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AoS Fixing Serephon

Discussion in 'Seraphon Tactics' started by Erta Wanderer, Sep 1, 2019.

  1. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    thats fair how did you make them less sturdy i thought i had them at a 6+ save? i might have put that down wrong
     
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  2. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    actually it might be better if you just post a change log thats what this page is for to debate and tweek warscrools to get the best out come.
     
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  3. ChapterAquila92
    Skar-Veteran

    ChapterAquila92 Well-Known Member

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    If it helps for further clarity, since some strength values were provided among the artifacts I briefly summarized, Strength 5 was the minimum amount required to wound saurus warriors (which had Toughness 4) on a 3+ back in WFB.

    The more I think about it, the more I'm convinced that all the to hit and to wound rolls in Age of Sigmar are solely based on how difficult it would be to hit and wound a bog-standard human of average weapon skill (WS3 S3 T3) with that particular attack. Following through with this, it also seems to follow 8th Ed 40k's wounding system.
     
    Last edited: Sep 21, 2019
  4. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    oh so thats what that means that will help with translation I didn't know how strength worked
     
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  5. ChapterAquila92
    Skar-Veteran

    ChapterAquila92 Well-Known Member

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    Hey, no worries. As has been mentioned before, the old Fantasy way of handling wound rolls, which consisted of consulting a 10x10 table of Strength-to-Toughness match-ups, was overly complicated for what it needed to be, and I'm of the opinion that 40k currently has a better means of determining the wound roll.
     
  6. Canas
    Slann

    Canas Ninth Spawning

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    Don't do that, it'd make a 4-5 roll the best outcome as a 6+ could potentially only cause 1 model to flee.
     
  7. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    or on a role of 6 an entire 200 point kurnoth unit flees way to strong

    edit sorry your right i would re-wright the whole thing so that 5+ removes 2 modles
     
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  8. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    Talismans:
    Amulet of Itzl:
    (one use only) 2+ shrug for one weapon profile attack
    Aura of Quetzl: increase natural shrug by 1
    Glyph Necklace: 5+ shrug

    Magic Banners:
    Totem of Prophecy:
    causes fear
    Sun Standard of Chotec: Ranged attacks at user suffer -1 to hit. this works
    Huanchi's Blessed Totem: move 1d6" during the hero phase.
    Jaguar Standard: additional 2" to pile ins

    these can be taken insted of artifacts and unless otherwise stated can be given to any hero or monster
    Blessed Spawning of Tzunki: this unit attacks first in the combat phase
    Blessed Spawning of Sotek: (Can be taken by SKINKS) +1 attack on the charge
    Blessed Spawning of Quetzl: +1 to save roles
    Blessed Spawning of Tlazcotl: units within 3 are immune to battle shock
    Blessed Spawning of Chotec: this unit can make an imediet pile in and attack if a unit in melee with it tries to withdraw
    Blessed Spawning of Huanchi: May move through terrain and units as if open ground, suffering no penalties for movement.
    Blessed Spawning of Tepok: +1 to dispel rolls
    Blessed Mark of the Old Ones: (character only, can be taken by SKINKS) may re-roll d3 single d6s per game, cannot be used to generate further re-rolls.
     
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  9. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    ok endless spells not intierly confident with this one but lets try
    sun of itzel: predatory move 3" mortal wounds woounits within 12" 1 mortal a turn 6" d3 a turn and 3" d6 doesn't effect seraphon
    scales of the dragon: this is 2 modles when summoned place within 12" of the caster and 8" of each other. draw a line between the 2 models if any unit passes over this line there movement ends and they cannot charge. at the end of the battle round you can take one of the models and place it within 8" of the other
    mists of hotek: move 6" spells can not be cast within 6" of this model
     
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  10. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    Pretty cool ideas (provided I have zero experience with endless spells). Hopefully I can play test some stuff today or tomorrow if I have the time
     
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  11. Canas
    Slann

    Canas Ninth Spawning

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    What about making the endless spells interact with summoning? Stuff like:

    - Geomantic Web: Stationairy endless spell, generates 2 CP + 2 CP per hero within 5" in your hero phase.

    Or a combined heal/damage:
    - Astral wrath: Summon a star to the battlefield that replenishes Seraphon and burns their enemies, predatory spell. Moves 10". Deals D3 damage to units within 3" heals D3 wounds (and ressurects) for Seraphon units instead.

    Also something that could be interesting
    - Memories of the lost jungle: summons a forgotten bit of lustria. Stationary spell, similar in size to the prismatic barier, possibly give it a funny shape to allow for more shenanigans. Reduces ALL movement of units crossing it (including charges, stegadon alpha's, whatever nonsense causes a unit to move, this includes units that can fly) by 1" and when a unit crosses roll a dice. On a 1 they make it safely through the jungle. On a 2-3 they are bitten by some of the smaller creatures living in the jungle, suffer 1 mortal wound. On a 4-5 they've stumbled into a larger predator, suffer D3 mortal wounds. On a 6+ they've gotten lost in the jungle, possibly been eaten by whatever lives there, never to return. The unit is slain. Seraphon are immune. Would be an hilarious zone of control spell, quite fluffy as well. And it'd actually be fairly balanced as the opponent always has the choice to go around the jungle the long way. Bonus points if you can give us an excuse to have a mechanic like Slaanesh's mesmerising mirror has as well to try and lure people into the jungle.
     
  12. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    i like the first one but arnt the other two just sylveneth stuff astral wrath is literaly just the glade wyrm and wile i like the idea of the lost jungle its a buffed up wildwood at the moment so we will have to find something else for it to do
     
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  13. Canas
    Slann

    Canas Ninth Spawning

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    O yeah, the second one isn't terribly original. I just want some healing & ressurecting which fits well with our summoning theme anyway.

    Alternativly I'd love to be able to use summoning to strengthen existing units.
     
  14. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    i thought i added that time for an edit
     
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  15. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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  16. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    ok im going to try a second pass with endless spells canas gave me a great idea tto make powerful stationary endless spells but first

    Allies

    im going to be going thru them one by one and say yes or no based on fluff im going to be a bit lenient with our end we want chaos dead and if they will help with that we shouldn't have a problem with that with a few notable exeptions

    SCE yup we already have them and they Allie with every one
    FS these dwarves will fight fore any one who will pay them ard gold and the seraphon have deep coffers we have no bad blood with the dwarves no previous wars or grudges i say we should be able to work together
    KO same as above they want money we have it and no reason not to
    Sylvaneth the sylvaneth have a hate boner with every one they woun't even work with most other ealvs i'm surprised they work with SCE so no no allies hear.
    DoK i want to say yes to DoK i want snake ladies to fight next to my dinos but i can't DoK has always been 1 shade short of strait chaos and we have a long history of war with them so no i can't in good mind say yes to them.
    IDK they don't work with people and there mode of operation makes it hard for them to be proper allies i can see them fighting on the same battle feild as us it would look really cool but not actually work with us so no
    free peoples/ cities i don't see why not no bad history and we both wan't the same thing i think most would be scared of us but we should find some willing to fight there are enough of them
     
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  17. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    ok endless spells phhhhhh

    i like canases geomantic locus spell so lets keep that unless there are other objections

    - Memories of the lost jungle: summons a forgotten bit of lustria. Stationary spell models inside of the jungle when it's summoned or that enter it after (ark of sotek or the new prist prayer) are removed from play untill the end of the battle round. they then re join there unit where ever it is if they cannot fit do to being engulfed they are lost in the jungle and do not return. if the intire unit is removed it returns at the edge of the jungle.

    sun of itzel: Stationary spell model is set up within 12 of the caster units within 12 get the following debuff - 1 to cast spells -1 to saves and 1 mortal at the beginning of each movement phase
     
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  18. Canas
    Slann

    Canas Ninth Spawning

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    I think for allies we can essentially ally with anything. As ultimatly we don't care in the slightest about our allies goals provided our team-up results in furthering the great plan. Have all the gold in the world to bribe them with (provided it isn't a holy plaque). And if they can't be outright bribed we might simply just manipulate them to be in the right place at the right time.

    Hell, ultimatly even an alliance of convenience with a chaos warlord to achieve a greater goal should be possible. We might hate chaos, but Seraphon are too cold-blooded and logical to let that hatred get in the way of working towards the great plan, especially the slann & more level-headed skinks. If the great plan says this one chaos lord needs to get an artifact so further down the line he'l accidently blow up archaon & himself with it then the Slann would probably be willing to give him that artifact.
     
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  19. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    well that might change my vews on DoK but with the other two the problem is on there side
     
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  20. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    Oh we still need army points, I can get around to that or would you prefer to do them?
     
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