Перейти к содержанию
Друзья, важная новость! ×

Слухи, новости Age of Sigmar [Новости]


Рекомендуемые сообщения

Pitched Battle Battleplans

One last thing I want to talk about before we wrap this show up and that is the match play battle plans because I think these are really nice. They are certainly the things my gaming group are going to play a lot of, I can see. I can also see a lot of tournaments playing it a lot. These are going to be the six scenarios like from the old editions what you are going to want to learn off by heart because they are going to played and played and played. Let’s just turn to them.

We have taken hold, blood and glory, and these two are ones that can actually end the game instantly if you achieve a certain wind condition. We have escalation and border war. Escalation you split your army up into thirds and then bring them onto the board, one, two, and three turns in. So that is quite cool. You also score on the objectives on both of these on each of your turns. So a player controls an objective if at the end of any turn they have more models from their army within six of the objectives then they are enemy models within six. So that is one way of scoring, them too both the same. In the first game, it scores a bit different. You have to have no enemy models within six to claim it.

Then on the final two games three places of power and gift from the heavens these are different again. Three places of power you have scoring across the center. In gifts from the heavens you have your objectives showing up randomly during the game which I think is very cool. I really like that. Now the way you score in both of these is at the end of each of your turns you score victory points equal to the current number of turns or current round that you are on. So if you control the meteor on turn one then you score one point. If you control it on turn 5 then you score five points. So I am not clever enough to figure out how to play that! … Turn 5 scoring five points and if you captured two of them that is 10 points that can be a massive swing later in the game. So I think you will find it will be one of those where it is important to set yourself up for a late turn grab but not let your opponent get a runaway victory early on. It is going to be interesting to see how they all pan out.

So for events like my one day event, these three different types of scenario there and two scenarios for each type so we will just pick and probably play one, three and six or something like that. one or two, three or four, five or six. We won’t play one, two, three. I think that is quite cool to give some variation.

хм недомаэль таки будет?

ну и да в хендбуке так и нет обязательного измерения от баз - только совет использовать этот способ как один из самых частых хоумрулов, особенно на турнирах((

Ссылка на комментарий
Поделиться на другие сайты

  • Ответов 731
  • Создана
  • Последний ответ

Топ авторов темы

h3Tb1YB8-E0.jpg

опять деревяшкам все самое вкусное , свои артефакты трейты и магия

Ругать ничего новое нельзя.

Если бы я пришел на форум Конфры и начал говорить что Дайкини говно и слишком вычурные и кичевые , и не похожи на Круг Оробороса - никто бы не имел права мне оппонировать?

Изменено пользователем Шикарный Манул
Ссылка на комментарий
Поделиться на другие сайты

20160630_163038_zpsfdx5jdub.jpg

20160630_163151_zpsi2oysf3d.jpg

вандереры и вуды( для любителей старого и нового бэка соотвественно)

1467207054387.jpg

ну и Аллариэль на англ бонусом

Изменено пользователем Шикарный Манул
Ссылка на комментарий
Поделиться на другие сайты

отличные правила на дудку и баннер у триревенантов кстати

+ выпуск книг.

преордер всех книг на этой , и хендбука и кампанибука и батлтома

на следующей будет батлтом горных огров походу

The Resolute – Josh Reynolds

Heartwood – Robbie MacNiven

The Splintered – Rob Sanders

Wrathspring – Gav Thorpe

The Outcast – Josh Reynolds

Эх ни одной от Хэйли, грусть-печаль

5 Warscroll Battallions, collections of miniatures who gain special abilities when combined; ­

8 special Warscroll Battalions called Wargroves. These give you even more special abilities, magic items, command traits and spells;

хм деревяшкам отсыпали чаптер тактики походу

Изменено пользователем Шикарный Манул
Ссылка на комментарий
Поделиться на другие сайты

1oJKQSQ-TdU.jpg

немножко УГЛУ, кмк достаточно олдскульно по наггаротски

Ссылка на комментарий
Поделиться на другие сайты

Какой-то не в меру восторженный товарищ обозревает батлтом сильванетов.

Большая часть нам не оч интересна так как излишне много придыханий , а вот то что можно увидеть - так это то что действительно есть отдельные правила для разных рощ.

Ссылка на комментарий
Поделиться на другие сайты

У сильванетов прикольный батлтрейт(та фигня когда ты как натурал берешь тематичную армию и которая шарится на всех твоих , а не только на командера)

Они получают один дополнительный лес на поле , и все юниты получают абилку дипстрайкаться по лесам, в том числе и во время игры . Получают всякие плюханы к этой абилке если есть спирит оф Дурту или генерал накинул нужный трейт.

команд трейты

1)баф абилки на телепорт

2) игнор ренда -1 и реген1(или д3 если в скольких то дюймах от леса)

3) рерол одного хит рола в каждую фазу

4) рерол чарджа одному юниту в ход

5) + 1 к брейвери

спелы

1)трон ов вайнс +д3 к касту анбиндингу пока не двигается , 5+

2)регроус модель в икс дюймах лечит д3 вунды , если сильванет - д6

3)вердант блессинг, поставить лес в икс дюймах , все юниты оппа в 3" от леса получают д3 мортал вундов, 6+

4)двеллеры , выбрать юнит в икс дюймах , кидаешь по количеству моделей , за каждую 6ку - мортал вунда , 7+

5)три сонг ,мувает лес и наносит домаги тем кто был рядом с оным(кроме сильванетов) ,юниты в лесу ездят вместе с ним, 7+

артефакты

1) рипер , выбираем миливепон , на 6ки ту вунд у него ренд 4

2)камень воскрешения (что-то типа при потере последней вунд погейни д3)

3) что-то аля нетлиги - 1 на ту хит по носителю

маги имеют доступ к отдельным артефактам

1)дает поставить доп лес в -о фазу

2) старый добрый камень скрытого пути - телепортирует

3) палка маговалка - +1 на ту каст , или +2 на ту каст если родную лору.

4) что-то добавляющее 6 дюймов к дальности каста

насколько я понял доступ к магии как и все прочее открывается только если армия чисто из сильванетов.

Изменено пользователем Шикарный Манул
Ссылка на комментарий
Поделиться на другие сайты

меж тем ГВ сообщило, что все запасы сильванетов практически раскуплены еще до официального релиза. срочно запускают свой печатный станок:)

как видим, продажи ужасны

https://www.facebook.com/GWWarhammerAgeofSi...7547195/?type=3

Изменено пользователем oglok
Ссылка на комментарий
Поделиться на другие сайты

sylvaneth11.jpg

пара сильванетских декурионов

sylvaneth10.jpg

батл трейт и команд трейты

sylvaneth3.jpg

таймлайн

Изменено пользователем Шикарный Манул
Ссылка на комментарий
Поделиться на другие сайты

Alarielle brought the seeds of the first Sylvaneth with her from the world-that-was and planted them within the gardens of Ghyran. During the Age of Myth they prospered like much of the rest of the races of the realms. Although they are primarily located in Ghyran, they have small enclaves all over the Mortal Realms, basically wherever a forest may be. One thing I thought was really interesting is that the Dryads and Branchwraiths we are so familiar with were once just simple citizens and not warriors. They lived in peace and pursued whatever interests they wanted, but as the Age of Chaos dawned they were forced to fight just to survive. Over time the only Dryads left were the ones tough enough to keep up the fight against Chaos.

The main warriors of the Sylvaneth are the Tree-Revenants, the half aelf looking guys from the front cover. They are said to be echoes of the Protectors of old, and although it is never explicitly stated, it's heavily implied that the Protectors were the Wood Elves from the world-that-was, perhaps just the ones most heavily in tune with the woods.

After this we get the timeline showing off all of the most important moments from their history. One that caught my attention, and that is mentioned later as well, is the Shrouded Season, when Alairelle banished all of her Sons of Durthu from Ghyran. No one is sure what happened since all of the Sylvaneth have had this moment in time wiped from their collective race memory.

The Sylvaneth are divided into a number of glades, kind of like clans or tribes. The oldest of these is Oakenbrow, whose colors are shown above. Their are seven glades in total, but it mentions how new ones are still popping up. Besides just the color schemes we also get a brief description of each glade, with each having its own unique characteristics. For example, one is known to harbor a lot of the Outcasts, while another Ironbark, makes its home in Chamon and is known to be friendly with the Duardin

Alarielle gets her own section and then the rest is divided up into Noble Spirits, Forest Folk, Free Spirits, and the Outcasts. The noble spirits consist of the Tree-Revenants and Branchwyches.

The Branchwyches are a new unit and are basically the dedicated wizards of the Sylvaneth. They are also responsible for harvesting the lamentiri after a battle. The lamentiri are the little glowing soul pods in most of the models. This contains their life essence and is replanted to grow a new warrior. Unlike the Stormcast the new warrior is not the same person (tree?). It's more like reincarnation, but where you retain a lot of the skills and memories of your past life.

The Forest Folk are the Dryads and the Branchwraiths, and like I said before, they were not meant to be warriors. Now though, due to Chaos, they are vicious and tough and not one to mess with. The Free Spirits are my favorites. They consist of the Sons of Durthu and the Kurnoth Hunters. The Sons of Durthu are basically the descendants of the Durthu from the world-that-was. Alarielle replanted fragments of him and made a bunch of lesser versions of him who act as her personal bodyguard. They don't really have any idea who Durthu was besides that he was a great warrior and they strive to live up to his example. The Kurnoth Hunters are the new ogor sized Sylvaneth and are fairly new within the realms. They have only appeared since Alarielle's rebirth. What I really like about them, besides the fact that they look awesome, is that they worship Kurnoth, a deity they say as being Alarielle's consort. He's basically described to be a lot like Orion and I wouldn't be surprised if that's who he ends up being. This is also the first time we have seen a lesser deity mentioned and openly worshipped within AoS. The Free Spirits operate outside of the framework of the glades and answer directly to Alarielle.

Last but not least we have the Outcasts. Here the Spite-Revenants stake their claim, the eviler looking version of the Tree-Revenants. They are basically Sylvaneth who have given in to despair and have forsaken the rest of the race. They are bitter and twisted and first appeared during the Shrouded Season. Most interestingly though is that they are led by non other then Drycha, now reborn within the realms. Alarielle held on to her soul pod, refusing to plant her, but when the threat of Chaos became to dire she gave in and planted the Outcast. She is just as crazy as she was in the world-that-was, and only cares about the survival of the Sylvaneth at the expense of every other race.

Чуть бэкца деревях если кому нужно

Ссылка на комментарий
Поделиться на другие сайты

Throne of vines – 5+ add D3 to cast and unbinding until they move.

Regrowth – 5+ Heals D3 wounds. Sylvaneth heals D6

Verdant Blessing – 6+ Set up a Sylvaneth Wyldwood

The Dwellers Below – 7+ Pick a unit in 10”. Cause a mortal wound on 6+

The Reaping – 6+ All enemy units in 3” suffer D3 mortal wounds

Treesong – 7+ Move a Sylvaneth Wyldwood 2d6” Cause d3 mortal wounds to all units in 1”

Artefacts of the Glades

Any Sylvaneth Hero can have an artefacts nd and Sylvaneth Wizard can have an arcane treasure

Magical Artefacts

Daith’s Reaper – 6’s to wound have -4 rend

Oaken Armour – +1 Save

Briarsheath – -1 to he the bearer

Seed of Rebirth – Heal d3 wounds when last wound is suffered

Wraithstone – -1 Bravery in 10”

Glamourweave – Ignore mortal wounds on 6+

Arcane Treasures

Acorn of Ages – Set up a Wyldwood

Warsong Stave – Knows the Treesong spell (could know 5 spells!)

Moonstone of Hidden ways – Move anywhere 4” away from enemy

Ranu’s Lamentiri – +1 to casting. +2 on Deepwood Lore

Hagbane Spite – Cause d3 wounds on a caster instead of unbinding

The Silverwood Circlet – add 6” to spell range.

Учтонение по артефактам и лоре

спел как я понял выбирается , но 1(не зависит от условного уровня мага)

Ссылка на комментарий
Поделиться на другие сайты

Ну раз есть целых ДВА(!) человека которым интересны деревяшки - вот еще немного инфы по ним)

Wargroves are very irregular Battalions. Like lots of super-Battalions, they consist of several smaller Battalions. Unlike them, most Wargrove Battalions have very, very low minimum requirements that can become very big. They give you a themed force and powerful bonuses for adhering to them, but pretty much lock you into a specific strategy. We will not describe all the potential choices of these in detail, we will only be looking at minimum requirements and then mention particularly interesting specifics.

Sylvaneth Wargrove

One Lords of the Clan, three Households, three Forest Folks, one Free Spirits and one Outcasts.

The worst of the Wargroves by virtue of having fixed requirements and the meh-est rules. Its special rule is potentially great though, allowing you to place two Wyldwoods at the start of the game instead of one. Still, way too big to use. If you fill the other Wargroves to the maximum amount of Battalions, they gain this ability on top.

Winterleaf Wargrove

Needs a single Forest Folk Battalion to start out. Said Battalion must include an additional unit of Dryads

This one is very nice to your Dryads, granting them a "Hit rolls of 6+ make another attack" rule, which is amazing as Dryads can increase their own Hit rolls. They may also use Ophidian Archways like Wyldwoods when it comes to their teleporting and rerolls Hit rolls of 1s against Chaos. Another thing of note is that it allows you to include any one Order .

Ironbark Wargrove

Needs a single Household Battalion to start out. Said Battalion must include a second unit of Tree-Revenants

Very dwarfish Battalion, as evidenced by the fact that it can include any two Duardin units. You also get to reroll 1s To Wound with Tree-Revenants and Branchwyches and you halve your losses when taking Battleshock tests. On top, one of your Heroes can take a Battalion-specific Artifact that grants their Melee Weapons +1 To Wound.

Dreadwood Wargrove

Needs an Outcasts Battalion, but with 4-6 units Spite-Revenants instead of the usual 3 to start out

Very nice for your Spite-Revenants. Right off the bat, they gain the same buff they would normally gain from being near Drycha, but without having to be close to Drycha. Then, before the game starts, you get D3 special rules that allow you to close the distance better. The list of these is 1) can re-place a unit from the Battalion within 6" of the opponent, 2) enemy range is reduced to 12" for turn 1 and 3) move 3 of your units as if it were the movement phase (but no running). This is incredible at getting your units close to the opponent, but since all but one of these special rules only target a limited number of units, the Battalion loses effectiveness as it gets bigger.

Heartwood Wargrove

Needs a Free Spirits Battalion, but with 4-6 units of Kurnoth Hunters instead of 3 to start out

Meh. Gets everything but Kurnoth Hunters +1 to Bravery and can recycle Dryads, Tree-Revenants or Spite-Revenants. However the effectiveness of this in Matched Play hinges on whether this recycling counts as summoning or not. If so, then this is utterly worthless. If it doesn't, this is actually pretty decent, as the recycled units can be teleported into any Wyldwood if you wish. Toss a couple Wyldwoods all over the field and the opponent killing your infantry might end up being beneficial to you.

Gnarlroot Wargrove

Needs a Household Battalion, but with a Treelord Ancient instead of the vanilla version, to start out

On top, Treelord Ancients, Branchwyches and Branchwraiths from this Battalion can cast and unbind two spells a turn, which is great with all your unique spells. Even more so as every Wizard in this Battalion gets an additional spell that can resurrect one Kurnoth Hunter/Spite-Revenant/Treekin or D3 Dryads/Tree-Revenants. Great. This Wargrove combos well with Ranu's Lamentiri and even more so Throne of Vines. It will absolutely buff your magic game through the stratosphere for basically no downsides.

Oakenbrow Wargrove

Needs a Lords of the Clan Battalion, but with 2-6 Treelords instead of 1-3, to start out

Gets all your Treelords and Treelord Ancients an additional Wound, though do remember that this doesn't save you from the effects of the damage table, as that looks at Wounds Suffered, not Wounds Remaining. Then, they can recycle a single unit of Dryads/Revenants. They can only do this once per game, not once per turn, but unlike the Heartwood Wargrove, they don't have to roll for it, they just do. Finally, and probably most meh is a Command that grants you higher Bravery in a huge circle. Not really as good as the Command the Ancient already came with.

Harvestboon Wargrove

Needs a Forest Folk Battalion, but with two Branchwraiths instead of one, to start out

Very Branchwraith-focused. All your Branchwraiths add 1 to cast/unbind and one can pick an exclusive Artifact that lets her pick a second Deepwood Lore spell and adds 3" to her spell range. Also, everything in the Wargrove adds 1" to run and charge rolls, which is incredible, especially for teleporting Tree-Revenants, but also for just about everything else here.

Normal Battalions

Outcasts

Three units of Spite-Revenants

Very simple but very effective. In your Hero Phase, any enemy unit within 8" of at least two units of Spite-Revenants takes 2D6 minus Bravery Mortal Wounds. Considering that Spite-Revenants lower Bravery of enemies around them, this quickly becomes very powerful.

Free Spirits

A Spirit of Durthu and three units of Kurnoth Hunters

These get a bonus move, but with a twist. In your Hero Phase, you pick one enemy unit or piece of scenery and then all units from the Battalion can move with their full Move value (but cannot run) so that they end their movement closer to the unit/scenery piece than they started. And yes, you may interpret that very liberally.

Forest Folk

A Branchwraith and three units of Dryads

This grants a potentially useful one-use ability that lets you take the entire Battalion off the table and then redeploy them close to your Wyldwoods. Rather meh, as it only allows you to run from a fight you cannot win. And there shouldn't be a lot of fights 30+ Dryads cannot win.

Household

A vanilla Treelord, a Branchwych and a unit of Tree-Revenants

Meh. There is a reason this here is the cheapest Battalion points-wise. Units locked in combat with the Household cannot retreat and they gain +1 Bravery while in melee. Since Tree-Revenants and Branchwyches are famously squishy, it will probably be you that wants to retreat and only the Revenants profit from the Bravery bonus.

Lords of the Clan

A Treelord Ancient (the Chief), one to three other Treelord Ancients and one to three normal Treelords

Like lots of bunch-a-Hero Battalions, this allows the leader to use a damage pulse that only becomes reliable if you field all seven potential Treelords.

Sylvaneth Treelord Ancient: This count also as Behemoth. It seems as if GW has attempted to make the Ancient a weaker but more magical version of a garden variety Treelord. This guy has 1" less movement and 1 less attack on its Sweeping Blows. This doesn't seem like much, but the drop from 4 to 3 attacks is actually quite drastic. And what does this old fella get in return? An extra 3 to its Bravery, 18" range on its strangle roots and becoming a freakin' wizard! His unique spell is also great. It's either a great deterrent to entering your Wyldwoods or a great punishment if the opponent was dumb enough to actually do it. He can also summon entirely new Wyldwoods and has a Command Ability that lets all the Sylvaneth around him reroll saves of 1s.

Spirit of Durthu: This count also as Behemoth. Oddly NOT a named character anymore and therefore not reduced to 0-1 in Matched Play, but very expensive. The Spirit of Durthu is an absolute damage monster, with a shooting attack that is basically the vanilla Treelord's Stranglevines on steroids, with higher range, more shots and higher damage per shot, which he can also make even stronger by channeling his life-force, meaning he can add shots but takes damage if he does. His sword is just about as terrifying as it looks, with constant damage 6 so long as he stays in good health and bonus attacks for being near a forest. In short, the Spirit of Durthu is a monstrous damage dealer, with extremely powerful shooting, terrifying melee and all the standard tricks of the Treelords. He also adds to the Bravery of friendly Sylvaneth and can tank Wounds for Sylvaneth Heroes, so take that into account when picking his artifact.

Spirit Of Durthu

Similar to the Durthu rules from the Wood Elves compilation, but now this is not a named character and you can field multiples of them. The ranged attack is now called Verdant Blast and has 15” range. 4+/3+ rend -1 and D3 damage. It starts with 6 attacks and can add an extra 2 by channeling life-force but losing D3 wounds.

Champions of the Everqueen ability gives bravery to friendly models and the Solem Guardian ability can deflect wounds from nearby Heros onto the Spirt of Durthu. (This can give Alarielle and 4+ Ward)

Treelord Ancient

Same as old rules other than gains Hero keyword and a Command Ability that gives preroll 1’s on armour save to Sylvaneth within 10”

Ссылка на комментарий
Поделиться на другие сайты

GQFd7fqeelc.jpg

ZSm6IiRtqdI.jpg

Howdy again :)

There will also be a new mini starter set this week, with rules, 4 battle plans, 3 Bloodwarriors, 5 Bloodreavers, 2 Retributors and 3 Liberators.

There will also be some small snap fits sets for 10 pounds each.

Last but not least a new "Getting Started with WH AoS" magazine with a free libarator.

-ong1465mms.jpg

Изменено пользователем Шикарный Манул
Ссылка на комментарий
Поделиться на другие сайты

миссия1

миссия2

миссия3

миссия4

миссия5

миссия6

мишн пак этого вашего аосия если кому интересно

Ссылка на комментарий
Поделиться на другие сайты

Thank you for your email. The Forge World Studio writers will be producing a PDF document with regards to the points values for our kits in regards to the Age of Sigmar Generals Handbook being released by Games Workshop. However at this moment in time we do not have a date as to when this document will be completed ready to be placed in the downloads section of our web store. Once we do have this information we will we will notify everyone via our newsletter and Bulletin

4.jpg

Изменено пользователем Шикарный Манул
Ссылка на комментарий
Поделиться на другие сайты

Пожалуйста, войдите, чтобы комментировать

Вы сможете оставить комментарий после входа в



Войти

×
×
  • Создать...