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 preview règles AOS V2

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yul

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Date d'inscription : 21/01/2013
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MessageSujet: Re: preview règles AOS V2   Jeu 31 Mai - 13:25


Like several other armies, the Free Peoples will be seeing new mechanics for gaining command points added to their army in the new edition – in this case, with the Battle-tested Veteran command trait. Keep your eye out for several of these in a set of free errata that’ll be coming out alongside the new edition to ensure your army is ready for it!


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MessageSujet: Re: preview règles AOS V2   Ven 1 Juin - 16:36

pour les joueurs narratifs............ (autrement dit, je le mets pour ceux qui seraient curieux, mais on a déjà assez de choses à gérer avant et durant la partie)

The new edition of Warhammer Age of Sigmar turns the Mortal Realms into rich backdrops for all of your battles. These aren’t just optional expansions, but a core part of the game; using the rules for each Mortal Realm is the best way to get the complete Warhammer Age of Sigmar experience.
If you’re a narrative player, these rules ground your games and are great for giving campaigns a sense of place and consistency, while if you’re a matched play fan, the rules provide unique and unusual tactical challenges.

The choice of which realm you decide to set your battle in is up to you – the realm you fight in might depend on the story you want to tell, while for structured events, you could have every single game take place in the same Mortal Realm, journey through several, or roll a dice to decide. Likewise, if you don’t fancy using a Mortal Realm, you don’t have to – but you’ll be missing out on some really fun stuff if you do.


Each of the Mortal Realms has a set of unique rules that create unusual challenges and opportunities for the armies fighting in them – you might recognise some of these as expansions of those first introduced in the most recent General’s Handbook.

Firstly, each realm has a command ability, apart from Shyish, which has two, and Ghur, which has wandering, feral monsters instead (it’s pretty cool!). Available to every Hero fighting in that realm, these abilities ensure that your army fights in a thematically appropriate way for the realm it’s in – battles in the Realm of Light, for example, happen at lightning speed, as Heroes race to use Strike Quickly, while in Chamon, troops adapt their tactics to survive the attacks of their





Secondly, each Realm has a set of Realmscape Features – a random in-game effect that’ll often have a significant impact on how your game will go. Flaming Missiles from Aqshy, for example, will help your ranged troops enormously, while in Ghur, Primal Violence can result in a double combat phase! There are six features for each realm, for a total of 42 – keeping your games varied is going to be easy.






Last, but not least, each of the Mortal Realms has a massive selection of spells associated with it, representing the unique powers that Wizards are able to harness. Each realm has seven spells, ALL of which will be available to ANY Wizard fighting in that realm. These rules are great if you’re using a Wizard without a battletome full of spells of their own to draw on, as well as again providing some really interesting and unusual opportunities for tactical trickery. Curse of Rust, from Chamon, for instance, is punishing for elite enemy units:




Finally, choosing a Realm has a range of impacts on certain warscrolls. Each endless spell, for example, is more powerful when cast in its associated realm – so make sure to grab a Burning Head if you’re battling in Aqshy, or an Aethervoid Pendulum if you find yourself in Ulgu…
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MessageSujet: Re: preview règles AOS V2   Ven 1 Juin - 21:25

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MessageSujet: Re: preview règles AOS V2   Mar 5 Juin - 20:51

Grot Preview:
https://www.warhammer-community.com/2018/06/03/3rd-june-faction-focus-grotsgw-homepage-post-3/
There’s loads of fun in store for grots players of all types, with the Moonclan Grots, in particular, benefiting from the new rules around Heroes. Being able to keep your squishier Shamans and Grot Warbosses safe from missile fire is one thing, but stacking up command abilities is another entirely. Here’s one that’s bound to give your opponent a game they remember for a long time…

Start with a massive unit of 20 Squig Hoppers, a Grot Warboss, and a Grot Warboss on Cave Squig.

That’s a good start, but not quite Moonclan enough yet, so we’re going to add some Fanatics to the unit. Two sets of six should do nicely.

Save your command points, then combine them in the same turn to use the Grot Warboss’ I’m da Boss, Now Stab ‘em Good! command ability and the Grot Warboss on Cave Squig’s Even More Boingy command ability (seriously, grot rules have the best names).



With this, your Squig Hoppers will be dealing double damage on 6s to wound and will be re-rolling their movement (Squigs are unreliable beasts, so rather than having a fixed Move characteristic, they bounce 2D6″ every turn). Should anyone try to stop your rampage? See how they deal with 12 Grot Fanatics straight to the face.

What if you’re looking to add something a little bigger to your armies? Several classic allies of the grots have seen some considerable points reductions in the latest General’s Handbook – the Aleguzzler Gargant is now a mere 160 points, while all types of troggoth have seen a cut too.


There are some really nasty combos you’ll be able to pull off by combining grot Wizards with the endless spells. The Moonclan Grot Shaman can use his Madcap Mushroom ability to add 2 to his casting rolls, making it easier to pull off more impressive conjurations like the Purple Sun of Shyish. The Umbral Spellportal is a nifty option, too – you could use yours to project a Curse of Da Bad Moon across the table:

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MessageSujet: Re: preview règles AOS V2   Lun 11 Juin - 16:47







Absolutely LOADS – we’ve previewed the content inside the Core Book before, but here’s a comprehensive breakdown of what’s in each copy.

– A brief introduction to collecting, painting and playing Warhammer Age of Sigmar. If you’re still a bit new, this is a great way to orient yourself.





– A complete retelling of the story of the Mortal Realms so far, from their origins in the Age of Myth, through the tumult and devastation of the Age of Chaos, to more recent events in the Age of Sigmar, including the Realmgate Wars and the Seeds of Hope. If you’ve not been following the story of Warhammer Age of Sigmar so far, or you’re looking for a refresher, this is a great way to get up to date and explore the timeline in more detail.





– A guide to each of the Mortal Realms – including maps of some of the key regions we’ve explored so far – a look at their inhabitants, and timelines examining the cultures, wars, natural disasters and historical epochs that have shaped each realm.





– Entries exploring every faction in the Age of Sigmar, from the myriad Free Peoples to the savage tribes of Destruction. Ever wondered how the Swifthawk Agents fit into the free cities? Curious about what Tzeentch has been up to? It’s all here.





– The core rules for the game, printed here for your convenience.



– Allegiance abilities for Order, Chaos, Death and Destruction, including artefacts and command traits.





– Realm of Battle rules for seven of the Mortal Realms, each with their own tactical opportunities and challenges including unique spells, realmscape features, command traits and more.





– An Open War battleplan generator to make finding fresh ways to play easy.





– Battleplans for all three ways to play, including sieges and the six core matched play battleplans.





– Rules for fighting underground battles in the caverns and tunnels of the Mortal Realms.





– Coalition of Death, a multiplayer game mode for Warhammer Age of Sigmar that’s perfect for team-based play.





– Triumph & Treachery, another multiplayer expansion focused around deception, deal-making, and a bit of good old-fashioned betrayal.





– Battle Strategies – a new way to play matched play games that rewards flexibility and quick thinking. [donc super aléatoire]



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