Jump to content

Nart

Members
  • Posts

    16
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Nart's Achievements

Liberator

Liberator (1/10)

12

Reputation

  1. Each priest gets bless+smite and each priest can take one prayer from universal enhancements. For each "Prayer Scripture" enhancement you can take one additional prayer on each priest. Keep in mind that Starstone Staff is not a prayer, but an ability.
  2. Why oldblood over scar vet? You save 50 points on that, which is exactly enough to take second unit of sallies instead of razors.
  3. Both the base and profile makes him illegal. You can make a grand convertion adding stone ring and stuff to the mini and rebasing it, of course.
  4. Excuse me, did you have an actual game to make such statements? Because after 4 games my impression is that we are as good as we were. Just have to adapt to some of the nerfs, but we also gained quite a lot of new tricks to compensate.
  5. Yeah, 2x 30 skinks in FoS can cover each other very effectively.
  6. For Seraphon... it is complicated. We both lost and gained so much, it is almost impossible to judge how will they fair. But I feel far from meta kings they used to be. Starborne armies got a possiblity to gather in low drops (even in single, but it requires too many sacrifices). Warlord battalions allows access to additional artefact without any effort. Draco's tail won't be changing much. Skinks are now 30 max and salamanders are up to two per unit, so I expect to see more MSU, but overall all pieces are in place. Fangs now can basically overwatch twice with two different command abilites, giving skinks another shooting phase. In general, it looks like starborne will adjust lists to new restrictions and capitalize on new enhancements. Things are a way more complicated for Coalesced. The were built entirely around stacking command abilities. In 2nd lack of command points was the problem - you never had enough to do all you need. Now they will be swimming in command points but won't be able to use them. Koatl's Claw was the worst subfaction so far, but allowed for some fun combos with overbuffed saurus/knights blocks with decent battalions. Now they've lost all of that and received nothing in return. Thunderlizard, however, while lost battalion and ability to double-tap two bastiladons, now can enjoy monster rampages and hero actions on mounted heroes. Also, with stegaddon battleline they have access to interesting battalion combinations. Kroak is still very viable, despite new core changes hurting him a lot. He can't receive cover, he can't be garrisoned, he is visible behind woods, he doesn't get look-out. His new Dead for Innumerable Ages is simply too random. And he his a very-very slight chance to die from his own miscast in the end of same phase. Still, his casts/unbinds stack is insane, his access to the whole lore is very flexible (if endless spells become popular, Drain Magic will be an unpleasent surprise for many), he generates tons of CP and can command to d3 units to gain fly. Also, his price hike may be not that large if all other units in game get a hike too. The main problem so far is just a single army - lumineth have very easy time killing him quickly even with guard. Slann is a poor man's Kroak. Kroak often has been taken for CP generation and universal unbinds. Slann can do this as good now. New corebook artefacts allows him to gain 5+ ward or additional cast. He can be hidden behind woods, can garrison into realmshaper and benifits from look out! and cover. I expect to see him more often, especially in coalesced lists. Saurus heroes on foot could be interesting. Sunblood is clear winner. His command ability affects enemy units and it is rare +1 to-wound (seraphon have access to lots of +1 to-hit which are useless now). He is a great beastick himself and with new command abilities and heroic actions is very hard to shift. Oldblood could be interesting, if he had anything left to buff. His CA can buff another unit with +1 to-hit without expending All-out attack. But why would anyone bother? Koatl's claw already gains +1 to-hit on charge and has a command ability to get +1 to-hit if being charged. And you can have only 2 blocks of saurus now. Guy is shelved till new battletome. Nothing new for Eternity Warden - worse than oldblood as a hero, worse than guard as a character. Saurus are terminated. Literally. They were mediocre at beast and relied on battalions, command abilities and struggled to get all models into combat. Now with reinfocements you can field max two blocks of 30 instead of 40/40/20 and with new coherency rules they simply won't reach their target. Mounted Saurus heroes are great both in Koatl's Claw and thunder lizard. Both of them has unique command abilities and can buff themselves or nearby knights. New 5+ ward artefact can bring them to a level of stonehorne, or even better in thunderlizard (14 wounds, 5+ ward, easy access to 3+ save and -1 damage atop of it). They can combine rampages and monster actions to an intersting combinations. The problem is the jaws are even more random, since they cannot go to 2+ to-hit any more at all and -1 rend will be negated too often in the new world of stacking saves. Knights, while suffering the main problems of saurus, are not hit as much. They can still be taken as 3x10 or 2x15 and get more than half models in combat with different weird formations. They lost quite a lot of possible buffs, but still hit hard in KC. Lots of attacks without rend are more interesting now because of save hard cap. They are still out of tournaments, but you can still have some fun with them, unlike saurus. Guard is mostly where it was, but after Saurus nerf I can at least look at them. It is possible to take 1-2 blocks of 15. Kroak wants to be protected as much as possible, and large block of guard with him can be more common case. They already had 3+ to-hit and didn't need stacking command abilities at all. With sunblood, all out attack, scar veteran and starpriest they can dish quite a few gamage. They still suffer from 32mm bases and new coherency, but honeycombing shouldn't be much of a problem. Still not a competitive choice at all, unless taken as Slann's bodyguards. Skink heroes were the core heroes of the book, second after Kroak. And npw they are even better. Starpriest will have to carry the book by himself - seraphon don't have much rend above 1 and it will be negated in lots of cases. Mortal wounds are even more important then before. Both Celestial Harmony and Hand of glory have more weight now - you cannot spam Inspiring Presense and rerolls are rare. Even Bind Endless spell can see more play now. I can see two being taken. Priest can now actually chant prayers - giving 6+ ward to a bunch of skinks without trying to fit them in astrolith's aura is huge as well as additional healing for monsters. High Priest WT can be easily taken in thunderlizard (Master of Star rituals is not as important, since there's a lot of CP now) and if Starstone Staff becomes a prayer, it is a very reliable way to get run+charge. Starseer is still great and now, when Kroak/slann are not as important for CP generation, we probably will see this guys more often. When anyone can stack +1 to saves, getting -1 with Control Fate is even more important. But still, Priest and Starpriest are more important. Skinks are not going anywhere, They are hit by reinforcement limits and +1 save cap (shields give them +1 to rolls), but 60 shots are 60 shots. Unleash hell gives them another shooting phase and especially good with priest's CA. Mortal wounds are important, and with Starvenom they can inflict a lot of them. Hard to actually to pull off, but with Curse Prayer they can MWs both on hit and wound rolls of 6. They benifit from all the new command abilities and doesn't suffer much from new coherency. Taking clubs instead of shields may be more viable now. Chameleon skinks are in a weird spot. Their cover ability now only give them 5+ save instead of 3+. And it is for 1 wound 18 pts model. They have to be FAQed. Otherwise, nothing much is changed for them. Sky cavalry got worse. Not only the units are limited to 6, but you have to actually spend reinforcement points on them, instead of skinks or salamanders. While 6 terradons still can be a threat, 6 ripperdactyls are even worse than they have been before. Nothing much changed for hunging packs. Salamanders can be only killed by price hike. And yes, they can overwatch now too. You cannot take a unit of 3 anymore, but that's not a big deal - they are very effective as MSU too. Razordons are just salamanders -1. If they are cut by new prices, I can see chameleons taking their place. Bastiladons got a nerf - no more ignore rend. But you can easily imitate that with Mystic Shield/All out Defense. No double-tapping two of them in Thunderquake, but they will more reliably hit on 3+. With Thunderquake they lost mobility, which can be somewhat replaced with new Ghur Battalion, but it is not nearly as good. They also benifit from monster rampages. So, have to look at prices first, but we may see only one of them in thunder lizard now. Stegadons are pure winners. They are conditional battleline, they want to get close, they get rampages. They hit hard, they can shoot. Finally, with bastiladons got a nerf, so I expect Stegadons to take their place. Skink mounted heroes are winners as well, since they ride stegadons. Skink Chief got so much stuff to play with without being any worse and EotG is not far behind. I expect to see them a lot in thunder lizard. Trog is more interesting as an Arcane Vassal to Kroak. With new healing, artefacts and defensive abilities he can survive for several turns to channel destructive magic from Kroak. But he still lacks damage potential. Kroxigors look like winners. Despite new coherency rules, they won't have problems reaching enemies with 2" mauls. And after losing a single model they are free to do what they want. Their battle synergy ability is now can be imitated by all-out attack. Maybe we will see these guys a bit more. Finally, Dread Saurian - best general and strategic genius of the old ones. Yes, it is a totema, so it technically can issue commands until FAQed. He didn't receive that much new - +1 to-hit on his jaws from all out-attack is great and +1 save from mystic shield/all out defense is easier to get than taking a starseer. Rampages are nice, but it doesn't get much from them, unfortunately. Overall, I feel that army can struggle with new +1 save spam. But Seraphon are good at spamming +1 saves too. Expect to see lots of monsters with good saves and nimble skinks, supporting them with mortal wounds. All will be decided by prices now, but now army looks like strong and interesting, but not broken. Unfortunately, some weaker choices become even weaker and stronger units are even more important, so promised deversity are not the case for Seraphon.
  7. The only advantage of razordons is their range and it doesn't compensate for random number of shots and lack of rend outside of 6". They also lack "It burns!" and their additional d6 shots should not be taken as granted. If they were 3d6 shots, the talk would be different. Unfortunately, razordons are just unreliable. I'd take more skinks instead of them. Salamanders still rock. They are too good. GW eliminated spam, but there's still no reason not to take at least 5 in a competitive list.
  8. This. "And/or" means you can do any of these but not forced to.
  9. Yes, you can find his warscroll on the FW site. Definitely. His jaw attacks are 5 damage each and every single counts. I use an oldblood which buffs himself in my TQTH list's variation.
  10. I ran Kroak without support a couple of times and I agree, that his price is fair. Without balewing/astrolith he just doesn't reach anything with Celestial Deliverence and he is also very slow in coalesced. Dedicated shooting armies should snipe him without much effort, if you don't include guard.
  11. If you want to compete, you should go massed skinks, salamanders and terradons in Fangs of Sotek or Dracothion's tail. If you want specifically run Thunderquake, go for Thunder Lizard with double bastiladons. And getting salamanders and Kroak should be your priority in this case. Stegadon is a poor choice, imo. It is very easy to kill it even in thunder lizard and, unlike hero variants, you cannot make him more survivable. The only way to run them that I can think of is thunderquake with chief for maximal damage. But bastiladons are still better - their shooting with double-taping is nothing to sniff at and they are very strong against non-MW damage. Yes, they are weak to MW, but not all armies can provide enough to hurt both of them. And even when they are hurt badly - 4+ save is still not the worst thing in the world and can save you from some stray attacks. You are correct about EotG - it is, probably, our best behemoth right now, depsite being nerfed. I agree with Kasper - 40 skinks are much better then 30. You should be fine with 2x 10 for screening, especially if you are lucky with summoning saurus from EotG. I also agree that bastiladons are not worth it outside TQTL. TQTL gives them damage and speed, that makes them viable atop of high defence. I posted my TQTL list a couple of pages ago, you can check it if you are interested. You can replace salamanders with Kroxies and Kroak with Slann and take more endless spells/skinks/heroes. But in general, yes, our dinos are not the best competitive choice now.
  12. Looks like a decent shooty list. I like geminids - they are set up far, move fast and relatively easy to keep at 6". Their debuffs are very strong too. You can also take 5 guard instead of 10 skinks to protect Kroak. FoS will, probably, be better for skinks, because your opponent won't be able to charge them without suffering casualties and this all can be for naught, if you roll 4+ for retreat move. Salamanders also will have good threat range (23"). But DT is also very good for dropping salies in place. You'll have to try both and decide which suits for you more. But if you go DT, 5 guard is almost mandatory.
  13. If you want a shooting list, than your choices are skinks, salamanders and terradons. Our monsters are not really shooty - shooting is the support function. All of them want to be in melee - even bastiladons. They have to tie important enemy units, which cannot kill them. They are our anvils, not shooting hammers. Salamanders are our best shooting units, so you, probably, want to max them out. Skinks shooting is decent with Starvenom. And they are also 40 bodies, which can steal objectives or swarm enemy units, which you want to be pinned down for a while. Terradons are very mobile and can drop rocks, but 2 terradons bola attacks equal to razrodons at long range. They can easily wipe small units with low save, once they are close. Razordons are also decent, but sallies are straight up better. I'd only take one unit at best, if you want to have their overwatch. Or if you don't have enough salamanders.
  14. You don't want to take bastiladons for thier damage - you want to take them for their survivability. That's why taking Thudnerlizard is inefficient. This list wants to be Dracothion's Tail. This way it will apply a lot of pressure to the opponent. If he makes a mistake and opens a weak spot you can just teleport a unit of salamanders and punish them. Or, if they do it turn 1, just teleport the Kroak and drop all the salamanders. This will be way better then bonus attack on jaws, since they are primary a shooting unit and already strong enough in melee. Mobility would benifit them more. Also consider 40 skinks block with a starpriest - they are great for their cost. And additional skink caster is very important - you want to have Celestial Harmony for additional battleshock immunity, because you are low on CP. I'd just drop bastiladons completely and take large skinks blob with starpriest instead, if you want to go competitive. And an astrolith with them. Absolutely, Astrolith is only necessary for good deliverence casts. It is still a CP generator, 4 denies with +1 bonus tablewide, which can be easily turned into +2. He can generate CCP and survive quite a bit of damage. Vortex will give most of his spells 18-24" range, which is more then enough.
×
×
  • Create New...