To my understanding they are trying to reduce the overall power of magic, meaning that other armies have had their previous bonuses and other things that boosted their magic phased nerfed or changed. So in other words that's in indirect boost to us
This is probably for the best. Magic was too powerful in 8th edition. So far, I've liked reading the new Magic phase since it's still a powerful asset for any army, but the risk/reward factor is better balanced than in 8th.
Sneak peaks are going slow. I've agreed to hold them back since the committee is in the process of changing things according to comments from the rules team. It's a bit slower than if things had been done with a Skype conference. Regardless the committee still have to be done by the end of this month and that's soon With that said things are shaping up good. I hope you'll like it.
we all hope the same haha I really hope they change razors, sallyes and rippers though, the last time i checked their rules they were a bit underwhelming
Done, done and done actually our ranged monsters are still a bit up in the air, but changes are due regardless. Concerning rippers I think they'll be much more usable in the new army book.
Spinosaurus M7|WS4|BS4|S5|T5|W5|I2|A4|Ld6 Ridden Monster Base size: 50x100mm Unit size: 1 Equipment: Javelin (Crew only), Scaly Skin (4+) Special Rules:Cold-Blooded, Light-Footed, Magic Beacon, Poisoned Attacks (Spinosaurus only), Born Predator (Spinosaurus only) Options: Upgrade Skink Rider to a Wizard Conclave Champion (Lvl 2) The Spinosaurus may get Predatory Roar The Spinosaurus may take one of the following Shooting Weapons: Poisonous Breath Spit Poison Light-Footed A Monster with this special rule only does D3 Stomps instead of D6. Predatory Roar Once per game all friendly units with the Born Predator special rule within 12” of a model with Predatory Roar may re-roll to hit rolls of ‘1’ and ‘2’ in close combat. This ability can be activated at the start of any close combat phase and will last for that one close combat phase only. Poisonous Breath: This is a Breath Weapon with the Toxic attacks special rule. Spit Poison: This is a shooting attack with the following profile: Range 8”, Quick to fire, Poisoned Attacks, Strength 6, Multiple Wounds (Ordnance), Armour Piercing (3).
Just to be clear: points haven't been finalized,so that's,why no points are present on any sneak peaks.. Unless I fvcked up Light footed is to drive price down and make the monster reasonable. The specific spells is for the final book.
It may be giant dinosaur which can't get his feet up to high because of not so ordinary knees. I never liked predatory roar but I may like model as whole. Good idea with possibility to upgrade to mage lvl2
Maybe it is mire careful because it is blind, so it won't just charge forward like a Carnosaur would.
Coming up with a fluff reason should be doable. The naked spinosaurus will come in at around 100pts sp I think it's a decent compromise.
i think its ok, it looks like a cheap short range shooter/ buff wagon/ potential flanker..... cheap, versatile, something you would like to try out....which is nice....light footed could perhaps be introduced to other monsters from other races that are smaller or nimbler than others, just to make a diference...
This is not too impressive imo. Since it is very difficult to position it correctly to get a good benefit from it (similar to the issue with 8th Ed.) However I took a look on the Lexicon and it says the model has "Sun Engine" that give all units within 6" +1 WS, and if this is correct, it suddenly makes this model a lot more viable. Is this correct, or is the information in the Lexicon wrong?
The lexicon only has the TAC rules from the 0.8 update, so since the new Spinosaurus will be from the army book, the lexicon is incorrect. I will be updating the lexicon once the armybooks are released with their approved final drafts
The Spinosaurus don't have the sun engine anymore. Keep s Bastiladon around for that =] Admittedly I think the Roar is is the weakest upgrade available, but maybe I'll be pleasantly surprised.
I find this a nice way to do monsters: Monster attacks special rules: *All monsters have their own special attack charts. The first attack is made at Initiative 4, the second attack is made at Initiative 1. *When the first d6 is rolled on the chart with a roll of 1, the second roll cannot be a 1 again and so when the second attack is also a roll of 1, this becomes a roll of a 2 instead on the monsters attack chart. Troglodon: Spit Venom: The Troglodon can spit his venom over his enemies. Use the cone template and place it where you want the venom to hit. Directly away from the Troglodon and with a maximum range of 18''. Use the Range die to see how far the venow goes from the taken point. A misfire roll indicates 0''. All models under the template take strength 3 corrosive hits with armour penetration 2. Troglodon attack chart: Roll 1d6 and check the monsters attack reactions. Roll of 1: Roar: Enemy units in basecontact suffer from -1 leadership. Roll of 2-3: Stampede: The Troglodon stomps his legs on his enemies to crush them: D3 attacks at the strength of the Troglodon are made. This allways hits rank & file models. Roll of 4-5: Claw attack: The Troglodon lashes out with it's enormous claws, dealing D3+1 attacks at the strength of the troglodon with armour penetration 1. Roll of a 6: Echolocation: The Troglodon tries to get a clear vieuw of it's surroundings. This causes an extremely high pitch sound. Use the cone template. All models under the template suffer Strength 4 attacks. Bastilladon attack chart: Roll 1d6 and check the monsters attack reactions. Roll of 1: Roar: Enemy units in basecontact suffer from -1 Leadership. Roll of a 2-3: Bite: The Bastilladon bites an enemy model in base contact of your choosing with the following rules: the strength of the bite is that of the Bastilladon and it causes D6 wounds with armour penatration 1. Remember that a watch out sir can be applied. Wounds do not carry over to any other models, only 1 model gets attacked. Roll of 4-5: Stampede: The Bastilladon stomps his legs on his enemies to crush them: D3 attacks at the strength of the Bastilladon are made. This allways hits rank & file models. Roll of a 6: Tail attack: The Bastilladon laches out with its enormous tail. D6 attacks at strenght 10. This allways hits rank & file models. Stegadon: Devestating charge: Only if the model charged this turn. ASF, D3 attacks made at the strength of the model Stegadon attack chart: Roll 1d6 and check the monsters attack reactions. Roll of a 1: Roar: Enemy units in basecontact suffer from -1 leadership. Roll of a 2-3: Bite: The Stegadon bites an enemy model in base contact of your choosing with the following rules: the strength of the bite is that of the stegadon and it causes D6 wounds with no Armour saves allowed. Remember that a watch out sir can be applied. Wounds do not carry over to any other models, only 1 model gets attacked. Roll of 4-5: Stampede: The Stegadon stomps his massive legs on his enemies to crush them: D3+1 attacks at the strength of the Stegadon are made. This allways hits rank & file models. Roll of a 6: Horns attack: The Stegadon launches his horns at his enemies. D6 attacks at the strenght of the stegadon. No armour saves are allowed. This allways hits rank & file models. *** Not looking at the damage of the rolls, they could fill that in whatever way they wanted. I just feel this is a nice way to do monsters. You can't control these beasts when they are in CC. They just do what they instinctivly want to do. This is like the Giant I guess? *** I know this will not be in the game ofcourse. I'm just saying I like these kinds of rules for monsters. The 2 attacks make it so that monsters don't really wiff extremely hard. If anything, womeone might like this idea and use it in casual games to see if they enjoy it