AOS general thread

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    • AOS general thread

      Sons of the 9th Age that also watch or play AoS,

      What do you think about the AoS scoring system? I watched an Ogre - Vamp game, and how objectives ties into the final score seemed fascinating. The Ogres ended up killing the Vamps, but only won 25 - 22, due to how building up objective points seem to work.

      Thoughts on this?
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      When strolling around before going to bed, a mean Orc might whack you on the back of your head!
    • Well, as far as I can tell, there are several markers on the board, and there are several ways to collect points from holding positions. I am not a player, but a watcher (I watched a few MW battreps), so I was hoping someone who astually play it can tell. And I wonder if it's actually more fun? It is def. more about positioning and guarding positions.
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      When strolling around before going to bed, a mean Orc might whack you on the back of your head!
    • here is the info


      Game Structure and Scoring

      Games last a total of five turns, and scoring is largely progressive (i.e. scored as the game progresses rather than all at game’s end). A player’s total VP (Victory Points) is made up of the following:
      • A player can score up to a maximum of 15 VP from primary scoring (basic objective control).
      • A player can score up to a maximum of 10 VP for achieving battle tactics.
      • A player can score 3 additional VP from completing their grand strategy at the end of the game.


      Primary Scoring

      What’s gone for the moment is the wildly varied methods of scoring that AoS 2nd edition had by the end of its lifespan – there’s no places of arcane power here for example. Instead a system not dissimilar to what’s used in 9th edition 40k takes primary focus. Each turn a player will score 1 VP each for:
      • Controlling at least one objective (score 1)
      • Controlling two or more objectives (score 2+)
      • Controlling more objectives than your opponent (score more)
      For a total of 3VP per turn maximum. This subtle change places a greater emphasis than ever before on bodies on objectives, as you can be sure it’s going to be a major part of every battleplan. It also means that there’s less of a points swing if you establish heavy objective control early on in the game, as there’s a much harsher cap on the number of VP that can be scored each turn. Instead, players must seek to gain an edge through Grand Strategies and Battle Tactics.

      Grand Strategies
      Perhaps the boldest and most interesting aspect of the matched play battlepack is that a Grand Strategy is selected at list construction which is fixed for any games that you play with that list. Core rule book offers up three options, which I assume will get expanded upon with further content. Scoring the Grand Strategy is worth 3 VP – notable when most turns you might score a max of about 5, meaning achieving your GS could mean the difference between a minor defeat and a victory! The initial offerings are:
      • Sever the Head – Ensure none of your opponent’s heroes are on the battlefield when the game ends.
      • Vendetta – Kill your opponent’s general while keeping yours alive when the game ends.
      • Hold the Line – Ensure at least one of your starting battleline is alive and on the battlefield when the game ends.
      What’s notable is the relative challenge of each of these three grand strategies. Hold the Line is the easiest to plan for within list construction, as it’s agnostic to the contents of your opponent’s army list – as a result this seems like the most straightforward choice if you are happy with the battleline offerings within your faction and plan to take a fair amount (and assuming they’re resilient enough not to get smashed off the table). Vendetta and Sever the Head require more of a concerted effort on your part, as they require you to significantly adapt your gameplan against opponents – do you play more timid with your general to try and score Vendetta? Or if your general is a juggernaut style unit like a Mawcrusha, Sever the Head starts to become more attractive.
      Both players will know what the other had picked before the game begins, meaning there’s counterplay opportunities within the battleplan to not only score your GS, but also try to deprive your opponent of theirs. For that reason I do suspect that Vendetta might be somewhat of a niche pick, with most lists building their army to score Hold the Line, with more scalpel precise armies that can pick and remove units using targeted damage opting for Sever the Head instead.

      Battle Tactics
      Another big change here as alluded to in key takeaways is the battle tactics system. These represent secondary goals that are picked and scored throughout the game itself and directly contribute to the final score. At the start of your hero phase, you must pick 1 battle tactic from a list of six and reveal it to your opponent – you have until the end of that turn to complete the chosen battle tactic. You also cannot double dip – once a battle tactic is chosen, it cannot be chosen again by you for the remainder of the battle. As for the battle tactics themselves, four of them revolve around destroying a nominated unit that turn (in your territory, in their territory, etc), and two are focused on controlling the board (hold the center, take back an objective your opponent controls). Each battle tactic is worth 2 VP, so adds up to 10 over the course of the game.
      Basic math tells us that with the current set of 6, you’re guaranteed to use all but one in every game you play, and some are notably easier to score than others. What this means is that you’ll want to think ahead – just because one battle tactic is very easy to score this turn, doesn’t mean you should necessarily pick it as it might leave you with significantly harder choices later on in the game. If you only have one or two precise hammer units that don’t play the attrition game well, you might opt to go for the harder to achieve kill objectives early on (with the assumption that they won’t last past turn two), whereas if you’re a heavy alpha strike army and have priority turn one you may go for an objective control tactic early on because you’re not planning on worrying about controlling space as the game progresses.
      The good news is this selection is expanded upon with the Pitched Battles battlepack coming up in GHB 2021, going from a total of 6 to a total of 8, that are both more varied and also are themed around the realm of Ghur in a ways really quite cool!
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      When strolling around before going to bed, a mean Orc might whack you on the back of your head!