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Here you’ll find all the information that we know on Age of Sigmar Second Edition / Soul Wars / AoS 2.0 as and when it breaks. Games Workshop has promised lots of information on Warhammer Community, Warhammer Live and its social media platforms over the coming weeks. I’ll do my best to collate it all in one, easy to find place here. So expect to see all the coverage, news, rules and models as and when we have them.Still playing catch-up in writing everything down given the deluge of information in the middle of June. I sat down with the Core Book and Malign Sorcery and recorded a preview video on Matched Play. I focused on all the new information which has not been previously previewed. Age of Sigmar Second Edition / AoS 2.0Age of Sigmar second edition, the Soul Wars, available for pre-order on June 16th and in stores June 30th.Summary of what we know so far.
Availability of rules – No changes to worry about. Core rules and unit warscrolls still available to download for free. The rules will be larger than 4 pages as Games Workshop are cleaning up and integrating some of the rules which have been siting in FAQs. All existing battletomes will work.
The last four battletomes have been drafted with a consistent set of guidelines based on the future direction of the game (note the previous debates about the “who goes first” roll and the move to “wholly within”). Existing armies are staying – If you have an army in Age of Sigmar now, you can play it in Age of Sigmar Second Edition. The Sacrosanct Chamber Box Set ContentsThe Nighthaunt Box Set ContentsThe Warscroll Cards13 new format warscroll cards that mean you no longer need to squint to read the warscroll card.Turn PriorityIf the priority roll is a draw between players, then the player that went first in the previous battle round wins the roll. Therefore, there is a 16% less chance of getting a double turn.Persistent spells will also interact with the turn sequence in a way that gives a benefit to going second in each battle round (i.e. Giving up the opportunity of a double turn). Picking your generalNow you select your general on set-up.
If your general is slain, pick another model from your army to be your new general. If that model is also a HERO then you can select a command trait for that new general.Command abilities and command pointsThere are some significant changes to the use of command abilities with the new command points system. Every hero can use their command abilities, not just the general, but in order to use them you must spend command points.How do you earn command points?. You gain one command point per turn and you’ll get an additional point at the beginning of the game per warscroll battalion used. You also gain 1 command point for every 50 points you do not spend on units in your army. There is currently a question mark as to whether points spend on battalions and reinforcement points count for this purpose. NB: the 1895 points amount – currently you couldn’t have an army list with 1895 points as all points end in a rounded ten.There are also three new command abilities for use by every army:.
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Inspiring Presence – lasts just for a single battleshock phase (but can be used in your opponent’s phase). At the Double – run rolls treated as a 6 for units in range.
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Forward to Victory – re-roll charge rolls for units in rangeThere are also new realm-specific command abilities depending on the realm you are fighting in.Increased freedom as your choice of general will no longer affect your army build. From a narrative perspective, this is a good change. Why wouldn’t Morathi or Alarielle be the general of any force that they are in?I’d expect that in matched play you can only use command points to access different command abilities, rather than use the same command ability several times (especially given the comments in the Maggotkin of Nurgle Faction Focus).The new command points are also accompanied by new custom dice from Games Workshop.New Terrain RulesNew terrain rules for Mysterious Landscapes – as you will see the less have been changed from 3″ to 1″ and both Deadly and Mystical will have less of a destructive impact on your plans. While Damned terrain is now less of a boon (especially for units that used to generate special abilities on a 6+).Magic: Casting and UnbindingYou can now unbind at 30″, rather than 18″.In order to encourage diversity of army selection and playstyle, the default spells of Arcane Bolt and Mystic Shield have been toned down.Magic: new Magic Lores for the RealmsInstead, there is now a whole Lore of Magic’s worth of spells for almost every realm (7 spells for each of 7 realms), “ depending on where your battle is taking place“. All of these spells are available to any wizard fighting in that realm.It has always been part of the core rules that you select a realm for the battle to take place in before every game, but we don’t often see that in matched play. It will be interesting to see the matched play reception to this spells, especially given the (on paper and highly preliminary) strength of the spell previewed – Banishment.
Just imagine picking up a key enemy unit and moving it within range of your key combat unit or throwing it into the corner of a board so it can’t secure an objective or support your enemy’s forces. Hyish – Realm of LightChamon: Curse of RustI hope we see the return of the great Warhammer Magic Cards set.
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