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
"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.
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.
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.
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.)
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 .
Nice so that makes the range of the spell 3D6+8"(astrolith)+6"(doubles when casting) doing D3 MW each cast.
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.
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.
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)
The problem with Dracothian is it requires a Slann Starmaster... =( Kroak and a Slann Starmaster!?... maybe not.
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!).
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.
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.
Dracothion can only summon SAURUS units, Razors don't coun... neither do the Skinks from before. Damn you fine print!
Indeed!! Well....I mean....they're a pretty easy summon still. I love free summons, but cheap summons still aren't bad!
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...