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 preview règles AOS V2

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MessageSujet: preview règles AOS V2   Mer 16 Mai - 16:51


In Warhammer Age of Sigmar, the game is split into battle rounds, and players roll at the beginning of each round to see who goes first. This means, in effect, a player may occasionally get to take two turns in a row (the last turn in one battle round and the first turn in the next battle round). However, doing so puts you at risk of the same thing happening to you later in the game! Mastering this system is one of the top skills a Warhammer Age of Sigmar player has to learn.
In the new edition, the studio have added an extra level of depth, choice and chance to this mechanic, as well as removing some of the randomness, to make for more tactical games.
Previously, players would roll off to determine who gets to decide who gets the first turn in each battle round, with the winner getting to choose. This works in much the same way in the new edition, but now, if the players get a draw, the player that went first in the previous battle round wins the roll.





In practice, this means that you’re somewhat less likely to get hit by a double turn, while if you do have priority, you’ll have a bit more control over when your opponent gets theirs. If you’ve just had a great turn, you might want to give your opponent priority to give yourself a chance to get a double turn later on in the game, for example.
There will be some other advantages to going second each battle round as well…





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MessageSujet: Re: preview règles AOS V2   Jeu 17 Mai - 16:17

Announced Faction change :

IronJawz

If you’re an existing Ironjawz player, all your allegiance abilities, artefacts, command traits and warscroll battalions will be making the transition to the new edition intact in the latest edition of the General’s Handbook, with a variety of tweaks to points and some rules designed to make your army more balanced and more fun to play.
-Maw Crushas : Points reduction
-Gordrakk : Points reduction
-Ardboys : Points reduction

Everchosen

-negate the Priority change previewed + let you know if you gonna get a double turn
-Archaon : Points reduction
-Varanguard : Points reduction
- Chaos Warshrine : Points reduction


About Archaon command :
We’ve had loads of questions about Archaon’s command ability in the new edition, and how it will function with heroes all being able to use their unique command abilities. Archaon will be receiving some small changes in the new edition, but his command ability will remain almost unchanged – and will still be one of the most powerful in the game.
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MessageSujet: Re: preview règles AOS V2   Jeu 17 Mai - 16:18

Hello everyone !!

In the faction focus about IronJaws the first staying Spell was revealed.

Ravening Hunger





So i suppose the spell can fly over models.
The move stat wasn't revealed, but now i wonder if the spell have a Warscroll maybe it have wounds ?

Look very cool !

/cheers
Bob.
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MessageSujet: Re: preview règles AOS V2   Ven 18 Mai - 19:57

In the new edition of Warhammer Age of Sigmar, the hero phase has been expanded to provide a new tactical layer to the game, where every character can contribute and disciplined list-building pays dividends.



There are loads of awesome command abilities in Warhammer Age of Sigmar, but in the previous edition, some would almost never see play because they belonged to models who weren’t being used as generals. In the new edition, every Hero can contribute and use their command ability, whether they’re your general or not.

This opens up all sorts of possibilities when building your armies – you’re free now to choose the Heroes and command abilities you want, regardless of which general you pick. A Legions of Nagash army, for example, might be led by a Vampire Lord, but you’ll still be able to enhance your Skeletons with the Wight King’s Lord of Bones, or a Khorne Bloodbound force could fight under the command of a Mighty Lord of Khorne while keeping the flexibility to use the abilities of an Aspiring Deathbringer when you needed them.



There’s a twist, however – to use any of your command abilities, you’ll need a new resource, known as command points. Command points represent the tactical cohesion of your forces – you’ll receive one to add to your pool every turn, and you’ll get an additional point at the beginning of the game per warscroll battalion you’ve used.
This adds a dynamic aspect to the hero phase, where you may want to refrain from using a command ability one turn so you can spend two command points in the next. It also influences how you’ll write your lists, as warscroll battalions will allow you to get more out of your army.

[et forcer à mettre des figs qui ne vont pas ensemble, à se demander où le designer avait la tête, acheter des kits ne servant à rien sauf pour mettre un bataillon, rajouter des règles spéciales comme s'il n'y en avait pas assez, et se prendre la tête pour rentrer le bataillon avec son coût en points, etc... ou alors le bataillon s'avère trop puissant et déséquilibre le jeu. Quand on a historiquement du mal à équilibrer ses jeux, ce qui peut se comprendre, il n'est pas prudent d'ajouter des couches. J'aurais bien aimé qu'ils disparaissent]

The new and improved command ability system turns the hero phase into a tense battle of wits where heroes unleash their tactical abilities and where you’ll be rewarded richly for careful planning and army building – and it’s just one of the many exciting changes coming to Warhammer Age of Sigmar. Earlier today we had a look at what the new edition means for the Fyreslayers, and be sure to stay tuned tomorrow for even more daily previews right here on Warhammer Community.

[La "tense battle of wits" on sait à quoi elle va tourner, et ça ressemblera à  warmachine]

That’s not all! There are now three command abilities every single army and every single general can use – a tweaked Inspiring Presence, At the Double and Forward to Victory:




Inspiring Presence will now only last for a single battleshock phase, but can be used in your opponent’s battleshock phase too, making it a much more reactive ability – perfect if a unit of Brutes you thought were safe suddenly get hit by a deluge of Bravery-reducing abilities you hadn’t predicted, or if you unexpectedly lose the battleshock-mitigating abilities of a Hero like a Bloodsecrator.
At the Double is great for any units that can run and charge, like Bestigors, or units that can run and shoot, like Namarti Reavers under the effects of Flood Tide.
Forward to Victory, meanwhile, helps you ensure your key charges go off. It’s a great way to get around a bad roll or to give a unit arriving 9″ away – like Hexwraiths, or Vanguard Chamber Stormcast Eternals coming round a flank – another shot at clinching a tricky roll.
As you can see, these command abilities all require a Hero nearby, and we’d recommend having 1-3 smaller champions handy alongside your general, like a Crypt Haunter Courtier for the Flesh-eater Courts or a Branchwych for the sylvaneth.


The new command point and command ability system will make your games deeper, more tactical and more fun than before. Whatever your army and whatever your heroes, you’ll be able to control the flow of the game, unleash cunning combos and make the most of your favourite characters.

[pour le fun, je ne suis pas certain, ça va rarement de pair avec un centrage sur les combos, mais du coup ça en fera un jeu plus adapté aux tournois et qui plaira sans doute plus à une partie conséquente des acharnés]
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MessageSujet: Re: preview règles AOS V2   Sam 19 Mai - 8:14

Ça semble sympathique tout ça.
La relance des charges c'est cool.
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MessageSujet: Re: preview règles AOS V2   Dim 20 Mai - 21:04

Battletome: Maggotkin of Nurgle was designed to work with the new edition (it’s even got the new logo on the cover!) and you’ll find the new rules bring a lot of benefits to a Nurgle army – from Look Out, Sir!, to command points, to some exciting (and major) changes we haven’t even looked at yet…

With no fewer than seven (appropriate, eh?) unique command abilities in the Maggotkin of Nurgle battletome spread across various Heroes, the new command points system is great news. You’ll be able to build some killer combos as well as ensuring that your choice of general doesn’t restrict how you build your army.
Heres just one example of a trick combining multiple command abilities that you couldn’t have pulled off before…



Take a Lord of Afflictions to speed up a unit of Pusgoyle Blightlords with the Spearhead of Contagion ability. At the same time, use a Lord of Blightsand his Plague of Flies to make that unit harder to hit. Finally, give every model in the unit (and nearby units) an extra attack with The Glottkin’sLords of Nurgle ability.
We have a unit that is surprisingly fast, very durable and super killy.

There’s new fun for Maggotkin Wizards as well. Nurgle’s forces in the Mortal Realms have long coveted the verdant Realm of Life. The war for Ghyran still rages, but now, with wild magic rampant, the energies of life (or corrupted life, in Nurgle’s case) form into vast swarms of insectoid creatures, that can be harnessed by any Wizard attuned to them.



The Emerald Lifeswarm is one of the new endless spells, but rather than kill your enemies, this power heals your forces – a great boon to an already resilient army, such as the Maggotkin.
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MessageSujet: Re: preview règles AOS V2   Lun 21 Mai - 10:07

Look out sir included in Aos in the form of -1 to hit if close from units.
Good change, not that is enough but it’s better than nothing I guess.

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MessageSujet: Re: preview règles AOS V2   Mar 22 Mai - 0:03

Hello again !

Battle points allow you use command abilities.
And you can buy them for 50pts each.

Interesting in certain case I guess. I need to dojo list a little.

/cheers
Bob.

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MessageSujet: Re: preview règles AOS V2   Mar 22 Mai - 3:42

There are loads of command abilities available to Khorne armies. Previously, you’d be restricted to a single one, but with the onset of the new edition, you can start to combine them in fiendish and deadly new ways.


Here’s just one example:
Start by taking a Chaos Lord on Manticore, Aspiring Deathbringer of your choice, a Lord of Khorne on Juggernaut and a massive unit of Chaos Warriors with the Mark of Khorne. With the Aspiring Deathbringer giving every member in the unit an extra attack from Slaughter Incarnate, the Lord of Khorne on Juggernaut giving them +1 to wound from Blood Stampede, and the Chaos Lord on Manticore allowing them re-roll charge rolls, wound rolls and battleshock tests with Iron-willed Overlord, they’ll be a nigh-unstoppable force!



There are all manner of combos like this available to Khorne players and we’re sure you’ll have fun trying to find them all…
Many of you have been asking over the past few days about adding more command points to your armies if you don’t want to worry about filling a warscroll battalion. Well, good news! In matched play games, Warscroll Battalions aren’t the only way to pick up some extra command points.




This ability allows any army to gain extra command points and is a great way to add some extra tactical options to your army. Very handy for when you’ve added the units you want into your list, but find yourself with points to spare – not to mention costing less than any warscroll battalion, and less than almost all units in the game.

Colin Kent  Vargist • 2 hours ago
Yeah, the cost is off. Mebbe a single additional CP if you had less points than your opponent might have been better?

I think competitive lists will be tailored with this in mind... utilising multiple Command Abilities on turns 2 and 3 with certain combinations of characters always being taken together. I'll have to flick through a few battletomes to see what combinations are good ☺️

Starbucks • 5 hours ago
Erm.. synergies are already broken in this game (mindrazor + wych elves/bloodsisters == everything dies).
Pushing one-shot combos even further by adding more powerful buff stacks will kill this game...
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MessageSujet: Re: preview règles AOS V2   Mar 22 Mai - 3:50

eleath
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Dans l'article sur Slaanesh on apprend que de nouveaux systèmes thématique d'invocations ne coutant AUCUN point de renfort seront dans cette nouvelle édition.

Pour l'allégeance Slaanesh c'est "les points de dépravations" que l'on gagne pour chaques blessures ne tuant pas sa cible infligé par les héros Slaanesh de notre armée ou pour chaques blessures reçu par eux si ils y survivent. 
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MessageSujet: Re: preview règles AOS V2   Mar 22 Mai - 3:52

HorticulusWF
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Le 20/05/2018 à 21:25, Keleath a dit :
Là je parlais de Slaanesh. Il y aura, d'après les rumeurs, les moonclan grots cet automne (et je pense que les Darkoath ne devrait pas tarder non plus).



En effet, 2018 est une année monstre pour GW ; rien que pour AOS on a quasi eu une armée par mois depuis janvier.



Le planning des armées prévues pour la v2 d'AOS semble être le suivant :



- Entre les Nighthaunts et les nouveaux Stormcast, on a déjà l'été bien chargé ;

- On a en effets des rumeurs pour des Moonclan en septembre / automne ;

- D'autres pour Slaanesh en fin d'année (peut-être que du 40k, mais si démons c'est AOS aussi).



Plus tard, il y aura du Darkoath, et surtout les vagues n°2 pour les Ironjawz et pour les Sylvaneth, et on a sur le feu éventuellement des livres "soupes" pour les Skavens, et pour les Darkoath (vu le faction focus Everchosen + Slaves to darkness) et plus tard des aelves de la lumière avec Tyrion & Teclis, et de l'ombre avec Malerion. Et évidemment, une nouvelle faction humaine (vu leur présence dans le fluff, et surtout les types à gauche sur l'image ici : https://ageofsigmar.com *).



Je pense que comme le livre de règle v1 (Fyreslayers, Silver Tower, Kharadrons, etc.), le livre de règles v2 devrait contenir des indices sur les futures sorties ; si l'illustration susmentionnée* est dedans c'est quasi certains. Espérons que comme le dit l'épinglé, il sort le 9 juin !
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MessageSujet: Re: preview règles AOS V2   Mar 22 Mai - 13:00

On the tabletop, Hosts of Slaanesh armies will be keeping their General’s Handbook allegiance abilities, with some subtle tweaks to make sure they work in the new edition – the Invaders Host, for example, has been adjusted now that all Heroes can use their command abilities:





On the tabletop, Hosts of Slaanesh armies will be keeping their General’s Handbook allegiance abilities, with some subtle tweaks to make sure they work in the new edition – the Invaders Host, for example, has been adjusted now that all Heroes can use their command abilities:

Piling in and attacking twice with one unit is powerful – with two, three, or even four, you’ll be able to quickly swing games in your favour with an unstoppable hail of attacks. A large unit of Hellstriders with clawspears backed up by a Lord of Slaanesh on Daemonic Mount would be a great choice to base an army around.

Summoning

That’s not all – Slaanesh is receiving some powerful new summoning mechanics in the new edition. Using the new Depravity Points system, you’ll be able to bring anything from Daemonettes to a Keeper of Secrets onto the tabletop WITHOUT spending reinforcement points. Generating Depravity Points is very thematic– you’ll score one for every wound your Heroes inflict on a foe without killing them, or every non-fatal wound they receive in return – representing how the servants of the Dark Prince draw power from suffering and cruelty. They’re not the only faction to be receiving summoning changes, either…
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MessageSujet: Re: preview règles AOS V2   Mar 22 Mai - 20:47



Magic is most interesting when each army’s magic phase is distinct and defined by the unique character of the wizards involved. To do that, the new edition sees a change to two classic spells – Arcane Bolt and Mystic Shield – to offer more incentive to use the unique spells each Wizard has access to.


You’ll still find these spells a valuable part of any wizard’s toolkit, but they’ve been toned down in comparison to others.







Secondly, you can now attempt to unbind a spell – using one of your Wizards to prevent the enemy spell from working – at a massive 30″ range, up from 18″, making unbinding much easier and also giving you a chance to deny your enemy key spells even in the first turn of the game, where you may not have had a chance to move your wizards into defensive positions.
There are all sorts of units you’ll want to add to your armies in light of this new rule. An allied Cygor in a Chaos force, for example, provides two unbinds AND does mortal wounds to your foes when it pulls them off.

Our favourite combo by far has to be using the new unbinding rules with a Curseling, Eye of Tzeentch – should your foe try to cast an Mystic Shield in the first turn, you’ve got a chance at unbinding it from across the table, then using Vessel of Chaos to put it on one of your own units!

“Hey, did you hear? – we’re great in the new edition.”

If your army doesn’t have a battletome or spell lores to choose from yet, don’t worry – there’s plenty of exciting stuff on the way for all magic users. For example, the new edition brings with it a whole Lore of Magic’s worth of spells for almost every realm, depending on where your battle is taking place.
Here’s one of our favourites that any Wizard can use, for when you find yourself battling in the radiant vistas of Hysh:



This is just one of seven spells available in this realm, and that is just one of seven realms you can battle in! That’s nearly fifty new spells to throw around!

And that isn’t even everything magic has in store for you. In another article, soon, we’ll take a look at endless and predatory spells…
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MessageSujet: Re: preview règles AOS V2   Mer 23 Mai - 16:32

Like all battletomes this year, the Daughters of Khaine were designed to work with the new edition, and you’ll find yourself well equipped to utilise the new rules. Your Hag Queens and other heroes will benefit hugely from Look Out, Sir!, not to mention the new system of command abilities, while the 30” unbind is great for a unit of Doomfire Warlocks – combined with their high Move characteristic, the range of this ability will allow you to stop casters almost anywhere on the board.

Talking of Heroes, the new edition features some powerful, realm-specific artefacts that are well worth a look for your Slaughter Queens (or any other Hero you fancy!). We’ve picked a couple from Ulgu you might want to try – the horde-obliterating Betrayer’s Crown and the Hero-annihilating Sword of Judgement:



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MessageSujet: Re: preview règles AOS V2   Mer 23 Mai - 16:33

The increased range for unbinding is good news for Tzeentch. While it’s true that you’ll have to position your sorcerers more carefully to help stop your own spells being unbound, odds are you’ll have more spells than your opponent has the ability to unbind, and you’ll also be able to neutralise a lot of your enemy’s magic too.

Tzeentch Arcanites armies have always had loads of choice on which magical lores they can use and who they’re going to use to cast them, and they’ll love the new endless spells system. While it might be tempting to grab big, flashy, offensive spells, we’d recommend the Chronomantic Cogs – a nifty way to help make a wizard more survivable and better at casting, but which can also be used to increase your army’s (and the enemy’s) charge ranges.



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MessageSujet: Re: preview règles AOS V2   Jeu 24 Mai - 20:41

ooooh cette inspiration du film la momie... "mais... mais... on vas tous mourir ! - oui, c'est l'idée."



No faction benefits more from the changes to summoning than the Legions of Nagash. Indeed, the book was designed to function around the new summoning mechanic, and you’ll find the Endless Legions command ability – which allows you to choose one destroyed unit and set it up again – an essential part of your strategies. It gets better when you consider that you can use the same command ability multiple times in the same turn – you could well be bringing back two or even three units every turn! Powerful summonable units like Grave Guard, taken in large units, will be highly effective choices in the new edition.



Likewise, you can stack command abilities and spells to pull off some pretty evil combos worthy of the Great Necromancer himself. Let’s say we’ve got a block of 40 Skeleton Warriors with spears. Usually, you’d be getting 120 attacks off of these guys – pretty solid stuff! But it gets better…

Firstly, by using the Vampire Lord’s Blood Feast ability, we can give every model in the unit an extra attack, before giving them ANOTHER with the Wight King’s Lord of Bones command ability. That’s us up to 200 attacks – and we’re not done yet.




By using a general with the Lord of Nagashizzar command trait, we can give every model in the unit yet more attacks, bringing us up to 240. We’ll want to make sure these all hit, so for good measure, we’ll throw in the Vampire Lord on Zombie Dragon’s Dread Knight ability to give them re-rolls.




Finally, we’ll cast Vanhel’s Danse Macabre on the unit with a Necromancer to let them pile in and attack twice – for a total of 480 attacks that all re-roll misses. Hope you brought plenty of dice!



This combo isn’t just theory-crafting – it uses only three command points and decent Heroes that many Death armies will be using anyway. Should anyone kill your Skeleton Warriors before they get to attack, well, just bring them back!
Meanwhile, Nagash’s magics are well represented with the Endless Spells, and in the new edition, all Wizards will be able to harness the sinister powers of Death. We personally have a fondness for the Suffocating Gravetide – a brutal, roiling mass of spirits that drags enemy soldiers down into the earth:



As if there wasn’t enough good news for the Legions of Nagash – we’ve got some exciting announcements about the new Nighthaunt units. While the Nighthaunt will be getting fully realised as a faction in their own right, many of their units will also be accessible for Legions of Nagash armies – so if you’ve been eyeing up the new models, now you’ve got an excuse to pick them up…
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MessageSujet: Re: preview règles AOS V2   Jeu 24 Mai - 20:42



ather than summoning units through magical spells, every army that could summon units before now has a unique resource that allows them to bring fresh reinforcements onto the tabletop that fits with their army’s background – if you’ve got the Maggotkin of Nurgle or Legions of Nagash, you’ll have played with rules like this already.

The big change for matched play, though, is that summoning now no longer costs reinforcement points! Instead, you earn your summoned units with in-game actions: bloodshed, spreading plague, mastering magic, and other thematic goals. For some recent armies, this ability works just like it does in your battletome today (but free!). For others, their unique summoning ability will be rolled into their army’s new allegiance abilities, which will be found in the General’s Handbook 2018.
The Hosts of Slaanesh, for example, revel in suffering and pain, both given and received, so they generate points when their Heroes deal or receive wounds which do not slay their target. Meanwhile, the Seraphon generate points by performing rituals with their Slann Starmasters and Saurus Astrolith Bearers.

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MessageSujet: Re: preview règles AOS V2   Ven 25 Mai - 20:41

ça c'est pour François...

Sylvaneth players will love the new summoning rules, with both Alarielleand the Branchwraith now able to bring on new models mid-game. The latter will be able to do this through a tweaked version of her spell, Roused to Wrath, while the former has a new table to use with her Soul Amphorae ability:



While you’ll only be able to use this ability once per game, it’s going to be absolutely invaluable for your army – maybe you need 20 Dryads in a pinch to seize an objective, want to snipe a key foe with some Kurnoth Hunters, or just fancy another Treelord…
That’s not all – several Sylvaneth units have seen some very welcome discounts in the new General’s Handbook. Both Kurnoth Hunters and Spirits of Durthu now cost fewer points, meaning you’ll be able to pack more of these powerful units into your lists.
Finally, if your Sylvaneth hail from Ghyran, you’ll be able to access a host of powerful artefacts. Our favourites are probably the Hypersnare Seeds – a great pick for a support character that can potentially spoil an enemy charge at a key moment – while the Entangling Blade can help you weaken a particularly deadly hero:




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MessageSujet: Re: preview règles AOS V2   Dim 27 Mai - 2:27

Magic is changing in the new edition of Warhammer Age of Sigmar, offering you something never seen on our tables before – physical sorceries with models and rules of their own. We’ve teased endless spells before – now it’s time for your closest look yet at one at this great leap forward for Warhammer…
Endless spells are a new kind of magic that ranges from predatory magics that indiscriminately annihilate anything in their path to “utility” spells that provide cover against ranged attacks or allow you to heal units.


Endless spells are one of the unforeseen consequences of Nagash’smachinations in Shyish. Where previously spells would dissipate naturally, many now take on a life of their own, roaming the realms and accumulating power almost indefinitely. Some wizards in the Mortal Realms have even taken up work as bounty hunters, tracking them down and dispelling them, while certain examples are as notorious as any dragon or beast that lives in the woods, like the legendary Phantom Blade that cleaves through Ulgu.
Endless spells are cast like normal spells, but rather than resolving their text with a mere roll of the dice, each summons a model to the table. This miniature then persists throughout the game until it’s dispelled – Wizardscan choose to do this in place of casting a spell normally, meaning you’ll have to weigh up the choice between disrupting your enemy’s magic and using some of your own.
Most predatory endless spells are damage dealers – the Purple Sun, Ravenak’s Gnashing Jaws and Burning Head are all prime examples. When you set up a predatory Endless Spell, you’ll get to move it – usually over some hapless unit of enemy troops – to deal a deluge of Mortal Wounds.


Endless spells are moved at the start of each battle round after determining who gets the first turn, with players taking it in turns to pick a spell to move, starting with the player that has the second turn that round. You’ll be able to move any Endless Spell with this move, not just the ones you control, representing their wild and untameable nature. Summon a Suffocating Gravetide and you might find yourself needing to volunteer to take the second turn in a round to stop your opponent from sending it crashing into your own units! Suddenly, always shooting for a double turn can become a very dangerous prospect indeed…
Not all endless spells are damage dealing, and a host of them also help your army in a variety of ways. Some will heal your units, some will offer the Wizard controlling them strange new powers, and some will affect your whole army – but might end up helping your opponent, too!
The Balewind Vortex is one such spell, and it has been given a complete rules overhaul in line with the rest of the endless spells.


To give you a taste of what you can expect from your endless spells, here’s a couple of Warscrolls to whet your appetite –the destructive Purple Sun and the tricksy Umbral Spellportal:




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MessageSujet: Re: preview règles AOS V2   Dim 27 Mai - 2:32

In the new edition:

Stacking command abilities is going to be superb for all skaven armies. Combine the Tyrants of Battle command ability from the Verminlord Warbringer – which lets a unit re-roll 1s to hit and wound while they’re within 13″ of the Verminlord – and the Skaven Warlord’s Gnash-gnaw on their Bones! ability – which lets a unit make one extra attack with all of their melee weapons – and even a unit of Clanrats becomes a deadly force on the battlefield.
Several skaven units have had their points tweaked in the new edition, making them great choices as allies or as units in their own right. We’re happiest about Thanquol and Boneripper being reduced to the point where they’ll comfortably fill out an Allies choice in a 2000 point matched play list. If you’re feeling particularly devious, use him in an Eshin army and cast Skitterleap on him with a Verminlord Deceiver to drop this deadly duo 6″ away from your unfortunate foes – just in range of their brutal Warpfire Projectors.



Finally, let’s talk about summoning. The skaven are getting some nifty new options to play with in the new edition that, while not quite as reliable as those used by armies like the Legions of Nagash, are still a lot of fun to use. Lord Skreech Verminking’s ability, the Dreaded Thirteenth Spell, now literally turns your foes into Clanrats:



Meanwhile, the Screaming Bell can still give you a Verminlord on a roll of a double 6 – only now, it doesn’t cost any points! Nifty, eh?

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MessageSujet: Re: preview règles AOS V2   Lun 28 Mai - 18:02

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MessageSujet: Re: preview règles AOS V2   Lun 28 Mai - 18:05





Grundstok Thunderers are a standout unit in the new edition of Warhammer Age of Sigmar. These guys have always been a reliable source of heavy firepower for the Kharadron Overlords, and now, their ability to Retreat rather than pile in during the combat phase is key. With the new shooting rules meaning that units in close combat can only shoot at units they’re engaged with, this is going to be essential for ensuring that nobody locks your Grundstok Thunderers down, allowing you to focus your fire on the targets you want.



The opening of the Sacrosanct Chamber is excellent news for the Kharadron Overlords as well. Previously, your army would have had no access to Wizards (trusting in aethermatics, not superstition, after all!) but we think you’ll find the opportunity to grab a couple of Knight-Incantors (whose Voidstorm Scroll lets them unbind any spell instantly) or even a Lord-Arcanum, invaluable – particularly if you’ve been eyeing up any of the new Endless Spells.

Of course, if you’re looking to unbind spells without relying on the Stormlings (wearing all that perfectly good gold as armour? What a waste!) then you’ll still be able to rely on your Aetheric Navigator, while the Alchemical Chain artefact – available to ANY army that hails from Chamon – is another solid pick for Kharadron Overlords armies:



Rather trust to your guns? You won’t be disappointed. The points for loads of popular Kharadron Overlords units have been reduced, making them much more tempting choices in your army. The Grundstok Gunhauler is now 160 points, 80 (!) less than its previous cost in 2017 General’s Handbook, while the Arkanaut Frigate and Arkanaut Ironclad have seen similar drops. If you already own a sky-fleet of these ships for matched play games, chances are, you’ll find you now have points to add even more firepower into your list in the new edition.

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MessageSujet: Re: preview règles AOS V2   Lun 28 Mai - 18:07



With the new edition, the Flesh-eater Courts have been transformed overnight into a stellar faction. With summoning units no longer costing reinforcement points, you’ll be able to quickly multiply, grow and overwhelm your enemy with a swarm of hungry mordants.


For those of you not familiar with the Flesh-eater Courts, allow us to explain. The army is designed around a collection of lower-level Heroes, known as Courtiers, each of which can bolster nearby units with new models. These Courtiers are led by Abhorrant Ghoul Kings, each of which has a command ability that lets them set up entirely new units with their command abilities.


These abilities now cost no reinforcement points and have been tweaked so they work once per Ghoul King. In short, this means that every Ghoul King essentially comes with a free unit, while your Courtiers will ensure they stay in the fight. Our recommendation? Take a Royal Family Warscroll Battalion, max out on Ghoul Kings of your choice and quickly multiply your army with command points for maximum efficiency.


That’s not to mention the other changes that’ll benefit the Flesh-eater Courts in the new edition – like using your fast-moving Wizards to set up particularly deadly endless spells or more changes we’re still to announce. Make sure to check back tomorrow, when we’ll be taking a closer look at the shooting phase.
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MessageSujet: Re: preview règles AOS V2   Mer 30 Mai - 5:20

The biggest change to Seraphon in the new edition is summoning. Bringing on new units (and at no points cost) is going to be core to the Seraphon going forward – but how exactly does it work?



To summon Seraphon, you’ll need Celestial Conjuration points. These can be generated by performing a ritual instead of casting a spell with a Slann general, and you’ll get bonus points from having an Astrolith Bearer on the tabletop, too.





This creates a really interesting dynamic in your games. Is it always worth it to generate Celestial Conjuration points rather than using a spell? Do you spend them early on smaller summons, like Terradon Riders, or do you bank them for later – and risk all your Slann and Astrolith Bearers being destroyed, meaning you can’t bring them on at all?



Malign Sorceries are superb for Seraphon, too. Many endless spells, like the Burning Head, the Purple Sun and Ravenak’s Gnashing Jaws are incredibly dangerous to both the caster and their victims – by using the Arcane Vassal ability, you’ll be able to cast from your (relatively disposable) Skink Heroes.
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MessageSujet: Re: preview règles AOS V2   Mer 30 Mai - 18:56



When you’re writing your army list, you have the option to pick a Realm for your army to be from. Perhaps your Freeguild hail from Hammerhal Aqsha, in Aqshy, or perhaps your Slaves to Darkness raid the distant outskirts of Ghur. As well as providing you with loads of opportunities for roleplaying (not to mention painting and converting), you’ll be able to replace one of your normal Artefact picks with a special artefact from your chosen realm.



Each of the seven Mortal Realms has 6 magical weapons and 6 trinkets, artefacts or pieces of armour to choose from, boasting a range of thematic and unusual effects. We’ve previewed a few of these already in our Faction Focuses.

Let’s say you want one member of your army to be a brilliant Bright Wizard from Hysh with a knack for tactics – in this case, you could choose the Aetherquartz Brooch:



Perhaps, on the other hand, your favourite Aspiring Deathbringer is a monster hunter of renown, with the ability to paralyze beasts with fear. In this case, you could use the Beastcaller’s Bones.



Maybe you just want an excuse to model your favourite Hero with a bow, rifle, sling or other ranged weapon, because it looks cool – well, you’re spoiled for choice for ranged artefacts to pick from:

You’re free to represent these artefacts on your model how you wish. Some, like the Rockjaws, are already represented on some models, like the trap wielded by the Thundertusk Beastriders. In some cases, you could be more abstract – the Sunderblade could be shown by a particularly fancy paint job on your Hag Queen’s sword. You could even use these artefacts as the basis for some creative conversions – like using a spare bow from the Sisters of the Watch to add a Wraithbow to your Isharann Soulscryer.



Picking a realm for your army, in short, will let you really go to town making characters that are truly yours and unlocking some nifty new combos for your next matched play army. While your decision is a subtle one, it’ll be a great thematic hook for your games – especially when you combine them with the rules for battling in a realm…
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