If you finish deploying first you MUST start now. It's awesome to have these spells as an option for everyone !Ĭurse: 4+ an enemy unit suffers a mortal wound in addition to any other damage for each hit of 6 against them. Ghost mist is AUTO INCLUDE if you want a way to protect heroes from ranged meta ^^. Ghost Mist: Casts on a 5+ and causes a terrain feature to block line of sight. Levitate: Casts on an 8+ gives a target unit within 18″ Fly Pick an extra spell for each wizard in your army (instead of picking one from battletome, i guess vampire are happy)įlaming Weapon: Casts on a 4+ and improves the damage of one of the casters weapons by 1 – really good on a combat character with magic! Seed of Rebirth: re-roll heroic recovery rolls Manticore Venom: +1 to wounds with one weaponĪrcane Tome: becomes a Wizard, if they are a wizard they can cast an extra spell Master of Magic: reroll 1 cast, dispel or unbind roll once per phaseĪmulet of Destiny: 5+ Ward save on the bearer (AUTO PICK !) Skilled Leader: extra command point in your hero phase on a 5+ (each turn) When you create your army you gain one of each (trait, relics, spells, prayers, triumph)
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So i guess the forced Trait and relic from battletome are getting purged (yay) So if you want to can pick these instead of the one in the Battletome ! table grand alliance army are removed from the game.Ĭore term for traits Artefacts and Lores. You have a limit (see table) on the number of time you can increase the base size of an unit : So now in matched play you can only use Basic Battalion. Smite : d3 MW on 2+ at 48" against PRIEST only ! Overwatch (unleash hell) : shot someone that charge within 9"īasic magic is useful again (but there are more ! ) cannot use the same command ability more than once per phaseĪt the double : Run 6 but declare before rolling each unit can only receive a single command per phase each model can only issue a single command per phase Totems can commands to units wholly within 18 Generals can commands to units wholly within 18 Heroes can commands to units wholly within 12 Unit Champions can commands but only their unit. "Stack" rules (from MTG) added to the game to resolve trigger and simultaneous effects. Endless spells : Only the cast can move them, no more than one per mage in the roster, if the caster die it goes back to old ES rules. Unit Coherency changed to be like 40k (nor more conga) Sad they don't have a champion so you need someone to babysit them !
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Hasty shot with a +1 to hit from Command make them strong. Run and shoot with a decent ranged weapon ? very neat !
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Killa boss have an nice battleshock fixer.Ģ00 pts is ok as you have 10 wound with a 3+, on charge with finest hour (heroic action) you can be 2+ 2+ and save 2+ But YnD ward on 4+ so you add 1/2 * 1/3 * 17 (2.8) so 25 wounds BUT Ynd Rez Preator each turn ! gaining 3 extra + 1/3 + (1/2 +1/3)ġ8 pts per model ? Wow that is bad even with the -1 to hit taunt That Bodyguard rule is kind of strong ! Hit point Pooling with YnD, will do math tomorrow but.you get 8 wounds for her and 9 wounds from Praetors so 17 + 17*1/3 (for 5 & 6 result) so you need 22 wounds to kill them. Rez Stormcast wolly within 12", Prevent Battle Shock for SCE and COS ! Review and Cards for Dominion and AOS 3.0Ģ8pt each is steep but with 3+ sv, MW on 6+ and range 2" !ģ+sv and 4+ fnp (now named ward save in aos 3.0.