Age of Sigmar/Tactics
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.
- 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. Stupidity here's same as shooting. To-hit ignores the fact that not all swordsmen are trained alike (See Or-ORRUK vs Aelf). Without Initiative, however, it will descend into a clustrfuck as everyone's now hitting at the same time.
- 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
- Stormcast Eternals: Edition 1.0 For your not-Space Marines created by your not-Emperor
- Humans: Come in two flavours:
- The Empire: Edition 1.0 For the nation you know and love
- Bretonnia: Edition 1.0 For Knights backed by
cannon fodderpeasants
- Steamhead Duardin: Edition 1.0 Your Dwarfs, back to shove cannonballs in your face
- Aelfs: Come in three flavours, all of whom are dicks
- Highborn: Edition 1.0 Here to tell you how bad you are at everything
- Exiles: Edition 1.0 Here to rape and pillage your shit
- Wanderers: Edition 1.0 Here to hug trees and
campaign against global warmingshoot lumberjacks. Also where the Sylvaneth (Forest Spirits) reside
- Seraphon: Edition 1.0 Order Daemons, here to pop up out of nowhere and wreck your shit
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.
- Vampires: Edition 1.0 For your bloodsucking fiends of the night
- Mummies: Edition 1.0 Where most of the old Tomb King stuff will go
- Skeletons: Edition 1.0 For the anorexic Undead
Destruction
- Orruks: Edition 1.0 For the goofy green barbarians you know and love. Also where you'll find Grots and Troggoth
- Ogors: Edition 1.0 For the walking slabs of semi-sentient fat we can't get enough of
Chaos
- Daemons: Edition 1.0 For the good old fashioned servants of the Dark Gods
- Beastmen: Edition 1.0 The Furry wet dream come true
- Mortals: For the mortal followers of the Dark Gods, currently come in two varieties
- Warriors of Chaos: Edition 1.0 The old-fashioned Vikings who wrestle Bloodthirsters
- Khorne Bloodbound: Edition 1.0 The Mortals dedicated to Khorne-exclusively, here to axe your skull
- Skaven: Edition 1.0 For the backstabbing rat-men