This weekend, Generals Handbook 2018 goes out with a bang with Lord of War 2019, a 65 player matched play Warhammer Age of Sigmar event in Melbourne Australia hosted by The Dwellers Below. Lord of War and the AoS GT Heat 3 in the UK will see the GHB2018 tournament season draw to a close. One last hurrah before the turn of the wheel and (potentially) a new tournament meta.
In this post, you’ll find the pack, the lists and links to all the coverage planned for the weekend.
As always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
Lord of War 2019 Players’ Pack
Here is the Players’ Pack. Breakdown to come later today.
Hey all, this will be the home of the Battle of the Northern Realms 2019 coverage. Battle of the Northern Realms is an event hosted by Michael Thomson and the Savage Northmen up in Cairns, Australia.
Its been a busy week, so for the moment, here are the links to:
This weekend also saw 90+ players attend the BrisVegas Open at Briscon in Brisbane, Queensland, Australia to battle it out in a hot tin shed. This post covers the pack, the results, awards and pictures of the event. However, the story of the weekend has to Nick Guthrie’s 31 drop Gitmob Grots list with all the Snotling Pump Wagons in Australia.
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
BrisVegas Open Pack
The BrisVegas Open was fought over five rounds using realm artefacts but not full realm rules. The organisers also used a unique approach to scoring. Check out the full pack here.
Bris Vegas Open will be trying a new way of scoring Major and minor victories, this will be based on the difference between the score at the end of the game.
The exact differences will be listed on the tournament scoring sheet at the be-ginning of the weekend.
As an example: Battle for the Pass, if you beat your opponent by 6VP or more you will win a major victory, if you beat your opponent by 1—5VP you will win a minor victo-ry.
The aim of this is to more accurately reflect the outcome of a game being close or a crushing defeat.
Painting and Army List Points Total 35TP
Army list submitted on time 5TP
Army list submitted in correct format 5TP
Army is painted to minimum standard 15TP
Army is painted to a higher standard (per rubric) up to 25TP
Gaming/Battle Points Total 100TP
Available points per game 20TP
Major Victory 16TP
Minor Victory 12TP
Draw 8TP
Minor Loss 4TP
Major Loss 0 TP
Secondary Objective 4TP
Sports Points Total 30TP
Sports Points per game 5TP
At least one Best Opponent Vote 5TP
TOTAL 165 TP
BrisVegas Open Results
The full results will be published to Tabletop.TO, however, for now, here are the top 10. Australian Masters qualifier, Andrew Wright, took out the win with Fyreslayers.
Hey all, now that the weekend is done, we have the results for the South Coast GT 2019, one of the preeminent Warhammer Age of Sigmar events in the world . The 11th year of the event saw 120+ players from across the UK battle it out for supremacy in a hotly contested field. You can read my preview post for a full breakdown of the event pack, or read on for the results.
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
South Coast GT 2019 – Chamber of the 11th Soul
As covered in the preview, the event was fought across six rounds using randomly selected matched play battleplans and pre-determined subsets of the realm rules. So what was in play?
Round 1: Border War in Hysh
Round 2: Starstrike in Ghur
Round 3: Shifting Objectives in Ulgu]
Round 4: Total Commitment in Shyish
Round 5: Duality of Death in Aqshy
Round 6: Scorched Earth in Ghyran
Warhammer TV coverage
Warhammer TV were at the South Coast GT live-streaming all weekend. If you are a subscriber on Twitch, you can go back and watch some top-quality Warhammer commentated by the Warhammer TV presenters with guest commentary from Russ Veal (former UK #1 and Master) and Dan Heelan (of Team England ETC and Heelanhammer).
With thanks to Vincent Knotley, he who corrals the chat, the match-ups on stream were as follows.
Game 1: Sylvaneth vs Anvils of Heldenhammer
Jimbo
Sylvaneth – Ghyran
Alarielle the Everqueen (Throne of Vines)
Spirit of Durthu
Treelord Ancient (General, Gnarled Warrior, The Oaken Armour, Regrowth)
Branchwraith (Ranu’s Lamentiri, Verdent Blessing)
Branchwych (Acorn of Ages, Treesong)
10 Dryads
2 x 5 Tree-Revenants
Household
Gnarlroot Wargrove
Chronomantic Cogs
Kieran
Anvils of the Heldenhammer Stormcast – Ulgu
Lord-Castellant,
Lord-Celestant (General, Sword of Judgement, Deathly Aura),
Lord-Relictor (Soulthief, Translocation),
10 Judicators,
5 Judicators,
3 x 5 Liberators,
3 Prosecutors,
5 Protectors,
10 Retributors
Warrior Brotherhood
Game 2: Khorne vs Deepkin
Paul Marshallsay
Dhom-Hain Idoneth Deepkin – Ulgu
Akhelian King (General, Born from Agony, Cloud of Midnight),
Eidolon of Mathlann, Aspect of the Sea (Sword of Judgement, Steed of Tides),
Isharann Soulscryer,
3 Akhelian Ishlaen Guard,
3 Akhelian Ishlaen Guard,
6 Akhelian Morrsarr Guard,
1 Akhelian Allopex,
Akhelian Leviadon
Akhelian Corps
Mark Wildman
Khorne Reapers of Vengance
Archaon,
Bloodthirster of Unfettered Fury (General, Mage Eater, Crimson Crown),
Bloodsecrator (Skullshard Mantle),
Bloodstoker,
Slaughterpriest (Bronzed Flesh),
30 Bloodletters,
3 x 10 Bloodreavers,
Dark Feast
Hexgorger Skulls
Game 3: Nighthaunt vs Tzeentch
Karl Breakspear
Nighthaunt – Hysh
Dreadblade Harrow (General, Ruler of the Spirit Hosts, Aetherquartz Brooch),
2 x Spirit Torment
Lady Olynder,
Mortarch of Grief (Soul Cage),
Vampire Lord,
10 Bladegheist Revenants,
2 x 10 Grimghast Reapers,
12 Myrnmourn Banshees,
6 Spirit Hosts,
Black Coach
Geminids of Uhl-Gysh
Forest Wilhoite
Tzeentch – Ghur
Gaunt Summoner and Chaos Familiars (General, Arcane Sacrifice, Bolt of Tzeentch),
Lord of Change (Tzeentch’s Firestorm, Gryph-feather Charm),
The Blue Scribes (Fold Reality),
Tzaangor Shaman (Glimpse the Future),
10 Kairic Acolytes,
10 Pink Horrors (Fold Reality),
10 Pink Horrors (Unchecked Mutation),
9 Tzaangor Enlightened on Disc
Aethervoid Pendulum, Balewind Vortex, Geminids of Uhl-Gysh, The Burning Head, Umbral Spellportal
Game 4: Ironjawz vs Maggotkin
Ian Hannam
Ironjawz – Ghur
Megaboss on Maw-Krusha (General, Choppa and Fist, Ironclad, The Boss Skewer),
Orruk Megaboss (Gryph-feather Charm),
Orruk Warchanter,
Orruk Weirdnob Shaman,
10 Orruk Brutes (Gore-hackas, 2 Gore Choppas),
5 Orruk Brutes (Gore-Hackas, 1 Gore Choppa),
10 Ardboyz (3 shields, 7 Big Choppas),
2 x 3 Orruk Gore Gruntas (Choppas),
Ironfist
Chronomantic Cogs
Terry Pike
Maggotkin of Nurgle
Great Unclean One (General, Plague Flail, Massive BileSword, Pestilent Breath, Endless Gift),
Great Unclean One (Bile Blade & Doomsday Bell, Witherstave),
Rotigus,
2 x 30 Plaguebearers,
5 Putrid Blightkings
Thricefold Befoulment
Umbral Spell Portal
Game 5: Daughters of Khaine vs Skaventide
Jack Armstrong
Hagg Nar Daughters of Khaine – Ghur
Morathi (Mindrazor),
Slaughter Queen on Cauldron (General, Devoted Disciples, Gryph-feather Charm, Catachism),
You can see the full results over on Warscore – the top 12 were:
As you can see, we really are starting to see the rise of Skaven in the UK scene, the continued strength of Daughters of Khaine (such a good book) and a mix of Flesh-Eater Courts, the new Blades of Khorne, and soon to be updated Slaanesh.
South Coast GT Top Lists
As everyone is usually interested in lists, the top lists were:
[
I’ll add more lists as I get them.
Painting and Hobby Awards
The South Coast GT is always a great opportunity to see some truly amazing hobby. For the last few years, the event has also run an open painting competition on the Saturday night with a number of great prizes up for grabs. The best place to find the pictures of these events are Heelanhammer and the Pro Painted Podcast on Twitter, check them out.
South Coast GT Photos
Finally, I’ll round out the coverage with a gallery of pictures from the event across the weekend. Check out those sweet tables and armies in action.
Hey all, cutting it fine with my South Coast GT 2019 preview now that the event has started, but better late than never. The South Coast GT has been one of the largest Warhammer Fantasy events in the UK consistently over the last ten years! In this post, I go through the event pack and touch some key points before the weekend. On Monday, I’ll wrap up all the results, awards and top lists.
In the mean time, you can watch all the coverage over on Warhammer TV on Twitch.
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
South Coast GT 2019 – Chamber of the 11th Soul
This year is the 11th South Coast GT! Its held in Horndean Portsmouth by Dan Heelan and Wayne Kemp of Heelanhammer fame and Russ Veal of Facehammer. Previously this event has reached 200 players – this year it looks like around 150 players.
Let’s break down the players pack! You can read it in its entirety here.
SCGT 2019 Player Pack
The event is held over six rounds – a premiere, destination event with a large field needs six rounds often to find a true winner.
Game 1: 9 – 11:45, Saturday
Game 2: 12:45 – 15:30
Game 3: 15:45 – 18:30
Game 4: 9 – 11:45, Sunday
Game 5: 12:45 – 15:30
Game 6: 15:45 – 18:30
Armies are selected according to matched play and General’s Handbook 2018. Rules up to April 20th are in force.
Lists are submitted on the day – so I will do my best to pull the top lists together over the weekend.
Battleplans
All 18 matched play battleplans are potentially in play at the South Coast GT. The battleplan will be randomly determined on the day using the Generals Handbook. Flexibility in army selection is therefore key for success!
Realms Rules
The South Coast GT organisers have selected sets of realm rules from each of the realms. A realm set will be randomly selected for each battleplan.
Shyish
Realmsphere Magic: Pall of Doom
Realm Commands: Soul-Forged Sacrifice,
Realmscape Feature: Haunted Realm
Realm Spell: Unnatural Darkness
Aqshy
Realmsphere Magic: Fireball
Realm Commands: Firestarter
Realmscape Feature: Clouds of Smoke and Steam
Realm Spell: Inferno Blades
Chamon
Realmsphere Magic: Transmutation of Lead
Realm Commands: Adapt or Die,
Realmscape Feature: Rust Plague
Realm Spell: Curse of Rust
Ghur
Realmsphere Magic: WIldform
Monstrous Beasts rule will not be used
Realmscape Feature: Reckless Agression
Realm Spell: Primal Hunter
Ghyran
Realmsphere Magic: Shield of Thorns
Realm Commands: Command the Land
Realmscape Feature: Hidden Festering Corruption
Realm Spell: Realmblood
Hysh
Realmsphere Magic: Pha’s Protection
Realm Commands: Strike quickly
Realmscape Feature: Speed of Light
Realm Spell: Exorcising Beam
Ulgu
Realmsphere Magic: Mystifying Miasma
Realm Command: We will not be using the “lord of the shadow realm” command ability
Realmscape Feature: Darkly Shaded
Realm Spell: Bridge of Shadows
South Coast GT Scoring System
The Overall Champion will be the person with the most Tournament Points. So how do you score Tournament Points?
Army is painted to the minimum standard = 20 TPs
Army is cohesive = 10 TPs
Army list in on time = 5 TPs
Army list is legal and in correct format = 5 TPs
Major Victory = 16 TPs
Minor Victory = 12 TPs
Draw = 8 TPs
Minor Loss = 4 TPs
Major Loss = 0 TPs
Hidden Agenda Points = 24 TPs available
1 TP for each Hidden Agenda completed
1 TP for each Hidden Agenda your opponent did not complete.
The tiebreakers are:
Who has scored the most Hidden Agenda points
Strength of Schedule (combined gaming point score of all opponents)
Hey everyone, today I have the first in a new series of articles with Nico on rules issues in Warhammer Age of Sigmar. To kick off the series, we are delving into the rules for sequencing and activation in Age of Sigmar – a hot topic currently with the recent prevalence of rules disrupting the usual order in the combat phase. Feel free to drop a comment at the end of the article with your thoughts, reasoning and ideas for future articles in this series.
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
Sequencing in Age of Sigmar
The sequencing of abilities in Warhammer Age of Sigmar has always been important, especially in the hero and combat phases. The order in which particular abilities are activated by you and your opponent can be crucial to the outcome of the combats involved. Piling in cleverly, casting spells in the wrong sequence or inadvertently dragging a monster into combat can make a big difference.
With recent battletomes, especially since Maggotkin of Nurgle and Daughters of Khaine, we are seeing more abilities which modify, or operate outside of, the usual turn sequence. Therefore, a careful examination of these abilities and the sequencing rules is timely.
Reading this article will
help you understand the nuances of deemed phases (typically movement, charging,
shooting or combat in the hero phase); the sequencing of abilities within phases (Start, During and End); and explore examples of combos and counters that rely on
these nuances that you can use in your games. The first part of this article covers deemed phases,
while the second part covers the start, body and end of phases (sometimes
likened to subphases); the third part discusses the ongoing “Activation Wars”.
Part 1: Deemed Phases
A game of Warhammer Age of Sigmar is split into Battlerounds, Turns and Phases. Several abilities allow for units to do an action or use an ability in a different phase than normal – typically fighting (piling in and making attacks), shooting, moving or charging in the hero phase “as if” it were the combat, shooting, movement or charge phase respectively.
The “Deemed Phases Rule” or “DPR” provides that a unit doing an action in the hero phase cannot benefit from another ability that is described as applying only in the combat, shooting, movement or charge phase respectively. In other words you read “as if” it were the X phase in the narrowest manner possible.
The DPR began as an FAQ (since amended) to stop a particular Sylvaneth combo involving teleporting to 9” away and then moving afterwards using Free Spirits (granting a move as if it was the movement phase) in a combo with Forest Spirits (Teleport to 9” away and all models within 3” of a Wyldwood) to allow Kurnoths to get 9” away and still be able to move in the actual movement phase for an easy charge:
The current incarnation of the DPR is:
The DPR lightswitch effect
While the desire to tone down certain combos is understandable, the DPR created some situations which were arguably immersion-breaking (from a narrative perspective).
Darkling Covens units have a Darkshields rule allowing them to “re-roll failed saves of 1 or 2 for this unit in the combat phase…”. However, if those units were attacked in the hero phase (by say a Blades of Khorne unit using Blood Tithe) then the Darkling Covens lost the benefit of their shields.
Plaguebearers losing their protection to shooting if that shooting occurs in the hero phase (such as with the Kunnin Rukk formation in Bonesplittas).
the Verminlord Deceiver losing the -2 to hit from being shrouded in darkness.
Now the Verminlord at least has been fixed with a warscroll change in Battletome Skaventide making the -2 to hit ability apply in all phases.
Abilities that apply at all times are, therefore, fundamentally more valuable and easier to apply than those which are tied to a particular phase. For instance, all the abilities of the Kunnin Rukk (extra attacks, exploding attacks +1 to hit etc.) are not tied to particular phases, which makes it even more powerful. Conversely the rarely seen Blood Stalkers (aka Snakes with Bows) do not cause mortal wounds if shooting in the hero phase because that is ability is solely limited to shooting in the shooting phase.
It is likely that over time we will see a shift away from some of this phase-dependent wording.
We can draw some general conclusions from the
above:
abilities only work in the specified phase.
the phases and sequencing rules are interpreted strictly.
Part 2: Sequencing within a Phase
Over time, Warhammer Age of Sigmar has introduced new abilities that are activated during either the Start or the End of a phase (or indeed a Battleround/Turn). This sub-division of phases has also been the subject of FAQs and commentary published on Warhammer Community.
Summary
We can summarise the
effects of these rules and FAQs as follows:
The Start, During and End parts of a phase are important distinctions in the rules.
The concept of a Start of a phase is meaningless if normal During part of the phase abilities can be used beforehand (see the Morathi example below).
Many abilities (7 or more from both players) can be used in a given Start of a phase – the rules and FAQs specify exactly what order these abilities are to be resolved in.
The active player (the player whose turn it is) does all of its simultaneous abilities in an order of its choice, then the non-active does all of its simultaneous abilities in an order of its choice.
Hero/combat phase abilities (technically “During part abilities”) cannot be used before start of the hero/combat phase abilities
Hero/combat phase abilities cannot be used in the Start of the hero/combat phase at all.
By symmetry (the Start and End are symmetrical about the middle of the phase) hero phase abilities cannot he used after any End of the hero phase abilities and cannot be used in the End of the hero phase at all. For example, if Savage Boarboy Maniaks pile in at the End of their combat phase (for the second time) – anyone who as a result becomes within 3” would not be able to fight as it’s already the End of the combat phase and it’s too late for normal activations that are only allowed in the During part of the combat phase.
During part of the hero/combat etc. phase abilities can only be used in the During part of a phase (not in the Start or End). Although see further below.
Given the above, the Start, During and End parts of each phase can be likened to discrete subphases. Certainly a subphase model makes it easier to explain these rules.
Given the importance of the start and the end of phases, it seems appropriate to generalise the FAQ above to abilities only work in the specified subphase (Start, During or End of a phase)
The phases and sequencing rules have been interpreted strictly even where this leads to odd results.
I’m now going to try and illustrate the effect of these principles with some practical examples.
Mostly
Grots II
Nasty Skulkers were one of the first units to take advantage of the start of the combat phase with their appropriately named signature ability:
A Nurgle Start of the hero phase can be a
complicated procedure – here’s my script for a Nurgle Beasts of Chaos List:
Start of Hero Phase Gain CP Trees Mortal Wound on a 4+ within 3”
3 Contagion Nurgle in my territory 3 Contagion Nurgle in their territory 1 Contagion No enemy models in that territory D3 from Tree with no enemy within 3” Grandfather’s Blessing – nudge wheel
The Glottkin heal D3 Wounds
Centigors
Drunken Revelry +1 to Hit and be Hit
Take
Damned buff
There are 7 (pure coincidence) abilities that
I can choose the order of in my start of the hero phase:
Q: If several abilities are triggered at the same time (at the start of a hero phase, for example), how do you determine the order in which they are used?
A: If several abilities can be used at the same time, the player whose turn is taking place uses their abilities first, one after the other, in any order they desire; then the player whose turn is not taking place uses their abilities, one after another, in any order they desire. The same principle applies to any other things – such as command traits or artefacts of power – that can be used simultaneously.
The practical significance of this is that I have to decide whether to get the Centigors drunk (a double edged sword as the enemy get +1 to hit them) or take the Damned buff before I can see whether I cast both Blades of Putrefaction and Fleshy Abundance to buff them. I have to make these commitments without the knowledge of what the casting and unbinding rolls will be.
It’s worth emphasising that the FAQ provides that the active player must do all of their abilities first – rather than being able to choose (unlike in Warhammer 40,000). So against Blood Tithe, the Nurgle army above would do all seven abilities above (but not cast any spells like Mystic Shield which occur during the hero phase) before the Khorne player is able to use its start of either player’s hero phase pile in and attack using Apoplectic Frenzy for 4 Blood Tithe.
Take
your Daughter to the Slaughter
Daughters of Khaine is the book that turned the “start of the hero phase” versus “during the hero phase” into a critical distinction.
Morathi’s “go Hulk” Ability (whether deliberate – Monstrous Transformation – or because she took Damage and has to roll – The Truth Revealed) is a start of the hero phase ability.
So is the Khailebron Mistress of Illusion teleport.
As these abilities must be used in the start of the phase, Morathi can neither cast 3 spells with her buff to casting and double range (as spells are cast during the main body of the hero phase) nor use her command ability to make two units shoot or attack; before going Hulk.
The sequencing rules make the use of Morathi a delicate trade off between defence and melee offence on the one hand versus magical power (and the command ability) on the other hand.
In my view it’s still the best warscroll that Games Workshop have written to date – perfectly fitting the narrative and fascinating in Matched Play.
There is also an interesting question of
whether to go Hulk and then teleport or to
teleport and then go Hulk. As both abilities are simultaneous – Morathi gets to choose.
Part 3: The Activation Wars
The most recent Warhammer Age of Sigmar battletomes, in particular Flesh-Eater Courts and now Slaanesh, have only further highlighted the significance of the timing of fighting in the combat phase. I go through some more examples now to try to work through the principles.
Strike Quickly in Hysh
Strike Quickly is a command ability allowing a unit to fight in the start of the combat phase.
You cannot use it multiple times on the same unit in the same combat phase (as you can’t trade the right to fight later for fighting now once and still have the right to fight later ready to trade again). However, you can use it on multiple different units.
The sequencing is clear –
the start of the combat phase begins – it is up to the active player to do all
of its start of the combat phase abilities before the non-active player can
do any of its abilities (including Strike Quickly).
This is fine if the active player wants to attempt to (a) Strike Quickly and then (b) activate a regular unit as normal in the body of the combat phase. The non-active player can also spend a command point to use Strike Quickly before (b) happens and potentially neuter the unit that was planning to do (b).
The tricky part is if the active player doesn’t want to use Strike Quickly – if it has fewer command points for example or needs a command point for something else later. The threat that the non-active player may use Strike Quickly can force the hand of the active player (as if it chooses not to use Strike Quickly, then the non-active player can use it and neuter the hammer unit of the active player). We’ve encountered this exact situation in recent games in Hysh.
If the active player asks
the non-active player whether it is planning to use Strike Quickly it is trying
to gain extra information that the sequencing rules would normally deny the
active player. The non-active player should simply not respond – it is entitled
to decide after the active player. However, the non-active player should not
bluff or lie in this situation either. It’s an interesting mini-game.
A busy
start of the Combat Phase with Fanatics
Both Loonsmasha Fanatics from Gloomspite Gitz and Morrsarr Guard from Idoneth Deepkin have abilities relevant to the start of the combat phase. The result will often depend on whose turn it is.
If it’s the Gloomspite Gitz turn, then the Loonsmasha Fanatics charge the Eels. Then in the start of the combat phase, they use their Whirling Death ability to hit the Eels before they can use the Eel Zap ability to kill them with mortal wounds. The start of the combat phase ends and in the body of the combat phase, the Gloomspite Gitz player can activate another unit as normal (20 Squig Herd), then the Sylvaneth player activates a unit etc..
If it’s the Sylvaneels’ turn, then the Eels can Zap the Loonsmasha Fanatics for about 9 Mortal Wounds.
It’s worth recalling that High Tide has recently become a Start part of the combat phase ability (Errata, March 2019), so Fanatics no longer always fight before Eels. This is a large buff for Idoneth.
Fanatics
vs Sequitors
Another interesting example is Fanatics vs Sequitors. While Sequitors have a permanent reroll 1s to save Shield (which ignores the DPR above), their ability to choose between reroll all saves and reroll all failed hit rolls is a start of the combat phase ability:
If the Fanatics charge in their turn, then following the FAQ, they clearly attack the Sequitors before the Stormcast player is able to make this choice – so the Sequitors cannot pick reroll saves before getting crushed by -2 rend.
If the Sequitors charge in their turn, then they can make the choice before the Fanatics attack them (both in the start of the Combat Phase). However, the challenging subtlety is that read strictly while the Sequitors’ Aetheric Channeling choice is made in the start of the combat phase, the effect of that choice only applies “in that combat phase” (i.e. in the Start part of the combat phase).
We’ve already seen that the phases and subphases are interpreted strictly and so arguably the Fanatics will still be able to smash the Sequitors before the reroll saves kicks in (as all the start of the combat phase abilities must take place before any combat phase abilities take place). Please see below regarding the Triggered Exception for another possible explanation.
Another example is the poor unfortunate
Darkling Covens who arguably don’t get to use their reroll
1s and 2s shields against Fanatics or a unit attacking with Strike First
in Hysh in the start of the combat phase or a Gristlegore
Savage Strike Abhorrent Ghoul King on
Terrorgheist (“Flappy”).
Fanatics
vs Blood Warriors or Death Frenzy Stormvermin – the Triggered Exception
You might have thought from the above that Fanatics that kill Blood Warriors in the start of the combat phase likely do not trigger No Respite, but would clearly trigger Death Frenzy on Stormvermin (which is consistent with the idea that different words lead to a different result):
“No Respite If a model from this unit is slain in the combat phase, before that model is removed from play, that model can make a pile-in move and then attack with all of the melee weapons it is armed with.”
“DeathFrenzy….Until your next hero phase, when a model from that unit is slain, before it is removed from play, it can make a pile-in move and then attack with all of the melee weapons it is armed with.”
Death Frenzy is entirely independent of phase, so it works if spells or shooting kill the models or even in the start of a battleround after the initiative roll (for example, by predatory Endless Spells).
However, in a major ruling on 21 March 2019 in an article entitled “Who fights First?” (the “TriggeredException”), Games Workshop indicated that things that happen in the start of the combat phase still count as happening in the main body of the combat phase!
This ruling erodes the previously firm borders of the different sub-phases of a phase – but only in relation to triggered abilities (or reactions perhaps); and only in one direction. The slaying of Blood Warriors in the start of the combat phase – counts as slaying of Blood Warriors in the main body of the combat phase – hence it triggers No Respite.
It’s worth emphasising that the Triggered Exception is a narrow one – this doesn’t turn the start/during distinction into a free-for-all. Nevertheless – this ruling may be confusing for casual or newer players – especially given the Deemed Phases Rule and the otherwise strict borders of the parts of each phase.
Turning back to our Sequitor friends facing the Fanatics in the Stormcast turn, arguably the decision to use Sequitor Aetheric Channelling in the start of the combat phase is itself the “trigger” for the During part ability reroll failed save rolls, so the Triggered Exception allows the rerolls to work even in the start of the combat phase vs the Fanatic attacks.
Gristlegore
and the Triggered Exception
The Triggered Exception greatly buffs Gristlegore. Feeding Frenzy is a During part Command Ability that is triggered by having fought for the first time in the During part of the combat phase. Prior to the Triggered Exception, it seemed that Savage Strike – a Start part ability – allowing a Gristlegore Flappy to fight in the Start part of the combat phase, would not count as fighting in the During part – such that the Flappy could not combo Savage Strike, then Feeding Frenzy – for a double activation in the Start part of the combat phase.
Feeding Frenzy is a during the combat phase ability “in the combat phase”. On the previous assumption that the subphases are discrete (with firm borders), this Savage Strike Flappy would not satisfy the requirement for Feeding Frenzy of having already fought “in the combat phase”.
Unfortunately, the Triggered Exception reverses this and specifically allows this combo to work. The Flappy’s Start part Savage Strike doescount as happening during the combat phase for trigger purposes – and so the Flappy can use Feeding Frenzy in the start of the combat phase!
It follows from this that if a Flappy uses Savage Strike then it cannot use Call to War – as to be eligible for Call to War you must not have fought during the combat phase. As we’ve seen, Savage Strike does count as happening during the combat phase for triggering purposes.
The
Khorne FAQ: Gristlegore gets even better
As can be seen from the underlined wording
above, Savage Strike is a mandatory rule (there is no “can” or “may” unlike in
optional rules). It is common for AoS rules to include trade-offs – so gaining
a great benefit of always fight in the Start part could be accompanied by a
small weakness. This led many players to conclude that whether or not the
Flappy was actually able to fight (i.e. pile-in and attack) in the Start part
of the combat phase, it had already traded its right to fight normally in the
During part for the right to Savage Strike.
This left armies with a soft-counter to Gristlegore – by charging another FEC unit, then leaving a trail of models over to the Savage Strike Flappy, some of whom hover 3.1” away from the Flappy. The Flappy has to use Savage Strike in the Start part of the Combat Phase. The thinking was that this meant that the other player could then pile in 3” and attack the Flappy in the During part, without fear of retribution (unless it died – triggering Call to War).
The Khorne FAQ provided this:
“Q: Some abilities say that a unit fights at the start of the combat phase. What happens if that unit is not within 3″ of the enemy, but later in the phase an enemy unit piles in to within 3″ of it?
A: A unit that can fight at the start of the combat phase but does not do so is allowed to fight normally during the combat phase should an enemy unit move to within 3″ of it.”
This reduces the ability of a normal army to soft counter Gristlegore by clever positioning. The fact that the Maw has a 3” reach makes things even harder.
Countering
Gristlegore and the Activation Wars Meta
It is possible to zap off the Flappy, kill it using other start of the combat phase abilities or just accept huge losses or tank them – 30 Hearthguard Berserkers to the face?
One option is to baselock the Flappy on its left with chaff, and have a hammer unit with models chained to 3.1” away from the Flappy on its right (having charged another FEC unit and strung out to make your unit eligible). Savage Strike is still mandatory – so the chaff die, but the Flappy cannot get into 3” of the hammer unit to do a second pile-in (as baselocked). Then when it dies in the During part, it’s not eligible to fight on death with Call to War.
The cleanest solution is to do the same thing
with the Doppelganger Cloak (only in your own turn). Move in your hammer
monster (a Loonboss on Mangler for example). In the Start part, you don the
Cloak, then the Flappy must use Savage Strike, so it must fight – i.e.
pile-in and attack. As the Flappy cannot target the Mangler, all it can do is
pile-in. Though watch out for anything else within 6” as it will not be
baselocked. Best of all, because the Flappy has attacked – it’s not eligible to
fight on death with Call to War.
In your turn, you can use your own Start part
Abilities to kill a Flappy relatively safely before it can double activate and
take your units off the board. Eels can Zap and then attack it in their turn
during High Tide for example.
Other things to remember in the Activation
Wars include:
Eligible to pile in from within 6”
units (Slaanesh, Khorne, Sisters of Slaughter) allow you to safely stand 3.1”
away and run down the clock on the Start part of the combat phase, then attack
the Flappy.
Impact hits predate the Start part
of the combat phase, so Bloodcrushers etc. can chip off the final wounds. If it
does in the Charge phase, then it cannot use Fight on Death.
Death Frenzy (above) or
Magmadroths #BleedMeta (do Mortal Wounds back as you take damage in the combat
phase) can hurt the Flappy (mutually assured destruction).
Khorne have access to a fight in
the Start part Artefact (the Halo of Blood in The Bloodlords Slaughterhost).
Sensibly the fight twice Command Ability (Leave None Alive) is in a different
Slaughterhost (Reapers of Vengeance), which mitigates this. However,
Bloodthirsters in Tyrants of Blood or Bloodmasters and Bloodletter keyword
units can trigger chain activations after the initial Start part Halo of Blood
activation.
Fyreslayers appear to have some
level of Start part Activation and fight twice.
The Betrayer’s Crown in Ulgu
(anti-horde artefact).
The Rustfang and The Moonface
Mommet – Nurgle and Gitz Artefacts that debuff armour.
The Flappy is resistant to
chipping away damage as all the output is in the Maw and the Maw doesn’t
degrade. Unbinding +D3 Attacks will help. Debuffs can help a little, but -1 to
hit is of limited value as the Flappy will be rerolling failed hits (1,
2 or 3) fishing for natural 6s anyway.
Debuff
Spells
Itchy Nuisance, Soul Cage and the Wildfire Taurus all force an enemy unit to fight in the end of the combat phase. If this directly contradicts a right to fight in the start of the combat phase, then the second ability to be applied will trump:
“Q: If a Wildfire Taurus’ Whirlwind of Destruction ability forces an Idoneth Deepkin unit to fight at the end of the next combat phase, but the High Tide battle trait is in effect, does the unit fight at the start or the end of the combat phase?
A: If two abilities that apply to a unit are contradictory and cannot both be applied, the one that was applied second takes precedence.”
So Savage Strike turns on at the start of the game, so will always be trumped. Conversely Strike Quickly or the Quicksilver Draught are used in the start of the combat phase, so necessarily after the hero phase (when spells were cast), so they would trump these Debuffs.
Locus of Diversion
Looking ahead to the Slaanesh Battletome – their fight in the End Part debuff (Locus of Diversion) has a different interaction with a fight in the Start Part rule (e.g. Savage Strike) – the Abilities cancel out – which is very interesting.
Conclusion
Hopefully you’ve found this article illuminating. The correct application of the sequencing rules can help you build combos; and allow you to counter combos or particularly strong units in your opponent’s army or mechanics like Savage Strike or High Tide. Any comments and thoughts are most welcome.
Written by Nico. You can find me on Twitter at @Niconarwhal or on TGA as Nico at the NicoLab – my blog – I may have been known to lurk in a few WhatsApp chats as well.
Credit and thanks to Alex Kew for coining “The Activation Wars”.
Hey all, the last post in my Adepticon 2019 series is covering the Age of Sigmar Championships held over 30/31 March 2019. 180+ players playing 2,000 point matched play Age of Sigmar in the halls of Adepticon, the world’s premiere wargaming convention, just outside Chicago, USA. For more Adepticon 2019 coverage, check out:
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
Adepticon 2019 Championships
The Adepticon 2019 Championships is the largest Age of Sigmar event in the USA, with over 180 players this year. The key details of the pack are:
the new Blades of Khorne book is not in play
scenarios announced on the day
Malign Sorcery rules are in force – with each game being played in a pre-determined realm with a pre-determined realmscape feature (both announced on the day)
Hidden Agendas will be used as secondary objectives
Adepticon 2019 Results
And here are all the results!
First Overall – Samuel Gould (SERAPHON! USA! USA! USA!)
2nd – Adam Trunzo! (Skaven) – podium two years’ running!
3rd – Ben Allen
Best Order – Liam Cook
Best Death – Bill Souza (FEC)
Best Destruction – Byron Orde!!!!
Best Chaos – James Pruesser
NB: lists are hand-submitted on the day for Adepticon events. I am trying my best to get copies of the lists from those that attended, and tracking people down on social media. I will update this post with the lists when I have them.
Hey all, not to be lost in all the Adepticon hype was the Justice Series GT this weekend, hosted by JustPlay Games. 42 players in Liverpool, UK, playing under a really modern pack that is worth checking out. Scenarios and rules selected to ensure games finish on time and with a challenge for different army builds. I have only heard good things from the attendees.
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
LLV as always did his great army breakdown analysis so that you can easily see where the world-wide tournament meta is shifting and how the tournament attendees are adapting to the new Age of Sigmar battletomes.
Justice Series GT Results
So the results were:t
1st – Mike Wilson (Slaanesh)
2nd – Tony Moore (FEC)
3rd – Chris Young (Daughters of Khaine)
Top Order – Nathan Foster (4th, Daughters of Khaine)
Top Chaos – Michael Bennett (11th, Blades of Khorne)
Top Death – Rob Hull (17th, Legions of Nagash)
Top Destruction – Andy Lampkin (12th, Gloomspite Gitz)
Coolest Army – Graham Shirlie (Troggoths)
Best Painted – Graham Shirlie (Troggoths)
2nd Best Painted – Lewis Sloan (Sylvaneth)
3rd Best Painted – Luke Power (Sylvaneth)
Favourite Opponent – Nathan Foster
You can find all the results on Tabletop.TO (TTT) and I’ve screencapped the top 15 below. As you can see, still a strong showing from Daughters of Khaine and Idoneth Deepkin, but perhaps surprising no killer Skaven builds at the event and that the second best Death player was 17th.
Top 10 Lists
All the lists up on TTT but the top ten are below. Will be really interesting to see how Mikey goes when he has his hands on the new Hedonites of Slaanesh book.
Coverage and List Tech Videos
Ian and Ritchie of JustPlay Games and the JustSaying podcast did some excellent round re-cap and list tech videos throughout the weekend. I highly recommend you check out the interview with Mike below regarding his list and the rest of the videos on their channel: JustPlay YouTube channel
Painting Nominations
Here are the painting nominations – as always Graham Shirlie’s force stands out from a mile due to its amazing top quality painting. I could look at that army all day long.
Hey all, a quick round-up of day 2 of the Warhammer Age of Sigmar events at Adepticon 2019. The second day was for the Team Tournament (doubles) . You can check out my preview of all the events, the day 1 round-up, and follow along all the coverage on Twitter here.
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
Adepticon 2019 Doubles
The Team Tournament is the largest Age of Sigmar event at Adepticon 2019 – 147 pairs, 294 players! all playing Age of Sigmar at once.
Best Appearance at the team event was taken out by Jimbo and Mitzy, all the way from the UK, with their stunning Stormcast and Gloomspite Armies.
Teams Tournament in Action
Thanks as always to the people sharing pictures at the event, we get a chance to see all the amazing tables and armies in play.
Armies on Parade
The Teams Tournament brings some truly stunning efforts with armies and display boards. Thanks to Rhellion for most of these pics.
8th Wonder of Ghur
And finally the day ended with a four player game between Tyler Mengel, Eric (StoneMonkGamer), Mitzy and Jimbo as they had the culmination of their 8th Wonder of Ghur campaign. Seriously check out the #8thWonderofGhur hashtag on Twitter and Tyler and Eric’s blogs for all the background on these great forces.
Hey all, a quick round-up of day 1 of the Warhammer Age of Sigmar events at Adepticon 2019. The first day was for the Vanguard event and the narrative event, the Gibbering Dome. You can check out my preview of all the events and follow along all the coverage on Twitter here.
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
GW Studio Preview
Wednesday night was the Games Workshop Studio Preview, one of the biggest preview events that Games Workshop runs each year. Around 500 eager hobbyists lined up to hear the latest news from the horses’ mouth. You can find all the coverage over on Warhammer Community, and check out my pages for:
The Gibbering Dome was the narrative Age of Sigmar event. Paul put a massive amount of effort in building an amazing set and running a great event. We’ll have a full write-up after the weekend of the story of the Dome. But for now, some photos.
The Vanguard Event
The Vanguard event was a 1,000 point Age of Sigmar event with 86 players.
Surely the best part of Adepticon has to be catching up with awesome wargaming mates from across the globe. Can’t wait until next year to join in the fun.
And also a great chance to catch up with your painting hero, Vince Venturella 😉