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AoS Formations Battle Report - High Elves vs Dark Elves (pics & painted!) + Thoughts on AoS  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

"Aren't we meant to be on the same side now?"
"Nah..."

Hi all, and welcome to this Battle Report I compiled testing out the new Age of Sigmar rules. Unless you've ignored pretty much every single thread in the WHFB section these days, you'll know that one of the main qualms people have with Age of Sigmar is lack of a balancing system. Whilst many people are leaning to wounds, we decided to give the Formations a whirl, since they all look fairly evenly balanced. We (we being myself and my friend Lewis) kept all infantry units the same size (10 models, which was the minimum size for many) and both cavalry units as 5 models. Whilst all units can take Standard and Musicians, we just had a smattering of them, partly to fit in with WYSIWYG but also to see how much of a difference it made. For the characters, we went off what the descriptions gave as potential combinations, as this seemed the fairest thing to do. We also threw a mage in on each side since High Elf and Dark Elf wizards have been pretty much the same cost since we both starting playing and we wanted to see how magic worked. So, this battle served to give the AoS rules a go, as well as see how the Formations stood up to one another.

I'll be posting out thoughts on the battle and of our first foray into the Age of Sigmar rules at the end of the report - feel free to skip to there if you feel uneasy reading of such a violent encounter

The Armies

Dark Elves (controlled by me)

Dreadlord with Chillblade
10 Bleakswords with standard and musician
2 x 10 Darkshards, one unit with musician
5 Dark Riders
5 Cold Ones with standard and musician

Sorceress

FWIW - 42 models / 60 Wounds

High Elves (controlled by Lewis)

Prince with Enchanted Polearm and Reaver Bow
2 x 10 Spearmen, one unit with standard, the other with a musician
2 x 10 Archers, one unit with standard and musician
5 Silver Helms with standard

Mage

FWIW - 47 models / 60 Wounds

Setup

We couldn't be bothered expanding the kitchen table, so the battle was played on a 5'x3' field, which we thought would suit the skirmish nature of the battle batter, and, if anything, speed it up. We did forget that the field was only 3' wide at first though, so in our initial deployment (which I think is the one in the photo) all our units are slightly far too forward.

We did the whole alternating deployment shenanigans, which result in my deploying the Cold Ones and Dark Riders on one flank; the bleakswords, one unit of darkshards and the Dreadlord on the other flank; with the other darkshard unit and the sorceress on the hill in the centre. The High Elves had a unit of archers and a mage opposite my cavalry, the silver helms and another unit on the other flanks with the two spearmen unit and the prince in the centre.

DEPLOYMENT



Dark Elves win roll off to go first

Dark Elves Turn 1

Hero – Dreadlord uses IP on the bleakswords and the sorceress casts Mystical Shield on the Cold Ones

Move – Everything with the exception of the darkshards on the flank moves up with the Bleakswords and Dreadlord running into the cover of the forest (models can really shift when they want to!)

Shoot – Dark Riders shoot at the mage and take off a wound

High Elves Turn 1

Hero – Prince uses his re-roll ability on archers. Mage casts arcane bolt on dark riders and kills 3.

Move – Lewis moves everything up, bringing the archers into range and the silver helms dangerously close to the bleakswords and dreadlord

Shoot – Shooting kills one cold one and three bleakswords

Charge/COMBAT – Helms charge into bleakswords in cover. They kill one and the bleakswords fluff their to wound rolls in return

Battleshock – The depelted bleakswords lose another 4 models, everything else is fine

BOARD AFTER TURN 1 (sorry about rotation)


Dark Elves Turn 2

Hero – Dreadlord uses his re-roll wounds ability on darkshards. Sorceress sacrifices a model and casts word of pain on silver helms. The sacrifice was completely unnecessary but hey....

Move – Dark riders move further up the flank, the cold ones move close to archers and the dreadlord closer to the silver helms

Shoot – Darkshards on the hill pick off 3 spearmen, the buffed darkshards shoot at the silver helms causing 6 wounds but the helms pass all their saves. Dark riders pick another wound off the mage

Combat – Cold ones charge archers and take out four, losing a wound in return. The dreadlord charges into the silver helms and minces his way through 3 of them, whilst the helms and bleakswords fail to do anything.

Battleshock – Archers lose three more models, silver helms hold.

DREADLORD FACES DOWN THE SILVER HELMS


High Elves 2

Hero – Prince’s ability gives the spearmen re-rolls to hit, whilst the mage finishes off the dark riders with arcane bolt. (I did realise later, however, that Dark Riders have 2 wounds, not 1, and so they shouldn't have actually been dead by this point...)

Move – Prince and buffed spearmen move to help the archers with the cold ones, the other spearmen unit advances through the crater

Shoot – Archers pick off a bleaksword. Prince shoots his bow into the cold ones but they pass their saves.

Combat – Spearmen in the crater fail their charge on the darkshards opposite, but the prince and other spearmen make it into the cold ones. Prince causes 2 damage with his enchanted polearm, speramen do another wound, picking off the wounded cold one, leaving two left. Archers fail to wound. Cold Ones fail to do anything in return. On the other flank, the remaining Silver Helms do a wound on the dreadlord but the dreadlord finishes the off.

No battleshock

BOARD AFTER TURN 2


High Elves 3

Hero – Prince’s re-roll hits ability used on spearmen in middle of board, mage casts mystical shield on spearmen in combat with cold ones

Move – Spearmen in centre move closer to darkshards, mage moves closer into the centre of the board

Shoot – The archers near the forest pick off the last bleaksword. At this point we realise that the Prince and archers could have been shooting whilst in combat but, since we forgot, and we thought it was silly, we ruled that models couldn't do this for the rest of the battle.

Combat – Prince fluffs attacks but archers and spearmen together take down a cold one. Cold one does nothing in return again. In the combat on the hill, spearmen take out two darkshards, darkshards fail to do anything in return.

Battleshock – Darkshards on the hill lose two more

Dark Elves 3

Hero – Sorceress casts mystical shield on darkshards on the hill, dreadlord gives darkshards in the corner re-rolls to wound

Move – Sorceress retreats, dreadlord moves and runs to the archers, stopping at the edge of cover. Darkshards move closer to their fellow darkshards in order to shoot at spearmen,

Shoot – Only 4 darkshards in range of spearmen – fail to wound despite dreadlord buff

Combat – Cold one picks off a spearmen but prince finishes him off in return. Darkshards fail to do anything to spearmen and take a casualty in return.

Battleshock – Darkshards pass

BOARD AFTER TURN 3


DARKSHARD CONGA LINES TO THE RESCUE


Dark Elves 4 (when rolling to see who goes first this time, we roll equal four times in a row and question why GW didn't bother to add in the LotR where the army that didn't have priority last turn gets it in the case of a tie)

Hero – Sorceress casts arcane bolt into combat, kills three spearmen

Move – Dreadlord moves up close to archers, darkshards move to shoot spearmen, now all in range

Shoot – Darkshards shoot, do four wounds but cover and elven shields allow spearmen to pass them all

Combat – Dreadlord piles into the archers and takes out three suffering no damage in return. Darkshard/Spearmen combat results in 0 casualties for either side.

Battleshock – Nada

High Elves 4
Hero – Prince gives re-rolls to himself (we weren't sure if he could do this, but decided at the time he could. However, in hindsight, we would have ruled against this). Mage was out of range of everything

Move – Spearmen move and run to help fellow spearmen buddies. Archmage moves and runs to a central position, now within range to cast spells on either archers or spearmen.

Shoot – Prince shoots at Dreadlord but causes no wounds. Remaining archers fire at darkshards in combat, but cover helps them save all wounds.

Combat – All combats result in no wounds for either side (yep, even the dreadlord fluffed his attacks!)

Battleshock – nothing had died this turn. Poor effort all round, really.

BOARD AFTER TURN 4


High Elves 5

Hero – Prince gives re-roll hits to one spearmen unit. Archmage casts MS on archers (would’ve arcane bolted the dreadlord but we ruled he could not see due to intervening models [banner shouldn't really be there])

Move – Prince moves and runs near to the archers vs dreadlord combat. Spearmen move up close to darkshards

Shooting – Archers pick off a darkshard

Combat – Spearmen finally finish off the darkshards on the hill and the archers sneak a wound through on the dreadlord but lose two models in return.

Battleshock – Archers pass

Dark Elves 5

Hero – Dreadlord gives himself re-rolls (as the prince did this, we thought it was only fair) Sorceress bolts off 2 spearmen.

Move – Sorceress retreats slightly, as do the darkshards, whilst staying in range of spearmen

Shoot – Darkshards shoot at the same spearmen unit weakned by arcane bolt. Cover and elven shields allow them to make all six saves!

Combat – Evidently angered by being wounded the dreadlord wipes out the remaining five archers

Battleshock – Spearmen pass.

(some of) BOARD AFTER TURN 5


Dark Elves 6

Hero – Again, dreadlord uses his re-roll ability on himself. Sorceress arcane bolts one more spearman to death

Move – Dreadlord moves up closer to the prince otherwise there's none

Shoot – Darkshards shoot at spearmen, again to no avail

Combat – Dreadlord charges in for an epic showdown with the prince. Dreadlord gets two wounds through the prince's saves, rolls his 2D3 and… snakeyes! Prince down to 3 wounds. Prince fails to wound in return.

Battleshock – Again, all units fine

EPIC SHOWDOWN


High Elves 6

Hero – Sorceress casts Mystical Shield on Prince, who gives himself re-rolls.

Move – One spearmen unit moves and runs 3” away from darkshards, the other 3” from sorceress. Archers also move and run

Shoot – None

Combat – The buffed Prince strikes, hits the dreadlord three times, wounds twice, dreadlord doesn’t pass saves. Needs anything but two 1s/2s to kill... It's a 4 and a 5! "And thus the dreadlord was smote upon my enchanted polearm" - Lewis, 2015

Battleshock – None

SPEARMEN FACE DOWN THEIR ENEMIES


High Elves 7

Hero – Prince buffs himself again. The mage out of range once again

Move – Prince moves closer to darkshards, mage moves and runs

Shoot – Archers fail. Prince picks off a darkshard with his bow

Combat – Spearmen units charge sorceress and darkshards. No wounds either side spearmen vs sorceress, but darkshards kill two spearmen and take no casualties in return.

Battleshock – Spearmen lose another model. "Well, that went well" - Lewis, 2015

Dark Elves 7

Hero – Freed of WHFB restrictions on magic missiles, the Sorceress arcane bolts three of her attackers away

Move – None

Shoot – None (we ruled no shooting whilst in combat, if you remember)

Combat – Darkshards continue their rampage and take out another two spearmen, taking no damage in return.

Battleshock – Nothing this time

Dark Elves 8

Hero – Sorceress arcane bolts the spearman that are attacking the darkshards, finishing them off!

"WELL THAT WENT WELL" (note the general lack of spearmen)


Move – The now freed darkshards move to fire on the mage

Shoot – Darkshards shoot at the archmage and continue their streak of general awesomeness, and take off his last three wounds! (I believe I say something along the lines of 'get in you beauties' at this stage)

Combat – No wounds in the sorceress/spearmen combat once again

High Elves 8

Hero – Prince buffs himself again

Move – Prince moves closer to darkshards

Shoot – Prince shoots at the darkshards but doesn’t wound. The still-clinging on archers manage to kill one, however.

Combat – Prince charges darkshards but rolls snakeyes on his charge range! No hits in the other combat once again

Battleshock – Nothing

High Elves 9

Hero – Prince buffs himself again

Move – Prince moves closer to the darkshards,

Shoot – Prince does two wounds with his bow to the darkshards and the archers manage another but they pass all their saves!

Combat – Prince charges in (doesn’t roll snakeyes this time) and kills 4 darkshards. Darkshards do no damage in return. Sorceress finally finishes off the remaining spearman.

Battleshock – Three darkshards flee to battleshock

Dark Elves 9

Hero – Sorceress arcane bolts the prince and does a wound

No movement or shooting

Combat – Prince takes out last darkshard

Dark Elves 10


Hero – Sorceress casts arcane bolt on the prince again… but fails! (The first spell-casting fail of the game)

"C'MERE YOU" - LEWIS, 2015


High Elves 10

Hero – Prince buffs himself

Move – Prince moves closer to sorceress

Shoot – Prince takes a wound off sorceress, archers fail to

Move – Prince charges in takes the sorceress down to one wound. Sorceress misses with her attacks

Dark Elves 11

Hero – Sorceress fails to cast arcane bolt on her attacker again

Combat – Sorceress does 2 wounds to the prince (actually quite nasty in combat, we realised), but the prince finishes her off, sweeping the high elves to victory!

"WOO" - LEWIS, 2015


NOT MUCH LEFT


---------------

Ok, so that's the Battle Report, thanks for reading (if you did, that is ), hope you enjoyed reading it and looking at the pretty pictures as much as Lewis and I enjoyed playing the game and making our report. Find below our thoughts on the battle and the Age of Sigmar rules:

- Overall, we did enjoy the game. It certainly did help that it was a pre-organised game of roughly equal armies.

- The rules are indeed simple and easy to grasp and is a good entry point for people who haven't played wargames before (particularly if they're young). Lewis had never played fantasy before and said that this was certainly far less daunting than a WHFB game. He said he would have got into traditional WHFB eventually (he's slowly been building a Beastmen army) but that this release has sped his interest up.

- The game took about 2hrs 20mins, which was with us checking up on pretty much everything for most of the battle.

- Battleshock is not actually as much of a deal for big units (if 10 can count as big) as we thought it'd be, single models may not reign supreme after all

- Characters are awesome, both as an effective unit and as something that's fun to use. Not only are they powerful models, but they're also great force multipliers (as they should be). However, whilst people may have fears of "herohammer", the command abilities the characters have encourage you to have infantry units to use them on, otherwise you lose part of that model's effectiveness. This was why, in hindsight, we felt we should have ruled that characters can't use their command abilities on themselves - it does seem a little silly after all, even if the rules are vague on it (no surprises there though)

- Magic also very powerful, with low casting values for some very powerful spells. It does seem relatively hard to stop, but, then again, both our wizards were out of dispelling range for the entire game, so we can't really comment on this

- Formations, at least these two, seem equal. We need to do the maths on some of the other formations but, with our infantry unit restrictions (and the restriction that the dreadlord couldn't take a mount, as the prince was unable to), the number of wounds was equal between the formations too. The game was very equal and this convinces me further that wounds will be a good way to regulate the game.

- The random turn sequence is big, especially considering the absence of a LotR-like priority rule (like I mentioned). One or two more dark elf first turn and maybe one better casting roll and the sorceress would have arcane bolted the way to dark elf victory

- The game changes a lot. We almost called a HE victory after turn 6 (I think it was) but played on and dark elves very nearly brought it back. This is one positive of AoS requiring you to play until finish, but we both agreed that playing until one side is wiped out can often be a but of a slog.

- Units you’d have thought would be much better generally aren’t. The silver helms and cold ones generally couldn’t power through infantry units due to the infantry's increased numbers and the fact that, after the charge, they were hitting and wounding on more or less the same result, with not much difference in saves (although to be fair the cold ones did fluff a little bit). Even the charge didn’t make much of a difference. We felt that, had we been playing WHFB, both cavalry units would have eventually beaten their opposing infantry units (though perhaps not with the intervention of the characters). Once again, infantry seems to be prevalent, though admittedly the mobility is pretty huge, especially with models with missile weapons.

- There were so many instances where we felt just tiny additions to the rules would have made the game much more realistic and in-depth (though perhaps slower). For example we felt that you shouldn't be able to shoot/cast magic missiles into combat and particularly whilst you're in combat; we felt that moving, shooting and charging is a bit silly; we thought a good, simple addition would be a -2 to charge range for charging into cover (like in 40k). These additions would not have added much in the way of length to the rules but would have greatly improved it, we thought.

- We deduced that it's a no-brainer to take a standard and musician in each unit since they're free. This is really a shame though as, with a system that had points values, a standard and musician would cost points, hence adding in another tactical element on whether you pay the points for those bonuses or spend the points on something else.

-----------------

Feel free to point out anything we may have done wrong in the rules and offer your opinion on our interpretation of some of them. Also feel free to say what you think about our post-battle reflections on AoS.

For our next battle reports, we'll throw some Undead into the mix and mess around with the summoning shenanigans. We'll also play around with the "wound = points" theory and see if, like in this case, equal wounds does indeed make for an equal game. We may also have another formation game and see if it works with other formations. So keep an eye out for future reports!

Thanks for reading, hope you enjoyed it!

This message was edited 2 times. Last update was at 2015/07/06 23:36:37


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9th Age Fantasy Rules

 
   
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Stealthy Warhound Titan Princeps






Thanks for posting the report!

Looks like Cold ones could have certainly held their own had they not flubbed two turns in a row. I mean, they killed 7 out of 10 archers on the charge! That's pretty devastating.

Consider retreating and then charging again on subsequent turns, harry the enemy with cavalry rather than get stuck in!

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Made in us
Powerful Spawning Champion





There is not this idea.

Thanks for an excellent report. Still don't know what to make of this whole sigmar mess, but reports like this help a lot.

Do you think that dispel ranges should be expanded, to help compensate for the relative ease of spell casting?
   
Made in gb
Angelic Adepta Sororitas





As a note pretty much all cavalry has 2 wounds apiece and mounts seem to get 2 attacks so they can stand up to small blocks of infantry.
   
Made in gb
Repentia Mistress





Quick point: first turn always goes to who finished deploying first.

Will read through the rest now...

EDIT:

"For example we felt that you shouldn't be able to shoot/cast magic missiles into combat and particularly whilst you're in combat; "

This is an important new rule, I found. Especially when you have Sudden Death. It also allows and avoids tarpit situations & ensures damage is still tolled out (otherwise the game would take too long). Personally, I like it.

Did you take it in turns during combat? How did you find that mechanic?

We got two games and learning rules in three hours. So it definitely speeds up.

This message was edited 1 time. Last update was at 2015/07/07 12:24:56


 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Cheers for the report, and for going into the phase breakdown. I'm impressed that you made it through so many turns - did neither of you reach 1/3 over the other player, thus opening up Sudden Death? Or did you both refuse to take it? We did the latter in our game yesterday.

I'm also impressed that ya'll got such mileage out of such small units. We were finding that alternating combats + battleshock meant that small units didn't do much. Throwing ten bloodletters into things, I'd score a few wounds, force a few more with battleshock and lose half my unit in return. Or lose half my unit first, then do the same mediocrity.

Alternating combats certainly threw me a bit, and forced distressing choices - do I swing with my nearly dead monster before he goes down, or lead with the unit of infantry that just charged in, before it loses models and has its charge bonuses blunted? I can't quite figure how to get the most out of the combat phase - maybe by having large or tough units that can grind along with the alternating combats, but prioritizing something nasty that charged in that turn? I guess that's pretty generically Warhammer: focus on the big dude, grind away with the rest.

- Salvage

This message was edited 1 time. Last update was at 2015/07/07 15:58:52


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Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

Thanks for the responses, guys!

Rihgu wrote:Consider retreating and then charging again on subsequent turns, harry the enemy with cavalry rather than get stuck in!

Damn, I didn't think of this, perhaps because I'm so used to being stuck in combat in Fantasy. Retreating and charging would certainly have been a good idea, since, with the formation bonus, the Cold One Knights get +1 to hit and to wound on the charge. S

toasteroven wrote:Do you think that dispel ranges should be expanded, to help compensate for the relative ease of spell casting?

That's an interesting question and one I unfortunately can't really answer until I've played a game where dispelling has come into play. However, with dispelling being a simple roll-off, the odds are that you're only getting spells off half the time and, although getting 50% of spells off is probably similar to a typical 8th edition magic phase, 50% seems like a lot less when you can only cast one spell a turn. I think, in theory at least, it's nice to be able to cast without impunity by moving away from enemy wizards (and I guess from a "realistic" point of view, it does make sense) but, on the flipside, magic seemed to us as far too easy when you're out of dispel range. To be honest, I'd rather them have kept a magic system similar to 8th edition, where there's more tactical choices as to what to let through and what to try and dispel. With more wizards on the table though, these decisions could come into play.

ShaneTB wrote:Quick point: first turn always goes to who finished deploying first.

Did you take it in turns during combat? How did you find that mechanic

Ah, yes, you're right about the first turn, though I did finish deploying first anyway, so it won't have mattered.

As for the taking turns in combat, it was odd (and did lead us to nearly forgetting to attack with units several times) and, we thought, didn't really add much tactical depth to the game - not as much as you'd think anyway. Still, I reckon that probably had something to do with the fact that we were using mostly similar units with pretty similar stats.

Boss Salvage wrote:Cheers for the report, and for going into the phase breakdown. I'm impressed that you made it through so many turns - did neither of you reach 1/3 over the other player, thus opening up Sudden Death? Or did you both refuse to take it? We did the latter in our game yesterday.

I'm also impressed that ya'll got such mileage out of such small units. We were finding that alternating combats + battleshock meant that small units didn't do much. Throwing ten bloodletters into things, I'd score a few wounds, force a few more with battleshock and lose half my unit in return. Or lose half my unit first, then do the same mediocrity

I thought you could only take Sudden Death at the start of the game?

As for the small units, again, the mileage we got out of them probably had something to do with the fact that we both were using small units. This did make things even though, which we enjoyed and was one of our main aims of this little experiment. As I say, next time we'll mix up the armies a little, and we'll perhaps experiment with different unit sizes (including lone models) and see how they fare in comparison.

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9th Age Fantasy Rules

 
   
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Omnipotent Lord of Change





Albany, NY

 The Shadow wrote:
I thought you could only take Sudden Death at the start of the game?
I am very happy to know I was confused - Sudden Death is indeed only evaluated after armies are set up. Easily avoided by limiting initial army size.
As I say, next time we'll mix up the armies a little, and we'll perhaps experiment with different unit sizes (including lone models) and see how they fare in comparison.
Definitely do. Big units are interesting and acquire both positives - battleshock bonuses, often bonuses to hit, pile in tactics - and negatives - weapon range becomes really important to reach over other models, for example - as they expand. Single models' biggest leg up is probably in ignoring battleshock, thanks to the buffs that units can receive. I mean apart from being far killier heroes / monsters.

- Salvage

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Battleship Captain




- Magic also very powerful, with low casting values for some very powerful spells. It does seem relatively hard to stop, but, then again, both our wizards were out of dispelling range for the entire game, so we can't really comment on this

There are quite a few units which either have or can gain the ability to unbind spells even if they're not a wizard, so I can live with this. Haven't encountered anyone summoning gian dinosaurs mid-game, yet, though....




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NoVA

 The Shadow wrote:

DARKSHARD CONGA LINES TO THE RESCUE


I lol'd.

Seems like you guys had fun, thanks for taking the time to write that up, it was a good read.

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Sister Vastly Superior



Boston, MA

Aye, one of the better battle reports I have seen for AoS! Straight, clear, and to the point. Great read and I appreciate you putting it together!

 
   
Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

locarno24 wrote:- Magic also very powerful, with low casting values for some very powerful spells. It does seem relatively hard to stop, but, then again, both our wizards were out of dispelling range for the entire game, so we can't really comment on this

There are quite a few units which either have or can gain the ability to unbind spells even if they're not a wizard, so I can live with this. Haven't encountered anyone summoning gian dinosaurs mid-game, yet, though....

That's very true. And I'm probably going to be using Hellebron in my next game (who can unbind a spell a turn) so I'll see how that goes.

And thanks a lot, Red Viper and quiestdeus!

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Longtime Dakkanaut




Nicely done!

   
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Longtime Dakkanaut




Nice report! I've noticed that most archers don't do a ton of damage in their assault phase, and their shooting is often not as damaging as dedicated melee units in assault.

I think that is the reason for the ability to shoot into and out of melee... That and it's a cool visual!

   
 
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