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AoS Second Edition

Discussion in 'General Hobby/Tabletop Chat' started by Lord Agragax of Lunaxoatl, May 12, 2018.

  1. Canas
    Slann

    Canas Ninth Spawning

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    meh, skinks haven't been mentioned at all. The EoTG hasn't been mentioned. Both of which should be involved somehow. The EoTG might become "gain X points" or simply "summon something", with "just summon a thing" being the most likely. However, I feel like skink heroes also are going to need to be involved in this somehow. For starters it'd fit both in terms of fluff & gameplay and secondly, most of the skink heroes are a tad underwhelming being limited to 1 usefull spell/ability and 0 combat potential. The new magics might help them become more impactfull, but having them aid with summoning would definitly solidify their position as key-supporting units of our army and give them enough to do to truly feel impactfull. As opposed to just standing around looking pretty after using their 1 skill.

    at least they're self-aware I guess.
     
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  2. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    EotG is getting a rework, Skinks can be used as a vassal to cast the unending spells
     
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  3. Canas
    Slann

    Canas Ninth Spawning

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    Vassal is existing stuff, and not particularly exciting for unending spells. Especially now that everyone has a 30" unbinding range & the fact that a starpriest and starseer are already wizards themselfs so they can just cast the spell on their own. The advantages it gives are kind of minimal if any like that.

    Also, I hope we finally get prayers. Those might help with this as well.
     
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  4. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    We can but hope but surely there has to be more but I doubt it, the 30" unbind is weird, unless magic is going to be that powerful.
     
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  5. IggyStarhost
    Ripperdactil

    IggyStarhost Well-Known Member

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    Tbh I get what Canas is saying. Havig a slann and a Bearer is already 420 points. Im doubting I will play the bearer, it gives a buff to magic, which you arent going to use as much as before. And you have rerolls of hit, which I gues will be changed to wholy within, rather than daisy chaining. So earning on average 10 points per full match, he isnt really worth it point wise to just include him for summoning.

    I just think it is a nice bonus, having a slann forgo one spell each round and gaining the +1. You’ll have 12 points to summon some Terradons in turn 3. A tax break of 120 point. Nothing game breaking.

    Or you could use the slann to gather summon points alot faster, to earn itself back in turn 3. Guessing a Carnosaur would be 24 points. Turn 1 forgo 3 spells, turn 2 aswell, turn 3 just forgo 1 spell and you have 24 points. It gives nice flexabilitie, but is quite well balanced imo.
     
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  6. Tokek
    Chameleon Skink

    Tokek Well-Known Member

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    You never know, I might actually get the motivation together to paint up my Troglodon. Probably not but there is always hope - it was always the best Vassal it just lacked in anything much else.

    The thing with the Vassal is not your ability to cast one spell anyway, it is the concentration of force you get from teleporting one up and then blasting out 3 or 4 spells from an unexpected direction. If those spells are 4 different predatory endless spells from a starpriest + Slann it could be as cheesy as Kroaknado.
     
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  7. Canas
    Slann

    Canas Ninth Spawning

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    The main advantage of vassal though is that you used to be out or range to be unbound and be shot at,otherwise you might as well just send your slann there. Both of those advantages have significantly diminished with the increase to unbinding range & the look-out-sir rule. It's still a halfway decent rule to save your slann some walking, but it is significantly less impressive than it used to be.
     
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  8. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    I'm just making some hypothesis on what you could summon during the first 4 turns of a game. If you don't sacrifice magic (just a couple of spells in those 4 turns is not a real loss), you can obtain a grant total of 18 pts, basically you can summon 3 units of 10 skinks (scattered across those 4 turns).
    Let's say it's an help to battlefield control almost for free... which is something, but it's FAR from good.
    For example, it's a very different thing that what can accomplish Legions of Nagash, that can bring back a costly unit that has been destroyed.
     
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  9. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    In theory, yes. But who on earth will plan to bring Kroak and have him sitting like a duck for 2 turns?
     
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  10. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    Depends what you can summon I guess, but your right what could you summon that can do more damage than Kroak can in 2 turns, nothing, but if you need a unit to grab an objective.

    Now different question why would you take a Slann over Kroak he could generate 6+1+D3 points per turn and still cast 2 spells, combine that with a priest for shield etc and your generating 10 points per turn in theory.
     
  11. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    For the moment (things may change), i believe the most viable tactic will be to play as usual, letting the summoning points grow up automatically, possibly avoiding to cast a lesser spell one in a while.
    This way, you can summon cheap units of skinks for screening, grab an objective and battlefield control (to negate deployment areas for deep strike from SCE, Sylvaneth and so on).
     
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  12. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    That's how I see it as well, let the points build up, slot in some skinks to block, grab an objective if you don't need them unleash something tasty later on.
     
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  13. Wazz
    Troglodon

    Wazz Well-Known Member

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    One thing to consider is how many times have we been like "Whelp I have no spells to cast for my Slann" I know magic is getting a buff so that may not be an issue anymore but now if you don't cast a spell, it's not a waste you get something at least. Like I said in the other post I agree it's not game breaking, but will come in handy.
     
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  14. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Sure, this way you "optimize" the Slann.
    If there's a situation where you use only 2 spell slots from a Slann and the third would be unused, at least you gain something. It's like to be sure that those 3 slots will always be useful somehow.
     
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  15. Canas
    Slann

    Canas Ninth Spawning

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    The main issue I'd have with this is that those 30 skinks come in spread out over the course of the game. Having 30 extra at the start is fairly nice as a base-mechanic. yeah they're utterly incapable fighters and they're not going to kill anything. But from the start you have 3 extra units roaming around allowing you to control the battle more favorably. However, that unit of skinks you summon in the last or second to last turn is barely going to do anything. Hell, even a "powerfull" summon like a carnosaur in the last turn is likely to amount to very little, there's only so much you can do with 1 turn of combat and shooting left. Hence why I'd like the generation to be better, or to just be a tad more frontloaded so we can summon something while it'l have a noticable impact that goes beyond "and I summon a random unit of stuff to claim the last objective in the last turn so I win"

    Yup, seems that way for now. And frankly that is dissapointing...

    This might be the one positive aspect about this system.. it solves that issue, and it even solves it in a fairly decent manner. If there are no available spells, or available targets at least now your slann gets to do something. Still makes me wish a slann was an actually capable fighter (or better yet, had a decent ranged attack) and that we had acces to loads more spells. But especially in situations like the first turn where nothing is in range it actually gives him a purpose.
     
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  16. Wazz
    Troglodon

    Wazz Well-Known Member

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    Kinda thinking about it, they might of done it as a response to players almost always taking the spells from the skinks( totally drawing a blank on the name) I've been a big fan of Great Rememberer bc of the armies in my meta, so I think that's why I'm really ok with it lol.
     
  17. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    Maybe we will see a warscroll update?
     
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  18. Christopher
    Terradon

    Christopher Well-Known Member

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    I'm curious how they're going to handle the more-or-less required warscroll updates, given that almost all of ours have language about spells being used to summon the unit in question. On the one hand, they could just say, "ignore all mentions of a summoning mechanic other than the new one on any warscroll" and have done with it, but on the other hand, there have been hints that there are definitely changes in the offing at least for the Engine of the Gods. I'd love a careful Warscroll by Warscroll update, taking new points values and mechanics into account, but it seems unlikely that they've gone through all of the ones that would require such revision--there must be hundreds and hundreds of warscrolls, right? And that's just counting Stormcast Eternals (I kid! I kid!). I'd pay a lot of money and sweep the floors at my local GW for free for a new Battletome, but I doubt there's one coming anytime soon.
     
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  19. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    A new battletome would solve the problem and from a marketing point of view would be lucrative for GW, download the new warscroll for free or buy the new shiny battletome, I know which one we would all do.
     
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  20. Wazz
    Troglodon

    Wazz Well-Known Member

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    I bought myself a gift card for my GW as a Nighthaunt savings account, but with new changes I'd gladly spend it on some Scaly Angels(TM) instead of spooky ghosts! Lol
     
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