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Beliman

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Everything posted by Beliman

  1. 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?
  2. 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?
  3. 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.
  4. That would be awesome. Even Monstrous Rampages seems to be just Abilities with the Rampage Keyword.
  5. Yeah, i know. That why I said that rules-blurb above (not going to copy & paste again)
  6. You can issue 1 Command in each phase: -Enemy Movement Phase: Redeploy -Enemy Charge Phase: Counter-Charge
  7. I think he was talking about charging with Counter-Charge, in the same turn as Redeploy.
  8. And then, Hammerhall A/G is destroyed XD
  9. 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).
  10. Yeah, probably. The weird thing is that Counter-Charge doesn't have the Charge keyword.
  11. 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.
  12. 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!
  13. Image updated. But I don't know how you could make a charge after running in the same Battleround
  14. They are going to be part of Cities background, waiting for a new wave, like any other sub-theme/ new units from most other armies. There are a lot of units/subthemes that have been shown in battletomes, white dwarfs and black library books, some of them even have illustrations and art in their main battletomes or Core Book (remember that bull-like mounts for SCE or a bunch of Zonbeks and Kharadron ships, or the most obvious one, BoC AoS art), but for most armies, they are just world-building stuff.
  15. A summary from Commands Article: Everything is an ability. From Fight, Shoot, Move, etc... to Commands Reactions are "added effects" (aka, buffs) for other Abilities that have specific KEYWORDS. Reactions trigger after the main ability is "Declared" and before it's "Effect" is done. Some people say that re-roll charge is done before rolling dice, but I need to read first the ability that allows a basic RUN move before to understand how this works (Nagash Invocation has the roll dice on the "Declare" sub-phase). 10 Commands in total. 6 are resolved at the end of their phase (after the current player ends all Abilities) and the other 4 are Reactions: Reactions: All-out Attack (buff ATTACKS), All-out Defense (buff the target of an ATTACK), At the Doubles (buffs a RUN), Forward to Victory (buffs a CHARGE) Others: Rally, Redeploy, Covering Fire, Counter-charge, Magical Intervention, Power through. A lot of conditionals to who can use this ability are gone (Covering Fire, Redeploy, etc...). Commands, as any other Ability, can have their own KEYWORDS. I suppose that this will "block" other Abilities during the same turn (e.g:, if you Redeploy during enemies Move Phase, the same unit will not be able to Shoot "later in the turn", so no Covering Fire). New USR: Anti-INFANTRY and Companion. New USR effects: (+1 Rend), (2 Hits) and (+1 Damage). Passive Warscroll Abilities can buff Command Abilities: Celestial Blaze buffs Power Through. Chariots are WAR MACHINES I must say that I like it. It seems that everything is well explained and there isn't a room for interpretation. That's really good and it fixes one of my main problems with 3.0: the game didn't feel that had a good core structure (read my problem with Kharadron role-keywords).
  16. Maybe. As we have seen with the chariot, there are Warscroll Abilities that buff Command Abilities, so maybe we are going to see some juicy interactions there. Pretty sure that Undead will have some unique Reactions or Warscroll Abilities that buff Rally.
  17. After reading a second time this article, it seems that we are going to play in an activation wars (pseudo-Alternative Activations), at least one time in each phase (if we have enough CPs). Some random thoughts: If everything is an ability (appart from 4 Reactions), that means that the enemy will be able to shoot and then I can use a Covering Fire ability (btw, no condition to activate, only which unit you can shoot). WRONG, all Commands are made after the opponent finishes all their abilities: Btw, in the movement phase, Redeploy (again, no condition to who can use that ability) has Run and Move keywords, so that unit probably will not be able to "shoot" after Run in the same turn (no Covering Fire in that case). But it seems that this unit will still be able to Counter-Charge (no Charge keyword on the Command). If that's the case, I must say that GW has learned how to make a proper use of Keywords, and even if the game has a easy and streamlined rules, it will be really hard to master. I can't wait to see more. Really excited to see what all of this means for my ships
  18. Mortals Wounds was the "effect". The USR was just Crit. We could have a lot of diferent effects in the same USR: Crit (mortals) Crit (+1 rend) Crit (+1 damage) Crit (2hits) etc...
  19. We need to see more if the picture. Of course a charge and move over the enemy seems powerful, but let's wait until we see all the interactions. We already know 3 USR: Anti-Infantry Crit Charge I'm curious if we are going to see "Anti-Charge" or whatever. Btw, Chariots are War Machines now!
  20. The secon "move" is at the End of Any Turn phase. There shoudn't be any problem. Btw, some of this commands have keywords and target other keywords (RUN, MOVE, ATTACK, etc...). Maybe Redeploy could be buffed by other Passive Abilities that target RUN or MOVE.
  21. Dear mr. @Whitefang, can you put a like (Thanks would do the job too) in the post above? Thanks a lot. Your skyduardin fan, Beliman
  22. Any rumours about Kharadrons Overlords? Not even a hint?
  23. Nothing weird. I'm trying to build two armies with GW sculpts that I like: An old school-looking dwarf throng, as big as I can. Waiting for Arcane Journal. Still missing: Between 40 and 60 Dwarf Warriors Bunch of Heroes (I only have 1 runelord and Thorgrim so...). General must be Helga on 3 shieldbearers (only need the shieldbearers). 12 Miners 18 Rangers 16+ 6e editions longbeards. 2 cannons. Engineers and stuff like that (at least 2 more gryos for a nice Barak-Nar like fleet). An small army of Slayers: Youngrim (and Arcane Journal) A few Doomseekers Garagrim A bunch of Heroes (I only have 1 Ungrim). I'm working on quarrellers and designs for transfer sheets (still learning how this work) and looking for schemes. I'm going for an unified looking crest and emblems.
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