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Kasper

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Posts posted by Kasper

  1. 3 hours ago, Overread said:

    Yeah a lot of direct order only is only sold at pretty much GW levels from 3rd parties so you can make a significant saving there - and if it applies to FW then that's an even bigger boon. NOTE I'm aware that store bought vouchers can only be redeemed in a store and not online. I've on idea if FW and GW operate the same vouchers or if they have different vouchers. Ergo if you want a FW model you "might" have to get the voucher from FW and not from the GW store. Keep that in mind.

     

    It's basically a 10% saving, which is pretty neat. 

    Not sure how much it will really affect things. I mean 10% is ok for people in the UK (no idea about Aussies or USA), but for most other people in the EU, it is still a significantly better deal to order off stuff like Elementgames due to exchange rates. At least until they leave the trade union in 2021.

    Most locals around here offer a 10-15% discount anyways, so it really makes no difference for me. I have no reason to ever buy directly off GW.

  2. On 4/1/2020 at 5:09 AM, FrekyDoogal said:

    Death is characterized by Nagash's absolute order and iron grip upon it so that there are no genuine threats from within his own faction, the extreme opposite of Chaos where they bicker with each other just as much as the other Grand Alliances. Order has that internal strife as well, and Destruction is.. Well, destruction. Death not having as much of that gives them a reason to exist without just being the other Alliances but more.

    I agree with this. On one hand it is kinda unique about Death that is it pretty much unified under Nagash' banner, on the other hand it is very boring to me. He seems way too strong compared to any other character within the faction and it seems like nobody can really question his rule or commands. All the factions follow his lead. It makes for a very boring and monotone grand alliance for me personally. 

    Destruction is also kinda just.. There. I guess it doesn't help that almost all lore/story seem to be fixated upon Chaos (esp Archaon), Stormcast/Sigmar and Nagash. They started to tease Gordrakk and his ram made partly of a godbeast, but not too much so far. 

    • Confused 1
  3. So my question is: How does deploying a unit inside a faction terrain that you can garrison, upon the start of the battle, actually work?

    It seems really hard to find any clarification on this, but it is also extremely rare - KO got almost similar rules, but they garrison a model/unit, not faction terrain, so obviously said model must be within the deployment zone as per usual. I have personally never played with a garrison situation before.

    According to the core rules for garrison:

    image.png.1b5a7a65e347c3f2ef7c1786b15f0313.pngimage.png.40d225a50682bccb9f7048de189c5de2.png

    The rules above specifically say that you can set up a unit inside a terrain feature at the start of the battle, if it is wholly within the territory. No where does it state that the terrain feature must be wholly within the player's deployment zone.

    On many battleplans, half the table is one player's territory - See below.

    image.png.ef5ece2a29d3c0a3675d90d822494ede.png

    If the green is player A's deployment zone and red is player B's deployment zone, you have the middle which is each player's territory. What is preventing me from putting my (player A) faction terrain where the blue oval is located, and per the core rules above - Deploying a unit straight inside, which would be outside the deployment zone? If the typical deployment rules for this overrules the core rules above, the rules for garrison seems kinda redundant. 

     

  4. 4 hours ago, Keilerei said:

    Oi lads!

    „Brutal Beasts Spirit“ spell fron the Bonesplitterz lore, does what exactly? I wonder if in my German Warclans book there was a translation error, because attacking and charging are kind of the same words in German.

    The reason why I‘m asking is the following; I read multiple times in different sources that the mentioned spell grants 1(2) BS units +1  to run, charge AND to Hit in my book it only says +1 to run and charge.

    I would like to make a big block of arrowboys usefull in a Big Waagh list and I am looking for ways to make 90 miserable shots at least Hit something!

    Many thanks.

     

    EDIT: I found the right translation in the German FAQ.  But any advice on how to utilize arrowboys in Mixed big waagh Is still welcome

    I would always get the english version of the book to prevent mistakes like these.

    You really only have Brutal Beast Spirits for +1 to hit and then the Maniak Weirdnob warscroll spell Bone Spirit, gives them exploding hits on 6s. 

    To be honest I'm really not fond of the Arrowboyz and would prefer the Stikkas any day of the week. The damage just seems lackluster from range and would prefer to beef the Stikkas up to a 3+ save etc. 

  5. 1 hour ago, Kamose said:

    So speaking of Stegageddon, I'm a huge fan of the big dinos as well.  However I have a question.  I know Thunderlizard makes Stegadons into battleline, but can someone point me to the page that removes the restriction on the number of Behemoths?  Everyone keeps saying its in there but I just can't find it.
     

    Thanks! 🦖

    It is from the Designers' Commentary to the AoS Core Rules:

    image.png.ba9561f883651ef9db94cf72aa0702d1.png

    • Like 1
    • Thanks 1
  6. On 3/23/2020 at 11:24 PM, Ravinsild said:

    Yes, exactly. I remember back before the new Battletome that was one of our best lists... is that still true now? Aren’t Gore-Gruntas even better... well... everything even better than it was?

    I mean sure, it is a viable list you can run. You are very limited as to what you can actually do with the list - You will likely just launch stuff forward in every game and get in your opponents face turn 1. What happens when your opponent wont just fall over and die to that? You have no real way of changing your gameplan.

    The question is also how much fun the list will be to play - and play against. The games will be short and likely determined by the double turn. 

  7. 24 minutes ago, Aleister said:

    The have the Oracle Keyword, and AFAIK nothing else does.I could run more Slanns, but Troglodons are pretty decent at shooting and melee, and without them I would have no melee and little shooting, making me entirely dependent on summoning and I'm not sure I want to do that.  The purpose of the list is to generate CCP and summon stuff.

    To be frank they are not decent at anything at all. Granted I haven't played with one, but as I see it, their only purpose is being a moving spell portal for stuff like Kroaks CD spam while he sits back. 260 pts is way too much for the model on its own.  

    Unbuffed 1 Trog will do an average of 3,5 damage against a 4+ save. This is without any buffs, but I doubt you will ever find yourself in a situation piling buffs onto this piece over something more killy.

    image.png.d7028b49638ef0ea05ea6fbe974bb6b1.png

     

    I mean by all means go for it, but I think you will get run over fast. The only threat you have in the list is Gotrek and he is super slow without any buffs. If the opponent avoids him/gives up whatever objective he runs towards, I dont see how you would ever cap the other objectives. 

    In general I think your list lacks synergies/buffs. Seraphon warscrolls are pretty poor and rely on buffs/command abilities being stacked ontop of each other to really shine. Units on their own are just really not gonna do anything. 

  8. @Aleister What is the purpose of the 2 Trogs? I don't see the value in 1 let alone 2. You can't cast Endless Spells through him, so I guess the only point is the healing spell from the Slann? Personally I would go for Kroak to at least be able to spam Celestial Deliverance from the Trog and use it offensively.

  9. On 3/16/2020 at 8:58 PM, PJetski said:

    What allies would you consider for a Seraphon army?

    I think that the Knight Azyros to re-roll hit rolls of 1 against enemies within 10" is going to be very useful since there aren't many ways to gain rerolls in a Seraphon army. This will be especially important for boosting the accuracy of low-volume, high-impact attackers like Salamanders and Stegadons.

    The Lord-Arcanum's command ability to move an endless spell an extra D6" seems pretty useful in a Slann + Kroak magic domination list... you'll have lots of endless spells and lots of command points.

    For reroll 1s to hit I would probably rather invest 40 pts into a Bound Burning Head, at least for shooting. Maybe the Azyros for heavy melee/Saurus lists? Since you don't want the enemy to benefit from the Burning Head aura.

    I think Knight-Incantor with Everblaze Comet can be very interesting. It is a 240 pts combo, but potent coupled with the Comet's Call spell from the Slann/Kroak. The Knight-Incantor can auto unbind 1 spell a game. Could see it useful in some matchups. Normally it can be an issue that the Comet is thrown down outside of dispell radius, but with a Slann/Kroak you have boardwide dispells, so you can always dispell it the turn after it has been cast to benefit from the 10" radius.

  10. 23 hours ago, Bozly said:

    Ok so i got some lists together that i think may have some competitive gas. I don’t typically play seraphon but i bought into the army because i want two bastilladons on the table. I’m working based on 3 threats

     

    my first list

    thunderlizards

    Kroak general great rememberance

    astrolith bearer

    - fusil of conflageration

    engine of the gods

    - incandescent rectrixes

    knight incantor

    3x10 skinks

    2x bastilladon

    3x salamanders or razordons to taste

    Thunderquak starhost

    everblaze

    balewind

    an option in this list is dropping a hunting pack for a skink priest. Which i might actually just do because the +1 to hit is so important on the bastilidons.

    this is a great bunker busted. If you play against a lot of dok and hallowheart this is nice you can just clear their heroes with comets call and the everblaze and your bastilidons clean up.

    we lack models which is why i think this has to go starborne so we can summon.

     

     

     

    I think the Everblaze Comet is really underrated, especially considering Slann/Kroak got boardwide dispell, so you can dispell it no matter how far away you dumped it the previous turn and keep getting maximum benefit from the aoe. That and Comet’s Call from Slann/Kroak is alot of almost boardwide damage to important key units/support heroes,  especially if they are within 10” of each other.

    Picking off stuff like Warchanters/Weirdnob from Orruk Warclans is massive. Plently of other armies rely on buffs and synergies.

     

    I think the better list would be Starborne - Fangs of Sotek and focus on more bodies, some bound Endless spells like Geminids + Purple Shy, maybe even a unit of 20 Camo Skinks to deepstrike wounded characters or other stuff like OBR catapults.

  11. Pretty disappointed with the release of this tome tbh. I mean it is great for those who already got plently of models, but kinds awful for those that wanted to get into the faction with the new release.
     

    Talked with my local as he had tried to order some more stuff with the new tome and new sc box. He said GW support had told him that they were massively behind on the production. Like around 40k boxes behind on the Stegadon model alone. Half the range is pretty much out of stock and has been for a while. 
     

    It is really beyond me they are so unprepared for a new release. Stuff like getting a Slann shouldnt be almost impossible at this stage.

    • Like 1
  12. 4 hours ago, Drillz said:

    With mighty destroyer of you charge with it do you get to attack or just get the movement/ effects for charging? 
    because if you don’t get to attack when you charge it seems a to be the weakest of the 3 modes of the ability 

    You only get to charge. 
     

    It is actually the strongest effect if used correctly. The MD charge - retreat - pile-in trick has been explained a number of times a couple of Pages back.

    I wonder if we should make a stickied FAQ at this point.

  13. 2 hours ago, Calebexnihilo said:

    My first game with new Seraphon, took 2 Bastiladons in Thunderlizards. Fired both of them twice in my first turn.... killed a total of 2 Sequitors.

    Maybe just bad rolls... maybe without rerolls for everything they are just as bad as they used to be outside of Thunderquake.

    I mean... Basing your opinion off 1 dice game alone is kind of worthless tbh. Did you trash the old Bastiladon when it rolled 2 attacks on 2D6 too? I did the math a couple of pages back.

    • Like 1
  14. 38 minutes ago, Jabbuk said:

    That's a good question actually. I had the same thought a while ago. I hope someone answers. I would tend to think that they both stack, just like save after save abilities stack as well.

    Generally everything stacks, unless it specifically says it doesnt, like on a command ability. So yeah it would bounce back 2 MW.
     

    • Like 1
  15. Big blobs of Chameleon Skinks look pretty awesome too. Sure they cost 50% more than normal Skinks, but being so reliant on buffs you will likely have to focus on 1-2 units anyways.

    But even if you dont intend on using them for damage in FoS, having 20 guys in a reserve for when your opponent forgets to screen every part of his backend of the board, capture an objective later on etc. seems pretty awesome. They look quite good even without any buffs.

  16. 15 hours ago, Calebexnihilo said:

    Not really. Terradons can be good in the right builds... But VERY fragile. Starpriest is a must have in just about every list. Bastiladons are trash now. Skinks are just ok. Nothing fancy... But cheap battleline.

    It's curious they included bastiladon in the box. I can't think of any list that would use it.

    They used to be awesome in Thunderquake where you could get rerolls for everything. But Thunderquake now just give you run and shoot. Lol.

    What makes you think Bastiladons are trash now? They do almost the same damage as before with double rerolls, but it is much more reliable now. 

    In Coalesced they can have 2 extra wounds and reduce damage taken by 1. Thats insane against factions that deal 2+ damage a hit like Ironjawz.

    • Like 3
  17. 24 minutes ago, PJetski said:

    Is there any way to boost wound rolls for our non-Saurus units?

    I believe Seraphon can ally with both Sylvaneth and Stormcast. I think Sylvaneth is largely useless outside of maybe creating a forest to ping with the terrain piece. All their buffs are "Sylvaneth".

    I'm not super familiar with Stormcast warscrolls, but some of their heroes got auras/buffs that just say "friendly units" and not keyworded to Stormcast specifically. Maybe theres some in there.  

    For Seraphon specific Im fairly certain there is nothing for non-Saurus from listening to a couple of battletome reviews/looking at warscrolls.

  18. 35 minutes ago, Paul Buckler said:

    So just to give overview, its about buffing waves of skinks with mortal wounds and +1 to hit, then moving or teleporting and picking your targets.

    Summoning is just the occasional unit of 10 skinks for objectives or chaff.

    Salamanders target the really tough stuff.

    Then 50/50 the unit buffed can shoot any chargers and run away before they fight.

    Lots of bodies on the board for objectives.

    Hero missions are teh tough ones, but the shooting shot remove any standing on them easily enough, and then you clean up late game and score

    I'm new to Seraphon (been waiting for the tome for a while) and I'm really inclined to try this type of playstyle. I just can't help but to feel a bit hestitant to buy and build towards this list prior to the FAQ due to how strong the Serpent Staff ability is on Skinks. Do you think there is any chance it might be FAQ'd to melee damage only?

  19. 1 hour ago, Frowny said:

    -Spectacular Kroaknado. Balewind+Astrolith+Kroak is +12 inch range, put the vortex out front and you can hit their entire front line, and if they position badly, maybe some heroes. It got cheaper too!

    3x Celestial Deliverance + Comet's Call + Terrain feature = Very much dead support heroes. Doesn't have to be a turn 1 move. :D

    I think at least a unit of 3 sallies is gonna be huge in every list. -2 rend both on the shooting and in melee is pretty big vs Mortek Guard etc.

  20. 1 hour ago, madmac said:

    The artifacts are mostly bad as it turns out, but that's not rare for these books.

    Overall, I think Seraphon will be around Mawtribes tier, with a heavy competitive focus on Skink armies. Ironically Skinks are still greatly superior to Saurus, except now they're just better at fighting instead of focusing on summoning and board control. There's so many good options for powerful skink based armies now.

    Saurus Warriors and Knights got just enough oomph from spells and CAs ect to be viable, though I don't know if they can reach as far as competitive. Saurus Guard, bizarrely just got absolutely shafted. In exchange for +1 wound they lost literally all of their unique synergies from the first battletome. No more +1 save for friendly heroes, no special battalion for another + save and d3 damage, no more +1 attacks from Eternity Warden...they literally are just the weakest Saurus unit for points now. Carnosaurs are slightly improved but still very iffy.

    The Skink heroes are basically all incredible, the Starpriest is the # MVP in the book and the Starseer is probably #2. The Stegadon hero is also a must for monster armies, the Terradon Chief turns Terradons into alpha strike monsters, the Ripper Chief is really the only way to make good use of rippers now...

    Saurus builds will be entirely dependent on Coalesced/Coatal bonuses backed by CA spamming Saurus heroes and the Skink MVP casters. In terms of actual stats they barely improved at all, so it's really down to increased synergy for them to do anything. Their heroes also basically didn't noticeably improve in stats, they just have usable CAs now. 

    Eternity Warden is officially useless, his new warscroll does nothing and his only battalion is the 4000 point one that will never see play. Astrolith Bearer went from indispensable to...highly dispensable.

    Slaan also looks a bit iffy, IMO. Our spell lore didn't improve much from the GHB, summoning is no longer a real thing, spending 260 points on him is a big ask. Kroak is probably better now in most cases and not that much more expensive.

    The artefacts being meh doesnt look like that big of a deal since you will usually have the subfaction specific ones and for a second slot I think Aetherquartz Brooch would be amazing with the amount of CAs between the various heroes. Even the standard reroll 1s to X/Y/Z  wont be too bad. 

    Im really bummed about Saurus Guard - They look much better than Warriors due to the extra armor, but I agree they seem kinda meh. The Eternity Warden was a perfect hero to beef up the Guard, but no.

    Slaan used to be a requirement in every army, but I could see armies skip out on him now, especially coalesced with a focus on Saurus. If you build for magic the Slaan can be good I think. You can get up to +3 casting and rerolling casts, which is honestly quite powerful. The Slaan spell lore looks weak, but the true power comes from a couple of bound Endless Spells. Between the terrain piece, Comet's Call and some endless spells you really have some options to chip away at important lower wound support heroes.

    In general most warscrolls look really weak on their own, and they heavily rely on being juiced up with a combination of buffs. I think the army looks great, but you are gonna lose if you just push everything across the table while focusing buffs on 1 unit and letting the opponent pick his fights with non-buffed stuff. 

  21. On 3/6/2020 at 2:01 PM, Malakree said:

    @Kasper @brattenbergus

    On the banner glyph point. Personally I would recommend just building double banner for your unit. The glyph is really situational and very meh, you won't notice it not being there.

    On the otherhand a unit without a banner is significantly worse, to the point if I have to choose between the boss and banner as the last model ~70% of the time I choose the banner. Since you may choose to split your units into 5s and there are several different abilities which allow people to target/remove specific models that Redundency is crucial.

    Yep that's totally a fair point. I personally don't fight vs armies with stuff that can specifcally remove a single model very often - In fact I can't remember the last time I did. OBR usually wont shoot against my 10 man Ardboyz. But if you experience it, you can totally go with 2 banners. 

     

    In regards to our talk about Mighty Destroyers, I found the FAQ confirming that you can run in the hero phase. MD says "... That unit must make a normal move.." hence you can use it on a unit of Ardboyz or whatever in the hero phase and declare that you run,  and you can obviously run again in the following movement phase. Makes us a lot better at grabbing objectives. Running in the hero phase will obviously prevent you from charging though. 

    image.png.d0df16a70051d146bc790238ea991c3f.png

  22. Yes, you can move Aetherwings into combat with a unit that is about to charge, effectively shutting it down as they will now be in combat and cant charge. Depending on how the opponent has placed his unit, you can put an Aetherwing behind the unit and force him to pile-in away from your dudes, assuming the movement allows it.

    As the FAQ says, any "normal move" means you need to respect the 3" away from enemy heroes. As soon as it is a random D6 move, you don't have to respect the 3" and can put the units into combat. 

    Aetherwings are really insane against combat focused armies and super undervalued by many SC players.

  23. So personally I always liked the idea of Thunderquake and wanted to run something similar in the new book. I was curious what the new shooting will be like for the bigger dinos and the razordon vs salamandar. 

    From what I can tell, the only ways to buff shooting is through the Skink Priest CA that gives +1 to hit for a SKINK unit. If you take the Thunder Lizard host you can spend a CP to shoot twice with a Bastilladon, which would effectively just double the damage output. 

    The Skink Starpriest has a passive ability where you pick a unit and on unmodified 6s to wound you deal 1 MW in addition to any damage. It is really minor for the bigger stuff and it is best used on big groups of Skinks tbh.

    With Bastilladon from the old book and for the Razordon I have assumed 7 average attacks from 2D6 profiles.

    image.png.f6faa897d6a2fb77912f60d4244bd6e9.png

    image.png.62d6dad31bbb07177fdf3e0fe1e4cbfc.png

    image.png.7321d5d22ea5656a2685fed3091ee1d4.png

     

    The Salamandars are looking really awesome, although they only have 12" range compared to the 18" from Razordons. The Bastilladon is also holding up fairly reasonable compared to the old book considering you can potentially shoot twice, though it now degrades, it shouldnt be that big of a deal the first couple of rounds if they arent in the front.

    image.png.49374343c200d7d44ad8c41b84a240a0.png

    40 skinks seem rather insane, especially in the starborne fang of sotek host where you get a CA to use at the end of the opponent's charge phase, which allows you to shoot and then on a 4+ make a retreat move, effectively shooting twice per battleround.

  24. 1 hour ago, GeneralZero said:

    It is just a matter of time: generally a week or so... I recently had to purchase few GW exclusive minis, several times, but each time while the army was hot (meaning fresh out of a new battletome) and each time, the miniature was out in less than a week, except once, I waited just 10 more days. Those were mostly resin. The stegadons are plastic. The army is super fresh: I'm suspecting GW going full production rate on this one to make a big stock. 

    Don't worry, you'll get the stegs next week or the week after.

    But if you are not in a hurry, my bet is that one of the christmass battleforce will be Seraphon with stegs....

    It has been out of stock for a couple of weeks though, if not at least a month.

    I honestly doubt Seraphon will receive a battleforce - They had one like 2 years ago. I'd guess they rotate between armies. 

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