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AoS Engine of the Gods FAQ- is it really a nerf?

Temple Guard

LordRibbit

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So what are peoples thoughts about the change?
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If anything I feel it's better than it was before:

Advantages:

Double movement- meaning your ranged units have an almost board wide range that turn. 28 inches on rippers anyone?? Add the teleport in and board/game control increases substantially
Slann command ability- Flying units with double movement means you can get over that pesky first line to go after heroes. 20 inch move with a flying Carnosaur anyone?
Buffs- As most of our hero phase is spent buffing units, you only have to try to do it once and not two turns in a row now
Shooting- Yes I would love to have 8d6 x 2 shots from 4 Razordons thanks! Starseer re-rolls means this is pretty nasty.
Combat- two rounds of combat in one with the enemy only getting to attack back once, Bastiladons all of a sudden become pretty decent in CC!

Disadvantages:

Magic- only casting once, nerfs our MW spells and Engine doesn't get to roll for an ability again.
Buffs- can be a disadvantage if you don't get them off first time!
Double scoring objectives- it's a shame but needed, rolling 18 shouldn't be an auto win really.


Please feel free to add to this, the more we can think of as a community about this the better we can play it!
 
Ah, good you made a separate thread to discuss this, we previously hijacked @darren watson 's Thunderquake thread for that. :D
I'll repost some thoughts I posted there yesterday here:


Grrrr... I don't like the extra turn being gone. I would almost be OK with the change if it also applied to wizards.

Also some interesting thing y'all might or might not have missed:
What's the difference between having two turns and doubling the move characteristic?

--> Terradons for example can move over big blocks of enemy units because they don't have to land. So that might actually help, expecially if units can fly (and all our units can fly if a Slann uses his command ability!)

EDIT:
....now if they only fixed that goddamn 14-17 summoning thing as well..... grrr

Ohhh... and marching Saurus! Their drums double their movement characteristic instead of adding some inches after the move. So a marching Saurus Warriors unit with the EotG 18+ now moves 20" and a Saurus Knights unit moves 28"

EDIT: I won't say that is nearly as good as the old version, but hey, at least it isn't outright bad, and it opens some interesting possibilities.

in the combat phase, we double the attacks and the opponent can't activate his unit in between.

Oooooh I missed that. That one is actually somewhat better than the old version since there is no enemy activation in between...
 
It's cast in the Hero phase?

Double attacks for a 40 man unit of Skinks anyone....
 
It's cast in the Hero phase?

Double attacks for a 40 man unit of Skinks anyone....

Yes it is cast in the hero phase. It is probably a good idea to do it pretty early in the hero phase so you can plan your buffs ahead based on the EotG result.

Technically you had that before as well (spread over two turns). The greater thing about the new version is that there is no combat phase in between threatening your troops in melee.


....too bad the chance for it is still VERY low.
 
Hmmmm also I just wondered...

With the new version of the rule... would it stack? So what about a double or triple EotG fun list? Hmm.... :D


Allegiance: Seraphon

Leaders
Slann Starmaster (260)
- General
- Trait: Vast Intellect
- Artefact: Light of Dracothion
Engine of the Gods (220)
Engine of the Gods (220)
Saurus Astrolith Bearer (160)
Skink Starpriest (80)
- Artefact: Incandescent Rectrices

Battleline
40 x Skinks (200)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers

Units
6 x Terradon Riders (240)
- Starstrike Javelins
1 x Razordons (40)

Behemoths
Bastiladon (280)

Battalions
Shadowstrike Starhost (170)

Total: 1990 / 2000
Allies: 0 / 400
Wounds: 126


Or maybe in a Heavenswatch....


Allegiance: Seraphon

Leaders
Slann Starmaster (260)
- General
- Trait: Vast Intellect
- Artefact: Light of Dracothion
Engine of the Gods (220)
Engine of the Gods (220)
Saurus Astrolith Bearer (160)
Skink Starseer (200)
- Artefact: Incandescent Rectrices

Battleline
40 x Skinks (200)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers

Units
6 x Terradon Riders (240)
- Starstrike Javelins
3 x Skink Handlers (40)
3 x Razordons (120)

Battalions
Heavenswatch Starhost (200)

Total: 1980 / 2000
Allies: 0 / 400
Wounds: 128
 
Hmmmm also I just wondered...

With the new version of the rule... would it stack? So what about a double or triple EotG fun list? Hmm.... :D


Allegiance: Seraphon

Leaders
Slann Starmaster
(260)
- General
- Trait: Vast Intellect
- Artefact: Light of Dracothion

Engine of the Gods (220)
Engine of the Gods (220)
Saurus Astrolith Bearer (160)
Skink Starpriest (80)
- Artefact: Incandescent Rectrices

Battleline
40 x Skinks
(200)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers

Units
6 x Terradon Riders
(240)
- Starstrike Javelins
1 x Razordons (40)

Behemoths
Bastiladon
(280)

Battalions
Shadowstrike Starhost
(170)

Total: 1990 / 2000
Allies: 0 / 400
Wounds: 126


Or maybe in a Heavenswatch....


Allegiance: Seraphon

Leaders
Slann Starmaster
(260)
- General
- Trait: Vast Intellect
- Artefact: Light of Dracothion

Engine of the Gods (220)
Engine of the Gods (220)
Saurus Astrolith Bearer (160)
Skink Starseer (200)
- Artefact: Incandescent Rectrices

Battleline
40 x Skinks
(200)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers

Units
6 x Terradon Riders
(240)
- Starstrike Javelins
3 x Skink Handlers (40)
3 x Razordons (120)

Battalions
Heavenswatch Starhost
(200)

Total: 1980 / 2000
Allies: 0 / 400
Wounds: 128
It certainly needs a FAQ......again! Your Heavenswatch needs 2 of priests or starpriests to work btw
 
Last edited:
Oh snap I did it from memory and missed that. Will correct it soon.

EDIT: in fact it is pretty easy to change. Drop the Astrolith and add the two Priests.
 
Interesting - so does this stack in the unlikely event you rolled it twice? Even if it does stack, do multiples have no effect? if it does, then youre doubling the double... 8d6 basties anyone? We can dream...
 
Interesting - so does this stack in the unlikely event you rolled it twice? Even if it does stack, do multiples have no effect? if it does, then youre doubling the double... 8d6 basties anyone? We can dream...
I am going for doubling the double. In other examples of doubling rules that's exactly what happens, there is no reason to assume that doesn't work here.
 
There was on their facebook page :)
sigh... I really dislike social media.. announcements get too spread out -.- don't wanne follow 20 different sources...
 
I don't use Facebook either. Someone mentioned it here or on TGA so so checked them out.
 
It sounds like the double double would work until it happens at an important event then here comes the ban hammer
 
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