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Post by daniel, why on Feb 14, 2017 13:42:23 GMT -6
If you are curious about Age of Sigmar but think it seems overly simple, this is a great read to showcase some solid tactical play. This article was posted on the Warhammer community site: www.warhammer-community.com/2017/02/14/tactical-toolbox-charging/I know, I know, you roll 2D6, your charge is successful or it isn't--but there's some neat stuff in here. Tell me you don't want to see a giant tree man fighting a horde of shirtless axe-wielding Khorne worshippers. Okay maybe they could put some shirts on, but come on! Tell me this game doesn't intrigue you.
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Post by Nick P on Feb 14, 2017 13:54:18 GMT -6
Just got done reading that before coming here, and as an AoS newbie, it was very helpful.
Just so I'm clear - the whole turn is basically just your army, but in combat, you take turns activating units. And there is no initiative, right? Its just if you charge, you go first, then your opponent swings, then you can swing again with a different unit, then he does, etc. till all units have activated?
So its basically 40k as far as movement and shooting go, but then charging and assaults are slightly different.
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jesse
neophyte
Posts: 732
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Post by jesse on Feb 14, 2017 15:26:22 GMT -6
Cloae combat is back and forth activation with the player whose turn it is going first. So even if you charge with multiple units, only one will necessarily get to strike first... or you could choose a unit that was already in combat from the turn before instead of any charging unit.
Was that what you were asking about?
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Post by Russell on Feb 14, 2017 19:32:00 GMT -6
That's the best thing about AoS, the alternating activation. That's a solid article.
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Post by daniel, why on Feb 15, 2017 16:08:06 GMT -6
I wouldn't even compare it to 40k in movement and shooting, because you Run in the movement phase and you can fire even if "locked" in combat (without penalty, and even at a unit other than what you're locked in with!).
To your comments, Nick, yes, the players bounce back and forth activating units for melee. No initiative for units. However, each game turn, players roll off to go first, meaning there are potential double turns! I like it.
It's helpful to read the AoS rules without drawing on any past GW game knowledge. I know it's not easy to treat it as completely novel with the shared wording and units, but this really is a different beast.
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