Age of Sigmar/Tactics: Difference between revisions

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Realm of fire
Realm of fire
  Brimstone peninsula: All wizards know fireball (18" mystic arrow that does mortal wounds depending on unit size.) All shooting attacks that fire further than 12" reroll to wound cos the missiles catch fire. And geysers randomly blow up throughout the battlefield doing mortal wounds to anyone nearby.
Brimstone peninsula: All wizards know fireball (18" mystic arrow that does mortal wounds depending on unit size.) All shooting attacks that fire further than 12" reroll to wound cos the missiles catch fire. And geysers randomly blow up throughout the battlefield doing mortal wounds to anyone nearby.


Realm of Life
Realm of Life
  The greenglade: all wizards know shield of thorns (anyone near the buffed unit at the end of the combat phase take d3 mortal wounds) Forests can appear on every turn, so be sure to buy all those forests if you plan on fighting here... you tree hugging hippy. Also any battleshock tests of 1 are insta passes and heal any wounds taken (doesnt revive models) Nurgle guys will mostly take this place as they get lots of bonuses too. Once a game a nurgle character who died can try to revive, either being healed to full health, staying dead or turning into a Chaos Spa- OH GOD N---- Nurgle wizards also get their own spell.
The greenglade: all wizards know shield of thorns (anyone near the buffed unit at the end of the combat phase take d3 mortal wounds) Forests can appear on every turn, so be sure to buy all those forests if you plan on fighting here... you tree hugging hippy. Also any battleshock tests of 1 are insta passes and heal any wounds taken (doesnt revive models) Nurgle guys will mostly take this place as they get lots of bonuses too. Once a game a nurgle character who died can try to revive, either being healed to full health, staying dead or turning into a Chaos Spa- OH GOD N---- Nurgle wizards also get their own spell.




Another thing is that each area also has a major victory table. So if you smash your opponent's face to the ground like that guy, You get to roll on a buff table that is better than the basic one (again, each area has its own table).
Another thing is that each area also has a major victory table. So if you smash your opponent's face to the ground like that guy, You get to roll on a buff table that is better than the basic one (again, each area has its own table).

Revision as of 18:12, 21 July 2015

Hello, this is the general Tactica dump for the (Skubtastic) Age of Sigmar armies, units and rules.

The Rules (What little there is)

The first thing you'll realize about AOS is that it's a very different system compared to WFB, and the familiar tactics about flanks and ranks are all down the shitter. Why? Because it takes too much time away from buying more models!

Phases

The game is split into multiple phases, like Fantasy, but these splits are a bit different.

  • Hero Phase: Here's where your wizards can do wizardy shit and heroes do leadery shit. Unlike the complex strategies of the old game, your magic spells are SEVERELY cut down. Like, cut down to only at most 3-4. Why that many? Because ALL wizards learn the following two spells by default. And don't worry, spells are cast in the same manner, but all of them only use 2d6 to cast. But don't count your non-wizard leaders out, though! Some have a Command Ability that they can still use in this phase.
    • Arcane Bolt - Cast on a 5+. One enemy unit within 18" takes d3 Mortal (Read: Unsaveable) wounds.
    • Mystic Shield - Cast on a 6+. A friendly unit within 18" of the caster gains +1 to his save for the turn.
      • Unbinding - If you have a wizard within 18" of another wizard that's casting, you can roll 2d6 to repel it. All you need to do is beat his roll, which can be laughably undoable if the other guy managed to roll real high.
      • Inspiring Leadership - This isn't really a magic power. It is, however, available to your general regardless of who he is. It just lets one unit within 12" of your general auto-pass any Battleshock tests he takes for the turn.
  • Movement Phase - Each unit still has a movement range described in their profi-I mean WARSCROLL, which they can walk. Running adds d6 to that result (but can't shoot or charge afterwards) and flying units can only move within 3" of an enemy.
  • Shooting Phase - Here's where the changes come up in the old system. It runs the same way as before...
    • Pick a bitch to blam.
    • Roll to-hit, which means seeing if you roll over your chosen weapon's To-Hit score on a d6. This isn't modified based on any armor or orher factors, meaning tha if you have a weapon that hits on a 3+, ANYTHING will get hit. It's generally stupid because cover seems to do shit here.
    • Roll to-wound, which means using a d6 to roll over the chosen weapon's To-Wound Score. This is stupid because it ignores the fact that some guys, like Dwa-DUARDIN and OGORRS are unnaturally tough, and thus shouldn't take a gunshot the same way an Aelf or a humie would.
    • Roll saves, which are now all covered in one stat. Yeah, this'll go downhill so quickly. I mean, it is a bit of a pain when there were units with Regens, Armor, and Ward saves, but it's not like they all qualified in the same instances. Oh, and any cover, no matter how huge it is, adds a flat 1 to ALL SAVES. Yeah, that's just fucking retarded. Another thing, you can shoot into combat and your guys in combat can also shoot.
  • Charge Phase - Pick a unit 3-12" away. You get to charge 2d6" to try and reach them, just like in 40K! Which is stupid, because now all beasts and cavalry are stuck with the same stupidity of failing a charge even though it could reach that same range far more quickly in a normal move.
  • Attack Phase - Combat phase, move on. Now this is where things are a bit different... For hitting and wounding it is the same thing as shooting... However the main differences is who you pick to attack first. So if it is your turn you pick 1 unit in a combat, they attack, then your opponent picks 1 unit in combat, they attack, and you continue until all units attack. You have to be tactical if you have multiple combats as you have to try and maximise the amount of attacks your guys get before your opponent maximises his... Also two other differences is that 1) each weapon has a range (normally 1") so you actually have to pay attention to the poisitoning of your guys. And 2) your units can use all weapons they have equipped on them (monsters can bite and swipe in the same attack). NO thats not true. If you see description on units you will see that you (sometimes) have to choose what you models are equpied with, for example Warrior of Chaos can be armed with Hand weapon and Shield (bether to hit and 5++), Halberd and shield (longer range and worse to hit an 5++), Greatsword (rend -1 but no 5++) or 2xhand weapon (re roll 1 to hit but no 5++) or you assume single chaos warrior is equiped with hand weapon, halberd, greatsword and shield?
  • Battleshock Phase - This is the panic phase, remade into an unneeded phase. Any unit who lost models during the turn has to test Bravery on d6, adding 1 for every 10 models the unit has. Failing this test means a model leaves for each degree it fails by.

Army Tactics

Order

Death

Note: As the armybooks don't even begin to corespond to the new factions, I'm making faction pages and let you guys deal with the shit of organising which unit goes where.

Destruction

Chaos


Realms of Battle and Battleplans

The main thing with Age of sigmar now is that where you fight and what the objectives are play a bigger role in the game than before. Now before the start of a game you can discuss with your opponent what type of mission(Battleplans) you want to play. These replace the victory conditions (and sudden death conditions) of the normal game to suit the mission type. Then you choose a realm you want to fight in out of 7 (Heavens is a no go because Sigmar is there and he aint lettin any chaos bitches in at all), after that you choose a location in the realm to fight in.

At the moment there are rules for:

Realm of fire Brimstone peninsula: All wizards know fireball (18" mystic arrow that does mortal wounds depending on unit size.) All shooting attacks that fire further than 12" reroll to wound cos the missiles catch fire. And geysers randomly blow up throughout the battlefield doing mortal wounds to anyone nearby.

Realm of Life The greenglade: all wizards know shield of thorns (anyone near the buffed unit at the end of the combat phase take d3 mortal wounds) Forests can appear on every turn, so be sure to buy all those forests if you plan on fighting here... you tree hugging hippy. Also any battleshock tests of 1 are insta passes and heal any wounds taken (doesnt revive models) Nurgle guys will mostly take this place as they get lots of bonuses too. Once a game a nurgle character who died can try to revive, either being healed to full health, staying dead or turning into a Chaos Spa- OH GOD N---- Nurgle wizards also get their own spell.


Another thing is that each area also has a major victory table. So if you smash your opponent's face to the ground like that guy, You get to roll on a buff table that is better than the basic one (again, each area has its own table).