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AoS NEW *rumor*

Discussion in 'Seraphon Discussion' started by Logan8054, Jan 28, 2019.

  1. necrone01
    Jungle Swarm

    necrone01 New Member

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  2. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    link is missing. ;)
     
  3. Nart
    Kroxigor

    Nart Well-Known Member

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    It is fan-made, it is written in the signature.
     
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  4. Wazz
    Terradon

    Wazz Well-Known Member

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    Sorry if it's been brought up but I heard we are getting actual spells this Generals handbook, anyone know about that?
     
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  5. necrone01
    Jungle Swarm

    necrone01 New Member

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    thanks for the clarification!
     
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  6. Canas
    Skink Priest

    Canas Well-Known Member

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    Yup:

    Celestial Apotheosis (casting 5). wholly within 18" choose a unit and it heals 1 wound, enemy units within 3" have -1 bravery
    Claws of glory: casting 6: reroll hit rolls of 1 unit wholly within 18"
    Walk between realms (casting 6): friendly unit wholly within 18", gains fly
    Meteoric Convocation (casting 7): Pick an enemy within 24" and roll 8 dice, for each 5+ a MW
    Mystical Unforging (casting 8): Pick an enemy hero within 12", D3 mortal wounds and on a 5+ his artifact stops existing (can only be used on heroes with an artifact)
    Stellar Tempest (casting 8): pick enemy unit within 24" and roll a dice for each model, on a 5+ a MW

    Most of it isn't too impressive. The heal is weirdly weak (why only 1 wound?). Claws of glory just seems redundant given how many hit rerolls we already have acces to, walk between realms is fairly niche though having a carnosaur fly over an enemy seems hilarious and is unquestionably going to occasionally turn a game around.
    Meteoric convocation has potential but seems a tad unreliable with both a decently high casting value and relativly unimpressive average wound output (this is mostly due to our overall lack of mortal wounds and rend though, it's simply our only tool to deal with though armour in most lists at which point it's underwhelming. If we had more ways of dealing with armour it'd be a decent spell)
    Mystical unforging can be amazing to screw with an artifact dependent strategy, but again unreliable thanks to the additional 5+ roll & weirdly short ranged seeing as none of our wizards wanne be anywhere near an enemy.
    Stellar tempest is good for shredding hordes though.
     
  7. PJetski
    Saurus

    PJetski Active Member

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    Mystical Unforging is fantastic. Having a 1 in 3 chance to smash an ethereal amulet or ignax's scales can swing a game, and in the worst case scenario it still does d3 mortal wounds - great for focused fire.
    Meteoric Convocation is more focused fire, what's not to love?
    Stellar Tempest is a great anti-horde tool.
     
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  8. LizardWizard
    Skink Chief

    LizardWizard Grand Skink Handler Staff Member

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    All the new spells are great. It doesn't matter that many of them are situational because the Slann can change spells at the end of our hero phase. Mystical Unforging and Stellar Tempest seem the two strongest options. I will probably Start my Slann with Stellar Tempest always.
     
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  9. Skained
    Skink

    Skained New Member

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    me too, being 24 "of base and with the vortex or the astrolith will be very easy to guess the 1st turn
     
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  10. Wazz
    Terradon

    Wazz Well-Known Member

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  11. Explodingzeb
    Skink

    Explodingzeb Member

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    This is a model being made by @Xlanax_lot , see quoted post below:

     
  12. Canas
    Skink Priest

    Canas Well-Known Member

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    Don't get me wrong it is a potentially game-turning effect. But there's a 0.8611 chance of not breaking the artifact per casting attempt (assuming no casting modifiers and no attempts at unbinding). It may be increadibly effective when it triggers, but it's far too unreliable to build a strategy around. On top of that it's short ranged & the damage is what basicly every other damaging spell does. Calling it fantastic purely based on the offchance it ends up actually doing the one thing that makes it special is a bit of a stretch...

    Again, reliability. Yeah if you get Lucky and get 8 wounds in it's amazing. But the chances of that happening are fairly small. It's by no means bad, but with a low average, and a decent likelyhood of scoring no or 0 wounds it's again a tad unreliable.

    Imho these spells nicely show one of the major downsides of the rule of one. Since we can only attempt the spell once we can't fish for a properly succesfull cast. And powerfull, but relativly unreliable spells then risk never really working throughout the entirety of a game. You simply don't get enough casts to rely on spells like this.

    @LizardWizard this is also what I meant with powerfull mechanics need to feel good. Mystical unforging will feel amazing when it succeeds and you destroy a powerfull artifact turn 1. This alone makes it a powerfull and worthwhile tool. However there's a nearly 50%! chance of it never working at all throughout an entire game even if you cast it every turn. Which makes it feel terribly weak as you can't rely on it to actually do what you want it to do when you need it to.
     
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  13. LizardWizard
    Skink Chief

    LizardWizard Grand Skink Handler Staff Member

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    Arcane Vassel :D
     
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  14. Canas
    Skink Priest

    Canas Well-Known Member

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    Helps a bit, but with the exception of a troglodon they still don't actually wanne get near the melee :p

    Though maybe it means we'l get a melee wizard soon more similar to say a vampire lord. That would be cool. Maybe the troglodon learns magic :p
     
  15. Tokek
    Chameleon Skink

    Tokek Well-Known Member

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    I think if you are aiming to make the most of the spells you will be taking an Astrolith Bearer and Arcane Might on your Slann. With Arcane Vassal you can quite often finesse the range to avoid unbinding attempts.

    Or just go with a Kamikaze Starpriest - throw a nasty Endless Spell out and follow up with some mortal wounds delivered via Arcane Vassal from the Slann to finish things off.

    Either way the reliability and lack of dice involvement in the teleport is pretty important.

    I have no idea whether any of that is optimal until I try it on the table a few times but it sure does sound like fun.
     
  16. GreenyRepublic
    Chameleon Skink

    GreenyRepublic Well-Known Member

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    Inb4 Kamiskinkze new meta
     
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  17. Putzfrau
    Stegadon

    Putzfrau Well-Known Member

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    The ability to teleport your slann anywhere, cast spells, and teleport him back (or any wizard) means range is largely irrelevant for a lot of these spells. Yes, there is the opportunity cost of then not being able to port something else but thats what makes it fun. Our toolbox has grown significantly with GHB2019 and i'm pretty excited about that.

    Can you build a strategy around removing an artifact on turn 1? No, but you don't have to. It's a powerful tool we now have access to that we didn't before. Same with all the spells. I'm enjoying the flexibility it provides.
     
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  18. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Stellar tempest got a lot of potential, and walk between realms can be really useful (but it's situational).

    Mystical unforgiving seems useful mostly for the psycological effect you're going to force upon your opponent...
     
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  19. Canas
    Skink Priest

    Canas Well-Known Member

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    Very much this. It's greatest use will lie in someone trying to protect an crucial artifact from not being zapped and making mistakes cuz of that. The actual spell is too unreliable to be counted on.
     
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  20. Nart
    Kroxigor

    Nart Well-Known Member

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    The more I think about stellar tempest, the more I like it. With range 24 it will hit enemy turn 1. BVW, Astrolith and LoSaT - all help it.

    I don't think though, that Slann should have it. It will have to sacrifice 3 CCP to cast it, while Starpriest can do it turn 1 and Summon Starlight rarely critical turn 1. At least, both Slann and Starpriest can have the spell to interchange each other.

    I also think about second starpriest. Cogs are now 80, and we lost a single Razordon. We could run two starptiest with stellar tempest and meteoric convocation. Meteoric convocation is unreliable but could help to snipe support characters. It is also 24, so can reach enemy turn 1.

    Astolith seems to be autoinclude now for both of his auras useful for turn 1 spellcasting. Starseer doen't seem so bad too. It is still overcosted, unfortunately, but it has curse of fates. Curse of fates+astrolith=+2 to cast and if it is Sage's Staff constellation in the skies, Stellar Tempest can be cast on 5+. Starseer can cast vortex and just jump where he's needed to throw mortal wounds. And he also gives bonus CP, which can be handy with new universal command abilities. Unfortunately, 160 pts is still too much. I would try him, if he was 120.

    Slann can play with his other traits too. I don't always need a double teleport. With Vast Intellect slann can help cast spells too thanks to curse of fates. But he will lose CCP because of it.

    I don't see any use to Claws of Glory or Walk because we can do all this stuff for CP, which we have in plenty.

    Thunderquake wins from spells most of all other battalions, because it is less dependent on summoning big stuff, so Slann can allow himself to cast a spell.

    I'd never take Unforging as default spell simply because it can end up useless. It is better to shift Slann's spell to get it, if you desperately need to break an artefact, and pray to Sotek, that it will work. Otherwise it is too unreliable.
     
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