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AoS Lords of Space and Time Question

Discussion in 'Seraphon Discussion' started by Vextol, Sep 15, 2017.

  1. Vextol
    Skink

    Vextol Member

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    So, I have two questions. The first may have been answered somewhere.

    1. Is it one teleport per turn regardless of the number of Slann or one teleport per slann? I'm leaning 1 per slann.

    2. It happens at any time during the hero phase right? So, say I had 2 teleports (either with two slann assuming question 1 is one per slann or with the command trait)...I could teleport skink handlers, summon salamanders and if that failed I could teleport the handlers back to safety?

    I know there's no real reason to ever do that, but, if I wanted to, could I? It's just an example. My actual plan is FAR more devious ;).

    I want to know people's thoughts before I divulge what I'm thinking because I don't want the awesomness/annoying-ness sway their opinions
     
    Last edited: Sep 15, 2017
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  2. Mark Sinosich
    Cold One

    Mark Sinosich Active Member

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    "Once per turn, in your hero phase, you can pick one of your SERAPHON units anywhere on the battlefield to be transported through space and time. If you do so, roll a dice for the unit and look up the result on the table on the right."

    1. One Teleport per turn. Number of Slann is irrelevant.
    2. Yes, during the Hero Phase. The only way you can teleport twice is the Slann's Great Rememberer Command Trait.
     
  3. Vextol
    Skink

    Vextol Member

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    Ok cool, so, no slann even required. Sweet. That doesn't impact my plan.

    If I took great rememberer, we agree we can teleport the same unit both times? As in my example above with the handlers.
     
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  4. Crowsfoot
    OldBlood

    Crowsfoot Well-Known Member

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    Correct and nothing your thinking can be more devious than a Sith Lords plan.....
     
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  5. Vextol
    Skink

    Vextol Member

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    Haha. That's fair. I'd never dare challenge the Sith.

    It does however mean but you can teleport lord kroak 9 inches from your enemy. Plop an astrolith bearer and Cast celestial deliverance right in their face hitting, usually, all their units.

    Then....just teleport him away. I'm going to call it the "Mary Poppins Bomb". Floats in, changes everything, and leaves.
     
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  6. Mark Sinosich
    Cold One

    Mark Sinosich Active Member

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    Teleport the Slann and then use Appear at Kuoteq's Command from the Dracothion's Tail Battalion to Summon the entire army over to the Slann? (minus duplicate warscrolls of course.)
     
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  7. Vextol
    Skink

    Vextol Member

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    Also good! Haha. They turned the dial up to 11 with seraphon. I made an engine of the gods multi-turn/"Mary poppins bomb" army last night that almost had my opponent throwing his dice :D.
     
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  8. Mark Sinosich
    Cold One

    Mark Sinosich Active Member

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    Nice so that makes the range of the spell 3D6+8"(astrolith)+6"(doubles when casting) doing D3 MW each cast.
     
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  9. Vextol
    Skink

    Vextol Member

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    D3 Mortals to every unit within that range, so, assuming no double your average is 18.5 inches. Kroak teleports within 9 and deals D3 mortal wounds to every unit in an 18.5 inch arc. Then, teleports away and hides.

    My kind of model!!

    Best thing about it is you can get it off turn 1 while the table is still crowded.
     
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  10. Mark Sinosich
    Cold One

    Mark Sinosich Active Member

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    So combine your Kroak Bomb with the Dracothian strat and have Kroak free summon over almost the entire army to clean up after the bomb. ;)
     
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  11. Vextol
    Skink

    Vextol Member

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    Yeah, it's perfect! For ultra aggressive, Kroak can be his own teleporter and you can abandon the run and hide. Just send him in, summon your whole army, bomb them, back him up, and wreck!

    The reason I was looking to hide is because I'm teaming up with a stormcast player and we want to see how many "ultra long distance" mortal wounds we can spam. He's taking two stardrakes and I'm taking Kroak, Prime and engine of the gods (+ some obvious additions)
     
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  12. Mark Sinosich
    Cold One

    Mark Sinosich Active Member

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    The problem with Dracothian is it requires a Slann Starmaster... =( Kroak and a Slann Starmaster!?... maybe not.
     
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  13. Vextol
    Skink

    Vextol Member

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    Yeah, it's a lot of points to pull that off. Like...870 ish? Just for the two and the batallions? Probably not worth combining.

    However, Kroak bomb and Dracothian are both pretty cool in their own rite (yay options!).
     
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  14. Mark Sinosich
    Cold One

    Mark Sinosich Active Member

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    It's also the Slann Starmaster that has to do the free summoning from Dracothion's Tail. You can get...

    Kroak
    Slann Starmaster
    Scar Vet on Cold One
    Astrolith
    Skink Priest
    3x5 Saurus Knights
    3 Rippers
    10 Skinks
    10 Skinks
    Dracothion, Firelance, Shadowstrike
    50 points spare...

    Place Slann, 10 Skinks, 2x5 Knights, Teleport Kroak and Slann, Summon everything else.

    Feel very light but makes for an interesting deployment.
     
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  15. Vextol
    Skink

    Vextol Member

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    I'd scrap the shadow strike and the rippers and add salamanders and handlers. You can add a good number and with the astrolith, you can reroll their failed hits and with the handlers, still be able to shoot stuff turn 1.
     
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  16. Mark Sinosich
    Cold One

    Mark Sinosich Active Member

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    Dracothion can only summon SAURUS units, Razors don't coun... neither do the Skinks from before. Damn you fine print!
     
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  17. Vextol
    Skink

    Vextol Member

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    Indeed!!

    Well....I mean....they're a pretty easy summon still. I love free summons, but cheap summons still aren't bad!
     
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  18. Killer Angel
    Skar-Veteran

    Killer Angel Well-Known Member

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    Double teleport let you plot such a huge amount of dirty tricks... :D
     
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  19. Robertxtrem
    Saurus

    Robertxtrem Active Member

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    Keep shadowstrike with it because they might bunker their army to protect against the rippers.
     
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  20. Vextol
    Skink

    Vextol Member

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    You know...the more I think about it, there's nothing stopping a wizard (kroak) from teleporting on and off a balewind vortex either. Teleport in their faces, summon a balewind, cast nasty kroak, spells and teleport off. I think he could even teleport back on afterwards...
     
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