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AoS Skink Starseer

Discussion in 'Seraphon Tactics' started by LordRibbit, Jan 10, 2017.

  1. LordRibbit
    Chameleon Skink

    LordRibbit Well-Known Member

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    Recently got one of this guys and love how effective they can be for the points, how do other people find them? One thing I have noticed is most of my opponents guess number 5 on the first cosmic herald usually giving me 6 re-rolls :)
     
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  2. Joshua Horchler
    Cold One

    Joshua Horchler Well-Known Member

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    Haven't played with him yet, but I know from other competitive table top games, being able to reroll dice at your choosing, is a great ability.

    I would think picking a 6 the first round would be risky. When i start to play with him, I will probably start at 3 or 4 for like two rounds. Then I would think they would be more willing to change their guess and it would be "safer" to go with 6. Don't forget, your opponent gets the rerolls if they guess right. Giving 6 away would be killer.

    Also, great model.
     
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  3. LordRibbit
    Chameleon Skink

    LordRibbit Well-Known Member

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    Yeah I know which is why I get away with it I think people don't think you'd take the risk first turn! First time I used him my opponent got the re-rolls 2 turns in a row! I love the added bit of mind games with it
     
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  4. Joshua Horchler
    Cold One

    Joshua Horchler Well-Known Member

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    Haha damn. Yeah, when I play him I will probably play it safer then randomly mix it up.

    The thing about choosing six is, your opponent never wants you to get 6. So they would always choose 6 if they knew you were going to choose it. However, like you pointed out, your opponent also knows that we never want to give away 6 rolls, so he or she thinks you will choose something else. This means they may not choose 6, but they are probably more likely to choose 6 over almost any other number. Because of that, I would be more inclined to choose a lower number.
     
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  5. DeadlyRecluse
    Chameleon Skink

    DeadlyRecluse Well-Known Member

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    It's really fun making your opponent reroll initiative before the next turn, as well as making them reroll their save rolls on characters and HQs. Basically use this to change any dice roll that is going to effect you negatively. Also it's really good for getting what you want out of an engine of the gods
     
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  6. Joshua Horchler
    Cold One

    Joshua Horchler Well-Known Member

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    "Each insight can be used to re-roll any single dice before your next hero phase"

    So if you have 2 dice in the pool, you can reroll your own initiative and make them reroll theirs?
     
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  7. LordRibbit
    Chameleon Skink

    LordRibbit Well-Known Member

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    Yep, which is why I try to keep two re-rolls back
     
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  8. Joshua Horchler
    Cold One

    Joshua Horchler Well-Known Member

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    I was reading it wrong. I thought it was only your own rolls. Going second seems even stronger with this ability. You can get the first double turn at an even higher percentage.

    Rules question:

    So you and I roll for turn initiative at the same time. You roll a 5, I roll a 3. Can I decide to make you re-roll first, then see what you roll and then choose if I want to re-roll my roll?
     
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  9. LordRibbit
    Chameleon Skink

    LordRibbit Well-Known Member

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    Yep, you can do it in any order you want, just remember you can't re-roll and re-roll! For 160 points it can be a game changer, unless I'm up against a shooty army I like to go second when I take the seer
     
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  10. DeadlyRecluse
    Chameleon Skink

    DeadlyRecluse Well-Known Member

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    You can do all sorts of degenerate things to your opponent with a starseer, make them reroll their spells and summons, make them reroll battleshock, reroll your dispels, which when combined makes for a nice low stress game for you provided you have some insights in reserve
     
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  11. cwood92
    Jungle Swarm

    cwood92 New Member

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    Yes the starseer presents an interesting problem. For you the risk of choosing 6 is very high because for your opponent the risk of NOT choosing 6 is very high, who wants their opponent to get 6 re-rolls when you could have gotten them themselves or only had their opponent get 5. Knowing that 6 is risky for the seraphon player gives incentive to lower the guess. My cocktail napkin math, actually my pulled out of my ass math is something like over 6 turns, seraphon player picks 4 three times, 5 two times and 6 once randomly over sic turns while the non seraphon player should do the opposite pick 6 three times, 5 twice and four once. That's my guess at a mixed Nash Equilibrium. Could be way off, I would love to see stats from a tournament.
     
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  12. Killer Angel
    Skar-Veteran

    Killer Angel Well-Known Member

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    I never choose a number, I rolled it secretly, so in this way my opponent knows that he cannot guess my tactic
     
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  13. Scalenex
    Skink Priest

    Scalenex Keeper of the Indexes Staff Member

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    That's so nice I wish I could like it twice!
     
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  14. Scolenex
    Cold One

    Scolenex Active Member

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    But you cannot get around that limitation, no matter how handsome and intelligent you are.

    Scalenex will be mad if I don't keep this post on topic. If you have a good poker face, you can modify Killer Angel's tactic and pretend to be using a random die roll at critical junctures, but for this to work you probably would have to use the dice for real most of the time.
     
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