What WHFB and W40K player should keep in mind
Fantasy players as well as W40K players will find some familiar rules with small discrepancies in Age of Sigmar. Especially when you played the other systems over many years, you may overlook some minor issues in the rules, because you are accustomed to something similar. Here are a few things you should pay attention to:
-For now, armies in Age of Sigmar are put together like the unbound armies in 40K, without the point costs. So there are no
restrictions in creating your army. There is not even a rule against playing more then one model of the same special character. You don’t have to play a hero either, you can choose any model to
be your general, for example even a war machine. Who doesn’ like to take orders from the mighty trebuchet? Let's hope there will be some changes soon about the army organisation.
-Magic comes first. While in Fantasy the magic phase and in 40K the PSI phase comes after the movement phase, in AoS magic and hero abilities will be used first.
-Movement the same as in W40K, except that all Warscrolls got there own movement value. That means for Fantasy players, no more complicated manoeuvres, you move them like skirmishers in the 7th Edition.
-Charging works also the same way as in 40K, except that you don’t have to move into base contact, ½” is enough to get into close combat. Fastasy players must be patient, since you don’t charge in the movement phase, instead after the shooting phase. You also throw 2D6, but you don’t add your movement characteristic.
-Also, there is no Initiative in AoS. Attacks are done unit by unit, starting with the active player who chooses one of his units in close combat range and then makes all the attacks. After that the opponent chooses one of his units and so on…. The opponent don’t have to choose the unit that just got hit by the enemy, he may choose another one, what would make more sense, since that unit did not suffer any losses and so are able to deal more damage. For example: Unit A1 hits unit B1, after that B2 hits A2, then A2 attacks B2 and last B1 hits A1. That way each side attacks with one damaged and one undamaged unit. If after the first attack B1 would attack A1, then in the end the active player would have attacked with two undamaged units and the opponent with two damaged units. I hope you know what I mean :D.
-Melee weapons have a range characteristic in AoS, 1” normal weapons, 2” spears and halberds for example. You also have to measure to determine who is able to attack.
-Models with more than one attack may split them up to hit multiple units, if they are in range. This also applies for shooting weapons. For example, a Dark Rider from the Dark Elves got three shots with his repeater crossbow, thereby he’s allowed to shot at three different targets if he wants to.
-Some weapons deal multiple damage. That doesn’t mean that if you deal more than one damage to a model with only one wound, that the rest of the damage is ignored. No, each point of damage that is not saved kills one model.
-War machines and there crew can now be shot at separately. Through that war machines are much more vulnerable, since the crew is easier to kill and without the crew, the machine is useless.
-Finally the last phase: Battleshock. There are neither panic tests nor break test in AoS. Therefore you got the battleshock test. The Undead players may be familiar with the procedure. You throw a D6, add the casualties of the unit and for each point you exceed the bravery of the unit, one model “flees”, means remove models as casualties. What’s Important: All casualties taken in the active turn count for the battleshock test. Losses from magic and shooting are also added to the D6. Units that are not in close combat must also take battleshock tests if they lost models to magic or to shooting attacks.
As I said there are a lot of similarities, but because of that you miss one or two things or play by the rule of one of the other systems. I hope I was able help some of you with his little summary.
Best regards Andy