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 preview règles AOS V2

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yul

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Messages : 2379
Date d'inscription : 21/01/2013
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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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yul

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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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yul

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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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yul

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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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PcM

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Date d'inscription : 27/01/2012

MessageSujet: Re: preview règles AOS V2   Hier à 8:14

Ça semble sympathique tout ça.
La relance des charges c'est cool.
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