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Beliman

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Everything posted by Beliman

  1. They can write whatever they want to make Cathay an active player. It will not be the first time they retcon things.
  2. Total war Azazel is one of the most improved designs that CA pulled off. It could be so cool to see him again in AoS.
  3. I don't have any problem if AoS borrow some Fantasy/40k elements. The attendants look like if they came from Ecclissarchy, and to be honest, they look cool af.
  4. Yes, of course. I'm used with the specialist campaigns, they are one of my favorite GW products. But I was talking about Tamurkhan campaign for TOW and how it fits with the ongoing story. I get the point to release Tamurkhan again, re-sell again it's miniatures. But I'm interested to see how are going to do that: A simple reprint of the book for collectors? A reprint with updated rules for Tamurkhan/Nuln armies and Chorf Heroes? Maybe they can continue the story with his other brothers... Maybe a full rewritte to fit TOW narrative and updated rules?
  5. I don't understand how this will work unless they totally start from scratch, but I'm all for it. I'm a big fan of this type of supplements, so sad that AoS doesn't have a side-campaign from the specialist studio.
  6. Anything about Grungni and Grombrindal?
  7. The design, aesthetic and technology are their main diference. Imho, it should be enough
  8. The whole quote: Scions of the Storm is not a Command, is an Ability: And Scions of the Storm is in your turn. So, no need to wait for the enemy to end all this abilities. That has some logic, but there is nothing that stops you to move again because you are still in your turn, unless there is soemthing that I miss. I hope someone can help with that because it's weird that we have keywords but they are not used to this type of things. Edite: And it seems that you can move as many times as your abilities allow you to move each turn. We have a Basic Move Ability (pretty sure with MOVE keyword) and Power Through (with MOVE) that I'm sure that are going to be compatible.
  9. The problem is that the ability that has DEPLOY is the one that you don't use to setup the units in the movement phase. Not sure about that. Only Commands (that are not Reactions) happens at the end of the enemy phase: The Abilities that happens at the end of a phase have their own tempo on their ability: A bit weird, if we use Keywords to block/interact/synergies, why not here?
  10. So, SCE have a total of 4 Battle Traits: Finest Hour The Celestial Realm Scions of the Storm Heaven-sent (Command-1CP). Each Faction-Pack has 4 Subfactions Battle Formations: Thunderhead Host Lightning Echelon ?? ?? I don't see where it's written that Subfactions Battle Formations only have one trait. I will wait until I see more, but it seems really nice to get rid of Heroic Actions™ and Monstruous Rampage™, in return, it seems that we have a strong system that can support anything (good). It looks like a Keyword (small caps). Another Ability keyword is DEPLOY. And another Unit Keyword: CAVALRY. Another article talking only about keyword could be good, because there is a lot going on there... Btw, Scions of the Storm doesn't have any keyword or condition, and it's not a command. So, can they still move after falling from the sky?
  11. The best way, at least for me, to have Duardins and Aelves in CoS is the same as having Ratlings or Byllgryns in Astra Militarum. Only a few units, even from another races (CoS already has an Ogor so...), maybe a keyword to have some type of synergy with themself (think Alarith units), but that's all. No need to bloat the roster like SCE.
  12. That would be awesome. Even Monstrous Rampages seems to be just Abilities with the Rampage Keyword.
  13. Yeah, i know. That why I said that rules-blurb above (not going to copy & paste again)
  14. You can issue 1 Command in each phase: -Enemy Movement Phase: Redeploy -Enemy Charge Phase: Counter-Charge
  15. I think he was talking about charging with Counter-Charge, in the same turn as Redeploy.
  16. And then, Hammerhall A/G is destroyed XD
  17. There is a theory (at least in my head) that Abilities will not ban persé the use of other Abilities. So, the Ability that let your units run, will not say anything that you can't use abilities that let you shoot or charge. Instead, the Keywords are going to be the ones that will ban other abilities. If you want to use any Ability with the SHOOT keyword, you can only use it if your unit didn't use any ability with the RUN keyword previously in the same turn. If that's the case, I think it's fine because it will be easier to follow, just look in to the keywords to see if you can do it or not. Your units are going to (Redeploy - RUN) and follow up with a (Counter-Charge-No keyword), but not (Redeploy - RUN) and (Covering-Fire - SHOOT).
  18. Yeah, probably. The weird thing is that Counter-Charge doesn't have the Charge keyword.
  19. Yes, I know. Cities seems to be infinite ammount of themes to be expanded. From fanatics to normal people, from military might to cults for gods, or special units for each city/ guild. But I was talking about other armies, most of them already had subthemes and units in their background, but for whatever reason, they didn't recieved anything appart from 1 hero in the last 5 years.
  20. My movement phase: Forward to Victory Enemy Movement phase: Redeploy Enemy Charge phase: Counter-charge (doens't have CHARGE keyword) Btw, I'm not saying that this is how it works, but without knowing anything else, it seems fun!
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