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AoS NEW *rumor*

Definitely!

And that's also the reason why we now finally can make use of CPs, those command abilities finally make sense.
Previously I sometimes found myself with lots of points and no good use for them.


I am sad about the lack of mount traits and prayers just because IMO they should be there for a modern AoS army, but I think we can do without.

What excites me is that magic heavy play style might actually work now! Bound endless spells, bind the spells of enemies (effectively steal them), buff magic to +3 (if I saw that correctly).
we can bind enemy spells? Awesome.

There's still a potential with skinks, their retreat ability is not on their warscroll anymore but the Fangs of Sotek command ability makes up for this a little allowing Skinks and Chameleon Skinks to shoot at the end of the enemy charge phase and then retreat on a +4. This kind of works considering how many command points a Seraphon player will be able to generate.

This does not take away the fact that this is still a nerf to skinks but they are still cheap at 60pts. Just not an auto include.
imho the new command ability is healthier and more fun. And fairly neutral in terms of nerf/buffs. It changes the playstyle and a msu of skinks is less usefull. But skinks as a whole are still quite good.

Since I plan on using almost only saurus guard, I'm neither here nor there in terms of happiness. We got the wound increase and thick skin, but lost the 2+ save or the skink priest buff to reroll saves together with our shields protection to rend.

Can someone crunch the math to see if we actually got more survivable or not for saurus guards?
In short, they're far sturdier. Especially if you field just 1 unit. If you field multiple units the rule of 1 gets in the way.
Anyway potential buffs just from the warscrolls:
- thick skin, -1 damage
- starseer spell: +1 to save
- Mystic shield: re-roll 1's
- Astrolith: 6+ ward-save
- Bind a lifeswarm and keep that next to them to constalt heal D3 wounds.

This leads to a 3+ save, re-rolling 1's, 6+ wardsave, 2 wounds, -1 damage from multi-wound attacks, healing D3 wounds. That's faaaar sturdier than what we had before, and not very difficult to pull off. Also, I wouldn't be surprised if with some clever play you could further improve this.
 
I know in the review video he says reduced to 1, but zooming in i think he misread and it says "reduced by 1" so the slann is only giving up one of his 3 spells if I'm not wrong

This was my understanding of it as well; reduced BY 1, not TO 1

EDIT: just checked the Spanish version again and it states "...se reduce en 1" which according to google translates to "reduced by 1"

Looks like by to me, maybe someone with a better source can confirm

So, our Slann generates D3 from the get go instead of 1, can generate D3 once for one spell and the Astrolith can generate D3 aswell, the goonhammer review said that the Starpriests can generate D3 aswell or do you have to choose either the Slann or the Priest? If the Starpriest can do it aswell that would mean you could gain a potential of 12 points?
Either way that means you can generate points and still cast a decent amount of spells, so it's kind of a trade off isn't it? Summoning is still possible, but way harder and does not demote the Slann into a mere CCP generating battery.

Still I'd wish the Slann would generate a flat 3 points instead of relying on too much dice luck but it is what it is.
 
Also, it annoys me Kroak's melee profile doesn't have a minimum value. It's kind of silly for him to struggle to duel an enemy hero simply because he only has 1 attack in that situation. Even if the 4+ save & 4+ ward-save should allow him to duel most opponents fairly easily since he's just far sturdier....

So, our Slann generates D3 from the get go instead of 1, can generate D3 once for one spell and the Astrolith can generate D3 aswell, the goonhammer review said that the Starpriests can generate D3 aswell or do you have to choose either the Slann or the Priest? If the Starpriest can do it aswell that would mean you could gain a potential of 12 points?
Either way that means you can generate points and still cast a decent amount of spells, so it's kind of a trade off isn't it? Summoning is still possible, but way harder and does not demote the Slann into a mere CCP generating battery.

Still I'd wish the Slann would generate a flat 3 points instead of relying on too much dice luck but it is what it is.
The biggest question seems to be if you can sacrifice multiple spells or not, cuz none of the sources seem to agree on that. Can we take a coven of slann and starseers and each sacrifice to generate points? Or are we stuck with 1 spell sacrificed total? Cuz if it's the later then summonin is utterly pointless as it's limited to 3D3 per turn which is simply too unreliable, one round of only rolling 1's and you're screwed.


And lastly I'm concerned about the way AoS is going with battalions. They seem to be making those far and far less usefull lately, leading to a lot of armies only fielding only 1 battalion. Which has 2 major downsides; 1 it leads to far less unit variety as factions tend to stick to the 1 battalion that's actually good. And 2) since people rarely field multiple battalions in a single army we also get a lot less artifacts/mount traits/etc. which is just a bit weird. I'm curious why this is such a noticeable trend. You'd think GW would activly encourage you to use as many (different) battalions as possible.
 
My favourite thing so far is the following combo on a skink chief on a stegadon:

Coalesced: +1 jaw attacks
Thunder Lizard trait: +1 mount attacks
Skink Chief command ability: +1 attack characteristic for skink unit
Skink priest command ability: +1 to hit

Creates the following melee attack profile:

5x 2/3 -1 1
5x 2/3 -1 4
6x 2/3 -1 2
8x 2/3 -1 2

It's a lot of eggs in 1 basket but if this thing sees combat it will end or cripple pretty much whatever it comes into contact with.

This new book could be really great.
 
So did we lose Eternal Starhost in its entirety??
I know the Saurus Guard lost the +1 save when near a hero and the ignore -1 rend. But if they lost that too then RIP
 
I bought 80 Saurus Warriors last week since I was excited about the coalesced, now however I think a Starborn army with skinks/terradons and salamanders will be much better unfortunately. Time will tell though :/
 
Ok, so I have a question about the wording of something. In a lot of the units it says something to the effect of ‘in units of 15 or more add one to the Attacks characteristic.’

Does this mean a unit of, say, 20 skinks rolls 40 dice to attack instead of 20? Am I reading that right?
 
So, our Slann generates D3 from the get go instead of 1, can generate D3 once for one spell and the Astrolith can generate D3 aswell, the goonhammer review said that the Starpriests can generate D3 aswell or do you have to choose either the Slann or the Priest? If the Starpriest can do it aswell that would mean you could gain a potential of 12 points?

The CCP are generated from a either a slanns first spell or an Oracle. So we can get 1 D3 for Slann General 1 D3 for Astrolith and 1 D3 for each slann and troglodon we use one cast for. So at maximum (if points weren't an issue) we could get 8 D3 because of 6 leader slots.
 
Saurus as a whole losing the ignore rend -1 is bad but I just realized it's even worse for the Sunblood, yea he has a 3+ save but he ignored rend -2! Big loss imo
 
Ok some units will be able to fight better now, but what is going on with the Scarvet on cold-one? 3 attacks with damage 1? Just why take this guy.

I will most likely put focus on thunder lizards, that makes up for the poor saurus traits too. A carnosaur base has 3 jaws attacks for 5 damage. +1 for coalesced, +1 for thunderlizard trait, if you want you can use great drake constallation for +1 attack to all melee weapons. You are now looking at 4 dmg 3 spear attacks, 4 claw attacks and 6 bites at dmg 5. With +2 wounds and scaly skin to reduce damage, it should be a decent killing machine.

Although all this is just to do as much damage as a unit ironguts, for more points and with less wounds... eh ok, but still better than before I guess!

Saurus knights with +1 jaws attack is pretty good for the points, each model got 7 attacks, 8" move, 4+ save with reroll charges all for the price of a unit liberators, not bad.They do make saurus guard completely worthless though. Same wounds, same save, just knights got more move and far more damage.
 
Saurus as a whole losing the ignore rend -1 is bad but I just realized it's even worse for the Sunblood, yea he has a 3+ save but he ignored rend -2! Big loss imo

It does suck a bit, but in some cases saves improved by 1 for models with shields. The major losers here are scarvets and saurus guards.

I do think it is to balance out Scaly skin, but that wont save it for the starborn though.
 
Having a better save is better than ignoring rend but it doesn't make sense that they'd just take out all shield abilities as a whole.
Like maybe projectiles have -1 to hit a shielded Saurus. Be better than just removing it.
It's not creative on their part and lazy
"Let's just remove it" is far worse than actually reworking it to work around abilities
 
GUYS AS SOON AS YOU GET YOUR BOOKS, GET TO PLAYING

Start experimenting, play, play, play, and report everything!! This community is the biggest advantage we have over the other factions. Let's find fun lists, competitive lists, strong lists, weak lists, cheap lists, expensive lists, let's give it all a go. I'm super excited for this book. We finally get o have CHOICE. Let's see how far we can take that ;)
 
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