Welcome to my first musings on learning 3rd edition Age of Sigmar!
I’m sure there will be quite a few of these posts going up in the coming weeks, as I attempt to figure out what I’m doing with AoS. They’re probably more for my own benefit than anything else, but hopefully by publishing my thoughts here, experienced folks can tell me where I’m going wrong!
Very briefly, I think the game system is really interesting. While the free pdf has been called out as coming across as litigious because of the way each rule is numbered, I think this is perfect and in line with a few other games that I’m familiar with, so it’s not unexpected. Especially with a ruleset that can get cumbersome. It’s quite clear, and I think better than the 40k layout. The fact that the sidebar has useful clarifications is nice, too.
The game seems to broadly follow the same basic premise as 40k, which I think started when Warhammer Fantasy became Age of Sigmar with the famous four-page rules sheet, but has evolved and expanded into a much more filled-out game. It starts out with a player code, which basically amounts to “be nice”, and I like that a lot. While attempts are made to summarise basic rules concepts, I was surprised (like many players, I think) that engagement range wasn’t made a thing here – instead, “within 3” of an enemy unit” is used throughout.
There are six phases to the game. We start with the Hero Phase, which is basically the Command Phase and Psychic Phase from 40k. Generals get a command point for the army, and one hero can perform a heroic action. Wizards can cast spells, and Priests can cast invocations.
Next comes the Movement Phase, where units move up to their move characteristic, they can retreat from combat, and they can run (+d6 to their move). The Shooting Phase is next, where units armed with missile weapons can shoot them. Shooting seems to be very much an exception though, unlike in 40k, and within the rule book, actual combat rules are put into the combat phase. After any missiles have been shot, the Charge Phase allows units within 12” of an enemy to charge at them.
The meat seems to be in the Combat Phase, though. Both players alternate fighting with a unit, and there doesn’t seem to be a rule for all charging units to fight first. Interesting. At any rate, after a 3” pile-in move, fights are resolved with the normal roll to hit, roll to wound, roll to save. A big thing here is that it seems wounds spill over within the unit, so one attack doling out 3 damage can kill 3 one-wound models. Interesting. A unit’s saving throw can be modified by rend (AP) on the attacking weapon, and by cover if relevant. A unit can potentially get a Ward save once a wound has been allocated, which sounds a bit like magical protection or something, and can save against Mortal Wounds as well.
I find the development of Mortal Wounds kinda fascinating, as a mechanic that initially represented such devastating damage that you couldn’t possibly defend against it, to the sort of damage that was coming from everywhere, to suddenly being able to defend against it with special stuff, etc. I don’t know anything about the AoS meta, of course, but hopefully it’ll be a bit more sensible here, and mortal wounds will be a bit more circumspect. We’ll see.
At any rate, we finally have the Battleshock Phase. Here, you roll a d6 for a unit that has lost models, and add the number of models slain that phase; for every point by which the result exceeds the Bravery of that unit, another model flees. Coherency needs to be maintained, and if a unit of 6+ models has any that aren’t within 1” of two other models you must remove models until unit coherency is restored, same as 40k.
Overall, I like these rules. It’s interesting to me, that 9th Edition 40k has been somehow clouded for me, while 3rd Edition AoS feels much clearer and better, but it’s very similar. True, the Hero Phase is very different, but it strikes me that games of AoS would be much faster than 40k, and much more enjoyable, dare I say?!
I remember having this chat with the manager of my local GW back when first edition AoS was out, whereby the rules are quite straightforward but the bulk of the mechanics are within the warscrolls, and I think that holds true more than ever in third edition. With all of the allegiance abilities (roughly analogous to chapter tactics), and the command traits etc, it can become quite a task to work things out! But this comes from practice, I suppose, as you become more familiar with your chosen army.
Of course, I haven’t yet played it, so I could be barking up the wrong tree here. I think I played a couple of games with my Nighthaunt at the start of the last edition, and that was pretty good! I think there’s a huge attraction to fantasy for me, because it’s how I got started and all. Each time I find myself in this situation, it somehow feels like coming home for me, and I feel really positive about it all. So hopefully it’ll be a good time for all!