AoS Seraphon nerfs

Discussion in 'Seraphon Tactics' started by Joshua Horchler, Jul 20, 2018.

  1. Kolent
    Jungle Swarm

    Kolent New Member

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    I see that now GW is giving us ways to have lots of command points, so the question is what can we do with them
     
  2. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    OK, the new FAQ are here.

    Now when the Vicious beak of a ripper strikes a hit, you simply do 1d3 "to wound" rolls. End of story.
     
  3. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Oh and I noticed they also changed the lens of refraction, it only works once per round now.
     
  4. Canas
    Slann

    Canas Ninth Spawning

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    where's the new FAQ's? The link on their fb goes to a page that has no new stuff for the seraphon.

    edit:
    apparently the link on fb is broken, use this one instead
     
  5. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Spell Portal is also once per round now, and Geminids debuff only one unit. The latter is understandable, they were a bit strong for their point cost.
     
  6. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Yep, sorry.
    Due to the fact that i don't use fb, to me the "only" page is the one of GW-warhammer community. :p


    ….and no more fun with the summoned units by the EotG…
     
  7. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Good news for people playing against Deathrattle as well, Wight Kings cannot supercharge one unit with multiple attacks anymore.
     
    John1974 likes this.
  8. Canas
    Slann

    Canas Ninth Spawning

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    also, I don't like the kroak changes entirely…

    It's great that they kept the unique part of the spell (casting three times)
    The nerf to the casting value is fine.
    The nerf to the number of targets hit is, a tad questionable, it rather changes the purpose of the spell. And it leaves it a bit too similar to his comets.
    The nerf to the range is kind of awefull. Kroak's still a wizard, being limited to 10" rather screws him over. And assuming he'l Always have an astrolith bearer and balewind vorex with him is a bit questionable as well even if he'l have it more often than not.
    The additional requirement of rolling a 2+ is kind f overkill with the above three nerfs already in place…

    Imho, either the range or the limit on targets shouldn't have been nerfed. And if they really wanted to go for the range he should become a halfway capable melee hero so he can actually get in range for it without relying on 2 additional models. He's expensive enough to field as is.

    Also, the additional 2+ requirement although not a terribly big deal just feels a tad vengefull, almost as if whoever added that just lost one too many times to Kroak :p

    The change to the starseer is weird seeing as skink heroes don't have any command abilities. Makes it weird in terms of synergy.

    The EoTG summons can no longer move, which is fine. Though I'm curious if it'l actually solve the issue. You can still spam with them, even if they then can't make the charge reliably.

    The ripper chance just feels lame.
     
  9. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    And another one: spell range tricks like arcane vassal or range buffs cannot be applied to endless spells anymore.
    That will limit their use a bit.
     
  10. Dire Distortion
    Skink

    Dire Distortion New Member

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    After I painted up kroak and was looking forward to using him for the first time. Ah well I’m sure he will still be useful.
     
  11. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    I haven't painted mine yet but intend to do that soon, so I am kinda in the same boat.
    Yes, he was nerfed quite a bit, but I think he can still be worth it in some lists. He just isn't auto-include anymore.
     
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  12. little-myth
    Carnasaur

    little-myth Well-Known Member

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    Looks like more sticky notes to write out for the book, no wonder I'm not much in the mood for a game yet, so many things to keep track of at the moment.
    At least the Skaven Pestilence book FaQ has only one change(two if one includes the ignoring the old rules in the back). But not fighting KO with them unless I can find a way to spam Catapults.
     
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  13. Boshea
    Saurus

    Boshea Active Member

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    I dig the starseer change. Nice little command generator for the Saurus heroes.
     
  14. Canas
    Slann

    Canas Ninth Spawning

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    it's a neat ability, just feels misplaced with the skinks (and most importantly the damn starseer himself) lacking command traits.
     
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  15. Tokek
    Chameleon Skink

    Tokek Well-Known Member

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    Rippers were clarified to definitely having a Toad if they start in reserve. For the best way to run Rippers that is on balance an improvement. Infinite bites was a bit much and I am sure we expected that to be dealt with.

    EotG got the exact fix that the top Seraphon players were suggesting it needed to make it good but fun.

    Starseer change is just odd. The new rule is not terrible and if you actually believe a CP is worth 50 points then the new rule is still good but I thought the old bluffing game was great fun and I will miss it.

    Poor old Kroak, one nerf too far IMO but there you have it.

    Changes to the endless spells are also very relevant and seem reasonable to me. Not letting a Slann cast an endless spell through a skink hero seems a bit mean as that is the whole Slann schtick but perhaps it was open to abuse.
     
  16. Nart
    Carnasaur

    Nart Well-Known Member

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    They overdone it with Celestial Deliverence. Reducing it to 3 targets in range was enough IMO. And Kroak's command abilitiy became useless - now you need to roll two 4+ to gain benifit from it. You easily could get nothing or even waste CP.

    Starseer now is great for saurus-heavy lists. There is no such thing as enough command points.

    I wounder if EotG changes will stop 4x+ EotG lists. At least they didn't nerfed it to ground like I feared.

    Changes to Endless spells didn't hit us a lot. We still can teleport Skink Starpriest to cast them where we need them. A bit sorry for geminids - now they seem way harder to use.

    Rippers' change is expected. On average, they are the same as if they generated only 1 bonus attack. Now there is a chance to score more or less hits. And no need to roll generated hits that can miss too.
     
  17. Boshea
    Saurus

    Boshea Active Member

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    With us basically forced to take Slann as generals, makes up for not getting access to Mighty warleader on Saurus. Overall I think it nakes him easier to fit into list with two solid support abilities.

    Still waiting on proper Bloodclaw errata and if the rest of our Saurus commands get "can only be affected/used once". starseer with a brooch can let the Carnos unleash some nasty buff stacking.
     
  18. Darkfine
    Skink

    Darkfine New Member

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    Fairy new to Seraphon and I keep hearing/seeing we are great at spell casting but I’m not seeing it. Outside of a newly adjusted(markedly worse) Kroak the only spell I’m even remotely interested in casting is Summon Starlight, not counting Endless Spells of course.

    Even if we had access to great spells we have only one very narrow bonus to casting. With the Nagash, Arkhan, GUO, Lords of Changes of the world we seem rather stunted in the ways of rolling 2d6.

    Am I missing something?
     
  19. John1974
    Cold One

    John1974 Active Member

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    And the change to kroaks command ability from an reroll to getting a command point thats just damn rude much prefer the reroll than a stupid command point
     
  20. Boshea
    Saurus

    Boshea Active Member

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    Carno heroes say hi. Carno vets can make a unit do insane damage with a few points and a couple 6s to hit.

    Just saw the note for Arcane vassal. Surprised that got hit sonce that very tactics was listed in the faction focus. No more Maelstrom in your opponents deployment zone turn 1 to eat all the spells.
     

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