Jump to content

Search the Community

Showing results for tags 'rules'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • TGA Community Rules and Announcements
    • New Member Welcome
    • Site Rules and Announcements
    • Feedback
  • The Grand Alliance Community
    • Age of Sigmar Discussions
    • Warhammer: The Old World
    • Rules Questions
    • Narrative and Open Play
    • Underworlds
    • Warcry
    • Warhammer Quest
    • International AoS Communities
  • Organised Play
    • Events
    • Gaming Clubs
    • Age of Sigmar Rankings
  • Choose your Alliance
    • Order
    • Chaos
    • Death
    • Destruction
  • The Painting Table
    • Painting and Modelling
    • Gallery
  • Market
    • For sale and Trades

Product Groups

  • Advertising Banners
  • Dice
  • T-Shirts
  • Bad Dice TGA Events

Categories

  • Files

Blogs

  • Rob's crusade through the mortal realms
  • Fireslayers Project
  • Building the Blood Shed
  • Death in The Mortal Realms
  • The Knights of Azyr
  • Thor0298's AOS Blog
  • New Army Finally Started
  • Slave To Slaanesh
  • AoS stuff
  • Mordheim Warband that will obviously become my next army...
  • Monsters and Gribblies and Beasts, oh my!
  • Hammered!
  • From The Silver Tower
  • Paint for the Adequately-Painted God!
  • Hobgoblinblog
  • DeadlySarcasms Hobby Blog
  • Here be Troggoths
  • Skaven WiP
  • The Hooves of Destruction
  • Hotdropmartin's (insert cool blog title)
  • Which way to Azyr ?
  • Mehman's Musings
  • Thunder and lightning, very very frightening...
  • The loft conversion
  • From the frontline
  • Life in the Mancave
  • The legion of the Everchosen
  • The Order Serpentis
  • GoodApollo4 - A Newbs Journey
  • The Stars Align
  • Noobhammer Blogcast
  • The Herdstone
  • The Grimm North
  • Hive Fleet Charybdis
  • Twisted Shadows
  • An Endless Waaagh!!!
  • Khorne Charity Raffle Army
  • Arce Ex Argento - A Tzeentch Blog
  • Flesh-Eater Courts Hobby Progress
  • Death and DEZTRUCTION, and don't forget the Chaos!
  • Gorthor21's Hobby Corner
  • The Bulltribe Goes to War
  • Adventuring in the Age of Sigmar
  • Denise's blog
  • Spicters dawi zharr of awsomeness
  • SuperHappyTime's Opinions
  • Mr. Stimpson's Hobby Shack
  • Eternal Wips
  • Bishmeister's Forest Moonclan Grot Army Blog
  • The Creeping Tendrils of Chaos
  • Sports News
  • Endless Agony: A Slaanesh Army Blog by Jenn <3
  • My Great Folly
  • Goodwin's Forces of Chaos
  • The Wyldwoods Awaken
  • WAAAAAGH! Never Changes
  • Mad elector count Marius Leitdorf flesh eaters army
  • Xanax Lot's Workshop
  • Pestilens Party 2017
  • Battalions!
  • The Hammers Of Sigmar
  • There is only War: An Age of Sigmar blog by CannedBrains
  • Painting in the Age of Sigmar
  • Garrzira's Flesh eater court
  • The 2+Tough Hobby Blog
  • Season of War Painting Log
  • The City of Silence and other projects
  • Chaos in All It's Forms
  • The Chosen of Hashut
  • Brendan Carrion's Full Metal Path of Rot
  • Work For Games Workshop
  • Meanwhile in the Silver Tower
  • Sunchaser slowly subjecting himself to several hours of satisfying sylvaneth painting!
  • Jewellery traits own altered to get scaled-down
  • Da Blakkmoonz
  • Kris's Blog of Warhammereness
  • The Dark Prince Thirsts
  • Redivivo - A Seraphon Project
  • Map Campaign
  • King Pharakh's Deathrattle Legions
  • PaintGoat
  • The Realm Gate
  • The Order of things
  • Beware the Wrath of Sigmar
  • The Friendly Neighbourhood Painting Service
  • Haywire Lodge
  • Impromptu Paintshop
  • Learning the Ropes
  • Mini hammer 1000 point tomb kings
  • Staś basement of terror
  • Good. Bad. I'm the one with the gun.
  • The SpungeHammer Blog
  • Terrys Chaos Allegiance! Starting with Skaven!
  • The Pestilent Horde of Michael VIlepox
  • Hinterlands
  • A Hoarder to Getting On the Boarder
  • Realm Hoppers Campaign: The Wolves of Ghur
  • BeardedHammers Warhammer Gaming Club
  • Rat Out of Skavendom
  • AoS noob plog with Nurgle
  • Speed Painted Nurgle Army
  • ChildofFang's Stormcast
  • Xemm Minis
  • #ROADTORAW2016 - The Host of the Magpie King
  • Hamilton High Elves
  • HALFLINGS Cities of Sigmar 🐓
  • Back to the Old World - End Times Redux
  • Skulls for the Skull God!
  • Lord of Ch..Ch..Ch..Ch..changes!
  • ElectricPaladin's Grim Workings
  • Fyre and Brymstone
  • NorCal Tale of X Gamers
  • Clan Skryre - Fanmade Battletome
  • A stroll into the Realm of Death
  • The Garden of Eternal Folly
  • 2017, Seven 1000 Army Challenge
  • The March of Entropy
  • Painting & Gaming: By ChrisDanish
  • themiro's Green PLOG
  • Clan Pestilens by WSDDeLoach
  • Sylvaneth and various other
  • Gnarlroot Wargrove
  • Battletome: The End Times
  • The Wyldwood
  • Hobby blog
  • Blog for the blog god
  • Destruction-must paint it all!
  • Elves of the Rhana Dandra
  • Woods of Warhammer
  • Crispen's Journey through losses
  • The Hrongar Lodge
  • Ian Carse - The Remnants Of Stirland
  • Tom's Hobby Corner
  • Age of Sigmar Adventures of the Knight Questor
  • Host of Azyrheim
  • Andrew's Ironjawz
  • Andreas' Legion of Azgorh
  • The Silent Valley
  • Mohojoe's Hobby Shambles
  • Sigmar Focus
  • The Spoken Word
  • SHT Paints Every Day!
  • Slave to Darkness: An Age of Sigmar Blog
  • From dreams to reality
  • How not to prepare for a Tournament.
  • Astral Templars Descend!
  • test article
  • My Blog
  • 2016 - My Year in AOS
  • The die is (Storm)cast
  • Dave's 2018 Painting, Modelling & Gaming
  • Barwick's Painting and Gaming
  • An Accidental Cultists Hitchhike through the Mortal Realms
  • Khorne Murderfists 2k Army
  • Realms of Madness
  • AGT Gaming group battle reports
  • Red Hot Stormcast - Creating my army.
  • The Congregation of Bloodsmog
  • Hotdrop Gary's Nonsense
  • Age of Sigmar Tactics
  • The Barazi-Wyr
  • Diary of a Procrastinator
  • My attempts at Motivation.
  • Legacy of Ink and Blood: Descriptive Battle Reports
  • Thebloodychaos
  • Argrave's Knights of the Fimirach
  • The Adventures of Wjolnir the Cursed
  • Experimental Cult of Slaanesh Rules
  • The Lost Souls of Sigmar (A Hinterlands Story)
  • Moody Teenager Painting Moody Undead
  • Tales of The Painting Tentacle
  • The Order of the Fiery Gate
  • PlainOldHobby
  • Michael's Age of Sigmar Hobby Blog
  • Sky Ports of Chamon
  • Whisperwhile forest
  • TJ's Bloodbound Blog
  • The Scions of Rahagra are dead. Long live Cog-forts!
  • Stormcast's Basement
  • Seraphon Army
  • GAPI - An A.I. for pile-ins
  • SoCal Age of Sigmar
  • My crazy army ideas
  • Adventures In Sighammer
  • The Path of Change
  • Tides of Destruction
  • Coalescence Event
  • A Forest Of Stone
  • thirtysevenvisibleskulls
  • Painting Tentacle - A Journey Through The Realms
  • The Old man from the Mitten (Michigan) his tales from the Mortal realms
  • The Aegis of Heldenhammer
  • How to delete blogs?
  • The Crack's Call
  • Hobby rambles
  • Epic Tales of an Average Gamer
  • Haton Town News
  • NicoLab
  • Journey to heat 3 of the AOS gt (hopfully)
  • Fanmade Bretonnian Battletome
  • Mc1gamer's Unlocking Age of Sigmar
  • The Shades of Sigmar
  • Kovaks' Nurgle Horde
  • Maryland Sigmar
  • Eclairs' Foray Into Madness
  • Adventures in Super-Budget Wargaming
  • Freak Brush
  • Barak Ekrund, The Betrayed & The Betrayers
  • Here be Pirates!
  • Hobby Down Under
  • Here be pirates!
  • The Neverending Host
  • Beasts and Boats
  • Prism Leaf Wargrove
  • The Overlords of Elgi-Bar
  • The Dark Age (Of Sigmar) Blog
  • Renfield in 28mm
  • Tales of Azyr
  • Midnight Musings
  • Blades of Khorne gaming blog
  • Darkling Spawn
  • The Shire Studios personal projects, commissions, events and general musings.
  • Badly Named Overlords Blog
  • Realms of Moldek
  • Painting bits and pieces
  • The Long Hunt
  • Through the Realmgate: Season 1
  • Ocean Chaos
  • Order Through Vengeance - Celestial Vindicators
  • The rocky road to running a tournament
  • Slave to Alearum
  • Expeditions of mediocrity
  • Tournament Blog
  • Man Reclaiming The Realms
  • Chaotic Neutral
  • Faithful of Elony
  • Occasionally Sigmar
  • Clan Pestilens Defense in the GH17
  • Quick-quick!! more warpstone for clan Machi!
  • Showtimes
  • Lantra's Adventures
  • The Wilddog's Hobby Journey
  • Kharadron Overlords Fleet - Now Hiring!
  • The Freeport of Lucegate
  • The Red Gobbo's Bloodfists
  • AUSHAMMER
  • Garys Hobby Ramblings
  • Abbatoir Blues
  • The Shrouded Wars: The Chronicles of the Cohort of Bloodied Brass
  • Tales of Port Stellis
  • We Are the NEON
  • Death of the Realms
  • Swifthawks: From Starter Set to Competitive
  • The Wendol
  • A New Pantheon For Sigmar
  • Growth & Decay
  • Spread the Spoons.....
  • Crimsonleaf Wargrove Rises
  • AoS Gaming Aides
  • Forces of Caerbannog
  • The Story of Doug the Chaos Lord
  • Acolytes of the Withered Word
  • Project Lightbox
  • Adventures in Conversion
  • Carson's 2018 Hobby Blog
  • A Tale of a Tabletop Gamer
  • Grave Times
  • Star Bros Shenanigans
  • The Hero Phase
  • ManslaughterHost
  • Nutty's (Dark) Aelves
  • Malign Portents
  • An Ascension into Chaos - The Children of Xenthos
  • The Forces of Titanspear
  • The Oathbound - Narrative Blog
  • The Plague of Eloni
  • Vampire Lord Conversion
  • Vampire Lord on Zombie Dragon Conversion
  • The Age of Vanguard...
  • Painting Armies n that
  • Zed's Painting Logs
  • Nurgling Broadway Hit: Singin' in the Stain
  • The Black Tower. On path to not suck playing Chaos Dwarfs.
  • Custom Rules Corner
  • An Assembly of Azyrites
  • Born in the Frost - Frost Aelves
  • Tricks and Tactics: An Age of Sigmar strategy blog
  • The Filth Bros
  • Black Knights of Dread Solstice
  • Thoughts and Crafts
  • Age of Sombetzki
  • Ironjawz Stuff
  • Age of Sigmar / Fantasy Painting Blog
  • Light and Shadow - A Aelfs collection Blog
  • Melcavuk's Faction Expansions - Revitalising the Lore
  • Dammazi Gromthi
  • T's Conversion Corner
  • Aaron's AoS Adventures!
  • A tale of ... One warlord
  • The Grumpy Painter
  • Khaz'Gurad Force
  • The Ghurish Chronicles
  • New Zealand Competitive Play
  • Chris
  • PGR few about my army's
  • Faith.
  • DeathByPlastic Blog
  • Da Whisper's Snowboyz
  • Unconventional Tactics
  • Spoor of Origin
  • Dead of Rhyran
  • Stormcast Painting Blog: Thunderhead Sentinels
  • The Spiritsong
  • Easygrin
  • The Resurgence of Krell, Lord of Undeath
  • The Traitor’s Council
  • Stories of the Realms
  • Lord Skrolk's Skaven Battle Write-Ups and Thoughts
  • Of Shadow and Blood
  • Age of Sigmar Adventures, Jens
  • The Abandoned Gates
  • Live. Die. Repeat.
  • Violet Delights
  • RustySproutDesign Adventures
  • Skull Collectors, another attempt at getting an army painted
  • Tale of More Warlords: Squaring up with the Celestant
  • Minions of the Many Eyed
  • Beneath the Surface
  • Nordheim - Rebirth of an Empire
  • The Realm of Dan
  • The Complete Bretonnian Miniature Archive
  • Forcing a Narrative
  • The Glitterhost
  • The Great Box Count of 2019!
  • The Parallax's Workbench
  • Temple of the Shattered Veil
  • Age of Blogmar
  • TheWolf
  • Party Bear's Party Gitz
  • Certified Hobby Hero
  • Fisren's hobby and battle tracker
  • 5k of chaos
  • The Dragon Ogors Descend
  • Da Beastee Bois
  • Ritual Writings
  • Troggherd from the swamps of Ghur
  • The Khailebron Temple
  • The Silent Cliffs
  • Rambling and Rerolling
  • WARlando Adam’s GRIM HARVEST
  • The Odyssey of Marl Xark
  • Loreplay: Wishlisting, Speculation and Fanfics for AoS Fluff
  • Jack‘s Imperial 3D Printing and Hobby Blog
  • The Mininomicon
  • New Model Army : Making Skaven Great Again
  • [Skavens] Clan Prepnik
  • Rusty's Ramblings
  • The future of skaven miniature
  • The Grand Host of Bloodfane
  • Nurgle Infestation of Ghyran
  • The Smokeshroud Procession
  • In the Court of the Once and Future King
  • Spawn of the Last Sun
  • The Twisted Drove
  • The Bog Haints
  • Rarely updated blog
  • Operation: Slimecrime
  • Gloomspainting - The quest for a fully painted army
  • Gwendar's BatReps
  • A Foray Into The Great Realms
  • A Symphony of Pain
  • Battle Reports and such
  • The Haunted Wood
  • My Plog
  • Basic Probability
  • AoS Tactics - EMMachine's Assessment of Mortal Realms Tactics
  • For Empire, which protects all
  • Defenders of Black Fire Pass
  • Ghostclaw Raiders - The Plague from the Mournwoods
  • The Free City of Bal'lahast
  • AoS Reminders
  • AoS Reminders
  • Loriels Blog of Painting / modeling / battlereports
  • From the forges of Scorchspyre
  • Mistwatch Vale: my army blog
  • Ghoul King
  • The Great Aurumburg Expeditionary Force
  • Fuethan Tidehost
  • Bonesplitterz 1000pt list for ME
  • The Woes of Montalban
  • Skaven Supremacy through rational Analysis
  • Pestilens of Execution
  • V's ever-shifting attention
  • Underworld Dreams
  • All Things Gloomspite
  • The Practical Hobbyist
  • AtlantaWarhammer
  • Ossiarch Bonereapers: My Next Two Years
  • The Procession of the Enixian Duskhaunt
  • The Brotherhood of Necros
  • Travels of the Endrinmaster
  • The Goretide - A Blades of Khorne Army Blog
  • Artobans Ghost
  • Matorea City State
  • Cities of Timmy
  • House of the Crow
  • Classic High Elves
  • Huron's Hysian Protectors
  • Age of Sigmar: A Noob's Journey
  • Making Warhammer Terrain
  • Creative noob
  • Solo Warhammer Campaign Glymmsforge Catacombs (sort of)
  • Plumb the Aether
  • The Hallow Heart Caravan Company
  • Chaos and Ghosts
  • The sweaty followers of the Lard-Golem
  • Scribblings from the Realms
  • No Bueno Blog of Nonsense
  • Photo tour of the Mortal Realms
  • Zoom League - Socially Distant Gaming
  • That Old Black Magic
  • The Hunt (Fan Fiction)
  • Realms of possibility
  • A Journey into the everwinter and maybe more.
  • Rusty Dusty Kharadron. Slowgrow army
  • Tzeentch n Stuff
  • Gribbleshinz's Clammy Gitz - A Slow Grow Squig Clan
  • City of Krakenmund
  • The Neckbeard Monthly
  • The Spirit of Nighthaunt
  • The Host of Ego & The Fall of Shadespire
  • The Gravetide Corsairs Homebrew Pot
  • Test blog
  • Zlatan’s Soulblight Blog
  • Zlatan’s Soulblight Soulblog
  • Khorne Cavalry Army for AoS 3.0
  • Kaizennus Battle Reports
  • mods delete this
  • We fight! We kill! We win!
  • Arathorn Shadowblades
  • The Legend of the Witch Hazel
  • The Mystvale Citadel
  • The Great Work
  • Beasts of Khorne PtG
  • Da Green Horde
  • The Great Interview
  • What Kruleboyz model can we expect ?
  • DA LIST

Calendars

  • Community Calendar
  • Events UK
  • Events Poland
  • Events USA
  • Events New Zealand
  • Events Canada
  • Events Australia
  • Events Singapore
  • Events The Netherlands
  • Events Sweden
  • Events Germany
  • Events Belgium

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


  1. Hey! Newbie here. if i charge my Enemy with 2 of my Units, and fight only 1 Enemy unit: i attack First with 1 unit, he survives and fight back. After his fight, i can fight with my 2nd unit, right? If he survives This as well, can his Unit fight a 2nd time? Or does he just take my fight, but cant answer? thanks!
  2. Weclome, This thread is dedicated to a little community project: Bringing Boarding Actions from WH 40K to Age of Sigmar in the shape of rules for fighting in tight City streets. @Beliman@Ejecutor let's get cracking (slowly and bit by bit) Cheers
  3. 1: Fangsword of Eltharion have a rule that add 1 to wound on charge, then it says In a new sentence "in addition" that 6s gives mortal wounds. Is that only if he charges or it's always applicable? 2: Also the same with spirit master: First part is to ignore positive and negative modifiers and then "in addition halve the damage inflicted by attacks made by missile or melee weapons. Does that mean if an attack by Kurnoth hunters with great sword that inflict 2 mortal wounds if they get a 6 on the hit, do 2 mortals wounds or 1 (since it was an attack with a weapon)? ___ I assume spells or abilities that do mortal wounds go through with full damage. Grateful for clarification. Sincerely a confused player.
  4. I cannot find a specific answer to the question of how many spells from a Lore a wizard knows (this is strictly for a wizards in its own army, not an Allied army). For example, the Lumineth rules list Teclis, Vanari wizards, and Scinari wizards as knowing the Lore of Hysh spells (in addition to their special warscroll spells and the two basics that all wizards know). Does this mean that they know all six spells in Lore of Hysh, or does each wizard pick some number of spells from this lore? If so, what is that number, and how do I know which wizards get how many spells? By default, I read it as wizards knowing all the spells of the lore that labels them, but in discussions where I'm seeking this answer, I see hints that each picks one or some number of spells rather than knowing them all--but these answers (many outside this forum) are poorly crafted and unsourced, so they just leave me wondering. I played WH two decades ago, and a lot has changed--I'm just getting back into it and trying to learn the rules. I get the casting and phase rules but need to know which spells the different wizards "know." If there is a rules section that I've missed, please point me to it. Also, I am new to this forum--maybe the answer is already here, but the posts my searches are finding are not answering this specific question. Your answer will be much appreciated--thanks for taking the time!
  5. Hi All, I had my first game with a doomwheel a while back with a friend, before covid restrictions. Planning another game for when restrictions relax a bit but want to clarify something from that first game in case it comes up again or in future. Rolling Doom, states in battlescribe- "When this model makes a normal move, it can pass across models with a Wounds characteristic of 3 or less in the same manner as a model that can fly. In addition, after this model has made a normal move or a charge move, roll a dice for each unit that has any models it passed across, and each other unit that is within 1" of this model at the end of the move. On a 2+ that unit suffers D3 mortal wounds." So my question is on the highlighted section. I read it as Part 1, "each unit that has any models it passed across," as well as Part 2, each other unit that is within 1" of this model at the end of the move. Meaning I don't need to have done Part 1 in order to also get Part 2, in other words I just need to finish a a normal move or a charge move within 1" of 1 of his models to do the 2+ for D3 mortals. I could roll across a clear table, pass over nothing, finish my 1" from him, and roll for the D3. He reads it as I have to pass across his models first, then finish within 1", then I get the chance to roll for the D3 . Meaning I need to do Part 1 first then Part 2 will apply. I would need to roll over something or anything of his and finish within 1" only then can I roll for the D3. I hope I explained this well enough and didn't labour it to much. Overly simply put, its the ", and" that we have differences in interpretation, I think. Any and all input welcome, if you need me to explain any more just ask and if you can give other examples in your clarification, it would be very much appreciated. ps. Don't know if it has any bearing but he plays stormcast. Thanks for reading.
  6. Hi! I'm back! Today without much lore other than the lore contained within the warscrolls themselves. But today, I come to you to present the Hardtack Boarders and Rotting Cranians. Hardtack Boarders are zombie mates that use giant undead parrots smuggled from Ghyran to board other vessels and try to sink them as fast as they can. They are hard to hit and are able to pack a punch with the right leader choice (foreshadowing???). I will not lie, they were inspired by the boarding troops used by Vampire Coast in Total War, but I decided that giant bats are a little to cliche for my taste. The 2nd units, the Rotting Cranians are basically Rotting Prometheans brought over from The World that Was with a new name. I just like big crabs, what can I say, I hope we're getting more of them after the Underworlds release. Art credit: Hardtack Boarders - "Zombie Parrot", Sinistral-uk on Deviantart Rotting Cranians - Vampire Coast concept art, Creative Assembly
  7. As this is the first post I'd like to explain some of the lore of this faction. I'd like to mention that I tried to distance the Gravetide Corsairs from the Vampire Coast itself, as I want it to be a standalone faction with it's own backstory while retaining the vibe of a pirate-centric faction, although there are some rather obvious and outright stated references to Harkon and his crew. For the purposes of this faction I created an entirely new deep-dwelling race of shapeshifters original to the Mortal Realms called the Abyssals. The Abyssals were almost in their entirety wiped out by the Idoneth during their escape from Teclis as they were the first ones to have their souls consumed by the Deep Aelves, for they had some unique magical properties only encountered in their raced and appropriately dubbed Abyssal magic, a forgotten kind of Shyish magic now only wielded by the mostly feral and decrepit Abyssals, which after hundreds of years of hiding in the depths have devolved into an almost bestial state only able to use their powers in an instinctive manner. Only a few of them remained of sound mind and were considered the ruling caste of the underground Abyssal society. During Nagash's conquests of the realm of Shyish, he encountered one such Abyssal, the most powerful of the ruling sorcerers, Shra'ghot. The Abyssal would do anything to return his race to it's former glory, so they offered him a pact of loyalty with the intention of stabbing the Supreme Lord in the back when they have grown in power sufficiently to sperate their new empire from Nagash's grasp. As the Supreme Lord isn't that foolish to not see through the Abyssal's plans, yet was curious of the creature's abilities, he agreed to this pact on one condition, Shra'ghot would be supervised at all times by an envoy chosen by Nagash himself. After finding the fitting soul to assign to the creature, he conjured it back to life, giving form to Coraletta the Mad One, a vampiric corsair captain that served under the command of Luthor Harkon himself. With a new dark alliance formed, Shra'ghot has been crowned the Grand Admiral of the Undead Fleets and now seeks revenge against the ones who robbed them of their long lost legacy in the name of the Supreme Lord. So what do you think? I've already created a lot of warscrolls for this new army, here are the two "heroes" of this new story to give you a hint to what's to come in this project. I'd like to receive some constructive criticism from anyone who'd like to share their thoughts on what they've seen so far. Also, I've kind of hit a creative block when it comes to writing rules for the faction itself so if you have any suggestions I'd gladly read them. Art Credits: Shra'ghot - "Ceremorphosis Mindflayer Transformation", JessJackdaw Coraletta - Vampire Coast concept art, Creative Assembly
  8. Hey, so the rules of the morgaunt command ability states: "On a 4+ a new unit identical to the one that was destroyed is added to your army."(pg 62 of the fec battletome). Does "identical" also mean that the unit is morgaunt? In other parts of the battletome, when you summon a unit, they don't have a grand court (ex: ghoul king summoning 10 ghouls).
  9. I need some clarification on the ironguts ability: Down to the Ironguts. It says that: "...If you do so, you can re-roll hit, wound and save rolls of 1 for this unit until your next hero phase."(exact quote form the ogor mawtribes battletome excluding the part about the ogors fleeing to activate this ability) Does this mean that the different re-rolls all are only re-rolling 1's or does this wording imply that hits and wounds are re-rolling and save rolls of 1 are re-rolls? There is also no Oxford comma, (comma before the and) so another possibilty could also be that hits are re-rolls and wounds and saves of 1 are re-rolls.
  10. Hey folks, so i watched the last view days some of the reviews out there and saw a good mix of opinions from different content producers. Just wanted to chat (while waiting for the game) about some rules i could see be a bit problematic. Ahead of the following things, i'm aware that nobody can have a "real review" currently, cause alsmost nobody finished the game completly. And all my knowledge is based on this reviews (i've no copy, sadly ^^ ). Rules i want to hear some opinions about: Enemy groups seems to spawn always at the furthest portal from the heroes (would'n be a ambush table or something be cool) This allows a lot of easy killing the enemies cause the players have a lot of time to plan and prepare. No range attacks from the enemies (except torgilius) Kiting the enemys Stun abilities from the heroes (e.g. Zeitengale) In some reviews i saw that they're stunning the enemies (is based on a role, so not guaranteed) was also easy even for the big guys. Thought it would be cooler if the big baddies e.g. ogres, Halgrim, ... also get an additional "defence-role" agains things like this? "Treasure" missions give you +influence and +fear: the idea is to go there for cool items while you let down the citizens and baddies, so you lose something. You remove a lot of the "realmstone" cards from the item cards and can go for them. But the reviewers said it feels like wasted time, cause the players can only carry one item per hero. Sure you can always drop a "bad" item for a "better" but this seems to feel verry grindy, for maybe 4 good items after ~1-2 hours. Good thing is, that this is "optional" so you don't need to do this missions iirc. In all reviews the first 3 missions seems to be really easy, which i think they ment to be easy, right? But what makes me curious is that a lot of reviewers seems to be bored after only 2-3 missions and feeling the grind already. We'll see. I'm totally neutral, cause i ordered it already, so no regretting, just want to chat about the game
  11. I was originally going to post this in the "What do you want to see in AOS 3.0" thread, but realized that a large portion of this post was just about what I thought of the current rules, so I figured I'd make my own thread rather than bog that one down. Things like Battleshock and turn order have been analyzed to death (quite hotly in some cases), so I'd rather we steer clear of those. I want to go over some the other rules and how they interact with each other, and see other people's views on the subject. Everybody's play experience is different, and I'm always happy to hear other perspectives on things. For myself, I play 8 different armies ranging from recent and very powerful to old and very not. I play casually against friends, and don't go to stores, clubs, or tournaments. Wall of text incoming . . . Here's my take on some of the rules in the game, particularly related to combat profiles: Mortal Wounds "In addition" on a 6 to hit - This is an ability that should be very rare in the game, as it represents a tangible increase in killing power. It would be a great way to up the lethality of Monsters, and a great way to add some punch to a hero, as those are solo models with limited weapon profiles that most people seem to agree could use a little love. It might also have a place on super elite units like Dracothian Guard or Morghast, but in general shouldn't be something that many units have access to. At the very least, I'd like it to become a buff that requires a spell or command ability to activate. Mortal Wounds on a hit and the attack sequence ends - On 6s to hit, I think this is a great ability. It's a nice boost to a unit's efficiency without being overwhelming, it streamlines play by reducing the number of rolls needed, and even with a large number of attacks it won't crop up too much (barring the inevitable spike, but that can go both ways.) Getting it on 5+s is a bit more questionable, but if a unit has fewer attacks and/or less efficient weapon profiles it can still be made to work. Mortal wounds on a 6 to wound - Be it "in addition" or "attack sequence ends" (not sure if the latter one is a thing), I'm ok with this one. You have to get past the gatekeeper of your hit rolls and typically won't be working with as many dice. I still don't think it should be given out like candy, but it's a good way to give more elite combat units that extra bit of punch. Mortal wounds on a 6 to save - This is an pretty rare ability and is a fun way to flavor more violent/aggressive factions. I'm fine with this one so long as it remains uncommon. (Do any Khorne have access to this ability? If not, they really should, at least on the more elite guys.) 6s (or 5+s) to hit generate 2 hits - This one's fine. Sure, you're adding dice to the pool but you aren't over-complicating the rolling sequence, and most people like to roll lots of dice. You still have to roll wounds, and your opponent still gets to save. Just don't go overboard and give most armies abilities to turn it into 3 hits or 4 hits. Keep that rare. 6s to hit add to damage/rend- Please no. This just make the rolls more complicated. Now we have to split everything up when we make our wound rolls, and in addition we've still got a good chance of failing those wound rolls and wind up doing all that book keeping for nothing. 6s to wound add to damage/rend- Not sure how common this rule is, but this is how I'd prefer it to work for all armies. At least this way you wouldn't trigger a rare cool ability only to loose it before you even made it to the save phase. Reroll 1s to hit/wound - This is fine. It adds a little more efficiency to attack profiles but isn't make or break, and it isn't complicated. Reroll 1s to save - Again, this is fine. It's not a dramatic improvement in unit survivability, but can come in handy. Reroll all hits/wounds- This is another ability that should be on the rarer side. This has a much bigger impact on a units killing efficiency, especially when paired with any of the abilities above. On its own however, it still isn't terrible and can be countered with good saves. When you're rerolling hits and wounds on the same attack though, it can get ridiculous. Reroll all saves - This one is tricky because its efficiency is tied both to how good your save is and how high your opponent's rend is. In general though, it's still a significant leap in a unit's survivability. My feelings on this are going to be dependent on just how lethal the game-state is overall. At present I consider it ok, but don't like that it can interact with bonuses to save, which can make it incredibly powerful. Reroll failed hits/wounds/saves- No. The other abilities may be more powerful, but they require far less book keeping. I'm delighted that the game is phasing this out and hope they never bring it back. +1 to hit/wound- I'm ok with these so long as they're tied to command abilities or spells. Free aura abilities from heroes should be rare (a good bonus for named characters to have, as they're supposed to be stand-out figures to begin with.) I never like these when tied to unit sizes, and I don't like when they can be stacked. -1 to hit/wound- While technically a good way to increase survivability, you're making your units better by making your opponent's units worse. A bit of a feel-bad for the other player. Capping it at -1 in melee and making it generally less common is probably the best way to go. I wouldn't remove it entirely because it is a strongly thematic ability for certain armies. Allowing the -1 penalties to stack against shooting would be fine, especially if this became part of the terrain rules. +1 to save - Saves are trickier to balance because unlike hit/wound profiles they only rely on one die roll. Changing the value of the save, even by 1 point, represents a dramatic shift in that unit's ability to survive being attacked. Significantly more so if you add rerolls into the mix. If its going to be part of the game, I'd rather it be part of a spell or command ability and only able to affect one unit at a time. (Making it a named character aura that affects multiple units might be acceptable, so long as the aura isn't huge.) This is another ability that I think should cap at a +1 maximum bonus. -1 to save - This ability is almost nonexistent outside of rend. In general, I'm fine with it. The few non-rend related iterations of this ability are powerful, but not game breaking and very thematic abilities that make sense. Should definitely remain rare, however, otherwise its interaction with rend could imbalance things very quickly. Rend - This is a good mechanic and should be a player's go-to for dealing with high-save units. -1 rend is a good addition to tough combat units and balances pretty well in most cases. -2 rend is significantly more powerful and as a result should be rarer (monsters, heroes, and elite units only in my opinion). Anything -3 or higher should only go to the most powerful monsters or characters Adding spells or command abilities to improve rend by -1 would be a great option to have in any army's toolbox, but it would have to be a rare ability that couldn't stack. Rend and Mortal Wounds - This is one of my main bones of contention, because I feel like this is where the games combat currently faces it's greatest imbalance. I prefer Rend because it's something that the defending player can still typically interact with and attempt to resist. With mortal wounds its a ******-shoot, some armies have strong ways to ignore them, some weak ones, and some none at all. This makes it very hard to balance, particularly since both are so prevalent throughout the game. Ignore Rend of -1 - Not a terrible ability so long as the army benefiting from it doesn't have a lot of ways to buff saves to 3+. Actually a very good ability for armies with lower saves to increase their survivability, which is how I would prefer it to be used. Ignore Rend- I've heard a number of people say that Nighthaunt gaining this as an Allegiance ability is the reason we have so many mortal wounds floating around . I don't mind it if it's tied to a spell or command ability, as that introduces either a tactical cost or a chance of failure. In truth, though, it isn't an outrageously powerful ability unless paired with high saves. Keeping it rare is better though, to my mind. Ignore Mortal Wounds on a 4+/5+/6+ - I question the wisdom of having this ability trigger on a 4+, but 5+/6+ both seem perfectly acceptable to me so long as they aren't rerollable and can't be used together. Ignore all wounds on a 4+/5+/6+ - 4+ should be the rarest by far. It makes sense for very select heroes or monsters, but I'd prefer that it wasn't available to large units at all as it can become oppressive very quickly. As above, I think the 5+/6+ are fine so long as they aren't rerollable and can't be used together. Here's some things I wouldn't mind seeing added to the pool: 6s to hit Auto-Wound- I know I'm not the first to bring this up, but I think this a great idea that would speed up play and give some units a little extra bite without unbalancing the game too much. I'd be fine with a 5+ variant as well. 6s to wound generate 2 wounds - Again, a nice way to make a unit more dangerous, but still something that an opponent has a chance to save themselves from. No 5+ variant for this one though I think. 6s to save generate 2 saves - I like the idea of this, but I would prefer it be a spell or command ability that targets a single unit to keep it from getting out of hand. No 5+ version for this one either.
  12. For those of you who own or have used Souldrain Forest, how do you "rule" on using the trees during the game? Do you use the "if it stays it plays" general table-top gaming rule, or do you say "no" to allowing models in the trees at all? If you allow it, what are some of the understandings you use, or some of the issues you have had to resolve? Im just wondering. I recently purchased Souldrain and painting it up. My buddies and I have play a few games on it, and we have been allowing models in the trees, but if we use it at a tournament or something, I would like some ideas as to any potential complications. Thanks so much! See you around the forums!
  13. I will be hosting an event in the near future and one of the things I would like to do as part of the promotion is to create a "Ruling FAQ" for the people who will be playing. Warcry is still relatively new, and I would just like to hear some of the most complex rules questions people still have aside from any FAQs released to date. The purpose of this thread is NOT to argue rules. I just want to know the situations so I can be prepared for them and have answers for my players ahead of time so there are no surprises. If you can take just a minute to post a suggestion, I would GREATLY appreciate you! Thanks so much!
  14. I like skirmish games. Kind of a pity that it is no longer supported. So like in previous cases, I put together a few rules to add new ways to play or further depth to AoS (similar to the "Warbands" supplement I made). Below is a page of rules that pick up many cool aspects of Skirmish from the old warhammer. It's super simple but should make the games pretty cool. Even the smallest of changes can have a big impact. Will try it out whenever possible! DOWNLOAD: Skirmish-Additional Rules.pdf
  15. A ongoing wish-listing post for 3rd Ed got me thinking. What are the best current or oop game mechanics from GW? This could be in AOS, 40K, or any of the specialist games. The original post talks about innovations in 40K Apoc. “40K's Apoc rule set actually delays all damage dealt until the end of the game round, not the phase. This means your opponent gets to "reply" with attacks from their models during their turn because the wholeround isn't over.” I’d also nominate the Initiative Dice from Warcry whereby you roll 5d6 and the result indicates, first, which player has initiative and, second, the quantity and nature of special abilities available to each player. i think a similar system could be an interesting way to generate cmd points in future. What other mechanics would you add to the list?
  16. When I use Azyr to create a list and I add a Endrinmaster with Dirigible Suit it enables me to use Endrinriggers and Skywardens as battleline units. What rulebook enables this. Can someone provide the book name and the page?
  17. Since there's been a lot of discussion about balancing, balance as a whole, point values, GW's business practices and the likes I figured we should take this to a more focussed constructive level by posting actual constructive feedback. Write your factual opinion about what you like and what you would like to see improved and why. Please do not attack other Forum members and be civil and try to be positive while doing so. Cheers Jack
  18. Hello community! I'm new to Age of Sigmar and am playing Nighthaunt. When I resurrect models, are there any restrictions on where I can place them? I ask because an experienced player in my community mentioned something about how Tzeentch splitting horrors were FAQed to avoid congo lining. I found no clarification in the Nighthaunt FAQ. Any insight you can provide would be greatly appreciated. Thank you in advance!
  19. I was sad my chonky boys didn't get rules for warcry so I decided to make my own. I present my Gutbusters rules for warcry. Still in the process of testing them but thought I'd let them loose on the world. Would appreciate any constructive criticism especially RE the model costs and the abilities. The idea is that they are a very hard hitting force but with low numbers that need to use the very low powered grots to delay the enemy and set them up for the ogor's charges. Once I've got these guys sorted I'm planning to make some mercenaries for them (butcher, tyrant, maneater). Few samples below Gutbusters Warcry.pdf
  20. I've been working on some naval battles rules for an upcoming event I'm running and figured folks on here might get some enjoyment out of them. Also, I'm curious as to what sorts of rules other folks use (or would use) for naval battles. Mine revolve around keeping it simple, and have worked well in my test battles so far, but I'm sure there are a lot of different ideas out there. Bonus: My mini-armada of scratch-built ships making a beach landing!
  21. I was a little disappointed by the updated skirmish rules and I've been enjoying Warcry but wish I could use more models. So, I threw together this and was hoping to get some CaC on it to improve it later on. Also, which allegiances would you want me to work on first? Age of Sigmar_ Frontiers_V1.pdf
  22. With the new Gotrek model up for preorder on Saturday what do you think his warscroll will look like? If they incorporate the lore he will have to be practically indestructable and have multiple attacks that can kill almost anything. 8 wounds, 3+ save (and a 5+ supersave) 5at, 3+, 3+, -2, 3 damage? Answers on a postcard...
  23. Hi I am working on a 800pts event for my local shop, it will be more narrative and less comptitive, event. We will have two teams one AoS team second compedium old world team. The idea is to show old players AoS and also have fun. (have fun is the most important part) My problem is at 3 stage of the event I am planning for players to have a special cards with extra things. They will come in two categories strong one and weak one, and will be given after stage 2 to the wining player. Eg if you win a scenario that has a objective to find a artefact you will get a 2 cards of a magic weapon to use. One for you the second to give to your team mate. The problem I have is balancing it, I do wish for them to be useful I do not wish for them to ruin the game by making it auto win. What would you consider a good thing, +1 save for a unit? D6 mortal wound one use only ? Is a sword 3 mortal wound to powerful for a 800 pts game?
  24. Hi guys, this might seem like a dumb question but I'm unsure about the rules for flying. If a model has a fly attribute can they literally move anywhere on the table? I know they can't go within a certain distance to an enemy... Also, if they fly in round 1, do they land in round 1, and can then charge that turn, or are they in the air so to speak for the rest of the turn, and land during round 2? Also, if you retreat from combat, is there a penalty for doing so? Like, does the enemy get a free hit or something? It seems strange to be able to just disengage? Again, apologies if these are dumb questions, but I'm new to the game and have only played solo thus far! Cheers!
  25. How do reserve units work in Meeting Engagements? Let's say I have a unit of NH Reapers I want to jump in as part of my main contingent. The main contingent in the scenario enters end turn 1. Questions: (1) Will this mean they are setup at the end of turn 2, as per normal NH Faction abilities? (2) At what stage can I declare them to be reserves / using the NH ability? At the start of the battle when declaring the armies and contingents OR or when the contingent is setup to enter battle? (Related bonus question - let's say the contingent only contains 1 unit - can it be setup in reserve?) (3) My understanding is that it is only a unit that for instance has to be setup prior to the contingent arriving that will be lost? (That you cannot use that part of the rules to for argue the same Reapers are lost because they cannot enter end of turn 1 since their rules only allow them to be setup at the end of a movement phase. This would basically turn-off all reserve abilities since most work in the movement phase and contingents enter end of turn)
×
×
  • Create New...