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AoS What wacky new stuff could they add to seraphon?

Discussion in 'Seraphon Discussion' started by Lord-Marcus, Mar 28, 2018.

  1. claymore36
    Saurus

    claymore36 Member

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    I'm not a fan of chariots but to each his own. I personally would prefer something between cold one and carnosaur, some sort of monstrous cavalry. One thought I had was adding a new army wide rule. With the Deepkin, Maggotkin, DoK, and other factions getting progressive rules like the Deepkin Tide something similar could be a cool way to revamp certain units. Maybe a Primal Fury thing where at the start of the game we get buffs to keep our guys alive as we cross the board. Then as the game progresses they grow more and more savage, increasing damage output and generating fear.
     
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  2. Canas
    Skar-Veteran

    Canas Well-Known Member

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    well those are easy really :p

    • Deepkin can fight on land with sea creature mounts - magic
    • SCE can actually move in their over-sized armour - standard fantasy nonsense
    • Kharadron overlords can use metallic balloons to fly - technomagic
    • Characters riding on monster mounts can still somehow rain down blows in close combat - gamification
    • AoS can somehow be enjoyed by people - common sense
    • Seraphon can have space faring technology and yet still not easily defeat medieval based opponents (orbital bombardment anyone?) - orbital bombardment would cause too many accidental destruction, fullfilling the plan of the old ones requires leaving the planets, and at least some of its inhabitants, intact. Orbital bombardment would just glass everything and thus not fullfill the great plan.

    that one walks on four legs and thus isn't bipedal. Which is the whole reason I'm saying cold ones won't work terribly well. If you'd take this one it'd work potentiall. Though I'd still not put a howdah on it.

    Chariots were used to running down troops, and at their peak where used like heavy lance cavalry to break formations, culminating in scythed chariots. Though they weren't as effective at it as actually heavy cavalry and were eventually replaced.
     
  3. Canas
    Skar-Veteran

    Canas Well-Known Member

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    In TW warhammer we have a rule were once we lose X% health we go on a rampage, increasing our damage output, but lowering our defense a tad. That'd be relativly easy to implement in something like "Whenever a unit drops below half of its total initial wounds due to casuallities it gains 1 extra attack with all it's melee weapons but his save is reduced by 1."
     
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  4. MackiMac
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    MackiMac New Member

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    I would like plastic versions of existing kits like the kroxigors, salamanders and chameleons.
    And maybe a new monster like a big Pachycephalosaurus, they can use as a battering ram or something.
     
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  5. Jason839
    Chameleon Skink

    Jason839 Well-Known Member

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    I want them to bring back jungle swarms, but make them good, with high mortal wound outputs instead of normal attacks. like 2d6 mortal wounds every combat instead of normal attacks. Our factions lacks consistent mortal wound output. plus the idea of giant monsters dying to a swarm of snakes appeals to me.
     
  6. Canas
    Skar-Veteran

    Canas Well-Known Member

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    that'd be a nightmare to balance though if you make em output that many mortal wounds/turn.
     
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  7. Aginor
    Slann

    Aginor Fifth Spawning

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    I agree. I kinda like the idea of mega-squishy (no save and such stuff) glass cannons, and mortal wounds are very meta right now, but yeah, balancing nightmare right there. Such a unit would pretty much mean that if you get the double turn with those still alive you win. Even armies with ward saves will get a lot of damage by those.

    Generally speaking I think GW should make mortal wounds more rare (or less effective) instead of adding them to every army,
     
  8. pendrake
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    pendrake Well-Known Member

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    I just re-read the title. “Wacky”

    Now what would be a wacky way to do that?

    Picture a giant turtle. It has a slow move rate, a high armor/toughness, not much attack value. But on its back it carries a warmachine. The snake slinger. It launches bundles of snakes, these become swarms, lets say D3 swarms whereever the projectile lands.

    Basically: a mobile catapult. With snakes.
     
  9. Canas
    Skar-Veteran

    Canas Well-Known Member

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    they should've added a type of damage in between normal wounds and mortal wounds so that mortal wounds could stay rare while the in-between type could be our designated anti-armour thing. Call it "special"damage and it Always acts as if your opponent has a save of say 4+ regardless of modifiers. That way it'd be a proper anti-armour mechanic without also annihilating squishy targets and having it be spammed isn't problematic as you can just send your fodder to block it.

    I'd love for the ark of sotek bastillidon to spawn jungle swarms for every "missed" attack. It'd make it so much better when faced with only a handfull of targets. But then people would moan about it costing reinforcement points so I guess ultimatly it won''t work...

    Also god I wish they'd come with a better mechanic for reinforcement points...
     
  10. Aginor
    Slann

    Aginor Fifth Spawning

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    Hmmm a Bastiladon that has movable, killable snakes (with a maximum of nine or so at the same time, and it can produce three or so per round) would really be nice.
     
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  11. Jason839
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    Jason839 Well-Known Member

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    They can be 1 use units too for balance sake. Like they attack and deal mortal wounds then are just there as chaff
     
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  12. Lord_Dor'i'toad
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    Lord_Dor'i'toad New Member

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    Reading through the old lore, I think it would be cool to bring in something like the Amazons. Even as a new human Order faction. More primative humans living in the wilds. Maybe even have them see the Slann as Gods and the Seraphon as Angels. Something else aside from Stormcast as allies
     
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  13. Aginor
    Slann

    Aginor Fifth Spawning

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    Pygmies!!!
    Uga and Agha or how they were called...
    *runs*
     
  14. claymore36
    Saurus

    claymore36 Member

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    I don't think we need more Order factions right now until the other alliances get some love. That said I really think the Order army list should have a lot of the smaller armies consolidated into a larger free city faction (using the great city rules from the Firestorm campaign system) and expand on their lore. Maybe a blurb on the lore of free cities that includes a city inspired by Aztec culture who venerate the Seraphon and can ally with them or something similar.
     
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  15. TheSkeptic
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    TheSkeptic Active Member

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    Haha, the pygmies would be amusing. Haven’t seen them since the Slann were lizard people, and weren’t Lizardmen though. Slann hounds would be hilarious. Always wanted to see about scavenging up a couple on ebay and getting a hound drawn mage throne for a Christmas conversion.
     
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  16. Jason839
    Chameleon Skink

    Jason839 Well-Known Member

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    Well the deepkin turtle does 6 mortal wounds every time it rolls a 6 on it’s bite attack. Oh and they can boost it to +1 or maybe even +2 so it’s like 6 mortal wounds everytime it rolls a 4+ or 5+ to hit. So I’m pretty sure my d6 jungle swarm idea isn’t broke anymore.
     
    Last edited: Apr 20, 2018
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  17. Canas
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    Canas Well-Known Member

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    the powercreep is real.... Also, which genius keeps pushing mortal wounds, it's an awefull solution for armourpiercing :(

    As for your snakes, your snakes have the issue of it being a fodder unit that puts out loads of mortal wounds. Which makes it a nightmare to balance. Either you'l get expensive fodder with 1 good trick that'l fail 9 out of 10 times cuz it's too easy to counter for its cost, or you end up with extremely cheap mortal wound spam taht'l overwhelm anything it's put against, neither of which is much good. At least that turtle is a proper behemoth so it doesn't rely on the 1 good trick to justify it's entire pointcost making it significantly easier to balance.

    Still, 6 mortal wounds with a single attack is stupid...
     
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  18. claymore36
    Saurus

    claymore36 Member

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    Meanwhile our T-Rex doesn’t even get -2 rend.
     
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  19. pendrake
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    pendrake Well-Known Member

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    What would stop Slann from capturing and harnessing these Deepkin Turtles?

    (A variety of races managed to harness Dragons[!].. ..how hard could Turtles be?)
     
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  20. Canas
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    Canas Well-Known Member

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    they do seem to be deepsea creatures, I'm not sure how good slann's are at swimming :p

    Aside from picking one up from the deep sea it shouldn't be too difficult though. The things are controlled through magic, and summoning the eather sea is magic as well. Slann's should be more than capable of that...
     
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