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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!
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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
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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.
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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!
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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.
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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
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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
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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).
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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.
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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
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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.
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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!
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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!
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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
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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?
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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?
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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
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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!
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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
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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!
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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
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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...
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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?
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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!
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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)
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