Getting my daughter into Age of Sigmar
Spells and more abilities
For today’s game we had three objectives across the centre of the board. An objective could be claimed in the hero phase if you had models within 1″ and there are no enemies within 1″ of the objective. The objective then remains yours until claimed by your opponent. The player with the most objectives at the end of turn three wins.
My daughter has grasped how the key mechanics work now, although she relies on me to tell her what she needs to roll. Given her grasp of the basics I thought I could add in more unit abilities and spells to make the game more interesting. In this games wizards could cast their warscroll spells (I left arcane bolt and mystic shield out of the game for now). Most units got to use their simpler abilities. Command abilities and “once per battle” abilities have still been left out.
We both enjoyed the game a lot. Most spells failed to cast but the Lord Arcanum healed himself repeatedly which kept him in the game until the end. My daughter also enjoyed channelling magic into her Sequestor’s weapons every turn. I also made use of fly and ethereal for the first time which makes the nighthaunts far more durable.
As usual our forces simply clashed in the middle. However the addition of ethereal and healing magic meant the combats lasted many more combat phases than they used to. I was able to claim two objectives to my daughter’s zero so I won. Importantly my daughter wasn’t upset that she lost and she still enjoyed the game. I was also glad that she asked me for the game today – even after a two week gap she is interested and keen.
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