Slann
Killer Angel
Prophet of the Stars
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Once again, the game has changed and 3.0 is here.
Big changes happened… up til now, the warscrolls and the majority of our battletome are still valid, so this thread still contains many things that are still going on. Sadly, many things are no more. Seraphon battalions are gone, staking command abilities is gone, bonuses to to hit, to wound and saves are capped at +1 / -1.
The army is the same, but the way we play it is going to be a totally different beast.
Once we were used to stack command abilities to reach full potential, now a unit cannot be issued with more than a single command ability and we are still limited by the number of buffs. If you have skinks that hit at 5+, no way to have them hit at 3+.
Now, this won’t stop us to continue to stack effects. Stackin is vital.
Just to be on the same page, let’s recap some rules and how they work, so you can know where i’m heading to.
By new core rules, things as to hit and to wound cannot exceed +1 or -1, and you can buff a unit with just a single command ability, BUT you can stack 2 sources of +1 to hit, to overcome a malus. (source: page 4, bottom left: "some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate."
So, if your stegadon chief is charging something that gives a -1 to hit, makes sense to use a Their Finest Hour (heroic action) combined with All out attack (Command Ability), to overcome that malus and still have that sweet sweet +1 to hit.
The same reasoning must be used for bonuses to saves.
A save roll cannot be modified by more than +1, but (exception to the rule) can be modified by more than -1.
If i stack bonuses to have a +2 to saves (Their finest hour + All out defence), i will only have a max +1.
But rend modifies my save roll.
If i have a +1 save, a rend -3 will impose a -2 to my save… but if i have a +2 to save, a rend -3 will impose just a -1.
That’s because to hit, to wound, save and rend works in the same way. They are all modifiers (positive / negative); in the section 13.3 of the core rules, they are all treated in the same way:
A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules)
A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).
The save roll is modified by the attacking weapon’s Rend characteristic.
Save rolls can be modified by more than -1.
When I talk about maluses / bonuses it’s just because it intuitive, but these terms don't really exist, they are not in the core rules. They are all modifiers that happen after the roll
Stacking different sources of the same bonus, even to things that in the end cannot go over +1 / -1, is going to be crucial.
So, here we are.
- to stack bonuses and effects is how you make a unit work at full potential
- staking is complicated: things must be activated during different phases of the game
- sources are immensely important: different sources stack on command abilities
- with AoS 3.0 there are new sources of effects that there weren’t before
For these reasons, i have compiled some reference charts, with all the bonuses granted by CA, spells, prayers and so on.
The goal is to have a guide which should be helpful to:
- build buff strategies and pick the right units in your army
- remember what things you can / must do in each phase
(remember: this thread is a wip. If you notice something wrong or believe that something can be added, PM me or discuss it in the thread)
Big changes happened… up til now, the warscrolls and the majority of our battletome are still valid, so this thread still contains many things that are still going on. Sadly, many things are no more. Seraphon battalions are gone, staking command abilities is gone, bonuses to to hit, to wound and saves are capped at +1 / -1.
The army is the same, but the way we play it is going to be a totally different beast.
Once we were used to stack command abilities to reach full potential, now a unit cannot be issued with more than a single command ability and we are still limited by the number of buffs. If you have skinks that hit at 5+, no way to have them hit at 3+.
Now, this won’t stop us to continue to stack effects. Stackin is vital.
Just to be on the same page, let’s recap some rules and how they work, so you can know where i’m heading to.
By new core rules, things as to hit and to wound cannot exceed +1 or -1, and you can buff a unit with just a single command ability, BUT you can stack 2 sources of +1 to hit, to overcome a malus. (source: page 4, bottom left: "some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate."
So, if your stegadon chief is charging something that gives a -1 to hit, makes sense to use a Their Finest Hour (heroic action) combined with All out attack (Command Ability), to overcome that malus and still have that sweet sweet +1 to hit.
The same reasoning must be used for bonuses to saves.
A save roll cannot be modified by more than +1, but (exception to the rule) can be modified by more than -1.
If i stack bonuses to have a +2 to saves (Their finest hour + All out defence), i will only have a max +1.
But rend modifies my save roll.
If i have a +1 save, a rend -3 will impose a -2 to my save… but if i have a +2 to save, a rend -3 will impose just a -1.
That’s because to hit, to wound, save and rend works in the same way. They are all modifiers (positive / negative); in the section 13.3 of the core rules, they are all treated in the same way:
A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules)
A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).
The save roll is modified by the attacking weapon’s Rend characteristic.
Save rolls can be modified by more than -1.
When I talk about maluses / bonuses it’s just because it intuitive, but these terms don't really exist, they are not in the core rules. They are all modifiers that happen after the roll
Stacking different sources of the same bonus, even to things that in the end cannot go over +1 / -1, is going to be crucial.
So, here we are.
- to stack bonuses and effects is how you make a unit work at full potential
- staking is complicated: things must be activated during different phases of the game
- sources are immensely important: different sources stack on command abilities
- with AoS 3.0 there are new sources of effects that there weren’t before
For these reasons, i have compiled some reference charts, with all the bonuses granted by CA, spells, prayers and so on.
The goal is to have a guide which should be helpful to:
- build buff strategies and pick the right units in your army
- remember what things you can / must do in each phase
(remember: this thread is a wip. If you notice something wrong or believe that something can be added, PM me or discuss it in the thread)
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