• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

AoS NEW *rumor*

Kroak:

It flies.

Abilities:
- Precise Divination: Start of hero phase make a 3D6 roll. For every 4+ you receive 1 CP.
- Azyrite Force Barrier: The Attack attribute of the Azyrite Force Barrier is equal to the number of enemy models within 3"
- Dead since time immorial: roll a die each time you assign a wound or mortal wound to this miniature; on a 4+, deny that wound or mortal wound
- Lords of order: +1 to cast, unbind and disperse. Moreover, no range restrictions for making unbind rolls.
- Arcane Vassal: When this miniature tries to cast a spell, before making the roll, you can choose 1 SKINK PRIEST within 12 inches of this mini or 1 ORACLE in any point of the battlefield. If you do, and the spell is succesfully casted, you meassure from the priest or oracle.

MAGIC:
Can attempt to cast 4 spells and unbid 4 too. Knows Arcane Bolt, Mystic Shield, Summon comet and Celestial retribution.
- Summon comet: Casting value 7. Success: 1D3 anemy units at any point on the battlefield suffer 1D3 mortal wounds (roll separately). If casting value is 10+ you choose 1D6 instead of 1D3.
- Celestial Retribution: Can be cast 3 times in the same hero phase. Casting value 7 the first time, 8 the second, 9 the third time. Each time successfully cast choose up to 3 different enemy units within 10" and visible to the caster, roll 1 die for each chosen unit, on a 2+ in suffers 1d3 mortal wounds. if it is a Chaos Deamons unit it suffers 3 mortal wounds instead


COMMAND ABILITIES:
-

Gift of Heavens:

Use it in the hero phase. Choose 1 friendly SERAPHON unit completely within 18 inches of a mini with this command ability. Until your next hero phase, that unit can fly and you can add 1 to save roll against ranged attacks that target that unit. 1 use per hero phase.
 
Uff. The summoning got nerfed HARD!

1D3 points for Slann or Starseer on the battlefield
1D3 points for Astrolith
1D3 points for giving away the very 1st spell of each Starmasters and Oracle's... That's definitely very little!
 
Hmmmm.... it is a mixed bag but I think I actually like most changes.
The general direction seems to be that stuff got more reliable.
imho the changes seem good, most of the "issues" seem to be that it wildly changes existing lists, not necesarly that anything is truly weak.

Also, the move towards reliable is nice.

I'm Spanish xD.
I have a spanish girlfriend, works well as well. Only downside is that she slowly gets annoyed at having to translate all of it :p

Guys, I just returned and there's a bunch of posts. Can please someone explain, whats happening and why everyone is upset?
People are being overdramatic mostly :p

The astrolith doesnt give reroll hits, gives mw on 6s now.
No it's a 6+ wardsave bubble for wounds and mortal wounds. Which imho, is quite good.


Also what I find confusing is that the troglodon, Slann & Kroak all seem to have comets call. How is this going to work? Are they going to be exempt from the rule of one? The hell is a slann supposed to cast if you're also bringing a troglodon? Having the same spell on multiple warscrolls is weird.
 
Really?
The synergies are still unclear but the changes to warscrolls are linda lame.
Troglodon is buffed and it's good.
EotG has been nerfed hard.
Bastiladon has changed, it's a mixed bag.
A skink hero with save 6+ is just a joke.
Guards goes to 2 wounds but save 4+.
Razordon are stronger in cc and handlers work as ablative wounds but actually you need 240 pts to field 3 of them, basically having their number.
Astrolith doesn't grant rerolls.
Carnosaur still locked with 4+ save.
Our knights still inflict MW on 6 to wound, while other armies trigger wonder on "to hit"
I could go on.

What exactly do you see that's so good?

Bastilidon has only gotten better if your keeping Solar. Sotek is now reliable.
Skink heros with a 6+ save is on a fast moving and fragile mount, and probably should be used like that?
Guards are essentially more meat. They got what we wanted to make them better against mw.
Razordon unit is better at soaking damage and better at staying in the game. 240 is equal to the Stegadon, with more wounds, bigger footprint, faster, and probably a better round of shooting/melee.
Astrolith is a true nerf. Should have expected it unfortunately.
Old Blood still has a 4+ with no redn protection, but has been buffed and adjusted. Looks fine to me. Still to be decided if it's worth the 250.
Haven't looked at the Knight Warscroll yet.
 
Kroak is as follows (take with a grain of salt, because I've never dealt with spanish before):

- His CA is not passive ability;
- looks like he attacks models in range instead of having 2d6 attacks;
- no logner immortal, but 4+ FNP against anything and 7 wounds;
- Masters of Order;
- comets call is the same;
- celestial deliverence is the same as in the FAQ but costs 1 point less (7/8/);
- got Slann's CA.
Is he still a lvl 4 wizard? If so then he might be the go to over the Reg Starmaster now. Now that constelation are off the warscroll and just an allegiance ability.
 
Oldblood looks to be generally unchanged. I don't like less attacks but more damage, tbh, because random saves will negate a lot of damage. Spear is better and now he gets +1 to-hit with jaws. Command ability is the same as foot Oldblood and exploding to-hit attacks is nice. He looks like old scar-vet, but a bit better. I hope that Scarvet is actually getting 3+ because of shield.
 
Uff. The summoning got nerfed HARD!

1D3 points for Slann or Starseer on the battlefield
1D3 points for Astrolith
1D3 points for giving away the very 1st spell of each Starmasters and Oracle's... That's definitely very little!
Well, it means BwV and Cogs aren't mandatory anymore.... So that free up more points to place natively in the list or to take bound endless spells.
 
Back
Top