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Age de Sigmar


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http://natfka.blogspot.be/2015/06/the-age-of-sigmar.html

Rules
– 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.)


- 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.

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La traduction : 

- Le White Dwarf 75 contiendra une figurine de "Stormcast Eternal"
- Le White Dwarf 75 contiendra les 4 pages de règles de Age of Sigmar. 
 
Règles
- Aucune valeur de point pour les figurines dans Age of Sigmar
- Toutes les unités sont décrite dans des WarScroll (Parchemin de guerre/bataille)
- Les Parchemins de bataille contiennent toutes les règles pour les figurines qui les concernent.
- Les nouvelles figurines seront vendues avec les parchemins de batailles a l’intérieur des boites. 
- Il n'y aura plus de livre d'armée
- Le type de socle importe peu. 
- Les mesures sont faites a partir du point le plus proche de la figurine (si votre personnage a son épée tendue vers l'avant, ce sera a partir de la pointe de son épée.)
 
 
 
Le White Dwarf indique que les socle importe peu et montre une unité de Nurgle avec des socles ronds et carrés. 
 
Information sur le monde de Sigmar :
- Neuf royaumes mortels, tous basé sur les 8 couleurs de magie, le neuvième étant le royaume du chaos. 
- Sigmar reigne sur Azyrheim et quand un StormCast Eternal (ses soldats) meurt, celui ci retourne dans ce monde. 
- Il existe 4 grandes alliances : 
  • L'ordre : composé de Stormcast Eternal (soldats de Sigmar), de Steamhead Duardin (des Nains), de Red Slayers (des mercenaires de toutes sortes), d'Aelf, et de Seraphon (des guerriers reptiliens)
  • Le chaos : composé des guerriers, homme bêtes et démons, mais peut être aussi les Skavens. 
  • Les Morts : Mort vivants
  • La destruction : Orukks, Grots, Ogors, et des bêtes voraces (ndr : j'imagine que c'est les nouveaux noms pour les Orques, Gobelins, Ogres)
 
 
Séquence d'un tour :
 
- Phase des Héros : Lancer des sorts et les capacités de commandement sont utilisés durant cette phase.
 
- Phase de Mouvement : Mouvement en pouces ("), indiqué sur les parchemins de bataille. 5" semble être le mouvement standart. On ne peut bouger a moins de 3" d'un ennemi durant cette phase). Sprinter se fait en ajoutant 1D6 a son mouvement. Voler permet d'ignoré les décors et les figurines amies, mais vous ne pouvez toujours pas vous approcher a moins de 3" d'un ennemi. Les unité qui commencent leur mouvement a moins de 3" d'une ennemi peuvent rester la ou ils sont ou battre en retraite (bouger de la totalité de son mouvement). 
 
- Phase de tir :  Les unité qui ont sprinter ou qui ont battu en retraite ne peuvent pas tirer. Lancer pour toucher et blesser normalement. 
 
- Phase de Charge : il faut être a 12" ou moins d'un ennemi. Il ne faut pas avoir Sprinter ou battu en retraite, et ne pas être a moins de 3" d'une ennemi. Lancer 2D6, cela indique votre distance de charge. Vous devez arrivez a moins de 0.5" d'une ennemie ou votre charge compte comme ayant échouée et les figurines ne bougent pas. Pas de réaction de charge.
 
- Phase de Combat : Les unité chargeant ou les unités a moins de 3" d'un ennemi. 
2 étapes : 
1.) Vous pouvez bouger vos figurines de 3" pour mettre au contact de la figurine ennemie la plus proche.  
2.) Attaquez avec les armes de mêlée. 
 
Phase de résultat de combat (Battleshock) :
Test de courage : Lancez 2d6 + le nombre de pertes. Pour chaque points d'écart avec le commandement de l'unité, une figurine fuit et est retiré comme perte.  
Le test de courage se fait avec un bonus de +1 pour chaque tranche de 10 figurines dans l'unité.
 
 
Règles d'attaque :
Sélectionnez une unité qui attaque et une qui est ciblée.  
1. Jet pour toucher : Pas de CC vs CC. Le jet pour toucher est fixe et est indiqué sur le parchemin de bataille de l'unité. 
2. Jet pour blesser. Pas de Force Vs Endurance. Tout jet pour blesser est basé sur l'arme de l'unité  attaquante indiquée sur le parchemin de bataille. 
3. Jet de sauvegarde. Sauvegarde indiqué sur le parchemin de bataille, la sauvegarde est modifiée par la valeur de pénétration de l'arme de l'unité attaquante. 

 

 

Modifié par Snoops
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via an anonymous source on Faeit 212
No doubt you get many emails claiming to know all sorts of information from
secret sources and the like, so here’s another one for you to add to the
collection. I’ve become somewhat cynical with how things are currently
being run in the design studio, specifically with the direction of
Warhammer Fantasy, I will be following the lead of others and won’t be
staying for much longer, I’ve one final project that I’ve always wanted to
be involved with and that I want to see through. As something to provide an
initial point of reference, Jervis has been reading Paradise Lost recently,
last Thursday (the last time I was in the office) a copy was sat on his
desk under a 10-up Space Marine helmet he uses as a paper weight.

It has been interesting watching from the inside looking out. Particularly
over the last few days, all those leaked bits of information really seem to
have got a lot of people talking. The reasons for the changes to Warhammer
are well documented, and they were not something that was decided in a whim
on a rainy Thursday morning. The End Times were there to let us wrap things
up, try out a few new things and then draw a line under what has gone
before. Personally I loved End Times and would have liked this period of
the game to have continued for longer and really explored.

The new start that begins imminently is just that, a new start for
everyone, will we lose existing players? Almost certainly. Will be attract
new players? We wouldn’t have entered into this project if we didn’t think
we could. This is not an evolution as we’ve had with previous editions,
this is a whole new beast, think Christopher Nolan’s Batman trilogy
compared to what had gone before. Some won’t like the new look of the
miniatures, or the rule set, the role of magic and spells is certainly
going to be something that divides the community, I miss the old system and
think we’ve got the changes to magic wrong.

So why come out of the shadow, I’m bound by a contract, I can’t be giving
clues as to what you’re going to see next month or the month after, what I
want to do is to say that not everyone working on this project agrees with
the way things have gone. I’m quite happy to tell anyone that will listen
that I don’t like the aesthetic or direction that the imagery has moved in,
I’m not the only one, many of those I work feel the same, many have had
models that they have spent hours and hours creating and rendering canned
because they don’t fit with the imagery going forwards. Artwork that will
never see the light of day and narratives that will never be used..

I want the community to bear in mind that store managers have not been involved in
the process, ranting at them because you don’t like this or that in the new
game really isn’t helpful and isn’t fair on them, they are doing their job,
many I know will openly tell you what they think of the new game, this
isn’t Company policy, we’re not the Thought Police, we can’t control what
people say, not yet anyway.

Oh and while I’m out of my shackles, something to ponder on, all the “new
Forces” have not been completed, can you imagine how much work needs to go
into restarting a game like Warhammer. No, what you’ll see over the coming
weeks and months are selected highlights from the next 9-12 months, the
success of the initial releases will determine the rate at which subsequent
releases are made and the development of the range as a whole. Numbers have
been thrown around internally as to what sort of sales need to be made in
the first month for the AoS release to be called a success, our jobs depend
on this success, we have not developed a product that is designed to fail
as come have commented recently.

A final glancing blow, the AoS rules and what they will build into in the
future are not designed for peoples existing miniature collections. That
wasn’t part of the remit, my advice is to use existing collections to proxy
the new range, the material to be released for existing armies has not been
extensively tested mainly because in the process of testing we found that
too much work was needed to get things right. The nature of the new game
makes certain units redundant as they don’t offer any real advantage over
other units anymore. The webstore will be running down stock levels over
the next 3-4 months, recent print runs will keep popular parts of the range
available for much longer than that so no need to panic buy, unless you
love your square bases that is c944477abc92c1c101da485e07ff06d8.gif

Feel free to use whatever information you see fit from my ramblings. The
whole 9 realms that are being reported elsewhere is total rubbish, as are
those names of the factions and races, do people really think we're that
dumb?

 

 

 

En bref un gars du Studio a envoyer un mail anonyme a Natfka.

 

Pour faire court et simple" on est pas tous d'accord avec la nouvelle tournure que prend Battle au studio, Jervis a une casque de Space Marine qui lui sert de presse papier, Ils savent que ça va énervée les joueurs et qu'ils vont en perdre, mais ils espère qui en aura plus qui seront intéresser par le nouveau jeu, car oui, c'est un nouveau jeu.

 

Il trouve dommage que End of Times a pas durée plus longtemps et qu'ils ait pas fait plus de choses avec, aussi les règles pour le moment ne sont pas faite pour les collection de figs existante, les factions ne sont pas finaliser, certaines pourrais faire surface, d'autres pourrais sombrer dans l'oublie, rien n'est définitive car c'est un énorme boulot que de relancer l'univers de Warhammer.

 

Vos figs actuelle, ils conseil de les utiliser pour faire du proxy, jusqu’à ce qu'elles soit mis a jour, ou bien oublier pour de bon, il dis aussi que tous ça est dû au fait que beaucoup d'unités avec les nouvelles règles sont redondant et n'ont plus aucune utilités...

 

Enfin a prendre avec du gros Sel de guerande quand même hein, mais bon voila...

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Salut à tous,

je suis tombé sur le blog d'un joueur qui fait une analyse, personnelle et rapide, des règles de AoS.

 

Je vous mets le lien pour ceux que ça intéresse : https://guerrillaminiaturegames.wordpress.com/2015/06/30/review-warhammer-age-of-sigmar-pre-release-thoughts/

Mais je trouvais intéressant de partager son point de vue, notamment pour ce qui est de l'équilibrage des batailles.

 

 

 

GLOURIOUS VICTORY:

You win by tabling your opponent. If for some other reason the game needs to end (timed rounds?) then you determine your starting model percentage vs. models killed, including any you summoned somehow (their deaths only count AGAINST you though, summoning never towards your starting army size). Lower percentage of casualties is a Minor Victor.

Now here’s the clever part…

SUDDEN DEATH VICTORIES:

This is where you get the model-count balance to the game. If you’re ever outnumbered by a third or more at the outset of a game, you can attempt a sudden death victory. This is huge, you could conceivably win on Turn 1. You might simply have to assassinate an enemy hero or keeo a model alive for six turns. Be it what it will, your opponent has a reason to stop deploying models after you stop. He does NOT want to get Sudden Death beaten because he decided to drop his entire model collection on the table. It basically puts the onus on the first player to decide how big the game will be.

Now TO’s are going to scratch their heads as to how this will be played in Tournaments. There are already a number of easy fixes in my mind. The simplest one is simply a model pool format. Allow players to bring 100 models to an event. They follow normal setup rules for each round to try to achieve victory, but neither player can set up more than 100 models. That means if you set up 67 figures, you’ll never get Sudden Death beaten. Is it perfect? No, but is it really clever. Yes it is.

There are some simple rules for earning stuff between games as well. Might be a fun Campaign or Tournament rule.

 

Traduction :

"Victoire glorieuse :

Vous gagnez en rasant votre adversaire. Si pour tout autres raisons vous devez finir avant alors vous calculez le nombre de figurines que vous aviez au début par rapport à celles tuées, incluant toutes celles invoquées (car leur mort compte dans le total des figurines mortes mais pas dans le nombre de figurines de départ). Celui qui a le plus petit pourcentage de pertes remporte une victoire mineure.

C'est là que ça devient malin...

 

Victoires par mort subite :

C'est là que vous équilibrez le jeu par rapport au nombre de figurines. Si vous êtes en infériorité numérique par un tiers ou plus au début de la partie, vous pouvez tentez une victoire par mort subite. C'est énorme, vous pouvez potentiellement gagner au tour 1. Vous pourriez simplement assassiner un héros ennemi ou garder une figurine en vie pendant six tours. Quoi qu'il en soit, votre adversaire aura une raison d'arrêter son déploiement une fois que vous aurez terminé le votre. Il ne veut pas être battu par une mort subite parce qu'il a décidé d'étaler sa collection entière sur la table. Basiquement, le premier joueur aura un bonus pour décider de quelle taille sera la partie..."

 

 

C'est une subtilité que je n'avais pas compris en lisant les règles au premier à bord. Mais je trouve que c'est un moyen très intéressant de garder une partie équilibrée sans pour autant utiliser des points d'armées.

Modifié par Snikitch
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vu qu'il n'y aura pas de LA contrairement aux autres boîtes de bases.

 

 

Si on se réfère à ce texte :

 

CIxREOAWEAA9xsQ.png

 

...in new books we publish...

 

Même s'il n'y a plus de livres d'armées, il y aura quand des bouquins quelque soit leur nature (et Chéqué avait bien qu'il y en aurait).

 

Attendez d'avoir toutes les pièces en main avant d'hurler au loup.

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je voulais juste signalez une rumeur de warseer (http://www.warseer.com/forums/showthread.php?410599-Age-of-Something&s=8f45690915f7947d1bc59e906f73fab5&p=7480405#post7480405)

 

 

In any case, regarding the rules...
I can confirm that late july early august the complete rulebook, and no, it won't be free. The "ravening hordes" is what will be free (they are calling this reboot ravening hordes because of the simil it has invalidating all the previous stuff, etc) shabby cards to download.

The rulebook, with the magic, objects (magic), and so on, they are calling it expansion and will come in a box sort of like Treason and Treachery (more cards too)

There's a fat (big) rulebook for certain... but certain certain...

I can confirm that now. Another thing is that they don't call it rulebook but "expansion" for mass battles. Remember the AoS box is there as an introduction to the game, sort of like IoB (by the way the cover illustration is awesome).

The heart of the issue, for veteran players comes late this month early august, with the "new magic", "new magic objects", rules, extended fluff, explained and separated factions (the shabby extended).

They say it's for mass battles or semi-mass battles not skirmish so... keep calm.

And then will arrive factions manuals... which are the current codex... on launchs resembling 40k... with their points, fluff, etc..

In the end free, free... and few rules.. well yes, if you buy a box you'll get a card on it but in reality if you want to play something complex... you'll have to pay actual money 

A prendre avec un camion de sel, mais en gros l'idée est: GW est gentille ils vous donnent tout un tas de règle sympa pour un petit jeu, mais si vous voulez jouer à un vrais jeu il va falloir investir dans des add-on qui vont être vendue par la suite (façon EoT).

Je ne sais pas à quelle point la source est sûr, mais allez savoir pourquoi l'idée que GW veuille nous faire payer pour faire passer un jeu apéro à un jeu plus complexe me semble pas déconnant. Le fait que l'on reçoive les règles gratuitement m'a toujours semblé bizarre. 

Sinon pour les règles elles même, je les trouve pas si dégeux, mais l'absence d'équilibrage me gêne aussi (même si il nous manque encore certaine informations).

Modifié par Librarian
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Bonjour à tous,

 

Quelques petties précisions :

 

1°Le livret de 4 pages consitue les règles génériques, du jeu. C'est à dire que chaque, unité disposera de ses propres règles sous forme de "Parchemin de bataille" (c'est plus classe en français ;-)). il n'y aura rien d'autre (et je dirai, dans un futur prévisible)

 

2°les armées "normales" sortiront après (en gros pas les untiés de super élite) et les unités des vieilles armées disposeront elles aussi de leur propre "Parchemin de bataille",

 

3°l'absence de points d'armée est bien confirmée

 

Et pour mémoire, les unités mentionnées dans les livrets fournis avec les boites de bases n'ont jamais eu de "points d'armée" mentionnés.

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http://natfka.blogspot.be/2015/07/age-of-sigmar-getting-in-two-games.html

 

A reader (who is a 40k player) had the opportunity to play the latest Games Workshop release a couple times, the Age of Sigmar. While he relates to the game in 40k terms, it has enough similarities to it to keep the parallels going.


When approached this way, it is difficult to look at a game like this and get a feeling for it on its own terms, however I appreciate the clarity of the unit types by the comparison.

Here is what he said.

via a reader on Faeit 212
So my friend who works for GW decided to give his 40k playing friend a
taste of Age of Sigmar. I seriously doubt he was doing this out of the
kindness of his heart, he’s not exactly the nicest person I know, and I
have a sinking suspicion he was only doing this because he was told by a
higher-up to generate buzz or something. I’m writing to you now, so I can
safely say this plan must have worked.

First off, let me just the models look gorgeous, even unpainted; the
pictures really don’t do them justice. The eternals do have this sort of
space mariney feel to them, but chaos is the real winner here.

Speaking of space marines, a lot of people were bitching that this game was
just going to be 40ked fantasy, this is only half true. The game is very
much a mix 40k and warmahords, and a lot of the fantasy elements feel
either shoehorned in, or completely marginalized to the point of hilarity.
I can safely say that magic has been fixed: it’s not in the game. For all
the talk of gods and magic and wizards and whatnot, there’s not a single
wizard in the Battle for the Gates of Azyr box. Both order and chaos have
priests, who do some crazy I-can’t-believe-its-not-magic nonsense, but
apparently priests and wizards are two totally different things. He
offhandedly mention something about priests being a big thing when gods
came into play, but when I asked him what he was talking about he just gave
me this grin and insisted I just have to wait and find out. I guess I’ll
never know.

Now, for the life of me I can’t remember the names of the units I used
because they’re all so paint-drinkingly stupid, but It’s almost obnoxiously
clear that almost every single units in the box has a 40k counterpart for
you to proxy, so I’ll be referring to everything by their 40k name. I
skimmed through the rules and decided to play as order, and for the first
game we set up everything the way the box recommends: I had two, five man
tactical squads, a three man devastator squad, a three man assault squad,
the caption on his panther, and a chaplain. My friend had two, ten man
cultist squads, a five man Khorne marked chaos space marine squad, a
champion, a greater daemon of Khorne, some kind of chaos taskmaster thing,
and a chaos priest.

The armies are balanced in only the most generous sense of the word. Order
plays very much like a normal 40k army: it was a small and elite force of
units that, for the most part, could pull their own weight. Chaos, on the
other hand, was mostly comprised mostly of absolutely awful cultist and was
carried almost entirely by the bigger “hero” units, who were annoying as
hell and have all kinds of pseudo-spells and bubble effects. The chaos
taskmaster had this one effect that prevented his cultists from fleeing,
while the priest would occasionally give them rerolls to hit. One of the
cultist squads actually manage to tie up a tactical squad for three whole
turns.

Each unit also had a very specific battlefield roll. The tactical marines
played like normal tactical marines, decent enough at everything but I
never found myself thinking they were ever as powerful as I wanted them to
be. The assault squad manages to zip around the battlefield harassing
enemy units with their ranged attack, however the 4+ to hit and wound made
sure there was never any point where those hammers could do any significant
damage. The devastator squad was my personal favorite because their
attacks would do d3 wounds apiece, and can therefor sufficiently deal with
a cultist blob. I had planned on using the priest as a support unit, and
hopefully heal some wounds, but the whole “mortal wound” thing is kind of
ridiculous and I found that I only ever used chain lighting to take
potshots at his chaos space marines. If there was a unit that felt
overpowered it was definitely the captain, who managed to bum-rush the
chaos space marines and wipe them all out in a single turn, and then take
out the daemon a few minutes later. I managed to take out about 3/4 of his
army by turn 6, while my friend had only killed two devastator marines, the
chaplain, and about 6 of the tactical marines, so we called it a minor
victory.

For our second game I decided to try something radical, and I lumped all my
tactical marines together into a single 10 man squad. I figured this way I
could really do some damage with them, and just steamroll my way through
his cultists. This is when the game went to shit, because as soon as he
had the chance my friend’s daemon made a b-line straight for my marines and
then managed to destroy the unit outright in two turns flat. After having
half of my army slapped off the table things very quickly went downhill for
me, and chaos manage to take a minor victory at the end of turn 6.

Rules wise, a lot of it feels like a 40k knockoff or clone, with many of
the rules being just different enough to bug me. The assault rules took me
a while to really nail down, I would keep on rolling to charge and then
think I fail, move on to my next squad, and then be reminded that I only
need to be 3” away. I remember thinking that the ability to just flee from
combat was super neat and useful, but because of old 40k habits I never
actually decided to fall back with any unit. On paper the battleshock rule
really gave me a scare, but I don’t think it ever came into effect. With
leadership 6, rolling on a d6 means that the odds of marine running away
are slim to none, and those ridiculous leadership 9 units we had running
around basically had no chance of getting cold feet. The marines in this
game even had their own version of ATSKNF, and could outright skip the
battleshock phase thanks to my captain’s bubble effect. The cultists only
lost units to battleshock once, and that was because I had manage to body
slam one of his cultists squads with my devastators while his taskmaster
was too far away to try anything funny.

All and all it played like a beta-test, /tg/ homebrewed 40k knockoff. I
had fun with it, and I would defiantly play some proxy battles, or give it
to a friend as a gift, but personally I don’t need the models and the rules
in the box are free anyway.

7/10

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quote_icon.png Originally Posted by pug viewpost-right.png

.... Seems there are additional rules coming and some kind of army composition.
I would have thought that must be obvious .... but apparently (Judging by the last thread) ... not so much. biggrin.png

 

De Harry, du Warseer: Donc oui mes très chers collègues, il va y avoir des règles pour la composition d'armée. 

 

Remercions Saint Harry du Warseer pour ramener le calme et la paix dans nos forums :mrgreen:

 

PS: Le lien, qui va bien, c'est le deuxième post.

 

http://www.warseer.com/forums/showthread.php?410599-Age-of-Something/page7

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nouvelles informations sur https://twitter.com/TLMayesing

 

On aurait plusieurs armée organisé en quatre force.

L'ordre avec

  • les sigmarines
  • les "Dwardin" (Nain?) qui serait des "personnes lugubres" (Grim folk)(ou elf peut être)
  • Les "red slayers" qui seraient des mercenaires (Ogre?)
  • Les "..." (je n'arrive pas à lire le nom) qui semblerait être des planqués (nain?)
  • Les "seraphun" qui serait une bande de lézard sortie de nul part (c'est le texte qui le dit, pas moi)

Le chaos avec

  • Des guerriers du chaos dont la description ressemble à l'armée actuelle.
  • les "savage brayherds" Les hommes bêtes semblent avoir mieux survécu que l'empire  :D
  • Les skavens
  • Les Démons du chaos

La mort avec

  • je n'arrive pas biens à lire le texte mais je peux confirmer que les vampires seront là et nagash aura un rôle important à jouer (je sais y a riens de biens nouveaux)

La destruction avec

  • de nouveau l'image est ignoble mais il y a les peux-vertes et les ogres.

En somme les forces de l'ordre semble pas mal changer par apport à ce qu'on connaissait, à voir si leur styles changes aussi (de toute façon je doute de voir pire que les sigmarines) le reste à l'aire de garder des descriptions proche de se qu'on connaissait avant. (sauf les rois des tombes je les ai vues nul part mais ils sont peut être comprit dans l'armée de nagash).

Modifié par Librarian
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c'est les warscrolls de formation de la boite de base.

 

on devrait avoir des warscrolls de formation à la pelle pour toutes les armées rapidement, et j'imagine que certaines sont modulables, avec des options et tout.

le seul truc qui n'est pas précisé en fin de compte ce sont les effectifs des unités qui d'après les règles on l'air libres , mais sur la boite de base ça donne

 

toutes les personnages et monstres : 1 figurine

Retributors (gros marteaux) : 3 figs

Prosecutors (anges) : 3 figs

Liberators (troufin) : 2 unités de 5 figs

Blood warriors (GdC Khorneux) : 1 unité de 5 figs

Bloodreavers (maraudeurs de khornes) : 1 unité de 20 figs si je lis bien (unit à l'air au singulier)

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