HeelanHammer AoS Great Game Guide (H.A.G.G.G) v1.1 www.heelanhammer.com
These are the restrictions I am using in my inital games. It is a living document and will be updated the more I play, but as people have been asking me a lot – it is presented here.
I am not saying this is ‘the best’ way to play, here is just how I enjoy it thus far. I want to keep it simple and as close to the rules as possible, in order to be (in theory) able to play anyone who is used to playing the game out of the box. A struggle sometimes in previous editions was playing something like ‘ETC’ restrictions with large rules changes on a consistent basis, then trying to have a game with an opponent playing out of the box. It almost leads to playing two separate games on some interpretations!
I also really want to give these rules a go as is (as close as possible).
Ive found so far that the strategical element and often the ‘balance’ and fun of the game is impacted heavily on the scenario you are playing. Playing the ‘standard’ game is probably not maximising your game. Any secnario where the objective is based around ‘killing’ tends not to be as fun as based around objective capture (from my experience).
We hope (and would imagine) GW are going to continue to release scenarios – so lets use em.
Ah, good old ‘comp’ as it was previously known. Ive thought a lot about this and will discuss on a show in the future. Obviously we hope that GW do bring something out to aid us with this, but in the meantime my gaming group (and most of the across the world I imagine) are grasping for some guidelines to help us.
The more I thought about ‘balance’ the more I thought it never really existed. Ever. We had some arbitrary values (points) and some restrictions (rare, core etc) which were a great starting point, but the reason we had comp was because these didn’t ‘balance’. Then the ‘comp’ always had holes in. Hard to explain in text, easier to explain on a podcast 😉
Competitive gamers always picked the most effective thing given any set of restrictions.
So my initial thoughts are to provide an arbitrary value (in this case wounds) and allow people to pick what they want (I certainly want to). If something is super broke, time will tell and comp will come in, adding further restrictive layers for organised play. This isn’t intended to balance, its intended to give some *rough* ‘fairness’ and ‘expectation’ to the forces.
You can talk about survivability and/or damage output of any given model vs another (zombie/goblin vs high elf), but ultimately I am not sure it matters. Pick whatever you think is most efficient given the wound cap if you are that way inclined (I will be!).
There is a great ‘pool’ system being used in UK events as an alternative to this, which can be found on our Clash Page.
Just how I’ve been playing them in my games – there are plenty of ideas out there.
Tips & Tricks
A few things we have picked up so far , to be expanded in a future show.
Choose a scenario to play with your opponent. Some great ‘standard’ ones from the UK’s first AoS event can be found on our page www.heelanhammer.com/clash . Play the turn limit of that scenario or to the agreed time frame or turn count. 5 turns works great. 25 minute toilet breaks are not permitted when you are winning 🙂
Select your force from any available war scrolls as normal.
You may deploy as usual with the following restrictions:
*Up to 120 wounds worth of models
*You may deploy no more than 3 of the same war scroll
*Up to 3 war scrolls with the keyword ‘MONSTER’
*Up to 4 war scrolls with the keyword ‘WARMACHINE’
*Up to 4 war scrolls who are Wizards (Units and Heroes)
*Up to 2 Wizards with knowledge of summoning spells
*Up to 1 war scroll of each ‘named’ Heroes (such as ‘Teclis’) – they are unique
*Up to 50% of the models may be armed with ranged weapons over 10”
For clarity, models have a 360 line of sight.
Pivoting a model on the spot to face another direction is ‘free’ (i.e does not cost movement/no need to measure).
Models may not be placed (‘stacked’) on another models base. In combat if it is obvious that due to modelling or if the base did not exist it would otherwise be possible for a model’s weapon to be within melee range; presume it is. Some ‘fair play’ and ‘gentlemen’s agreement’ is necessary. Don’t be that guy. Some people prefer to measure to bases instead, this also works.
Summoners have knowledge of all units in the controlling player’s war scroll collection where spells are stated (deployed or not).
Models may not summon other models with knowledge of summoning spells. You may not summon copies of ‘named’ Heroes.
You may only successfully cast one summoning spell per turn.
In order for a unit to claim the +1 save roll for terrain, every models must be WHOLY WITHIN the terrain – each model ‘clipping’ a wood is not enough.
Tips & Tricks
Use lots of scenery – you can now!
Use two dice to track turns – you will be amazed how easy it is to forget who’s turn it is!
Expect the game to only go to 3/4 turns in your initial games – this the Age of Sigmar and happens a lot! With play/experience this is not normally the case.
Bring some markers – some for batteshock, buffs and wounds – lots to track!
For for tactical thoughts, apart from listening to our show, check out special guest star Bryan ‘The Hobbykiller’ and his blog at https://hobbykiller.wordpress.com/