But in brief,
I like the additions of the command ability, though it’s a little annoying that you can’t have a “2nd” step up when your general dies in turn one to a stupid Thundertusk’s shooting. (not bitter)
Magic seems to be less tactical, in that it’s pretty much a straight dice off. From a Duardin(?) POV I think I’s better.
Shooting, while in combat is stupid, especially if you can shoot out of said combat into another combat. (not bitter)
All moving is stupid if you’ve got units of more than 5 models, moving is messy, charging not including base move is odd, but I get it given you move then charge (same as charging with + base move), pile in into combat is messy if you’ve got more than 5 models in a unit.
Pile in … logical, like it. Picking combats from that point on is STUPID, but also awesomely tactical. I see me having a job remembering what’s hit already, so I’ll need a whole bunch of tokens for that.
Warmachines in combat, here’s an oddity we faced, my cannon (4 wounds, 4+ save) and it’s crew (3 models, 1 wound each, 5+ save) are in combat, they are a unit, they have 4 saves to make, how do I roll? Do I allocate as I see fit? Do I use the best save? Do I split them? etc? nothing in the rules pamphlet on this.
Warmachines all seem to have had a nerf, though I learned from the mistakes of game 1 to keep the engineer next to the cannon would have helped.
Solo characters hold their own fairly well.
Units of 20 are a waste, units of 10 would be ok, but probably 12-15 is optimum.
Though Thorek is cool, he needs Kraggi to work really well, and you need a second runelord to be able to cover enough area to get spells unbound.
Taking 2 named lords is pointless, take one, use the rest of the points for an unnamed one, or another small unit.
Hammerers are beasts, longbeards survive but don’t do enough damage to get out of combat quickly, miners are still semi pointless, though arriving and getting a 9” charge off with several small miners units would have worked better than arriving with a unit of 20 and rolling a 3 to charge.
In general from our game shooting seemed weak, magic seemed weak, ironguts need to die turn 1 at the latest!
"Play more games" - Wil Wheaton
Age of Sigmar,
Thought was a stupid game: 2