 wound of longbeards,need dont move to do the same damage than every other unit as reaver or slanesh blisbarbs but cost the same. score 3/ 10 

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