AoS pre order next week - heroes and start collecting!
Hello everyone !!
Next week on pre order :
Dread Blades !
Reikenor the Grimhailer
Kurdoss Valentian – the Craven King
Bunch of new start collecting sets
The magazine comes with a new model:
+ Khorne & Old SE
Lots of stuff this week ^^
Review: The Stormcast Eternals - rules
Hello everyone !!
Welcome to the rule review of the Stormcast Battletome. SE are the main protagonist in the fluff, releases and rules. Thus they have an enormous Battletome boasting 192 pages (English version).
Atia already did the fluff for them so I just say they get 100 pages of fluff and 100 pages of rules.
So what is changing for the SE in this new Battletome ? What are the effect of the 2.0 ? what bring the sacrosanct chamber ?
I am will try to answer all these questions by looking first at old SE units in this Battletome and then will look at the Sacrosanct Chamber.
Let's jump right in !
Substantial change in this section !
First, the Scions of the Storm rule doesn't need a roll anymore but happen at the end of the movement phase. Except this, it's identical as it still count as your movement for the phase and the models must be set up more than 9” away. Also note that if you didn't deployed at the start of the 4th turn they count as lost.
Shock and awe : -1 hit roll against friendly SE that were set up on the battlefield during the same turn.
Stormhosts : 8 hosts you may choose from that add each: 1 ability , 1 command ability, 1 command trait that you must use and one artifact of power you must take,
Celestial Vindicators :
And for Celestial Warbringers
Nearly the same as before, the change ensure the compatibility of these Command Traits with the new AOS edition.
Ex: consummate Commander is 1 extra command points on a 4+.
Ex: Staunch defender at 1 to save roll to SE units in 9” but have to be wholly within. (bigger range but with the new wording.)
Let's move on
Artifacts of Power
7 types of Relics !
Nothing really exiting here, just the usual stuff.
No magic armor in the list grant +1 to sv but there is a dispel shield that grant 1 extra dispel attempt and it's good !
-Artefact of the Tempest.
A bit of everything, I like the Luckstone that allow to change a dice result to anything you want (only for hit, wound save roll that affect the bearer). But there is not much to say !
-Standards (only for totem hero)
One very good allow to re-roll run and charge wholly within 12”
Reserved to the heroes that have a Lantern.
The last 2(staves and scrolls) are reserved to Lord Arcanum and Knight Incantor and will be in the second part of the review.
Prayers are like spells as you can the attempt the same one only once per turn even if you have multiple priest with the same prayers.
But you can't Dispel them !
All prayers succeed on a 3+, only Bless Weapons need a 4+
Abjuration work on a 3+ but require to roll for the dispel as well, pretty terrible if you ask me :/
6 tables of 3 traits so 18 mounts traits !! And some of them are super powerfull !!
Each Chamber have his own Chamber Battalion composed 3-4 Battalions for huge battle.
Then each chamber have 2 to 3 Battalion composed of units of his own chamber.
There are 22 Battalion to choose from and all with matched play costs.
All the Battalion have been updated to AOS2 and use command points & “unmodified rolls” ,
A good example would be, Lord of the storm ! generate command points each turn (on a 4+)
Image of some interesting Warscrolls in the new Battletome.
I am not going to comment on every Warscrolls but you can observe a few important changes. Command abilities usable in other phase than Hero. Named characters reserved to the Hammer of Sigmar host but with generic Warscrolls available. Lots of wholly within and unmodified hit/wound rolls.
That's it for the old stuff, Let's starts on the new sacrosanct chamber !!
Bonus and abilities then Warscrolls,
Lord arcanum and Knight Incantor have acces to specific items, staves and Scrolls.
Both category have 3 options each.
Each one of them is interesting have could see some use. One is once per game +1casting +1mw, the second is once per game choose a caster in 12” and he can't cast this phase. Third one is -1 to hit if casted a spell.
3 one time use item nothing special to say (and lost the image^^)
Now that we have a complete Battletome with a large amount of relics choices , I think going back to a points cost for magic item would be a good idea. And maybe even for trait. It's really hard to even have 6 balanced choices how could you hope for 20+ relics to be balanced between them.
Dracoline mount have a super strong trait, granting +1 to hit to Dracoline units while they are wholly within 9” and it combo perfectly with his command ability ^^
2 spells lore are inside the new SE Battletome, Lore of the Storm and Lore of Invigoration.
Lore of the storm have 6 spells and “Cannot be cast by units of Evocators” (useless mention as Evocator Warscroll say can only cast Empower)
Most interesting spells in the lore of storm are :
Lightning Blast is 1d3 to closest visible enemy “NO RANGE LIMIT” so you can cast it turn 1 ^^,
Stormcaller against army with a lot of heroes and small units.
Invigoration Lore have 2 very strong spells :
Sexy time !! The last 2 are super duper good
Sacrosanct Chamber Battalion
3 new Battalion are available all 3 with very good bonus !!
see by yourself ,
Yea image cut is not perfect ^^ but you can still see the important part :D
1)+1 to casting roll is great and you can pile this sort of bonus to +3 easily to start casting Arcane Missile doing 1d6 Mortal wounds (SE caster get a special rules that say 1d6 dmg if casting is 10+)
ex : This battalion + Celestial Warbringer command+ Stardrake = +3 to casting already ^^
2)Re-rolling those short range Ballista shots with the +1 from the Lord Ordinator. (4attack at 4+ with RR dealing 1d6 hit each)
3) This one is crazy ^^ you can have 2 Evocators units cast Empower on 2 Sequitors units granting them reroll to hit and wound and then you can channel into the shield to reroll save ^^
Sacrosanct Chamber is super strong but all models cost a lot of points. I guess it should make them balanced (I hope ^^).
This new Battletome is a beast ! Huge number of rules, options, traits, items, battalions...
The new sacrosanct chamber is really well made and promise a large number different list. If you include the Realm selection, the Endless Spells, the Battleplan you get a real good depth.
Sorry for the delay, but the start of the holiday reduced my blogging time ^^
Review: The Nighthaunts - rules
Hello everyone !!
The Nighthaunt army is the latest addition to the Mortal Realms,
Atia already covered the Fluff and the Arts I'll do the gaming side.
So how The NH Battletome is going to fair ?
It's one of the first book specially designed for AOS2, It include new wordings like ''wholly within'' for buff and “Unmodified 6” on hit or wound roll it's going to modify the list building for sure. Combine this with the rules modification on unit split in half, nerf to the conga line, command points, beware messire, counter spell range, endless spell, shield/bolt nerf, i am pretty sure the meta is changing !
So what does it mean for the NH ? Let's try to find out by looking at the different aspect of the new Battletome, first the Allegiance powers then Warscrolls
First thing first the allegiance abilities and there is a lot to say about them^^
In the recent Battletomes there are usually 2 to 3 abilities linked to the army keywords, and 1 linked to the different sub-factions/clan/cities/fleets/hosts. Here it's not, there is no subfaction, they are 6 allegiance benefits and you get them all !!!
-1 Bravery within 6 of NH units.
-6+ fnp against wound and mortal wounds if you are wholly within 12” of a NH hero. Interesting, it's the same as the Death allegiance with +6” range but now the affected unit need to be wholly within (that mean that all models must be completely inside the radius). Consequence is that heroes must be very close to support large unit and you have to avoid spreading them to much because of the conga line nerf ^^
-50% of your units can be placed in reserve for deep strike at the end of the move phase.
-1W heal if a friendly hero is within 6 of an enemy unit missing a Battleshock test. Not much but still a good power as you heroes have to stay close and work well with the -1Bravery
-Wave of Terror : Extra Fight phase for a charging unit is awesome even if you only have 16,66% chance of rolling a 10+. Consider that with the new command ability in the charge phase you get ~30% chance to get a 10+.
-The last one is an extra command abilities to teleport units near your general and it's very cool ! Could be useful for save unit from being destroyed, reposition on a objectives, save a support hero.
When you think about it, each NH hero get : 3 commands power from the rulebook, this one, and the one they could have on their Warscroll crazy number of options.
-Returning Slain models : NH are a recursion themed army and they get a snippet on how place models.
You can't engage a unit with summoned ghost but you can create a congo line using the last model to gain range (and contest objectives or get extra threat range on a charge). Possibilities are great !
As usual there are 6 Command traits for your general.
My favorite is off course restore D3 slain models to a unit. Notice it's 1d3 models and not wounds worth of models. Spirit Host are like 40pts with 3 wounds per model, Hexwraiths and ChainGhasts are 2 wounds and very good target for this Trait.
There is 6 Spells for the NH lore.
Nothing incredible but a few spell have a lot of potential.
My 2 favorites are :
Is good because its a perfect spell to setup a general assassination. The spell allow to fight with multiple small heroes/units before the big bad target and prevent retreat ^^
Heal 1d3 wounds on a friendly hero (NH only). Very good with low hp supports hero even better if you have a 4+ ignore rend and a 6+ FNP.
Some good options, I really like the Shrieking Blade on a lord executioner to make him a very good tarpit hero (-2 to hit, 4+, 5+ on mortal, 6+ fnp against normal.). But that works on a support hero as well (as they need to stay close).
Very cool Category for the Guardian of souls. 3 options here,
The 3 options are really good !
ps: doesn't remove the standard lantern on the guardian of souls.
A very good selection of Battalion Do i want a Battalion ?, Endless Spells ? Command points ? so many good options.
I can't spoil everything but these two seem cool enough :D
+1 to charge rolls is super duper good in in this army. Also you can trigger the instant fight on 9 and get deepstrike charge on 8+ (6+ if you have the Cogs endless spell). Only problem is that Hexwraith don't strike too hard but count as battleline & if you support them with the 3+move relic you get 15" of flying move that generate mortal wound and you can charge after ^^ You can affect multiple enemy units.
Another funny Battalion, If you plan to play the recursion. Add d6 models returned by lure spell and temporal translocation. With the right lantern, one lure spell return 2d6+3 chainrasp a turn ^^And with a 24” spell range you can stay out of dispell range !
The strong points of this army are :
-All your army fly !
-All your army ignore save modifier and have a 4+ save (only the chainrasp have a 5+)
-All your non hero models are Summonable (Coach is non hero and non Summonable),
Ignoring rend is huge and the Mystic shield nerf is actually a benefit to you.
A few Warscrolls for you eyes :D
With the new wording on hit/wound the combo potential is lower than before but still they are some cool interactions that deserve a few lines.
Chainghast + Spirit Torments
This Hero/unit combination is really interesting :
-Spirit Torments summon 1d3 wounds worth of models (or heal) if 3 models where slain. You need 3 casualty for each Spirit Torments you want to activate the summon.
-ChainGhast act as a conduit for the Spirit Torments buff,
-ChainGhast have a good ranged weapon (15”, d3, 4+,3+,-2, 1) reroll 1 if they are near a SpiritTorment.
-In melee they murder large pack of models (on small bases^^),
-You can deepstrike them or teleport them with the command ability.
-They are 4 models MAX per units.
I really like them, they are super expensive at 40 pt each but with 2 wounds and the warlord trait that pop 1d3 models per turn they are durable. you get a very nice snipping unit to finish wounded hero, kill wizard, drop an health level from a behemoth.
Summon me an army
Playing the recursion game is super valid even more if you include a Mortarch ally
List of the Way to summon in the Army :
-Lady Olynder command summon 1 model to each unit in 12”
-Any old Mortarch Summon up to 4 x 1d3 wounds/models.(only once per unit)
-Ruler of the Spirit Host command trait summon D3 Slain models
-Guardian of Souls, Spectral Lure spell : return 1d6 wounds/models.
-Beacon of Nagashizzar add +3 to the spectral lure spell from the guardian of souls.
-Spirit Torment : return 1d3 wounds/models in 6” for each 3 enemy models slain on the whole battleground but it's before Battleshock test.
-Black Coach return 1d3 models (with level 1 power, see warscrolls.)
The NH army is going to be very fun with at least 3 synergies axis : Bravery debuff, recursion and Devastating Charge.
The amount of move shenanigan with deepstrike , the teleport command ability and Dreadblade harrow ensure a lot of objectives controlling/contesting.
On the other hand I am disappointed by the new wording on attack/wound roll. It remove a lot depth in the game and reduce the strength of the Lord Execution to a very low level (even if at 80pt he's not that bad)
In the end I really liked this Battletome and with the quality of the Nighthaunt models line, I am super hyped to play NH in AOS2.
At last I am released from my curse of Brayherds being my main army for 15 years. Bye Bye shitty goats you can stay in a box now, the cute ghost are taking your place in my heart and on the Table !!
Forge world models Updated for AOS2
Hello everyone !!
Rules for Forge worlds models have been updated.
tamurkhans horde Pdf
Legion of Azgorh
Legion of Azgorh Pdf
Monstrous Arcanum Pdf
hmm sexy !
Bunch of new models revealed on AOS open day !
Hello everyone !!
Bunch of new models revealed at warhammer AOS open day.
ps : I know it's already an old news but heh ;)
Getting Started with Warhammer Age of Sigmar
Hello everyone !!
Getting Started with Warhammer Age of Sigmar is the perfect way to dip your toe into the worlds of the Mortal Realms. If you’ve been wondering just what Warhammer is all about (or you know someone who wants to learn more), this magazine explains everything from collecting to playing.
2 new starters set for AOS
Hello everyone !!
Coming soon (no date yet)
2 new start pack with easy to play mission.
First level kit with : Models (push fit), Booklet, gameplan,
Push fit models make starting your collection easy, while when it’s time to game, you can use the double-sided mat in the set to give yourself somewhere thematic to fight – the box even doubles up as terrain!
Hello everyone !!
2 new reveal on the next SE Battletome and especially the different Stormhosts.
You can choose from 6 different in the book.
Hammers of Sigmar get all the cool named other gets the generic one (HOS also get generic).
All these bonus/options are added to one offered by choosing SE keyword (deepstrike, -1 to hit vs SE on deep strike turn).
ps: you can also mix different Stormhosts in a army.
All the Errata are up & Base size chart
Hello everyone !!
All the Faq and Errata for AOS2 are up on the gw community website :
Faction Endless Spells
Hello everyone !!
With the release of both codex a new type of spell will be aviable for them. Faction Specific Endless spells, you will be able to pre order 2 boxed set with 3 spells each (3 for Nighhaunts and 3 for SE).
Hammernado is : roll a bunch of dice deal mortal on 6+ (5+ against certain targets)
Commet is : Mortal wounds + malus to spell.
Dais: is a bit like vortex.
Scythe is mortal wounds on a line.
Hourglass is dmg or heal
Chest is a soul bomb (more souls in it = bigger bomb)