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10 Apr 24

React to Your Opponent With


Powerful New Commands in
#NewAoS

Alongside warscrolls and the priority roll, issuing commands for units to react in your
opponent’s turn is one of the key features of Warhammer Age of Sigmar. These have
received a lethal overhaul in the new edition in the shape of the Commands rules

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module.

Command Points

As we hinted to previously, command points are a tightly controlled resource. Each


player gets four command points at the start of the battle round to spend over the
course of that entire round – but there are 10 commands to issue. Any command
points you haven’t spent by the end of the battle round are gone forever, so there’s no
way of hoarding them.

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The Army Composition module may also a!ect your CP economy: if you start with
fewer auxiliary units than your opponent, you earn one extra CP per battle round.

Finally, the underdog can harvest one extra point each round – that’s the player with
fewer victory points at the start of the round. This provides a powerful catch-up
mechanic, ensuring that games remain closely fought.

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Your pool of command points is an incredibly precious resource, as there are no
abilities in the game that can generate additional points. Units and factions (such as
the disciplined Ossiarch Bonereapers) which previously relied on additional CP can look
forward to powerful new mechanics to compensate – stay tuned for more info in
upcoming faction focus articles.

What’s more, the restrictions on who can issue commands are gone: needing to use
generals, totems, heroes, unit champions and elite units to issue commands is a thing
of the past. This makes using commands clear and concise, while retaining the tough
choice of when to use your core o!ensive and defensive abilities.

Reactions

As we’ve seen, everything in the new edition is an ability, including commands, which
all have clear timings showing which phase they’re used in. All of these commands are
found in the Command module, so no more hunting around to find them.

Four of the 10 commands are reaction abilities, which are used once you have declared
an ability but before the e!ect is resolved, bolstering that e!ect.

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All-out Attack and All-out defence are familiar from previous editions, becoming
reactions which occur once an Attack ability has been declared. They have simple
e!ects: making your chosen unit better on the o!ence or defence.

At The Double and Forward To Victory are equally simple, allowing you to get your

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troops exactly where they need to be in the Movement and Charge phases.

New Commands

Commands, on the other hand, are more reactive. There are six new or revamped
commands, which are used at the end of their respective phases once the active player
has finished all their actions – allowing you to respond with a counter-punch and stay
on top of a changing battlefield.

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Rally now gives you a more flexible way of healing or returning models to your units.
The scaling has improved: you can no longer get lucky on the dice and bring back two
full Stormdrake Guards. This is also a good example of how some of the functionality
that used to be part of Heroic Actions, in this case Heroic Recovery, has been
incorporated into other abilities to avoid two separate systems.

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Redeploy is also back, but you’ll now have to wait until your opponent has moved all of
their units before using it.

Covering Fire enables shooting units to exert pressure, replacing an old favourite,
Unleash Hell. The new hotness in the charge phase is the powerful Counter-charge
ability, which costs two command points and allows for brutal interceptions – cavalry
units in particular revel in this ability, but any units that trigger abilities on the charge
can become exceptionally powerful when used correctly.

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Magical Intervention permits the reacting player to cast a spell or chant a prayer in
their opponent’s turn, allowing for powerful counterplay (or counterpray). Note that
prayers have seen substantial changes to di!erentiate them from magic in this edition
– we’ll beseech the powers that be and talk about these divine changes in due course.

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Finally, Power Through is activated at the end of any turn, letting rampaging monsters
and barreling chariots smash through infantry or scatter cavalry, dealing damage and
moving through the unit opening up new positioning opportunities.

You can expect other abilities in the game to alter the way that certain commands
work, or trigger o! them in interesting ways. For example, Stormstrike Chariots can
double down on this command with their Celestial Blaze passive, triggering an
additional D3 mortal damage and granting their gryph-chargers an extra D6” to their
movement.

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Later this week we’ll be taking a look at how Battle Traits work, and what you can
expect for Battle Formations, the replacement for subfactions.

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Unleash a Cold-Blooded Combo Four Warriors of Grim Portent
With a Double Order of Raptadon Usher In Dawnbringers – The
Hunters and Chargers Next Chapter of the Age of
Sigmar
18 Apr 23
30 Apr 23

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