Olemme päivittäneet yhdistyksen verkkopalvelun tietosuojaselosteen vastaamaan EU:n tietosuoja-asetuksen (GDPR) vaatimuksia.

Tietosuojaselosteessa kerromme, mitä henkilötietoja keräämme yhdistyksen verkkopalvelun käyttäjistä, miten käytämme niitä ja miten huolehdimme niiden suojaamisesta.

Seloste on luettavissa täällä

Olemme myös päivittäneet yhdistyksen verkkosivujen käyttöehdot. Verkkosivuston käyttö edellyttää, että käyttäjä sitoutuu noudattamaan näitä käyttöehtoja. Käyttöehdot muodostavat sitovan sopimuksen sinun ja yhdistyksen välillä.

Tutustu huolellisesti näihin käyttöehtoihin. Käyttämällä verkkosivustoa vahvistat lukeneesi, ymmärtäneesi ja hyväksyneesi käyttöehdot sekä antaneesi suostumuksesi käyttöehdoissa kuvattuun henkilötietojen käsittelyyn.

Käyttöehdot ovat luettavissa täällä

The Age of Sigmar [Age of Sigmar]

edited November 2015 in Figupelit
«13

Comments

  • Uskoo ken haluaa. Olisi luultavasti kyllä helvetin typerä muuvi GW:ltä, koska Old World ja se, että se on juuri se "vanha tuttu Warhammer maailma" on aikailailla ainoa syy, miksi iso porukka pelaa juuri Fabaa ja 40k:ta eikä noita uusia kilpailijapelejä.

    Toisaalta onhan tämä koko End of Times homma ollut helvetin outo veto alusta lähtien.
  • Joo, vaikea uskoa että tuohon mennään, vaikka ne marsut onkin eniten myyvä osa GWn katalogia onkin. Vaikea uskoa että väki jotenkin alkaisi pelaamaan Fabaa enemmän ihan vaan sen takia että on mahdollista pelata marsun vastiketta fabassakin.

    Tosin onhan eri firmat tehneet hölmöjä ratkaisuja ennenkin...
  • Toisaalta jos peliin jää kuusi kaikkein suosituinta armeijaa niin loput onkin myyntinsä suhteen aika prosenttijengi-tasoa.
  • Lisää löylyä Faetilta. Uskokoon ken haluaa, tosin poikkeuksellisen kovan myrskyn nämä huhut ovat nostattaneet, vaikka totuus on varmaan siellä jossain välissä.

  • on 1420664240:


    Lisää löylyä Faetilta. Uskokoon ken haluaa, tosin poikkeuksellisen kovan myrskyn nämä huhut ovat nostattaneet, vaikka totuus on varmaan siellä jossain välissä.


    Faetista sen verran, että k.o tyyppi on itsekin myöntänyt olevansa vain muiden kirjoittamien huhujen välittäjä. Eli Faet toistaa vain sitä yhtä ja samaa huhua, joka on jo muualta kuultu. Ei siis ole mikään lisätodiste ellei sillä ole jotain uutta tietoa asiaan.
  • Skaveneille End of Times kamaa.
  • Paljon on taas huhuja. Saas nähdä mitä sieltä oikeasti ilmestyy.

  • on 1434276740:


    Paljon on taas huhuja. Saas nähdä mitä sieltä oikeasti ilmestyy.


    Ei taidettu keritä niitä tonni+ pelejä pelata. 

  • on 1434277606:




    Ei taidettu keritä niitä tonni+ pelejä pelata.
    [/quote]

    Heinäkuussa uusi yritys?


  • I had the chance to look thoroughly through the proper Age of Sigmar rulebook (the one that consists of three books) yesterday evening. Spent my time with the three books and ignored the novel in favour of the real interesting things. So I cannot fill in the blanks there. But maybe I have the opportunity to look at the rulebook and novel again and hopefully the age of sigmar box, too. But now I have a way clearer picture what’s coming and I’d like to share with you because I am very (!!!) excited, but I cannot provide any photos for obvious reasons. So if you don’t believe me, I don’t blame you. But please don’t attack me personally.

    - Title of the rulebook is: Age of Sigmar: a Warhammer strategy game
    - first the basics (most of which are already known):
    - full fledged rule system; no skirmish game - meaning not restricted to low miniature count: 50 models on average, way lower possible, in general you use units but you can field an army consisting of only single models
    - everything is on round or oval bases (there paragraph that explicitly allows legacy and diorama bases, though);
    - 2 books: the rules (rules and scenarios) and compendium (pictures, unit cards and fluff)
    - there are unit cards for every (as far as I can see) old unit in the second book, including warhammer forge models and most or all special characters. Some units get the full treatment with a small fluff text, pictures of the actual miniatures and rules, some units get only rules with nothing more.
    - all new rules with complete new mechanics: think not of 40k 2nd -> 3rd but Warhammer 8th -> Bloodbowl, very compact and fast paced, huge emphasis on individual champions, magic and gods (don’t know how powerful, but these have the most rule pages)
    - no photos (and no artworks except some very generic drawings) of new miniatures except a couple chaos and human miniatures that are very likely from the Age of Sigmar box.
    - all the races are in, but some are clearly favored. There are few pictures of beastmen and lizardmen for example and some units like steamtanks, gunpowder units (Skaven and new-dwarfs use them still), etc. can only be fielded as mercenaries from a different world or summoned units (in case of most special characters, there is even a picture of a Teclis painted in ghost colors)
    - the tech level is between and ancient roman empire and early medieval times, lots of nomadic barbarian tribes, etc. But judging by to the age of sigmar miniatures the armour design draws only a little bit from history and is has a very stylized high-fantasy design instead
    - there are lots of different people, races, gods and lots of different alliances. The world is a lot more open minded than the old one, Empire-Orc Alliance would be unthinkable, but a human-waaghkin force is nothing unusual in this setting

    Army building
    - you pick one or more gods that determine the theurgic or magic schools (don’t know what the difference is, sorry) you can use and how your champions get power-ups during the game. You can take several gods, but they have to be from the same pantheon - so no nurgle-sigmar armies, but Nagash-Morr is possible.Then you choose whichever unit you want - from every race. There is no limit as far as I can tell.
    - The only mechanic that I have spotted that limits the useful choices somehow is that most spells and special rules only affect units with certain traits, the powers of Grimgor (magic and gods are always connected, each lore has a patron god that grants the power) affects only mortals or enemy units in the proximity of mortals.
    - There are only rules for one pantheon in the rule book, all the other gods and pantheons are only mentioned in the fluff
    - Guardians of Regalia, a conglomerate native spirits and gods and lately some new gods, the incarnates Grimgor, Gelt and Nagash, there are thousand of gods and their relevance changes over time and in different regions, but there are seven big gods that have seven schools of magic associated with them and have rules in the book
    - Geshemet or Gesheket or something like this (male and female, fertility, natural disaster) is the head of the pantheon, the other six gods are dual pair of good and evil:
    two death gods: Nagahs and Morr
    two smith and labour gods: Hashut and Gelt
    two war gods: Grimgor and Myrmidia
    - five other pantheon get a page of fluff each, and additional minor pantheons/deities are mentioned in the fluff. The big five are Chaos, Sigmar, Cuth’adai (elven gods), Exoatl (old ones) and the triumvi-rats (Horned Rat + 2 more)
    - all characters can earn favor of their gods and get promoted just like the chaos champions until they reach apotheosis, this is also a huge mechanic in the game + you can field gods or at least their avatars, but only three incarnates have rules in the book

    Rules
    - there is only one ruleset (don’t know what is in the AoS box, but in the book there is no distinction between skirmish mode and battle mode or something like this)
    - rules have nothing to do with the old warhammer rules,
    - profile is: Melee, Range, Might, Armour, Initiative, Resolve, Wounds, values from 1-6, lower is better
    - simple turn sequence: initiative -> player 1 unit 1 moves, shoots, casts -> p1 unit 2 moves, shoots, casts -> ... -> player 2 moves, shoots, casts -> melee
    - players roll always against each other, for example Melee vs Initiative and Range vs Initiative, Might vs Armour
    - units regenerate all lost wounds at the end of the phase
    - both sides in a melee fight simultaneously, winner can roll to fight instantaneously another round until one side is extinct or one side chooses to break from the combat
    - there is no moral system or combat resolution whatsoever, but unit can be bounced back
    - units use a 1” 40k formation without any facing
    - magic spells are all one-use only, when you use it, you have to discard the card
    - you can collect ascension points throughout the game and spend the point to buff your champions, mechanic depends on your god(s)
    - unit costs points as before, you are not allowed to field multiple units of the same kind unless the former unit have full strength - there are all kinds of unit sizes from 1-3 to 3-15 (that’s the highest I have seen), but you can field lots of different 1-man units
    - you don’t buy champions, a set number of models are automatically upgraded to champions, but you cannot exceed the limit
    - there are rules for different weapons, magic items, war engines, monsters, special rules, etc and a large section for scenarios and terrain, larger than the actual rules


    Setting
    game is set on world Regalia that is connected with other young realms through portals of the old ones. Young realms are realms that were populated by the old creators and were guided on similar historical paths. They were untouched by chaos but this has changed since the arrival of sigmar (as a new faith) and archaon (as an actual emissary in flesh and blood)

    there is no explanation (or just a brief one so that I have missed it) how this all came to be, just a description of the history of Regalia (and to a lesser extent some neighbouring realms)

    On Regalia is dominated by hundreds of human kingdoms. Fast travel is possible through a number of stone circles that allows mages to open portal from one to another and a system of streams and seas under the earth that can be navigated by ship. There were a long period of peace curated by the Exoatl (Old Ones) that watched over the world from the North and Southpole. But then suddenly new faiths arrived, lots of human tribes started to pray to Sigmar and to conquer their neighbouring kingdoms. These lands are each independent, but are united in their faith to Sigmar. The history ends with the conquering of the Worlds Edge mountains and the crowning of the first emperor. At the same time, the first agents of Chaos arrived and began to corrupt the native people. A part of the Waaghkins rebelled against the old ones in favour of new gods, the Skaven arrived the first time, and in the south and east a death cult began to spread. The world is in turmoil. There are lots of unfinished story hooks so I think the story will be continued, but that might be wishful thinking.

    humans are the majority in this world and they have kingdom and tribes everywhere, most of the known earth-inspired regions like cathay are there, but they are not described as fully flegded feudal nations but constantly changing petty empires and nomadic people ruled by warlords and champions of the gods. there are two factions of humans, the worshippers of sigmar and the polytheistic rest, both are not monocultural, but have different skin colors and cultures. Women fight beside men!

    The dominion of sigmar is special, because they are the only ones that are reluctant to allow any other race than humans. They have only one god and their goal is to destroy all other gods and conquer their domains - for the greater good of the world of course. This has nothing in common with the Empire of the old world, except the heraldry, griffons are still en vogue. All tribes and city states and kingdoms are independent, the only common ground is their faith, the emperor is only a warlord with the purpose to expands the dominion towards the east. There a still knightly orders, zealots, witchhunters - so they retain some of their medieval flair but there are no state troops. There is no gunpowder, except from some dwarven imports, but they are known for using large warwaggons on their trek to the east. Kislec, Estalia, Araby, city states of Bretonnia, Norse and tribes of the Reiklands are part of the dominion. There are also some enclaves scattered across the world that are connected with magic portals

    The Skaven arrived on their own on Regalia and are basically the same. Haven’t spent much time on them. They have now three gods called the triumvi-rat …..

    Dawikorr (dwarfs) and Inneadim (elfs) have their own realms that are connected with Regalia. The Inneadim have outposts in America.

    Dawikorr are only a legend on Regalia and nobody has seen them, but there are legends that they aid whorshippers of Sigmar in peril. They deliver the dominions of Sigmar with artifacts. They live underneath the world Karak Korr and guard the Soul Mill. Dawikorr have rules, so they can be fielded.

    The Soul Mill is a huge machinery that allows minor deities to feed on the power of dead spirits or let them reincarnate or serve them as guardian hosts. It was built by the surviving dwarves of the old world on command of the Incarnates on a older machinery of the old ones. The dwarfs guard the soul mill and are aligned with Sigmar after the shattering of the Incarnates, but are under siege of the skaven that have found their way on this world and managed to steal two mighty souls that formed their new gods.

    Inneadim whorship the dreamers, gods that have dreamt themselves, basically the elven gods. They live on their own world and protect the dreamchild. Under Araloth they founded enclaves on Regalia in search for the archelves, lost gods of their pantheon. They are a darker take on the elves, nightmare are as much part of their culture then dreams. They use necromancy and the death god Ynnead is at the centre of their pantheon. But they still live in symbiosis with the nature. The artwork shows an elf on a feathered mount, not like a chocobo, but more like a feathered raptor. the artbook shows pictures (and rules) from all existing elf armies.

    Skaven and Dawikorr are the only races that use blackpowder, the rest of Regalia is on stuck on an ancient/medieval tech level. The Exoatl use magic techno gear. There is a certain level of anachronistic gear but it is not steampunk but powered by ancient magic. The only steampunk elements are in the Skaven and to a lesser extent the neo-dwarven fluff.

    Chaos has no foothold in the north but is anywhere and consists of corrupted tribes and companies from every region of the world. The barbarian theme of the nomadic tribes is more associated with khorne than with chaos as a whole. Beastmen and demons are likely part of their faction because they are described in the same chapter (both in the fluff and unit cards), but demons can be summoned by everyone, so I don’t know for sure. And beastmen have very few pictures, so that’s a bad omen.

    Waaghkins: orcs, goblins and are the servants of the old gods and live in a strict caste system, orcs are the manual laborers. There is a new race called nigmos: a tall and slender priest caste. Waaghkins travel the undersea, a system of flooded caverns that connects the whole world, on longboats and do the dirty work for the Exoatl. There is an artwork of the three different kinds of greenskins (no squigs and snotlings mentioned): an ork in very strange armour, very front heavy, textured like a symmetric turtle shell, he wields is an axe with multiple disc shape blades, goblin looked like a viking but has a futuristic looking handgun, the third was taller than a ork, female, slender - probably a nigmo. But in the photos of actual miniatures only show the old orc style. There is a subfaction of waaghkins that changed allegiance from the old gods to grimgor incarnate and are much more ferocious than their cousins.

    undeads, deamons and spirits, and guardian hosts are used by every faction of the game, necromancy but not summoning is common in the dominion of Sigmar. The Inneadim are famous for their use of animated constructs. These things are not a big taboo in Regalia. However the most fearsome necromancers are (obviously) employed by the Empire of Nehekhara (which is not a desolate wasteland and has no egyptian vibe but is a rich and green country and feels more babylonian to me) and their death gods. But there is no Undead faction per se anymore. Vampires are called Necrarchs now.

    Guardians hosts are troops that were granted by a god from another realm or the realm of the dead. They are living beings and have free will, but were brought to Regalia on the command of a deity.


    - Lizardmen are not gone. There is a race called Servants of the Exoatl that guard the pole portals on flying pyramids, but no drawings and no fluff page (other races and tribess get at least half a page). They get unit cards for their old units (which confirms that they are simply lizardmen with a new name), but instead of beautiful pages with pictures like the rest of the bunch they get a simple list in the appendix of the compendium book.

    Beastmen get the same lowkey treatment, but ogres get pictures and all, but I cannot say with which pantheon/faction they align. They are mortal, so you can use them in any the guardians of regalia army, but I don’t know if this is a stop gap solution or not.


    Age of Sigmar box content:
    Extrapolated from the pictures, they are the only new models. If you think you get 3-5 UNITS for each side, you are wrong. you get 10-15 (haven’t counted) CHARACTERS per side. Each model is really individual and it is in no way possible to field the majority of them as a visual coherent unit. It is late and this summary is long as it is, so I make this brief, but I will come back later and add some info on the miniatures. Chaos looks very similar to the old style except the berserkers, the Sigmarite Force is completely different.

    Missionary Force:
    3 Knights of the Order of Sigmars Blood, Roman looking armour but more bulky, leather Bands, swords and teardrop-shaped shields, champion is a woman
    a pair of vigilantes: Male and female, leathercloaked, tricorn, 2 hand-crossbows
    a hand full of heavy armoured warrior with different weapons and cloaks, almost knightly in appearance but completely over the top bulky, some have eagleshaped helmets
    One hooded, chainmail wearing, hammer wielding girl
    a bulldog
    standard bearer: naked, chains that are hooked into the flesh, very archaic looking
    one arabic looking guy with a two-handed scimitar and full armour
    one guy in rags that wields a chain that burns at both ends, very impractical looking

    Chaos Cult:
    two outriders, basically chaos barbarians as we know them, but female
    ~5 berserkers: african looking, no armour, barefeet, clad in cloth stripes, two axes, bald and gaunt looking, not overly muscular, bone chain, both male and female
    three pristesses: flowing robes, sacrifical ziggzagged daggers, skullmasks
    two armoured harpies with spears and shields, crooked looking, feathered wings
    at least five chaos warriors similar in appearance to the old chaos warriors, very dynamic fur cloaks and poses, one of them bigger on a larger base, all male as far as I could see
    one large bloodletter, almost twice the size of a human
    the leader has armour that looks like a chaos dwarfish, very babylonic, rides a demonwolf, a juggernaut, but with flesh and fur and spikes
    some more viking-like infantry but with more chainmail
    That’s only a broad description. Every model is highly individual.

    Sorry for the chaotic nature of the info, I spent the evening writing this in a very fast manner. This is only the tip of the iceberg and I will come back with a little bit more soon - hopefully in a more ordered fashion. If you have a questions or need specifics and a topic, feel free to ask, maybe I remember something of use.


    Faktaa vai fiktiota? Jos et siis ole kärryillä FABA-huhuista, niin niiden perusteella vanha warhammer menee roskakoriin ja tilalle tulee kokonaan/osin/ei yhtään uusi peli Age of Sigmar.
  • Muistaakseni ekat huhut tästä Faba:n täydellisestä restartista tuli jo viime vuonna samoihin aikoihin kun GW alkoi työntää fabaan ulos näitä isoja mörköjä. Huhut ovat olleet toistaiseksi melko tavalla samaa:
    - Täydellinen restart
    - Täysin uusi järjestelmä
    - Täysin uusiksi jaetut factionit
    - Vanhoille nappuloille jonkin tason "Legacy-support"

    Tässä keväällä on GW:n rintamalla tapahtunut myös sellainen kuvio, että "Games Workshop" -myymälät on uudelleen nimetty "Warhammer" -myymälöiksi. Helsingin puoti myös muutti parisataa metriä aukion toiselle puolen Graniittitaloon.
  • Demonifoorumilla joku oli saanut Age of Sigmar novellin (ei siis sääntöjä) käsiinsä ja maailman osalta tuntuisi kaverin havainnot tukevan Mikon postauksen maailmaosuutta.

    Hurja meno, tuohan on tosiaan jo ihan eri peli. En ole ihan varma lähdenkö uuteen peliin lainkaan mukaan (vaatisi vähintään vanhojen figujen re-beissaamisen), siirrynkö Oldhammeriin (mikä edikka?) vai unohdanko Faban kokonaan.
  • Joo, skeptisimmänkin pitää myöntää että ei taida olla ihan vaan edikan päivitystä luvassa. Saa nähdä tekeekö mun 300:lla muovirotalla mitään, vai jääkö 8 edikka go-to peliksi jos FABAilla haluaa. Siis faktiona varmasti ovat olemassa, mutta odotan mielenkiinnolla missä muodossa.
  • No tuli sitten pelattua 3rd edikkaa ja 8th edikkaa (ehkä 4th edikkaakin?). Lue Mikko se sun kolmosedikka joskus niin otetaan kolmos ja kasiedikan matsit. ;)


  • The apparent story of the new warhammer world(s)
    I had the chance to spend about 20 minutes with the upcoming book Age of Sigmar by A. Lanning (a novel, not the game) that deals with the aftermath of the end times. The prologue makes it very clear that Sigmar survives and the whole plot takes place after the end times. Nothing that I have read suggests that there is any time travel involved. It is just a continuation of the story on a much broader scale. I think it is safe to say that the game of the same name follows the story of book and doesn't establish a totally different setting.

    In the prologue Sigmar survives and pulls the winds of magics through the gap into the warp. In the process the pure untouched currents of the warp are tainted with the personifications of the winds - the Incarnates. This is the birth of eight new minor gods. But most of the book is not about sigmar or the incarnate gods directly, only three chapters as far as I could see were written from their perspective. The rest of the book is an ordinary fantasy adventure story.

    The book follows Martellus Mann, a reikguard quartermaster who was slain in the end times, but is reborn in Sigmarshall, the domain of Sigmar. I then skipped some hundred pages forward so I don't know what happened in the aftermath, but in the middle of the book, he has gathered a large party of heroes from many realms and realities in a quest for something called the spirit mill or soul mill or something like this.

    I know for sure that there are several worlds and that the protagonist can travel from one to the other but I didn't read a chapter where this was described in person and I don't know if this is part of the game world. In the middle of the books there is a huge betrayal, sigmarshall is under siege by the armies of the chaos gods. incarnate fights against incarnate and all are cast out from the warp.

    Mann starts a search for sigmar in the believe that he was reborn somewhere. The second half of the book is set on a world called Regalia. And here it gets interesting: Regalia is the only area/realm/world that has a map in the book.

    Regalia looks like the old world or earth and has very familiar regions and city names, etc. But there are some huge alterations: there is no Ulthuan, but a huge landbridge that connects Canada with Scandinavia.

    There are no elven or dwarven sounding cities or lands but strange sounding names in the Americas and Africa that don't fit any race of the old setting. There is no empire, but lots of different states in Europe and Asia - Nuln, Middenheim, etc are there, but Altdorf is not.

    There are more things you can deduce from the map if you assume that it represents the setting of the game, which I strongly think it does. Mann finally arrives in the city Heldenheim that is build in the Worlds Edge Mountains just in time to visit the crowning of emperor Karl Franz where he announces his plan to conquer the whole world. Mann thinks that he has found Sigmar and the book jumps to the epilog.

    Sigmar is chained somewhere and starts to dwindle, but then he smiles and proclaims that his great work to eliminate the chaos once and for all has only started. He vows to conquer the warp.
    I think it is pretty obvious that the game will be set in this new world. Why would they establish all this in the book when the game doesn’t use it at all, but I haven't seen any actual game material (though there is a slim chance that I get a glimpse this weekend - fingers crossed), so take this into account.

  • Viimeisin huhu uusista säännöistä, jonka valossa tuo edellinen vaikuttaa lähinnä trollaukselta. Nautitaan toki tämäkin suolan kanssa.


    Age of Sigmar offers a skirmish-level fantasy game, he did not know
    whether it would be expanded to a mass-battle game later but he thought it
    would.

    Players take control over several small units, organised into loose groups.
    The models are on round bases. He mentioned that at least at our location,
    people can use square bases if they want to, in fact with the new
    unit formation rules it might be slightly easier to use squares.

    Units can choose how loose their units form up, either very loose (think
    8th ed skirmisher loose) with benefits to movement and defense against
    shooting, tight, or square.

    Tight allows for more maneuvers than square, but is less maneuverable than
    loose. However, if you receive a charge in tight formation you're better
    off in CC than if you received it in Skirmish.

    Square offers almost no maneuverability, you can only move slowly forward.
    However, if you receive a charge in Square formation then you're better off
    in CC than if you received it in Tight or Skirmish formation.

    One of the units in the intro game (the Chosen of Sigmar) can elect to
    change their formation when someone declares a charge against them as long
    as they pass a Ld check (base Ld 8 so it's fairly easy, hero had Ld 9)

    The only real benefit to receiving a charge in Skirmish formation (and
    there are a ton of negatives - you don't get a bonus from your numbers,
    only the models in base contact with the enemy can strike (see below), and
    you can't parry) is that the enemy don't get the bonus for charging you in
    your flank/rear, since the skirmish formation means you effectively don't
    have any.

    A lot of the base rules are the same as in 8th ed fantasy. The same
    statline is there (M, WS, BS etc etc), armour works the same, shooting
    takes similar penalties (long range, soft cover, shooting at skirmishers
    etc), the difference is in the recommended level of play. CC works out in
    much the same way, highest I goes first, units in base contact with either
    an enemy model or a friendly model in base contact with an enemy model get
    to strike, though only the former get to use all their attacks. Casualties
    are removed from the back, as per usual. Different kinds of weapons
    (halberds, spears, etc) and their associated bonuses weren't brought up
    since the models involved only used hand weapons. Hand weapon + shield
    still gives you a parry save though, as long as you received a charge (or
    charged yourself) in tight or square formation, and the attacks weren't
    coming from your flanks or rear.

    GW is trying to push this to be played at the 1000-1500pt level. A lot of
    focus was put on the heroes leading each force, and leaders will have more
    impact on the game. Think LotR Strategy Battle Game and its Warband rules.
    He implied that leaders in general will be more expensive, but have
    more of an impact on the game. So a 1000pt force might be led by a 300pt
    hero who is absolutely the core of the force, and if they die the rest of
    the force is at a severe disadvantage. This goes double if the leader is
    killed in a challenge by the enemy leader.

    On a personal note, the game seemed...fun. The choice between different
    types of formation provided a level of tactical flexibility that didn't
    exist in the old game, but required more forward thinking. Do you start in
    skirmish formation for more maneuverability, risking getting charged with
    no bonuses from your numbers? Or do you form up Tight and split the
    difference? Or do you make like a Dwarf and form up Square and just risk
    getting outflanked? Also, when the two leaders got into a challenge in the
    middle it was exciting - mine was faster but not as strong, hers was slower
    but more likely to do lasting damage. We stopped before one leader killed
    the other though.

    Magic wasn't raised in the intro game, but once again I was told
    it hasn't hugely changed. Only thing I should mention is that,
    aside from some notable exceptions, wizards can't be leaders of a force.

    On a background note - I was laughed at for about 10 straight minutes
    when I told her about the rumours of "Waaaghkin" led by an all-female caste
    of "Nigmos", though he was strangely silent when I mentioned Regalia.

    From what little he did mention, the core races are all-but unchanged in their
    basic background. Humanity is represented by the Empire, with the Chosen of
    Sigmar being an auxiliary detachment that is often fielded alongside Empire
    forces. Orcs and Goblins are there, nothing about 'Nigmos' or whatever.
    Chaos is obviously there, in both Daemon and Warrior form, he didn't know
    anything about Beastmen. Lizardmen weren't mentioned, neither were Skaven,
    Elves were though. Elves are becoming a bit more like Space Marines in one
    specific aspect - they're all one race, but differentiated on the grounds
    of how they wage war, a bit like Chapter Tactics. High Elves will have 'Elf
    Tactics' that reflect their training and drilling, Dark Elves will
    have 'Elf Tactics' that reflect their cruelty and malice, and Wood Elves
    will have 'Elf Tactics' that reflect their reliance on hit-and-run attacks.
    I anticipate this means a single Elf book with basic troop units, some
    specific units for each type of Elf, and the rest of the differences will
    be in these 'Elf Tactics' and colour scheme etc.

    I'm trying to remember anything else, the units were about 10-15 models
    each. The Chaos forces were comprised of a unit of 10 warriors, 15
    marauders, 5 warhounds, and the chaos leader. The Chosen of Sigmar (being
    represented by Lizardmen models as the actual models are obviously
    currently unavailable) had 15 'warriors of light', 10 'hunters' with
    shortbows, and 10 'chosen', plus the leader.

    It seemed a little unbalanced
    in the Chosen's favour, but my manager said that when you're introducing
    people to the game, although you let them pick, you talk up the Chosen more
    so that they're more likely to pick them and be the good guy. That way,
    although it looks fairly even, the Chosen have an advantage. Like other
    intro games that have come before it, it is intended to provide 2 good,
    though small, starting forces.

    It was implied that both armies would
    need 2-3 boxes of troops added to them to get them to 'average game' size.
    This was obviously important because a key part of the intro game is not
    only selling the intro box, but also upselling the customer to get a couple
    more boxes for a bigger force.

    Stat-line wise, though I wasn't told any specifics (this was more a matter
    of 'Okay so the Warriors of Light are in close combat with the Marauders,
    so you go first and hit on...') regarding statlines, this is a rough
    breakdown:
    - Warriors of Light are a halfway point between marauders and Chaos
    Warriors, not as tough or as well armoured, but more skilled than
    marauders, they were hitting marauders on 3s and saving wounds on a 4+
    - Chosen are basically Chaos Warriors, same armour save, they were hit on a
    4+ and wounded on a 4+ by Chaos Warriors, saving on a 4+
    - Hunters are skirmishing bowmen, their only unique aspect is that I think
    their bows are armour piercing. They were hitting stuff at long range
    (range 24") on 5s, wounding Chaos Warriors on 5s, but Chaos Warriors with
    shields were only saving on a 4+, instead of the 3+ they were saving on
    against the Hunters in close combat.
    - Leader of the Chosen was basically the Chosen's statline with +1 to
    everything except Movement and Toughness. He had a sword that allowed him
    to re-roll failed hits against Chaos things.

    I am using the current statlines for Chaos Warriors, Marauders etc in these
    estimations, and they are liable to change.

    Anyway, that's all I can remember. I hope this is informative!

  • Varovaisen kiinnostunut tuon viimeisimmän pohjalta, fluffi tosin vaikuttaa roskalta edelleen.
  • Näköjään sit virallisesti Warhammer Fantasy Battle is no more. (paitsi tietty oldhammerin muodossa)


  • This is pre order week for the Age of Sigmar.. Newest Version of Warhammer!!!!.
    Out with the Old and In with the New...

    Get a new hobbyist into the game with 1 miniature.. (their favorite box set)..

    That simple.. War scrolls come in the boxes. The Rules are only 4 pages long and they are available from the web.(downloadable).. No more heavy rulebooks and army books. All a person would need is their miniatures war scroll.. Now you can get into the hobby and play a game with your favorite miniature or miniatures. If you already have an army. Start Playing as early as July 4th, when the rules and war scrolls are posted. Play games as small or as big as you want. There are no points.. Bases don't mean anything, modular trays don't mean anything. Measure from the tip end of the model.. Base your guys any way you would like too.

    The Age of Sigmar allows you to get some one started with a minimum of $10-40 after that they just purchase miniatures as they want to increase their experience and as the game brings in new characters and armies. There will be new enemies, old enemies, new friends and old friends coming back. You can play with your favorite miniatures, you don't have to be tied down to one particular army. You may like other Units in other armies, well that;s okay..


    And:


    Games Workshop is proud to introduce you to Warhammer – The Age of Sigmar. The old Warhammer World is gone. It exploded and now we can only look ahead at what is to come – The Age of Sigmar. Together we are about to explore new realms. Exciting new adventures lay ahead, with brand new miniatures and new scenarios, set in brand new landscapes. We are opening new realms. Let’s embark on the very first battle of this new era.

    The old Warhammer World is gone, and so is Warhammer Fantasy. Forget what you know about Warhammer Fantasy, as Warhammer – the Age of Sigmar is nothing like it. We are going to introduce you to a whole new experience. A brand new game with brand loads of new miniatures and brand new rules.

    It is different to what you will expect. It is different to what we have done, but it will amaze you and all your customers. Don’t worry. Warhammer Fantasy miniatures stay relevant. Old miniatures can still be used, however how you will play them has changed. Size doesn’t matter anymore. Whether you want to play with 10 or 100 miniatures, it is all possible in Warhammer – The Age of Sigmar.

    The change is big, but you and your customers can still use the existing miniatures. On the 4th of July all the new rules will be available digitally on our website for FREE – It will explain to you how the new game works, and how you can use your old miniatures. The rules will be available in many languages (including Dutch). The new rules for each miniature will also be in the newly rebranded boxes.

    Square bases and movement trays are gone. The new and rebranded products will now come with oval and round bases. However don’t worry, as you can play the game with any base shape you want. No need to rebase your existing miniatures. Bases are now only used to stand up your miniatures and you can use whatever shape base you like most.


    And then from Dakka:


    So, just got off the phone with my GW rep.

    Info I was told:

    -It's not 9th edition WFB, its a totally different game. There is no 9th edition coming. There is no huge rule book coming. Age of Sigmar is the main product.

    -Most of the leaks on the internet are wrong. I'll be able to confirm this Thursday. In particular the bit about different formations is incorrect.

    -The 96 page book is a hobby book, painting, history, how to play examples etc. The 4 pages of rules is indeed the rules. Laminated.

    -Each unit in the game has a War Scroll that has the rules specific to that unit. So rules for each artillery piece will be on that unit's scroll, each monster will have a scroll, etc.

    -The 4 pages of rules and all War Scrolls will be free and online July 4th at midnight. This will be a living document.

    -Cost is 125.00 in the US

    -There may be additional books in the near future, hobbyist/collectors items. Not at all needed for the game, and may not even have the rules in the them. Age of Sigmar: The Big Book of pictures and how to paint....etc. There is no HC big rulebook like we had in WFB, no 3 rule books in a slipcover like in 40k. Just the Age of Sigmar box. And the rules for that box are online and free along with rules for all the old models in your army.

    -Supposedly doesn't matter how things are based.

    -Scales well from skirmish to large battles. Leave your models ranked and on bases if you like.

  • No voi vittu.
  • Kuulemma on tulossa vielä joku vähän isomman skaalan variantti elokuussa.

  • on 1435677327:


    Kuulemma


    Kuulemma ja kuulemma.
  • Mutta breteille ei siis enää tule yhtäkään kirjaa! \o/

  • on 1435693843:


    Mutta breteille ei siis enää tule yhtäkään kirjaa! \o/


    Eiks tän pitäny kuulemma olla se seuraava julkaistava armybook?  :P

  • on 1435677327:


    Kuulemma on tulossa vielä joku vähän isomman skaalan variantti elokuussa.


    on 1435673275:


    Whether you want to play with 10 or 100 miniatures, it is all possible in Warhammer – The Age of Sigmar.

    ...

    -Scales well from skirmish to large battles. Leave your models ranked and on bases if you like.



    Eikös tuo teksti nyt aika pitkälle yritä kertoa, että "isomman skaalan varianttia" ei tule, koska sitä ei tarvita?
  • Tuo lainaus on taas huhusta, joka osottautui vääräksi. AoS on neljä sivua sääntöjä ja parin napin peli.

    Mutta ei siis ole tulossa mitään ysiedikkaa, vaan ilmeisesti pikemminkin vähän laajennettu AoS joka skaalaa esim muodostelmiin.
  • Jymmärrän.

    Eikös tämän pitäisi olla periaatteessa valtavan upea edistysaskel? Kautta aikojenhan on voorumeilla itketty siitä, että Faba vaatii ihan liikaa rahaa ja nappuloita ja GW vain rahastaa avuttomia pelaajaparkoja kalliilla sääntö- ja armeijakirjoilla.

    Nyt jos perussäännöt on lyhyet ja ilmaiset, peliin pääsee ilman 400 euron "kynnysinvestointia" ja uusien nappuloiden säännöt tulee samassa boksissa kuin nappulatkin, niin eikös tämän nyt pitäisi olla hyvä juttu?
  • Juu aivan todella huippua.
  • Olen tällä hetkellä kovin skeptinen sen suhteen, miten tämä "vähän laajennettu" versio taipuu siihen, millainen armeija itselläni on. Mutta odotetaan nyt siihen asti että jotain konkreettista ilmenee, sillä välin mulle kelpaa kasiedikka.
Sign In or Register to comment.