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Beliman

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Posts posted by Beliman

  1. 24 minutes ago, Nezzhil said:

    EDIT: From the CA article: "which are used at the end of their respective phases"

    The whole quote:

    Quote

    There are six new or revamped commands, which are used at the end of their respective phases once the active player has finished all their actions

    Scions of the Storm is not a Command, is an Ability:

    02.jpg.b37eb1b6fb9a9d18350db2f5b57b09f9.jpg

    And Scions of the Storm is in your turn. So, no need to wait for the enemy to end all this abilities.

    21 minutes ago, PJetski said:

    It seems that there is no "end of phase" any more. We have only seen "end of turn", and the article about commands implied that the player taking the turn uses all their abilities and then their opponent uses theirs.

    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.
     

  2. 8 minutes ago, Nezzhil said:

    Deploy implies it counts as has moved.

    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.

    7 minutes ago, Marcvs said:

    I'd say it will be at the end of your movement phase (as all abilities which happen in a phase without a specific trigger) so you won't be able to move anyway (too late).

    Not sure about that. Only Commands (that are not Reactions) happens at the end of the enemy phase:

    Quote

    There are six new or revamped commands, which are used at the end of their respective phases once the active player has finished all their actions

    The Abilities that happens at the end of a phase have their own tempo on their ability:

    01.jpg.9cc2c8805156baecdd375031d709b3de.jpg

    A bit weird, if we use Keywords to block/interact/synergies, why not here?

     

     

  3. 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).

    1 hour ago, Luperci said:

    Also is Strike first one of our missing weapon USRs?

    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?

    • Thanks 3
  4. 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.

    • Like 4
  5. 29 minutes ago, Neil Arthur Hotep said:

    Did we get confirmation that Heroic Actions are still part of the game? With new Rally replacing Heroic Recovery, it seems possible that they might have been cut, which would remove Finest Hour.

    That would be awesome. Even Monstrous Rampages seems to be just Abilities with the Rampage Keyword.

  6. 1 minute ago, Mortal Wound said:

    The Redeploy command has the 'Run' keyword. Too early to tell without more info about the rules, but it could indicate that it is mutually exclusive with charging, as Running traditionally does in Warhammer.

    Yeah, i know. That why I said that rules-blurb above (not going to copy & paste again)

  7. 13 minutes ago, Tonhel said:

    That never works as you can't use more than one command on the same unit in the same turn.

    You can issue 1 Command in each phase: 

    -Enemy Movement Phase: Redeploy

    -Enemy Charge Phase: Counter-Charge

    MhLAqoHAcYWBwqeh.jpg

    • Thanks 1
  8. 1 minute ago, Tonhel said:

    Why not? Redeploy happened in the opponent’s turn. The charge happens in your turn be it in this battleround or the next one.

    I think he was talking about charging with Counter-Charge, in the same turn as Redeploy.

    • Thanks 1
  9. 3 minutes ago, Someravella said:

    New command cards getting obsolete even before the release of the new edition.

    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).

    • Like 3
  10. 34 minutes ago, BarakUrbaz said:

    In 40k space marine terms:

    Lord Commander = Primarch

    Lord Imperatant = Chapter Master

    Lord Celestant (also Lord Aquilor and Lord Arcanum) = Captain. 

    Thanks for the info. Didn't know that

  11. 4 minutes ago, The Lost Sigmarite said:

    CoS have lots of way to expand the current range. Here's what can be done :

    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. 1 minute ago, Grungnisson said:

    6.1 Core Rules

    Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and and a unit cannot receive more than 1 command in the same phase. (...)

    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. 4 hours ago, Togetak said:

    I’d be kind of baffled if CoS went from “metropolitan alliance of Everyman human/duardin/aelf” to “Humans + 1 Ogor” model over the course of two editions, but I guess anything’s possible.

    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.

    • Like 1
  14. 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).

    • Like 2
  15. 25 minutes ago, Luperci said:

    For kharadron for example, you'll be using your CP on firing your big ships during enemy shooting phases and repositioning them advantageously most turns.

    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.

  16. 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:

    Quote

    There are six new or revamped commands, which are used at the end of their respective phases once the active player has finished all their actions 

    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

    • Like 1
  17. 3 minutes ago, Cdance93 said:

    We also know Mortals on 6's to hit!

    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...
  18. 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!

  19. 25 minutes ago, Sception said:

    A unit can still only use one command per phase

    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.

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