AOS 3rd Edition Retrospective Tier list



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23 thoughts on “AOS 3rd Edition Retrospective Tier list”

  1. Low bravery armies really like the bravery triumph.
    I play orcs, not allowing inspiring presence mechanics are becoming increasingly prevelant and the triumph once a game gets around that.
    I list build thinking about that triumph

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  2. I understand the point made with Allies. But, I play Cities of Sigmar specifically because I like melting pot factions. A bit of this and that, make it fun and flavorful. I love fun, and to me, playing a mix of factions that work kinda lorefully is just fun.

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  3. HOT TAKE:

    One drop. Broken but salvageable. Change its entire function. Make it like the Regiment of Renown one drop where all the units in that battalion have to drop within 6" of another unit in the battalion and what Battle Regiment as a battalion gives you as a bonus is +1 to the initiative roll of the first round. This also necessitates removing "steal the initiative " from the GHB.

    Also the structure for Battle Regiment would change to force 2 hero mandatory selections.
    What this does is it actually flips the script on one drop. It makes it a bigger negative, but your bonus is +1 initiative. So it's no longer about lowest drop chooses, it's about the initiative roll, and you can have a maximum of 3 because of the minimum 2 hero selection.

    This gives insensitive to take 1 usually to fight for initiative, but gives flexibility on other selections since lowest drop doesn't matter. Or you could play no initiative bonus to force your opponents choice or you can play the +3 to all but guarantee the initiative win if that's your plan. But atleast 3 battle regiments is much more interesting than 1 single drop.

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  4. Ouuu another fun hot take. Probably less controversial.

    Allies. Have allies be forced to only be able to be taken as a battalion. Allied battalion. No restrictions, still only 400 points. (Warmasters excluded) and that allied regiment HAS to start the game only in the second battle round from a board edge. They have to deploy from a board edge, wholly within 6" at the end of your hero phase.

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  5. Make Mystic Shield an invulnerable save like 40K. Its future proof for books gaining or losing rend and you don't stack with all out defense. Things with bad saves will still have bad saves and you as the defender still have hopium to make saves.

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  6. Omg so true. "When GW writes a rule that's the exception to the rule the exception becomes the rule"

    It's so true. That's lazy writing encapsulated. That's what that is. Oh we made something kool, ok give it to everyone, that was easy.

    Also note I THINK LoS is fixed if you have to see the base. Period. That fixes conversions, height modifying basing, windows, etc. if you can't see any part of the units base, but you can still see a part of the model, then you're -1 to hit. And then only garrison gives +1 to save rolls

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  7. 2:49 Bravery shouldn’t matter. Then why should they waste ink on it? Better question is why is my full plate barbarian wearing full plate cursed by the dark gods who would kill his own comrades for power after the battle for power fucking running away from goblins. Failing bravery shouldn’t out right kill models, it should force a retreat or apply a debuff.

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  8. I'd love to see 4e take on the Leader and Attached Unit thing from 10th. Give some characters protection, less "wholly within" to worry about, just the big centerpiece models and buff engines. Gallet's rules told us how much they don't like characters getting sniped. Characters get buffed by unit rules by virtue of being a part of it, units get buffed by character, less measuring, less worrying about not getting your hero to keep up with a charging unit, those currently terrible kinda fighty dudes now have a reason to be included. Nobody ran marine LTs until they gave auto wound on 6s to hit. Oh Knight Questor, I just want a reason to take you off the shelf.

    Very down with Mystic Shield being an Invul/Ethereal. The save stacking to completely ignore Rend and improve saves is real, and that change both gives a good defensive buff, and means less things can be running a 2+. Nighthaunt could use a 5+ Ward version though, to match their 5+ Ward command on account of not being able to use either normal ones.

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  9. On the topic of save stacking, I think it is a good thing. 2nd edition had a worse problem imho, which was that everything died on a whim. Now having a 3+ save means that you can actually be quite survivable, and the opponent has to devote more resources to killing that unit. I get that it opened the MW-creep-box, but I believe there can be a balance in a possibly less lethal AOS edition by toning down the MWs but still keeping a certain amount of save stacking.

    Edit: for the Rend ignore theorycrafting, I think Shield and AOD would still see play but only in good save armies. SCE and STD would still use them, but stuff like skeletons wouldn't. I'd kinda like it tbh (I only play SCE 😳)

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  10. Maybe making Mystic shield award against specifically mortals like raising the casting cost to seven or so, and making it a five or even for up Ward specifically for mortals makes each save bonus specific to a different type of damage to control and follow your enemies units into attacking things you want them to

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  11. Ok I actually like your ideas of foot heroes slowing down just like monsters. Might need balancing but like kill team has a status of injured, if you are below half health you take a penalty to move and to hit

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  12. 1:12:39 why don't we accept the same solution that "fixed" MTG; if an individual or group of individuals came up with a better system that was so well put together that everyone played it then there can still be GW run "standard" events but the reality is everyone only plays Commander. As an example terrain, LoS, etc had been solved in historical games for like 40 years…

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