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Coming to AoS from 40k Introduction Guide  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Humming Great Unclean One of Nurgle






This is just a brief into to help players who are coming to AoS from 40k adapt to the differences between the systems. I focusing on areas of overlap between the systems such that things work similarly but with a few differences.

Terms:
Rend = AP
Battleshock = Morale
Run = Advance
General = Warlord
Command Trait = Warlord Trait
Artifact = Relic
Command Ability = A stratagem you can use as long as a model with that ability is on the table. Sometimes that model will need to be your general to use it.

It is a GW Game: The balance is wonky, rules can be strange, some things simply do not make sense, and it is way more fun than it should be despite that. If you've played 40k you'll be used to this.

General Differences: The wounds count of units tends to be higher and saves tend to be worse. 'Swarmy' units die much more easily because all damage boils over from one model to another (so if a 2w model suffers 3 damage, the extra 1 carries over to another model in the same unit). Shooting tends to be weaker, shorter range, and cost more points. It is not uncommon for an army to have no shooting whatsoever. Effects that deal mortal wounds tend to be more easily triggered and deal a higher amount.

Melee: The range at which a unit is considered to be 'in melee' is 3" and models use the melee range of their own weapons (measured per model) when determining which get to attack. When models pile-in they must end equally close or closer, meaning that even when base to base they can rotate around an enemy model.

Missile Targeting: Units can shoot with all their weapons while in melee and can shoot into melee with no penalty. Units cannot shoot outside of their own melee (they must target a unit they are in melee with). Characters can be shot at without restriction but there is a -1 hit penalty if that character is within 3" a friendly unit of 3 or more models (unless the character is a monster).

Charging: When a unit charges they just roll; they do not need to declare a target and there is no overwatch.

Cover: A unit must be wholly within cover to gain it, meaning all of the base for all of the models. Cover applies in melee as well unless the unit charged that turn. Monsters and war machines with 8 or more wounds cannot get cover but a unit without those keywords can still gain it regardless of wound total.

Unique Characters: Unique characters cannot be given artifacts, and unlike 40k do not gain a command trait even if they are the general. However some unique characters have powerful command abilities that can only be used if they are the general.


Let me know if there is anything else you think should be added, or if you have any questions!

This message was edited 3 times. Last update was at 2019/05/07 16:02:04


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in ca
Secretive Dark Angels Veteran



Canada

Very helpful! You are a very positive resource here.

One thing I still grapple with coming from 40K is the alternating order of melee. 40K has that for non-chargers, but AoS alternates melee activation regardless of who charged. Requires a bit more thought when charging.

Double turns also throw me. Two 40K players could easily forget!

All you have to do is fire three rounds a minute, and stand 
   
Made in us
Humming Great Unclean One of Nurgle






Thanks!

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
 
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