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AoS NEW *rumor*

I did look through the rulebook, and 40K gives a specific ruling for the order, AOS doesn't. so I used logic. things happen in certain phases and carry forward until a certain point. the faction ability starts at the start of the first turn and ends ad the end of the first turn. the drums don't get activated until the second phase in the turn, and end at the end of that phase. so the timing would be start turn +3 move. hero phase. move phase. declare drums, X2 move.
ask on face book they can add it to the next FaQ
 
I did look through the rulebook, and 40K gives a specific ruling for the order, AOS doesn't. so I used logic. things happen in certain phases and carry forward until a certain point. the faction ability starts at the start of the first turn and ends ad the end of the first turn. the drums don't get activated until the second phase in the turn, and end at the end of that phase. so the timing would be start turn +3 move. hero phase. move phase. declare drums, X2 move.

I responded with my edit. It's different than 40k, i made that mistake originally as well.

ask on face book they can add it to the next FaQ

It's already been FAQ'd.
 
Is it rly that good?
mobility is always powerfull. Though it's only something you really start noticing once you get to a certain level of play where every tiny bit of utility counts. For most "normal" games it isn't super impressive, positioning simply matters less, and people spend more time being tied up anyway. After all, it's a war game, so most people naturally gravitate towards smashing their units together. And run-moves don't allow you to charge, so they don't help ith smashing your units together...
 
the guaranteed run is massive. Our musician has one of the best buffs in the game BUT, if it was +1 to run and charge we could snag that illusive 7'' run with a command point which is very good as well.
 
the guaranteed run is massive. Our musician has one of the best buffs in the game BUT, if it was +1 to run and charge we could snag that illusive 7'' run with a command point which is very good as well.
our runs would only be better 1/3 of the time and worse 1/2 i like the consistency. and knights would just be worse
 
Yeh I can seewhere you r coming from. You c I play 1000 point games at my Warhammer club and GW store with a 30" by 15" table so movement isn't critical. But this year im planning to start playing competitive in the summer. Any tips?
 
Yeh I can seewhere you r coming from. You c I play 1000 point games at my Warhammer club and GW store with a 30" by 15" table so movement isn't critical. But this year im planning to start playing competitive in the summer. Any tips?
that table is SUPER undersized. 1000 point games are supposed to be played on a 48"x48" board. playing Seraphon on that is literally not fair... you cant fight and you have no choice but to fight
 
that's my point :) movement is no problem and ripperdactyls move half way across the board in a single normal move
I think you are missing my point. that table isn't VALID for anything outside of super casual play. and it creates a whole disparity in tactics and understanding of the game, which is prolly why you don't understand just how strong the drums are.
 
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