|
Post by StepwisePilot on Mar 21, 2024 0:00:21 GMT -5
|
|
|
Post by Jack Shrapnel on Mar 21, 2024 6:16:30 GMT -5
so...
"On top of all that, there are modular rules, plenty more opportunities for reactivity in your opponent’s turn via an updated system of command points and abilities, and a ton of tweaks and refinements – not least to the double turn, which has been fine-tuned into a knife-edge decision with a clever twist to scoring. Put simply, it is the best edition of Warhammer Age of Sigmar yet."
if you have to continually try to rework the priority roll every edition to try and make it actually work - maybe, just maybe, it's still a bad idea no matter how you try to say it's a "tactical" decision?
|
|
|
Post by wargamer on Mar 21, 2024 9:59:00 GMT -5
Non 40k player here. I have heard a lot of people say Index in the last 24 hours. From the context it sounds like an Index is the list of models/rules in an army but I am not sure if there is any further nuance there? Is it the same thing as a codex/army book but in a different format?
|
|
|
Post by Jack Shrapnel on Mar 21, 2024 10:18:04 GMT -5
it's essentially the rules (so the warscrolls) and the basic ability for your army... but none of the fluff, stories etc.
so just the rules you need to play the army in the new system til your battletome comes up.
means everyone day one can play the game at least.
Worked pretty well in this edition of 40k (well once they toned down some egregious overtuned armies) and can be easily updated / modified because it's online.
Plus it's really a good idea if they're doing a "hard reset" of the game mechanics, so you're not left with an army whose rules don't work in the new system, especially if something integral such as the way command points are done or battle tactics are changed.
|
|
|
Post by wargamer on Mar 21, 2024 10:21:20 GMT -5
Ahh ok. That makes sense.
Thanks.
|
|
|
Post by sean on Mar 29, 2024 13:05:15 GMT -5
|
|
|
Post by dave on Mar 29, 2024 13:58:38 GMT -5
We will see what "battle tactic" ends up meaning in the new edition.
But to answer your question: “A player can pass on the opportunity to take a double turn, knowing that they’re set up in such a way that it won’t really impact them. This gives them the chance to take a double turn later on, and really capitalise on it – that’s the mark of a great player.”
I definitely don't consider myself great, but I've played enough games to know you don't always take the double. Since that's already the case in current AoS, I'm interested to see how adding further incentive impacts the decision.
|
|
|
Post by Jack Shrapnel on Apr 8, 2024 14:14:02 GMT -5
|
|
|
Post by distractedcarnifex on Apr 10, 2024 13:30:08 GMT -5
They’ve previewed how Command Points work today, along with the Commands. No more requirements for unit leaders, totems etc. Both sides get four CP each Round, with the player behind on VPs getting an additional CP.
The Covering Fire (replaces Unleash shell) and Countercharge Commands look interesting.
|
|
|
Post by wargamer on Apr 10, 2024 14:13:46 GMT -5
I am curious how they are going to play out. They mad a big deal about how they were going to be rare and important but gave everyone significantly more then you get in 3rd edition and not that much in the way of new commands. Perhaps there is more to come.
Covering fire looks fun, I can see a positioning game developing where the guys who want to charge need to be further away then another unit so they don't get the covering fire. As someone who uses cavalry with a charge bonus I am curious of the timing on counter charge. It sounds like you can't use it once they have charged you but might be able to preempt an obvious opposing charge.
|
|