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AoS Second Edition

40 is pretty good, its a number that I often seem to have left over at the end of a list and need to rethink or plug. That's pretty much the intention for a few of these spells.
40 isn't terrible, but I don't like having to buy them all seperate. Making a strategy surrounding spells is still rather expensive that way in between needing to both buy the wizards and the spells. Also, has anything been indicated yet as to how you pay? Once per cast, once per wizard, once per army? It makes rather a massive difference.

It says Add 1 to save rolls on a wizard on a BWV, which is (more or less) the same
mm, missed that, but that's good. Not amazing, but it's a start.

Also, now that the balewind counts as part of the wizard, would it be able to walk? Cuz that could be interesting on a semi-combat wizard. Take a vampire lord or some such and have him wander around on the balewind. He can spam more spells & has a +1 to saves.
 
missed that, but that's good. Not amazing, but it's a start.

Also, now that the balewind counts as part of the wizard, would it be able to walk?
Seems like you missed the part where it says the wizard is unable to move too.
 
Seems like you missed the part where it says the wizard is unable to move too.
I blame the crappy resolution of the picture in combination with the "small" screen of my worklaptop.

Also, that's a lot less fun than having a walking vortex :P
 
At least that means you can teleport the Wizard, including its BWV.
An advantage for Seraphon I would say, as we can kinda bypass that rule using an ability.

The other thing I thought about is command points combined with summoning or magic. If command points can be used to resist unbinding that could be interesting to get spells through.
Using command abilities (command points allow more than one per round) on summoned units will be harder as summoning now takes place in the movement phase, but there are some abilities that don't need to be targeted, like the one of the ScarVet on Cold One.
I guess 5 Saurus Knights will be 12 summoning points or so, so that might be an option.
Same applies to a Sunblood's command ability, which isn't targeted on own units either.
 
At least that means you can teleport the Wizard, including its BWV.
An advantage for Seraphon I would say, as we can kinda bypass that rule using an ability.

The other thing I thought about is command points combined with summoning or magic. If command points can be used to resist unbinding that could be interesting to get spells through.
Using command abilities (command points allow more than one per round) on summoned units will be harder as summoning now takes place in the movement phase, but there are some abilities that don't need to be targeted, like the one of the ScarVet on Cold One.
I guess 5 Saurus Knights will be 12 summoning points or so, so that might be an option.
Same applies to a Sunblood's command ability, which isn't targeted on own units either.
I'm kinda curious why summoning was moved to the movement phase. Was there any explenation given for it? On the one hand it makes it far easier to get the summon in the right position, which is a rather massive advantage. Imho one of the biggest drawbacks of magic is that its done before moving unlike shooting. Making it rather awkward to cast spells at an opponent that just retreated at times. But on the other it makes it far more difficult to stack buffs on that new unit. Which is rather a downside since they'l usually be summonend at or near the front-line. It's an interesting change.
 
I think they did it so you couldn't stack a ton of buffs on a new unit. With nurgle you can make Plaugebearers insanely hard to hit in the shooting phase (-1 base, -2 for a command point that also makes them -1 to hit in combat)
 
I think the main reason is to prevent stacking bonuses on summoned units but I might be wrong.

"At the end of the movement phase" also makes clear they cannot move in an elegant way.

I wonder though: why can't we reinforce existing units?
And can we summon 20 Skinks with 12 points or does it have to be two units of ten?
 
I think the main reason is to prevent stacking bonuses on summoned units but I might be wrong.

"At the end of the movement phase" also makes clear they cannot move in an elegant way.

I wonder though: why can't we reinforce existing units?
And can we summon 20 Skinks with 12 points or does it have to be two units of ten?

The thing with stacking buffs though is that it's really not much difference between dumping them on a freshly summonend one or on an existing unit. It'l still be a massive stack of buffs.So that seems a weak argument at best unless they're expecting people to regularly summon stuff like carnosaurs or 40 man blocks of saurus warriors or some such.

As for summoning 20 for 12 points. Nurgle summons have one of the following:

7 points: 5 plaguebearers
14 points: 10 plaguebearers.

So based on that I'd assume the option needs to be explicitly there for oyu to be able to summon a unit of 20.

As for reinforcing existing units. I'd assume the issue is that you can then keep on reinforcing units in a battalion making the summon much more potent. Just imagine taking an eternal starhost and then summoning an additional 20 guards into it.
 
The seraphon has gotten a malign portens story at long last.

Dying star
Cool story.. and interesting to see a skink create spawn. Maybe an indication that slann wont be the only ones capable of summoning?

Other than that, I do wish the slann actually got to do something...
 
That was a great story! I would love it if the Starseer could summon as well.
 
I just hope its the start of something to come... Also temple starship display boards.
 
I really liked the story as well.
But if we start with the whole spawning-pool business again i AoS, as the story suggests, doesn't that contradict our units having the DEAMON keyword?
 
Maybe. As far as I understood it is this way:
Seraphon are still some sort of magical creature, regardless of whether they are created by a Slann forcing them into physical shape out of his memories and star magic, or whether they are spawned in spawning pools by some ancient magic left by the Old Ones.
In D&D terms you might call them "outsiders" as they are not native to our plane of existence (just like Chaos Demons). When I read the Demon keyword on our warscrolls I think that's what the equivalent term in the Warhammer universe is.
 
They confirmed that there will be new Endless Spells released with the future Battletomes, Faction themed endless spells (You could argue that the 13 being released now can all be related to a specific faction)
 
As long as every army can use them and they are also available separately I am fine with endless spells being released with the Battletomes.
 
As long as every army can use them and they are also available separately I am fine with endless spells being released with the Battletomes.
mhwa, eventually even releasing em with specific tomes is fine. But right now we need magic as a whole fleshed out, not just for 1 faction at a time.
 
Have y'all seen the new Mortarch?
Not great but OK in my opinion. Nothing that a little conversion couldn't fix.
 
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