All 7 of the new realms of battle have been spotted for Age of Sigmar, and it looks like it is definitely worth bringing a caster in the new edition!
This morning, we’ve seen how the players will interact with the realms on the tabletop. Some images have been floating around on the internet so let’s take a look.
The realm photos were spotted on imgur earlier today as demo box sets continue to show up to stores worldwide.
How to Choose a Realm of Battle
The choice of which realm you decide to set your battle in is up to you – the realm you fight in might depend on the story you want to tell, while for structured events, you could have every single game take place in the same Mortal Realm, journey through several, or roll a dice to decide. Likewise, if you don’t fancy using a Mortal Realm, you don’t have to – but you’ll be missing out on some really fun stuff if you do.
Each of the Mortal Realms has a set of unique rules that create unusual challenges and opportunities for the armies fighting in them – you might recognise some of these as expansions of those first introduced in the most recent General’s Handbook.
Some Realms will have special spells to go along with the atmosphere. Others will take place of a command ability if they want to use the realm’s effect.
Realm of Hysh
Getting to slap your opponent’s units before they get to hit you for the place of a command ability.
Realm of Chamon
The fact that the mortal wound ignoring goes off on a 6+ won’t really be a game-breaking effect. but Curse of Rust is where it’s at. Giving a -1 to hit AND -1 to a save is brutal.
Realm of Aqshy
Something like a Free People’s crossbow unit or Kharadron harpooners are going to try and take full advantage of this realm. Get it close and get in quick!
Realm of Ghur
This has a 1/6 chance of going off, but when it does you’ll make your opponent’s heart sink. Khorne guys need to try and go here.
Realm Rule interactions
All seven realm rules pages were just spotted on Imgur. Let’s take a look at how these will work in the new edition:
When you decide on what realm to fight in, you’ll roll on the table to see the characteristics of the land. If you roll a 3 on a D6 for example, you’ll pick the lifesprings rule and give a hero an extra wound.
With the Realm of Ghyran, all Wizards will know the Shield of Thorns spell on top of what they already know. If you don’t have any wizards, your Hero can still cast the spell in the hero phase but this takes place of the command ability. On top of that, you can attempt to cast the spell again. If a Wizard failed to cast it, your Hero can still try to cast it.
Even though your general can cast a spell in the place of his command ability, it’s definitely a good idea to pack a few Wizards. The bonuses you get from these guys are great. They also act as a safety net for other pesky spellcasters.
What do you think about the realm previews? Are you excited to play with realms or will you keep it simple and not use them? What realm looks best to you? Let us know in the comments of our Facebook Hobby Group.
The latest & greatest on everything Age of Sigmar 2.0