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post #1 of 22 (permalink) Old 07-06-15, 09:43 PM Thread Starter
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Default First thoughts after AoS game

I had my first game of AoS today, played with the larger Tomb Kings formation (10 models per unit, 3 necro knights) with a liche priest and three chariots against both Ork formations, with units fo 10 (bar the standard boyz in units of 15). Felt like a fairly balanced game due to my standard making it hard to keep units dead, as well as my ranged abilities to compared to his lack of. We added some objectives to capture as an initial game we played led to a massive build up in the middle, so objectives actually gave us a reason to retreat occasionally.

The game itself feels like a build up to the combat phase, as little else really happens at any other point, though that will probably change as new models were released, as at present we are using a lot of 8th ed, which was very combat focussed anyway.

The combat phase is where the tactics come in, I can certainly see why the initial rumours suggested it was like chess. Knowing which unit to attack with first is key to reducing how much your opponent can attack with, as well as how to charge to force you unit to split out of coherency - as units have to pile in to the closest model, but then if they have to get abck to 1" coherency in their next turn they will be forced to retreat, as you either stay stationary or retreat out of 3".

Not measuring base to base is awkward, as it leads to bases overlapping to get in range etc. and models such as the giant are really easy to attack as they have an arm stickingout the side that models can stand under. As a thought for improvements we discussed measuring base to base (as the base shape will have pros and cons to units which balance out, or are negligible) and being base to base with a friendly model in base contact with the enemy counts as being within 1" for the purposes of attacking.

The system is good, and with the addition of more in depth scenarios and models designed for AoS it could be brilliant, there is a lot of tactical thought required, but the lac of balance mechanic is the massive kicker, and it certainly has a long way to go before I play regularly.

What are your thoughts so far?

Me: To be honest im amazed there isn't a chaos god of not revising or at least chaos god of procrastination

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post #2 of 22 (permalink) Old 07-07-15, 02:20 AM
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Originally Posted by falcoso View Post
The system is good, and with the addition of more in depth scenarios and models designed for AoS it could be brilliant
This is heartening to hear, given the overwhelmingly bad response to the whole AoS idea I have read from a lot of Heresy members. Blew me away when I saw that all the rules were on the GW site for free, I'll have to take a closer look.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #3 of 22 (permalink) Old 07-07-15, 05:31 AM
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Absolutely love the game and the new rules, and placed an order straight away.

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post #4 of 22 (permalink) Old 07-07-15, 12:29 PM Thread Starter
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@ntaw , don't get me wrong it does have a way to go, but then there is news of plenty still to come, so I'm optimistic for the time being

Me: To be honest im amazed there isn't a chaos god of not revising or at least chaos god of procrastination

MidnightSun: There will be, when enough people do it. Y'know when the Eldar were all engaging in their hedonism and Slaanesh ripped open the Eye of Terror with his creation? Slaanesh will have NOTHING on the God of Procrastination, and his vile minions will carve the galaxy asunder in a thousand year reign of blood.... Tomorrow
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post #5 of 22 (permalink) Old 07-07-15, 12:35 PM
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As far as balance goes, I noticed that there are "formations" for armies. I wonder if competitive play would be possible if tournaments organised events and stated that only army formations could be taken?
It also gives some structure that some people are looking for.
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post #6 of 22 (permalink) Old 07-07-15, 12:53 PM
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I tried the game last Saturday as well. Honestly I think the core system is solid - If you don't overthink it, it has a fair flow and easy to get into.

I am looking forward to the more advances set of rules, but for starters it got me interested in Fantasy: Something I never was before.

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post #7 of 22 (permalink) Old 07-07-15, 12:54 PM Thread Starter
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@R_Squared , that's effectively what we did, it worked really well and felt quite balanced, as then the only real discussion is how big you want the units which generally works at 10 per unit

Me: To be honest im amazed there isn't a chaos god of not revising or at least chaos god of procrastination

MidnightSun: There will be, when enough people do it. Y'know when the Eldar were all engaging in their hedonism and Slaanesh ripped open the Eye of Terror with his creation? Slaanesh will have NOTHING on the God of Procrastination, and his vile minions will carve the galaxy asunder in a thousand year reign of blood.... Tomorrow
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post #8 of 22 (permalink) Old 07-07-15, 01:02 PM
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Quote:
Originally Posted by R_Squared View Post
As far as balance goes, I noticed that there are "formations" for armies. I wonder if competitive play would be possible if tournaments organised events and stated that only army formations could be taken?
It also gives some structure that some people are looking for.
From the warscrolls I have read, the formations are designed to be thematic rather than balanced: the two WoC formations are definitely of unequal power.

However, as AoS includes a mechanism for unequal forces, it could work.

I suspect it depends on what you mean by competitive play: using formations would remove all the need for army list scoring and such, so would make the game about how you play your army; but also removes the strategy of building your forces to meet unknown opponents, so turns one part of the competition from optimise your forces to pick from two options.
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post #9 of 22 (permalink) Old 07-07-15, 01:45 PM
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I played a quick game just it test the mechanics. It is very fast and quite elegant.

A lot of people have criticised the standardising of rolls but it means that there is very little downtime and chance to make mistakes (we all know that feeling when your opponent tells you his guys were actually toughness 3 instead of 4 right after you roll). I don't think the argument that 'why can my guy wound a snotling as easy as he can a bloodthirster' holds much water either as this is compensated for hugely in wounds, armour and special rules.

However the model-to-model measuring rubs me the wrong way slightly. I understand the idea behind it as it removes the standardising of basing and makes the transition to circular bases while meaning you can keep your square bases smoother, but the concept of having someone overlap their bases onto mine to get more attacks doesn't appeal to me. What about people who make scenic bases? I can see a lot of people houseruling it back to base-to-base measuring.

I'm interested to see the system for competitive balance that is confirmed for coming at some point.

The thing that makes me the most nervous is the confirmation that they are going it phase out the old model line. How can we tell what is staying and going beyond the snippets of fluff changes been revealed so far?
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post #10 of 22 (permalink) Old 07-07-15, 02:28 PM
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Quote:
Originally Posted by alasdair View Post
What about people who make scenic bases? I can see a lot of people houseruling it back to base-to-base measuring.
Hey, that's me!
Honestly, even measuring from the middle point of the base could have been better.

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