Hello everyone, welcome to the Dominion AOS 3.0 Review new features and enhancement This post will regroup all the info and the news on this release
Hello everyone !!
Review and Cards for Dominion and AOS 3.0
28pt each is steep but with 3+ sv, MW on 6+ and range 2" !
Also lovely model !
300pts ! with only 8 wounds but !
3+sv and 4+ fnp (now named ward save in aos 3.0.
Rez Stormcast wolly within 12" , Prevent Battle Shock for SCE and COS !
Huge damage as well !
That Bodyguard rule is kind of strong ! Hit point Pooling with YnD, will do math tomorrow but...you get 8 wounds for her and 9 wounds from Praetors so 17 + 17*1/3 (for 5 & 6 result) so you need 22 wounds to kill them. But YnD ward on 4+ so you add 1/2 * 1/3 * 17 (2.8) so 25 wounds BUT Ynd Rez Preator each turn ! gaining 3 extra + 1/3 + (1/2 +1/3)
WTF IS THIS SHIT !
18 pts per model ? Wow that is bad even with the -1 to hit taunt
Killa boss have an nice battleshock fixer.
200 pts is ok as you have 10 wound with a 3+, on charge with finest hour (heroic action) you can be 2+ 2+ and save 2+
Auto Include if you play Kruleboys
Run and shoot with a decent ranged weapon ? very neat !
Hasty shot with a +1 to hit from Command make them strong. Sad they don't have a champion so you need someone to babysit them !
-Unit Coherency changed to be like 40k (nor more conga)
-Endless spells : Only the cast can move them, no more than one per mage in the roster, if the caster die it goes back to old ES rules.
-Priest can dispel endless spells
-"Stack" rules (from MTG) added to the game to resolve trigger and simultaneous effects.
-Max +1 / +1 to hit and wounds
-Max +1 to save
-Ward save is "ignore wounds" new name
- No +1 to Bravery for every 10 models
-Each turn they are reset
-First player get 1 second get 2
-Unit Champions can commands but only their unit.
-Heroes can commands to units wholly within 12
-Generals can commands to units wholly within 18
-Totems can commands to units wholly within 18
-each model can only issue a single command per phase
-each unit can only receive a single command per phase
-cannot use the same command ability more than once per phase
Rally : return model on a 6
At the double : Run 6 but declare before rolling
Redeploy: 1d6" reaction move
-Forward to victory : Reroll Charge
-Overwatch (unleash hell) : shot someone that charge within 9"
-All out attack : +1 to hit
-All out Defense +1def
-Inspiring Presence : No Battleshock
No real change (boooo)
-Shield back to +1 to armor ! (YAY)
basic magic is useful again (but there are more ! )
Have 2 base prayers :
-Bless : 6+ wards and 4+ to cast
-Smite : d3 MW on 2+ at 48" against PRIEST only !
So now in matched play you can only use Basic Battalion.
All get you some abilities.
You have a limit (see table) on the number of time you can increase the base size of an unit :
Going to Change the whole game !
One faction is contained in one table. So unless GHB has an order/Chaos/des... table grand alliance army are removed from the game.
Core term for traits Artefacts and Lores. So if you want to can pick these instead of the one in the Battletome !
Some Battalion grant you extra choice.
So i guess the forced Trait and relic from battletome are getting purged (yay)
When you create your army you gain one of each (trait, relics, spells, prayers, triumph)
Battle-lust: Re-roll run & change
Skilled Leader: extra command point in your hero phase on a 5+ (each turn)
High Priest: Re-roll prayers rolls
Heroic Stature: +1 Wound
Master of Magic: reroll 1 cast, dispel or unbind roll once per phase
Amulet of Destiny: 5+ Ward save on the bearer (AUTO PICK !)
Manticore Venom: +1 to wounds with one weapon
Arcane Tome: becomes a Wizard, if they are a wizard they can cast an extra spell
Seed of Rebirth: re-roll heroic recovery rolls
pick an extra spell for each wizard in your army (instead of picking one from battletome, i guess vampire are happy)
Flaming Weapon: Casts on a 4+ and improves the damage of one of the casters weapons by 1 – really good on a combat character with magic!
Levitate: Casts on an 8+ gives a target unit within 18″ Fly
Ghost Mist: Casts on a 5+ and causes a terrain feature to block line of sight.
Ghost mist is AUTO INCLUDE if you want a way to protect heroes from ranged meta ^^. It's awesome to have these spells as an option for everyone !
Guidance: 5+ to gain a command point
Heal: within 12″ D3 wounds on a 3+
Curse: 4+ an enemy unit suffers a mortal wound in addition to any other damage for each hit of 6 against them. Curse is STRONK !
-Use Battlepack now like 40k
-If you finish deploying first you MUST start now.
Pick one out of 3 before the battle for extra VP(3)
Sever the Head : complete this if you kill all enemy heroes
Vendetta : complete this if you slay the opposing general but yours stay alive.
Hold the Line :complete this if you have any battleline units on the battlefield at the end of the game
Pick one each turn, if you complete it you gain 2 vp. Only one of each per battle.
Should force better rounded army !
reak their Spirit – Destroy a unit in enemy territory
Broken Ranks – Destroy one unit from the enemy’s starting army
Conquer – Control a specific Objective Marker that your opponent controlled at the start of the turn
Repel – Destroy one unit in your territory
Seize the Centre – Have more models than opponent within 6″ of the centre of the table
Slay the Warlord – Slay the opponent general
Pick one at army creation, you can use it if you are lower in points.
Bloodthirsty: Once per battle reroll charges on a friendly unit
Inspired: Once per battle +1 to wound on a friendly unit
Indomitable: Once per battle do not take battleshock on a friendly unit
I Will update with GHB 2021 when it arrive!