Exilian

Site Questions & Governance: The Citadel Quarter => Archived boards May 2017 => Site Archive => Questions and Suggestions - The High Court => Rumours => Topic started by: Silver Wolf on April 07, 2015, 11:35:46 AM

Title: Re: WHF 9th edition / Age of Sigmar
Post by: Silver Wolf on April 07, 2015, 11:35:46 AM
Quote
Release schedule looks like this:

-Rustwalkers, Admech codex - April 3rd
-Onager dunestrider (next week) - April 10th
-Eldar jetbikes, shining spears, codex - April 17th
-Whatever this thing is - April 24th

And rumored contents...

- All-new miniatures
- Rules includes
- Round bases
- Chaos: 2 characters, one of which is exclusive, five Chaos Knights, 10 Chaos Warriors, 5 Chaos Daemons, and 1 Chaos monster of some kind
- Light: 2 characters, 10 Sacred Warriors, 10 Warriors, 5 Sacred Knights, 1 dwarf warmachine
- Light faction models look like Grail Knights

Quote
New info guys. Maybe im misunderstandig the situation, but i think that 9th edition will have 2 ways for play WH. The game coming this month is the skirmish way i think, and the rules for massive battles will come this summer. But maybe im wrong and skirmish is a complete different game, but, 2 starter sets based on fantasy after the world ends seems so strange for me...
Title: Re: WHF 9th edition (April 24th)
Post by: Jubal on April 07, 2015, 11:18:25 PM
Well, we'll find out soon enough - though I still suspect we may not like it much when we do!
Title: Re: WHF 9th edition (April 24th)
Post by: Silver Wolf on April 07, 2015, 11:22:04 PM
Too bad. :/

And I still haven't finished collecting my Empire and O&G armies.
Title: Re: WHF 9th edition
Post by: Silver Wolf on June 06, 2015, 02:46:37 PM
All of the armybooks in stores were replaced by these:

(http://www.tabletopwelt.de/uploads/monthly_06_2015/post-11606-0-97123700-1433580955.jpg)

Seems like we're going to see the new edition soon.
And rumour is that they're going to reboot (restart may be a better word to describe it) the whole WHF universe, focusing on humans vs. forces of chaos with additional factions purely for flavour.
Title: Re: WHF 9th edition
Post by: Jubal on June 08, 2015, 11:56:18 PM
Still feeling deeply unconvinced...
Title: Re: WHF 9th edition
Post by: Silver Wolf on June 12, 2015, 03:15:37 PM
Some of my friends have been in the shops and pretty much confirm what I saw on the net.

Warhammer is turning into a skirmish game and the setting is being rewritten. Sigmar starts a new world after the events of Endtimes (which honestly sounds a lot more boring than the old one).

http://tozudosadieces.blogspot.com.es/2015/06/age-of-sigmar-un-par-de-pistas-y-nuevo.html

Title: Re: WHF 9th edition
Post by: Flamekebab on June 12, 2015, 04:18:57 PM
A skirmish game, eh? I'd be interested in that.
Title: Re: WHF 9th edition
Post by: Jubal on June 12, 2015, 07:39:10 PM
It will probably still be inferior to Mordheim.  :P
Title: Re: WHF 9th edition
Post by: Clockwork on June 12, 2015, 07:55:34 PM
Mordheim was clunky as hell and dual wielding was kinda op.

I agree, Jub :P
Title: Re: WHF 9th edition
Post by: Flamekebab on June 12, 2015, 10:28:28 PM
Mordheim rocks but it's also not supported any more.
Title: Re: WHF 9th edition
Post by: Pentagathus on June 12, 2015, 10:45:41 PM
Don't need no support. Don't need no GW.
Title: Re: WHF 9th edition
Post by: Flamekebab on June 13, 2015, 01:04:02 AM
Not really the point I was making, Penty...

I got into this stuff in 1998. Several games had come out and there were game dev things in WD for Battlefleet Gothic and Mordheim. It was an exciting time with some fun experimentation going on. I'm never going to play WFB. Too many models, not enough time (or money). If they're going to have a skirmish game that I can play in store then that'd be great. As it stands the local GW is worthless to me - I don't have a full 40K army built up again and so gaming there is a non-starter. Warhammer is pretty much the only fantasy setting I can get even slightly interested in and as such having somewhere I could field a small Skaven force, or Lizardmen, or something else, sounds fun.

It's also interesting to see GW doing things slightly differently rather than just staying the course and hoping for the best.
Title: Re: WHF 9th edition
Post by: Pentagathus on June 13, 2015, 10:21:40 AM
Warhammer is pretty much the only fantasy setting I can get even slightly interested in
Really? I generally find it pretty lame, I'm looking forward to the new setting. Maybe.
Title: Re: WHF 9th edition
Post by: Flamekebab on June 13, 2015, 11:15:24 AM
I mostly meant "the races that exist within it don't immediately turn me off" :)
Title: Re: WHF 9th edition
Post by: Silver Wolf on June 15, 2015, 10:55:28 AM
I like WHF just because it isn't a skirmish game. :/

And I love the current setting. The new one sounds like it's made purely to support the gaming system instead of being a full story of it's own.
Title: Re: WHF 9th edition
Post by: Silver Wolf on June 16, 2015, 11:39:02 AM
From Dakka dakka forum:

Quote
No, no, no. No square bases, no rank and file, no two game systems.

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

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.

Quote
"Those rumours sound cool. Perhaps better than the real thing.

But the good guys of the starter really are Fantasy Space Marines for all intents. And nothing else. Even a bit broader than Space Marines, even a bit chubby looking. Models might make reasonable Adeptus Custodes conversions even. And they are all male of course. "

Title: Re: WHF 9th edition
Post by: Silver Wolf on June 24, 2015, 01:56:01 PM
And some pictures to confirm this:

http://www.belloflostsouls.net/2015/06/breaking-age-of-sigmar-pics-details.html

Sad, sad news.  :-\
Title: Re: WHF 9th edition
Post by: Buddy Bradley on June 26, 2015, 08:02:12 AM
Sad, sad news.  :-\
Why sad? Sounds pretty interesting to me - although I can see how it might not be if you have a large legacy collection of minis...
Title: Re: WHF 9th edition
Post by: Jubal on June 26, 2015, 11:09:55 AM
I think it's more saddening for me as I have a lot of attachment to the old Warhammer world with all its fluff and backstory; however good or bad the new system is in gaming terms, it's jettisoning decades of carefully built up detail and I don't think there's anything wrong with mourning that passing.
Title: Re: WHF 9th edition
Post by: Silver Wolf on June 26, 2015, 01:51:57 PM
Pretty much what Jubal said.
Title: Re: WHF 9th edition
Post by: Silver Wolf on June 26, 2015, 06:53:35 PM
Oh, the horror...
These look like Blood Angels.
Chaos looks nice though.

(http://i1215.photobucket.com/albums/cc512/KeeeeeeeX/Svasta/2342342342432.jpg)

(http://i1215.photobucket.com/albums/cc512/KeeeeeeeX/Svasta/IMG-20150626-WA0021.jpg)
Title: Re: WHF 9th edition
Post by: Silver Wolf on June 27, 2015, 09:48:07 PM
(https://pbs.twimg.com/media/CIhlkKxWwAEaqSC.png:large)

(https://pbs.twimg.com/media/CIhl2ArWwAEHc6V.png:large)

[img]https://pbs.twimg.com/media/CIhmBubWEAAVY0n.png:large[/img
Title: Re: WHF 9th edition
Post by: Silver Wolf on June 29, 2015, 10:16:40 PM
(http://www.warseer.com/forums/attachment.php?attachmentid=216125&d=1435579120)


Quote
From GW. Just got off the call with them:

1. There will be no rule book. Ever.

2. All rules will be free. for ever.

3. All models will come with a “scroll” with its stats and rules.

4. All scrolls will be dowloadabel for free on their site starting July 2nd. I will get it all on the 2nd.

5. ALL current miniatures will be supported. they are producing scrolls for every single miniature they current sell.

6. The new boxed set comes with 18 good guys and a hero, 29 chaos and a hero, dice, ruler, 4 page booklet for rules, and 96 page fluff book that sets the background. $125.retail

7. There will be no new 9th edition. ever. this is the new game they will support.

8. They don’t think that’s a problem, as you will be able to use your armies and play it how ever you want. there are no complicated movement rules. Movement is very fluid.

9. they once again said they are a miniatures company, not a games company. but with that said, they want to produce miniatures and support them with a game that lets you use as many or all of your miniatures as you like. so if you want to play with a few fine, or a bunch fine too.

10. rules. it’s a turn base game. you roll off before the beginning of each turn.
there will be magic rules, maybe even cards, not yet.
there are some scenarios in the 96 page book, but the idea is to encourage creating and playing to as many diffrent scenarios as possible (like saga)
it’s still diced based.
bases are no longer important. since movement is so fluid. they chose round because models look cooler on them. you cana keep playing with squares and movement trays.

11. fluuf will be handled with the models as they come out. tons of new things for all factions to be released.

12. no limited edition stuff. but if models don’t sell they will migrate to direct sales on their website (special order) and iof people still don’t buy them, they will be not be supported, but instead will be discontinued once the stock is depleted.

13. Game seems to be fast, and furious.

14. there are no more “armies” persay. instead you build your forces based on the category at the bottom of each battle scroll, :Stormcast Eternal”, “Chaos” “Magical” Elves” Old ones, skaven/dark forces (or whateveer they’re called) etc.

15. the fluff is as rumored:
Old world totally gone. Sigmar saves a bunch of sould (presumably many) of all races.
He discover 8 realms. and populates them. then sets up way-gates to each, and shoots them via lightning bolts onto the worlds.
then they work to stave off chaos. i super simplified this here. sounds much cooler than i just explained.

16. they assured me it’s all about playing how we want, and them being able to sell new models to new people who want to get into a new game, but don’t want 175 models.

17. they fully understand that the scene will now have folks who play with lots of modles and people who play with a few.

18, they couldn’t tell me yet, but it seems the first to be supported will be Elves, Chaos, Humans. new elven stuff for sure.

19. all new scenery and 2×2 tiles for the battle boards.

20. as many of us have been saying for over a year now. it is a totally different game. no more warhammer fantasy. no 9th edition. rules are to be this 4 page pdf period. there will be no 185 page book in the future, or army books. they will have campaign books, fluff books, and so on, but the game has been set up to be about how the players want to play it within the age of sigmar rules environment (guidleines really).
Fantasy is now completely dead. and this new game wants to give us the flexibility to write our own version of the game.

seems fairly interesting if it pans out. Here they are taking a page directly from rules such as Black Powder. interesting actually when you realize that original warhammer fantasy and black powder were written by Rick Priestly. they went back to the master for this…at least in spirit.

The overall idea is:

SPEND MONEY ON MINIS, AND DON’T SPEND MONEY ON A BUNCH OF RULES
Title: Re: WHF 9th edition
Post by: Silver Wolf on June 30, 2015, 07:07:15 PM
Quote
Supposedly from the new WD:

– Nine Mortal Realms, all based on the eight colours of magic, and Chaos makes nine.
– Sigmar rules from Azyrheim, and when a Stormcast Eternal dies, he returns there.
– Four Great Alliances:
– Order: Stormcast Eternals, Steamhead Duardin (Dwarfs), Red Slayers (Mercenaries of sorts. Where the old Empire went?), Aelf, and Seraphon – reptilian warriors who appear out of nowhere.
– Chaos: Fully combined army – beastmen, warriors, daemons, *does* include the Skaven.
– Death: Undead.
– Destruction: Orruks, Grots, Ogors, and ravening beasts beyond count.

Quote
– White Dwarf 75 states bases don’t matter and show a small Nurgle group with round and square bases.AoS World Information
– Nine Mortal Realms, all based on the eight colours of magic, and Chaos makes nine.
– Sigmar rules from Azyrheim, and when a Stormcast Eternal dies, he returns there.
– Four Great Alliances:
– Order: Stormcast Eternals, Steamhead Duardin (Dwarfs), Red Slayers (Mercenaries of sorts. Where the old Empire went?), Aelf, and Seraphon – reptilian warriors who appear out of nowhere.
– Chaos: Fully combined army – beastmen, warriors, daemons, *does* include the Skaven.
– Death: Undead.
– Destruction: Orruks, Grots, Ogors, and ravening beasts beyond count.Turn Sequence:
Hero Phase – Spellcasting and Command Abilities used here.
Movement Phase – Movement in inches, on warscrolls. 5″ seems like the new standard. Cannot move within 3″ of the enemy during the movement phase. Running is a d6 added to the distance. Flying ignores scenery and friendly models, but still cannot come within 3″ of the enemy. Units that start the movement phase within 3″ of the enemy can remain stationary or retreat (moving up to full movement away.)
Shooting Phase – Units that ran or retreated may not shoot. Roll to hit and wound as normal.
Charge Phase – Within 12″ of enemy. Could not have ran or retreated that turn, nor be within 3″ of enemy. Roll two dice and that’s your charge distance. Must end within .5″ of enemy or charge fails and no models move. No charge reactions.
Combat Phase – Charge or units within 3″ of enemy unit. Two steps: 1.) Pile in, may move models in unit up to 3″ towards closest enemy model. 2.) Attack with melee weapons.
Battleshock Phase – 2d6 + Casualties. For each point the total beats the unit’s bravery, one model flees and is removed from play. Bravery is +1 for every 10 models in the unit when the test is taken.Attacking Rules:
Pick attacking unit, and target unit.
1. Hit Roll. No WS vs WS, all to hit rolls are the same regardless of who target is. Based on Warscroll.
2. Wound Roll. No S vs T, all to wound rolls are based on weapon on attacking unit’s Warscroll.
3. Save Roll. Save on Warscroll, modified by attacking unit’s weapon Rend value.


– There are no point values in Age of Sigmar.
– All units will be represented by warscrolls.
– If your side is severely outnumbered, there are several “Sudden Death” objective you can pick from that success will result in your victory.
– Warscrolls have all the rules for the models with them.
– New models will come with warscrolls in their boxes.
– Army books are gone.
– Bases will not matter.
– Measurement is based on closest point of the models. (So yes, a sword that thrusts well past your base is where you’ll be measuring from.)

And these are supposedly the full rules:  ::)

Spoiler (click to show/hide)


(https://scontent-vie1-1.xx.fbcdn.net/hphotos-xap1/v/t1.0-9/11692777_1169929753022424_4312213258320982041_n.jpg?oh=d502d90d1ea4133f2c600bbfb052e365&oe=561EF15A)
Title: Re: WHF 9th edition
Post by: Silver Wolf on July 02, 2015, 07:57:44 PM
A new terrain:

(https://pbs.twimg.com/media/CI6ka3NWUAACvGM.jpg)

Title: Re: WHF 9th edition / Age of Sigmar
Post by: Silver Wolf on July 06, 2015, 12:22:11 PM
Quote
Copying from another forum:

GW had a guy camped out at the Forge World open day whos entire job was to answer questions and talk to people about Age of Sigmar. His entire job is to go to shows and ctalk to people about the new game. For the first time I think ever they're taking Age of Sigmar to Gencon, Comic Con, all the major wargames conventions in Europe etc. They're throwing a considerable amount of money at putting this in front of new audiences who have never played fantasy before. He was also brutally honest and didn't dodge any questions and answered everything he could. I'll start with the negative stuff first.

This is it. There categorically will not be a '9th' edition of fantasy. Age of Sigmar is the only thing fantasy related GW will do for the considerable future.

He acknowledges that the 'funny' rules are rather silly and don't make for a great intro to the system for new people. His response was that the armies in the box set don't have the silly rules. They're there as kind of a celebration and final send off of the old warhammer armies, and he said you might notice the new armies don't have the stupid noises or imaginary friends. This is deliberate, its designed that you'll only generally play the old stuff with your mates since it's a bit embarassing to play in a public place.

The new races will look different to the old ones. Ooruks will not look the same as the orcs we currently have. As such, when they get round to releasing Ooruks, the old models will cease production. He did say that you can still use your old models as ooruks, but you won't be able to buy normal orc boys again.

There will never be points values.

On to the slightly positive stuff then.

They are going to fully support all modes of play, and will be releasing rules to balance armies against each other. There will be narrative campaigns where your forces are picked for you for specific missions, and there will be a system for tournament players to balance lists that isn't based on model count. He did not know the specifics of this, but said it is definitely coming.

The rules will always be free. He said that they are very very aware that fantasy had a massive buy in for someone to get started, as such the game was designed with the ability to play it with one box of models. There will be army books, but every rule in them will be available, for free, online. The books will just have extra background info and scenarios.

GW really are trying harder than they ever have before to make this work. If you're at one of the shows go and talk to them. They want to talk to you about this, but especially they want your feedback on it. As he said, this is totally uncharted territory for them and they are totally open to rules revisions as they go.
Title: Re: WHF 9th edition / Age of Sigmar
Post by: Silver Wolf on August 17, 2015, 11:33:29 AM
There's a new Chaos fortress coming up, and it looks really nice:

http://war-of-sigmar.herokuapp.com/bloggings/102

And a new Khorne hero:

Spoiler (click to show/hide)
Title: Re: WHF 9th edition / Age of Sigmar
Post by: Silver Wolf on December 07, 2015, 02:09:14 PM
Upcoming – Tzeentch Gaunt Summoner

(https://clankhorvaak.files.wordpress.com/2015/12/421245small.jpg?w=540)

(https://clankhorvaak.files.wordpress.com/2015/12/981386large.jpg?w=326&h=580&crop=1)
Title: Re: WHF 9th edition / Age of Sigmar
Post by: Pentagathus on December 13, 2015, 07:48:18 PM
Wait so chaos is pretty much the same in age of sigma? I get the feeling they scrapped the few good bits of warhammer fluff and kept the armadillotiest stuff that tainted the whole game with its wibulnib.
Title: Re: Re: WHF 9th edition / Age of Sigmar
Post by: Jubal on December 13, 2015, 09:46:14 PM
Yeah, Chaos seems to be pretty much unchanged as far as I can tell.
Title: Re: Re: WHF 9th edition / Age of Sigmar
Post by: Silver Wolf on December 13, 2015, 11:19:31 PM
Actually, chaos looks better than ever!

It looks just the way they used to portray it in the official artwork.
Title: Re: WHF 9th edition / Age of Sigmar
Post by: Jubal on December 13, 2015, 11:22:51 PM
I suppose I've always preferred chaos to be relatively "toned down" and Norscan-heavy, with ferocious warriors and insane cultists and then a few really gribbly terrifying odds and ends here and there. Whole vast armies of walking-tanks style Chaos Warriors just always make me wonder what the hell the supply chain is for all those armaments, and overdoing demons and tentacles I think makes them too everyday to be really scary.
Title: Re: Re: WHF 9th edition / Age of Sigmar
Post by: Pentagathus on December 14, 2015, 01:34:09 AM
I wasn't commenting so much on the aesthetic rather than the lore and fluff. The whole chaos vs order/good or whatever just takes too much away from any good storytelling the universe has. Good and evil are subjective concepts and I'm not particularly fond of worlds that don't reflect this. Are there no good norscans? Are norscans human?
Even a villain who desires world destruction doesn't necessarily think of themselves as evil, perhaps they've been so broken by life that they can't see past the armadilloty parts of life and genuinely believe that life is a torment. Instead chaos just seems to be some weird physical embodiment of entropy, except of course that is itself impossible so I have no idea what chaos even means in this context. Chaos is an embodiment of armadillo storytelling if it's an embodiment if anything.
Title: Re: WHF 9th edition / Age of Sigmar
Post by: Jubal on December 14, 2015, 07:21:24 PM
I think Chaos can be done well or badly in the WHFB setting, there's some good fluff there IMO but it gets buried a bit too often.

To my mind, the point of Chaos is not so much that it represents "evil" or thinks of itself in those terms, but that it represents excess and the freedom to act on ones strongest impulses and desires - hence, chaos, the lack of restraint and order. The fact that complete and total lack of restraint tends to create bad guys is I think a reasonable trope, but well-written Chaos is a seductive rather than broad-brush evil force. It manifests best in the soldier whose love of war leads him to turn to a god who thinks of nothing but killing, the desperate wizard who looks at the corruption of the world and turns to Tzenteech in desperation for change, the hedonist who becomes a cultist of Slaanesh, the survivor of a plague-ridden village who turns in despair to worship the force of disease. The demons are sort of vectors for this, they are personifications of this lack of mental restraint that encourage it in others.

Chaos therefore wants two things; firstly, to fulfil the desires of the various cults as personified by the various demons, and secondly to destroy what they see as the shackles on the rest of the sentient races, namely their religions/social order/etc. I don't think a well-written Chaos is really out to annhilate the world in the way some of the WHFB undead are, but they'd like to see a total mess and breakdown of order and dominance of their various cults, demons everywhere etc. The sort of ultras who end up in the actual Chaos armies probably tend to be the most deranged, or perhaps a lot of the marauders have just been recruited en masse with their co-religionists and don't have any way of deserting!

So why does all this not come through in writing for WH? I think it used to more than it ended up doing so; after the Nemesis Crown campaign the writers seemed to be turning more and more to upping the stakes in everything, and ended up completing the journey from the old (say 3rd ed) world which was quite gritty and about continued struggle (including against our own and more literal demons) to a very millenarian end of the world scenario. Like, Storm of Chaos for example was big and rather doomsdayish but it wasn't actually the literal end of the world, just a major catastrophic invasion. The more things were ramped up into "are you on THIS SIDE or THIS SIDE" the more black and white they had to make it and the more you got Chaos just being written as world destruction in army book format.
Title: Re: WHF 9th edition / Age of Sigmar
Post by: Pentagathus on December 15, 2015, 11:50:41 AM
Yeah I haven't read much of the older editions' lore, probably should do though, it'd be nice to see the game before GW became the monstrosity I knew and didn't particularly love.
I wasn't being entirely serious with my last sentence of that post, it was basically meant to be a alternative of saying chaos is literally Hitler. I think it could have been a very interesting "race" if done properly, although I can't see it beeing so much a single race. I mean dark elves for example were generally thought to be aligned with chaos, despite having an ordered an  structured hierarchy. I feel an army book for chaos alone doesn't make much sense, but the option of playing a chaotic version of each race/faction would have worked. I guess a pure chaos army  book could have worked with creatures like beastmen and obviously the demons of chaos. Beastmen were cool.
Also orcs always seemed largely chaotic, yet never aligned with chaos. Again, I think the ability to chaotify individual races would have made for a more interesting fluff gaming aspect and could have cut down the number of army books. High elves and dark elves could have just been elves, with a few special units and characters available to each side (wood elves I guess kind of need to be a seperate thing, but their fluff was lame anyway). I know you can obviously just decide your own fluff and backstory, but I'd prefer the official lore and rules to allow more freedom for players without needing  to contradict the canon.
Title: Re: WHF 9th edition / Age of Sigmar
Post by: Jubal on December 15, 2015, 07:44:44 PM
Well, the "Hordes of Chaos" I think were originally supposed to be specifically Norscans and Old Worlders who'd turned to become warbands or "paladins" of the Chaos deities.

Dark Elves is an interesting one because they did actually explore that at one point - the fluff was that the Dark Elves proper worship a non-Chaos deity who is a war/blood god - but whilst the Dark Elves do enjoy cruelty, they're also in a very regimented system that doesn't encourage true Chaos. Though it was strongly hinted on occasion that their god may actually be analogous to Khorne and they may be worshipping Khorne by accident sometimes. The other thing, though, is that Slaanesh, the Chaos deity always most associated with corrupting elves (the link is made in 40K as well), has a very strong undercurrent/cult in Dark Elf society, and GW did produce a Cult of Slaanesh army list at one point (it was basically DE warriors, lose access to the high-end units but gain access to Slaaneshi daemons). One of the early WHTW releases included the CoS but I got rid of them to put the Dragon Islanders in instead.

As for Orcs I think the point was that they didn't need to specifically worship demonic chaos/didn't see the point of it because they were naturally that way anyway. If Chaos is about unleashing your innermost desires, it has no hold on a species that never put them on leashes to start with!

But yeah, I see what you mean wrt having more flexible fluff, that could have been a good way to go.
Title: Re: WHF 9th edition / Age of Sigmar
Post by: Silver Wolf on January 12, 2016, 06:21:03 PM
Weird and expensive new dwarves (Fyreslayers IIRC? Basically slayers with new and inferior fluff).

Spoiler (click to show/hide)


And Daemons of Chaos alternative from Mantic games:

Spoiler (click to show/hide)
Title: Re: WHF 9th edition / Age of Sigmar
Post by: Jubal on January 12, 2016, 06:22:54 PM
What the actual hell are those dwarves doing.

*weeps*
Title: Re: Re: WHF 9th edition / Age of Sigmar
Post by: Silver Wolf on January 17, 2016, 09:29:50 PM
Their poses, helmets and weapons are absolutely ridiculous. :P