Profile rebalance
Surprisingly obvious decision GW made with the release of last edition of Age of Sigmar was redesigning base profiles of different races, so the lore and “feel” of minis is more reflected in the rules. We could use the same and it would be a great opportunity to also start using the full stats range. Currently we have profiles with Strength value of 1, 2, 3, 4, 5, 6 and 10. Similar story with Toughness, but instead of 10 we have 7. While doing a rebalance there is no reason to avoid profiles with 9 Strength or 8 Toughness (on monsters for example).

Increasing the value of strength and toughness
The strange thing in current ruleset is that if a brand new fighter gets added it does not matter if he would have Strength 8, 9 or 10 as mechanically they function in the same way: you hit everything on 3+. I believe there is space for additional rule (that might also help fix elven profiles a bit): in case the Strength of an attack is twice higher than the Toughness of your target you crit on 5+. This rule would open a lot of room for designing profiles as currently the only recipes for high damage (rules wise, so we ignore the “rolling more sixes” idea) is critfishing where you pair a lot of attacks with high crit damage, which is inconsistent and spiky as one option and high Strength with high damage attacks, which is way more consistent, but less spiky as the other option (and some profiles do both which is a bit like a third option, but also costs a lot). The rule I proposed would serve as a bridge between this two approaches and open up options with damage more predictable and consistent than critfishing, but still quite spiky. Having more consistent 5+ crit for high strength attacks will not only increase the value of abilities that increase/decrease Strength or Toughness (most of them are basicaly unplayable now) but also improve the value of abilities that increase/decrease your crit damage (which never see play) and improve single dice “cannon like” ranged attacks.

Identity of some factions could be build around this new damage strategy and it actually fits perfectly with both the lore and expected behavior of elves or “elf like characters” (like for example Slanesh). Let me close this point with an example – lets say you want an expensive hero that should be able to oneshot a chaff unit, lets say DPA4 = 10 (on average deals 10 damage to T4). Currently in the game it basically mean that you get a fighter with a “classic” profile like 3A 5+S 4/8, 4A 5+S 3/6 (5A 5+S 2/6 or 5A 4S 3/6 also work, but this profiles basically doesn’t exist now, at least without using abilities). With 5+ crit you can add more profiles with the same average damage to the list. For starters the 2 attack profiles can suddenly work now: 2A S8+ 5/10 (ways of getting bonus attacks for such profiles should be restricted of course). With 3 attacks we can add 3A S8+ 3/7, which looks like healthier “version” of mentioned 3A 4/8 profile as it deals less damage to durable opponents, is less consistent at oneshoting chaff and has some counterplay (buffing Toughness to escape 5+ crit range). There are some alternatives for 4 and 5 attacks, but lets jump over them to a very “elvish” profile of 6A S8+ 1/4. It deals similar average damage to previously listed profiles, but significantly drops against high Toughness. It has some spike potential and in my opinion fits perfectly to something like elvish hero. The more I thought about this concept the craziest design opportunities I found. This simple mechanic lets you build fighters that grow in power against stronger enemies, for example S8 4/2 profile deals more damage against Toughness 5-7 than it does against 1-4. Similarly you can use low Toughness of elf like profiles that would make using 5+ crit against them less potent with reactions. For example a faction with T4 chaff (lets assume minion runemark) and T5 bigger guys could have this reaction:
Ilusive weakness – A fighter can make this reaction when they are targeted by a melee attack action but before the hit rolls are made. Roll D3 and substract the result of the roll from this fighter Toughness value (to a minimum of 1). For each critical hit from that attack action substract the result of that roll from damage allocated to this fighter. If this fighter has no Minion Runemark add 1 to the roll.
Other reaction idea would be for mostly T3 faction to decrease Toughness by 1 and ignore crits after the first one, or to also decrease Toughness and return damage for each crit received. I feel the 5+ crit would help separate the identity of elf like profiles, as some could focus on Strength buffs, other on crit damage buffs or more traditional stuff. Crit related reactions and battle traits would help elf factions to feel even more unique. I think you can guess that I’m really excited about this idea and I’m already a bit sad that most likely nothing like that will actually happen.
I’m not that hot on “symmetrical” rule for Toughness, but adding -1 crit damage for attacks with Strength twice lower than the Toughness is also worth consideration, but this paragraph is already quite long, so lets move on.

Battle traits, faction bloat and controversial ideas
I don’t understand why we have much more factions than AoS. I believe that a lot of factions should be grouped into a single category and to not lose their identity I see a place for “subfactions” that could have unique rules consisting of a mix of abilities, reactions and battle trait like rules. It could be a great balancing tool that would still let us have interesting and powerful abilities/battle traits, but prevent us from mixing them together. This would open a lot of listbuilding options and I also see it as a way to limit the power of allies. After merging Nurgle mortals, deamons and Rotmire Creed into single faction we need a rule that will stop everyone from only useing the strongest chaff from one of the “subfactions” in each of them. To accomplish that every profile should receive a small text at the bottom with information of the home subfaction and “rarity” of the unit (lets use core, special and rare from old wfb days). It could work like this:
| Rarity | Max number of models in main subfaction | Max number of models outside main subfaction |
| Core | unlimited (or maybe 6) | 3 |
| Special | 3 | 1 |
| Rare | 1 | 0 |
As you can see this system would limit not only how you can build within a faction depending on subfaction you chose, but also limit the ally mechanic as “rare” fighters wouldn’t be able to be allied. This system grants many tools for dealing with fighters and abilities that breake the meta, as you can trim the power of strongest fighters in few ways, for example by making tham rare or by moving their stongest ability to weaker subfaction. You could put the current Skaven battletrait to one subfaction (it would fit nicely in Verminus subfaction) and put the “whip” double – Crack the whip in another subfaction (Moulder subfaction) if you would want to weaken Skaven. Of course most of the rules (abilities, reactions and “battle trait like” rules) should not be locked in subfaction, but I think together with listbuilding restrictions having around 3 unique rules (for example 3 abilities or 2 abilities and special “battle trait like rule” or something similar) would be perfect to differentiate subfactions and give them unique identity.

Divine Blessings
In my opinion divine blessings (in theory!) are a great addiction to the game , but as a rule were misplaced and in my opinion similar system should be merged with injuries in narrative part of the game. Adding blessings to matched play increased the difference between stronger and weaker factions, as force multiplayer works better on already strong and cost efficient base. Blessings on titans made midrange units even more unusable and severely decreased the strength of warbands based around durable chaff. In next edition I hope to see blessings implemented in core rules (and I really hope GW learned from the monstrosity of attack blessed Gutlord/FOMO), but ONLY in narrative, where the option to get weaker blessings instead of renown (and stronger blessings for the cost of more levels of renown) would be great.
Minor rules adjustments
Outside of the changes I already mentioned (that would completely change the game despite not changing the rules match, well maybe except listbuilding part) I would love the rest of the ruleset to stay mostly the same. I see only 3 areas where I would like some rules adjustments:
- Standardizing ranged attacks (either have all of them have minimal range or remove minima range completly)
- Changing the major/minor victory to points margin instead of kill points in matched play
- Falling rules cleanup/jumping cleanup (currently the rule for falling doesn’t apply if you jump). I would also want to increase the falling damage from 1: deal 3 wounds 2/3: deal 1 wound and go to this 1: deal falling height in inches number of wounds 2/3: deal half of falling height in inches (rounded down) number of wounds. This would mean that for 2″ platforms you get slightly less damage, for usual 3″ ones it stays the same, but with higher ones (like the bell tower for example) it grows significantly. I would also want a new universal ability that would let you transfer falling damage to enemy fighter when falling within 1″ (and maybe roll 2 dice instead of one – or substract 1 from the roll). Of course if Corvus Cabal would survive to next edition I would see half of their abilities (and battle traits) to be connected with this new falling rules. I think this small change would lead to slightly more cinematic battles and could sort players on those that look for opportunities to jump on opponents from up high and those who are afraid of heights.

Bespoke design philosophy change
I would love new bespoke factions to stop following the current limit where they all must fit an AoS faction. My favorite bespoke is definitely Iron Golem, because they include members of four different races (I assume Drillmaster to be an elf due to 5″ move). Sadly GW never repeated this idea with any other bespoke team, which is very surprising for me, as Iron Golem are one of the most popular warbands and were basically a face of a game early on. I know Warcry products must also work in AoS, but I don’t see why they wouldn’t make them a “golden” unit (I try to avoid mtg references, but it fits too well here) that could be used in different factions (most likely in the whole grand alliance to maximize sales, there is also a precedence for that – Kragnos). From esthetic point of view the fact that we have only 5 profiles (3 Iron Golem, Lorai from Black Talons and Valius from Saviours of Cinderfall) that wandered outside their main faction is the biggest missed opportunity in the game, especially as some factions are often portraited as mercenaries.
Expansions
Expansions like Catacombs make the game fresh and let us explore some new design territories within the game we already love and I believe that the 3 year edition cycle is long enough to fit a small expansion a year and 2 years after new edition drops. It doesn’t even require GW to produce any new plastic as such expansions could for example include rules for Endless Spells or “smaller” named characters – like for example Skragrott or some named vampires (and hopefully a new battlepack). You could use this 2 expansion formula and not have to repeat them for the next (forth) edition by including endless spells and named character rules in next edition core book and have realm-specific terrain rules, matched play artifacts or monsters redesign as a topic of next 2 expansions (or a next version of Catacombs as it would be almost a decade old at this point).
As always thanks for sticking to the end and I hope it was a fun read. As you can probably see I try to improve the publishing frequency and my goal is to finish 2 articles per month. If you enjoy my content please consider supporting the blog on Patreon, where I added a 1$ tier. Biggest tournament in Poland is getting closer and closer (2-3 months away, no date released yet), so I hope to get back to a “how to overprepare for a tournament” series soon. I’m slowly brewing a unique take on narrative event pack in the background, where every player plays different set of missions based on the chosen path and matched opponents. You can expect this strange approach to a battlepack in the near future.






























































































