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38 Lord Celestant

About tolstedt

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  1. You don't need to kill it to win the game.
  2. On the internet hyperbole is a problem. In undergrad I studied philosophy. The most important thing I learned is that philosophers and scientists never make declarations unless they have been thought about for years and years. When working through their initial reactions to something new, they use phrases like "I'm inclined to think" or "It seems troublesome" or "It may be important to note". They don't want to look foolish by making conclusions that are not thought out or in disciplines they don't understand. (I don't play the Najdorf in chess regardless of my expert rating and if I did I would look like a novice as I don't understand a single thing about the opening!) This could do a lot for the community. This of course doesn't mean don't get excited. We are still bashing in the skulls of 'umies with choppas and hackas after all and the game should indeed be exciting. I also like using the phrase "good matchup" and explaining what that means. You are favored to win, you have a slight advantage, or an easier game, you will win more matches than you lose. This doesn't mean that balance is broken or there are major problems and shouldn't be taken as such. This goes back to avoiding hyperbole.
  3. Looks great. Get a pot of stormhost silver and some technical gem paints to break up the colors and it will be complete.
  4. Ironjawz are best.
  5. I am painting a female chamber at the moment and look forward to sharing it soon.
  6. In what way would this ever affect gameplay?
  7. If you set up some games during gencon (or just a meet and greet or some blood bowl or space hulk) I will be there in August. Great city.
  8. What about a reverse warmachine? The machine itself is simply a big wheelbarrow full of spiked metal balls (being pulled by a brute) and the crew are brutes who themselves do the chukkin of the balls. The metal balls are explosive of course so they do mortal wounds when they hit in the shooting phase and if the wheelbarrow dies it gets a squig explosion rule to deal mortal wounds.
  9. Could we possibly make Scale Shield give a 5+ to mortal wounds instead of making it a mystic shield copy? And add an additional artifact like Talisman of Protection (a destruction artefact that gives a 4+ mortal wound save). This would mean you can choose the Scale Shield situationally when you set up your wizard, keeping your army versitile. It will make you choose which unit needs the protection the most. This would be tested against MW heavy armies and we can decide if we need more or if the single spell would be enough.
  10. Awesome! I'm happy you had a good game. What faction did you play? Heavy Scaled Leader on the carnosaur was something I thought could be strong. Getting him close to many enemies to use the roar ability. Let me know if you play again.
  11. I wrote Geometric Hand as a "move" to imply it must remain 3" from enemy units. I imagined this would be sufficiently limiting given considered placement by the opponent. Perhaps changing it to a 6" move would be better? Makes it a little easier to calculate where all the terrain may in a given battle round. I'd want to avoid making them too sylvanethish (already getting close as sylvaneth were the model for these abilities). The artifacts: Scale cloak is great defensively and I think fair. The Saurus Sunblood has this ability already, so you could go for a tanky build. Azyr Drum is for a mobility centered build that lets you target the unit you need to move fast. Good to partner with the Primal Heartbeat command trait or the Slanns command ability or both. A dynamic trait as opposed to the cloak which is static. Ancient Weapon is strong on oldbloods (really that's who it's meant for). I liked the idea thematically that it was such a powerful weapon that it couldn't be affected by negative modifiers. Sublime Icon is the best one. Combined with Gaze Infinite Sublime command trait, carnosaur roar, dread saurian roar, and stardrake icon (from saurus warriors) you can smash anyone in battleshock. Stacking in this way is fair and valid to me because it requires you placing the units in the proper spots. Dragon Blood Potion and Glamourus Scale are simple artifacts in line with the ones from the GHB. All of these are designed to create tactical threats (but not overload you with tactical threats) but force dynamic list creating. If you want to make one of the artifacts very strong you must build for it. I don't want the artifact to be a straightforward bonus, but to be placed to synergize in the list and open up opportunities for the army to play in different and interesting ways.
  12. Looks like it's just you and me Aginor. Let me know if you do some games with the abilities and what you think about them.
  13. Yes Scale Shield and Starbolt are simply meant to bypass the rules of one but make them just a touch harder to cast. I wanted players to have to invest a bit more if they wanted to spam offensive magic or double up on the shield (by either taking Kroak's tooth or staying close to arcane terrain or utilizing the mediation spell). With good armor saves already on many of the troops I wanted to avoid stacking mystic shields and instead force the player to spread the shields around, hence you can't cast Scale Shield and Mystic Shield on the same target. The idea would be to have a "hunker down" turn in which you double up on the shields at a critical time and try to weather the storm like a turtle. Force the opponent to focus down a single unit then strike back when you can. I was worried that Saurus Guard already get a 2+ save with their battalion and that the extra shield cast would make most of the board a bit too strong, but with the focus on summoning and battalions with the allegiance abilities multiple smaller units are more likely and thus the shields get less bang for their buck since they are not affecting a large unit of 40 models at a time. Starlight Precision is indeed the ability I like the most. In my building of Seraphon lists I wanted to create a summoning heavy army but the thought of failing a 10 casting roll to summon a much needed large creature made it seem very weak compared to something like warrior brotherhood. Using Starlight Precision first can let you see if you can get that big monster (partnered with meditation it can be very good.) I was proud of this one as it was very fitting for the army. Missing a big roll for something essential like getting the unit on the board hurts bad (for your strategy as well as thematically) when the army is meant to be adept at magic.
  14. I am ready to offer my reasoning for any of the abilities here but it is of course probable that I have missed broken things.
  15. Seraphon could use a small boost. Heroes and battalions and a few of the big monsters would benefit from a slight point reduction. My initial assessment is that this wouldn't take more than a reduction of 20 points for a few models and battalions. What would really make them strong and give a dynamic range of lists is to have allegiance abilities and a spell lore similar to Sylvaneth. A bit more magical umph. So I have made some. Any players are encouraged to try. Please treat this as a work in progress. Any kind of constructive feedback is welcome, be it in terms of broken combos, casting roll changes, or the specific language on the ability texts. seraphon abilities.pdf