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AoS 4th: How the Fight Phase Works

The new edition of Warhammer Age of Sigmar brings significant enhancements to the game’s combat mechanics, making close-quarters clashes more dynamic and epic than ever before.

Commands like Counter-charge and Power Through offer potent tools to sway the tide of battle, while every miniature now possesses a combat range within a 3″ radius, leading to smoother and more satisfying combat phases.

The process of combat remains familiar, with units charging into combat and resolving abilities with clearly defined declaration and effect steps. The order of operations is clearer, with no more subphases, allowing players to use abilities in any order during each phase.

During the Combat Phase, units take turns activating FIGHT abilities, with strikes-first and strikes-last effects adding strategic depth. All-out Attack and All-out Defence further intensify the tactical decisions, while units can perform pile-in moves to engage enemy units effectively.

Critical hits trigger on unmodified rolls of 6, leading to new effects on attacks, while rend has been reduced overall. Damage allocation is streamlined, with damage points allocated to the unit as a whole rather than individual models, speeding up gameplay.

Unit roles are further differentiated through weapon and warscroll abilities, providing specific roles on the battlefield. Coherency range is set at 1/2″, with models required to remain within range of at least one other model in their unit. Retreating is now an ability used in the Movement Phase, with a cost of D3 mortal damage.

Overall, the new edition of Warhammer Age of Sigmar enhances combat mechanics to create more dynamic and strategic gameplay experiences.

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