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Old October 13th, 2022, 07:31 AM
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AOA: Playing The New Factions

Age of Annihilation: Playing The New Factions

Since we've only seen one of the new cards so far, its too early to discuss specific tactics. But Our Designer Craig Van Ness actually discussed in specific or in general one figure from each of the new factions during the Hasbro PulseCon Day Two Panel Discussion with Patrick "Intergalactic Patrick" (Hasbro Promotions) Chris "Encarmine" (Hasbro Design & Development), and Chaz Marler (Watch It Played videos; I like that guy's name). CVN also made a few comments about another figure, and even the new Wall terrain.

This discussion is still available on youtube here:


I've just reviewed it again to put together what he said at different moments, along with anything else I found relevant. There are also some bits we can figure out from the general faction descriptions on the Haslab offering page, and some of the notes/sketches made available separately on Discord, and now on this site and BGG.

So let's take a look at what The Man had to say by faction, and other things we can speculate about. Although presented separately, remember also when thinking about playing a faction as such, that each will also have a Valkyrie or two, a Stretch Goal SOM Hero, and for two of them, a Haslab Exclusive added to their ranks. Playing strictly by faction, one could also add a Pirate or two by species, if they are not being played separately, although theoretically they do not follow their factions as such.

Keep in mind also that while Craig revealed one power for each figure, most are very powerful unique heroes that will have more than one power on their card. Also that all cards are only in draft playtest form so far.


CRAIG SAYS: CHARACTER MECHANICS


1. Dryan Lifeborn Order

In general, although few in number, the powerful Mages of the DLO move and attack along with their Familiars. And their Mages will also synergize with the old Elf Wizards (yes, he said that)! When Rackshott (the Utgar Mage) comes adjacent to and defeats another figure, she may place a Corpse Marker on her card, which will boost her power. So this Mage will grow stronger during the game.

2. Nemesis Brood

Queen Maladrix works hand in hand with her Honor Guard. So she can place a marker on an enemy (?), and they must roll each round. On a 17+, they replace their figure with an Honor Guard figure! Bugs--Ick!

We also know that the Bug Horde unit and the regular bug squad can change back and forth into each other to some degree. They Brood also has the first ever five figure squad.

The NB will also include the Exclusive Figure Thyraxis Dragoon, which Craig names a "cavalry" type unit, as a ridden beastie. This will probably mean a large movement value.

3. Clockwork Combine

This is Craig's favorite faction. They are also the one I want to play first myself, since their basic description gives more information on how they will be played, and I find it particularly interesting.

The Gliders, a squad of four figures, come in from offboard, like the old Airborne Elite. But there is less luck involved in their entrance, as one figure comes in for each Order Marker you flip. He didn't mention it, but its been implied by designer notes that they drop from the Airship, so its location may determine where they enter on the board.

The CC has a fascinating combination of units. The fliers include the Airship, the Gliders, and the Wing Commander. In addition they have the bears (who happen to be my totem animal), a ferocious melee element of a berserker (nonbonding?) hero, a commander type hero, a melee squad, and a ranged (harpoon cannon) squad. They are probably large in size. In addition, the CC ground element is supplemented by the Burrower, who attacks from underground, like the Earth Elemental (or the Custom Worm Ashi-Dulu).

4. Ironclad Collective

The Hellforge can vacuum up defeated enemies, and heal himself of wounds from doing so. So as other self healers like the Eisenwein Vampire Clan, they will be hard to put down without a determined effort!

The IC also will have the Exclusive Figure Scavorith, which is a cyborg centipede, but not part of the Brood. However, as both factions are orange, they are allies.

5. The Dawnraider Syndicate

Arrr! These fantasy pirates are made up of multiple species molded in the different colors of their (former) Archkyrie Generals, but work together. So we have old types like Humans, Marro, Orcs, Gorrilanators, Dwarves, etc. composing their army. Their heroes are "Captains," and so probably bond a lot with their squads.

Craig notes that Fia Bonny, as a "Master of Disguise," can roll a 13+ on the D20 to ignore any attack!

The first revealed card we've just gotten is from this faction, and so we'll discuss him in more detail below, as they have already started to do on BGG.

***

Sergeant Drake 3.0

As the Main Hero who first put the "Hero" in Heroscape, this is Craig's favorite individual figure. Craig mentions that with a jet pack, he can now "fly with the Kyrie." I expected him to have a more limited ability than full Flying, but we'll have to see. I think of it more as a jump jet, having seen a real one actually fly for a short hop at the old World's Fair here in NYC as a teen back in the Sixties!

CVN also notes that Drake's Grapple Gun has now been modified to grab enemies and pull them close so he can use his sword on them, similar to the Chain Grab ability of the Drow Chainfighter. Drake is also the first of the Stretch Goals, and we may actually reach him during the campaign!

Terrain: The New Walls

Mr. Van Ness mentioned that the new type can function as Illusory Walls, where they block Line of Sight but do not impair movement. This was verified by designer notes as scenario rules, to be used only occasionally.

Is there anything else you can think of that will actually affect game play we've learned so far? Do you have an comments or speculation on this information?

Last edited by chas; October 13th, 2022 at 07:39 PM.
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