Sorry new to the game and curious about wording in the Seraphon guide. The starseers 'Cosmic Herald' ability states 'secretly place a dice' with no definition on what type of dice couldn't you just use a D20 instead of a D6 or D3 or am I thinking about this too laterally.
there's a FAQ or something somewhere stating that if the dice isn't explicitly specified it's always a D6.
Regardless, cosmic herald works differently now. Since last FAQ you simply generate a CP on 2+ or give it to your opponent on a roll of 1. Thus, no more dice-hiding minigames.
Which is why almost no one is still fielding the starseer, which once was a contender to Slann as main caster. to many nerfs without a points const reduction, while at the same time big buffs to Slann
Agreed. For 200 points one could just take 4 free CP. Starseer gives 5 during a game. but 1)you can accidentally give one or more to your opponent; 2) you can use them any time you want, not waiting for generation. Starseer needs significant point drop (like 60-80 points), or gain other special abilities\ more casts. It is obvious that last FAQ was rushed without little if any playtesting,
Yeah, I've played with the idea of fielding a Great Rememberer Slann for double teleport and a Starseer for Curse of Fate plus additional command points, but it's simply not worth it.
Really a shame, what they did to starseer and kroak command ability. I hope they change something at the future. Of course we dont play a starseer with such high amount of points and so less value
A starseer doesn't so much need a point reduction as much as our various skink heroes need a command ability… Right now the spell is just seems to be on the wrong unit.
Well, Starseer at least works. Kroak's command ability is a joke. Spend 1 command point to 1) lose command point; 2)gain nothing; 3) gain a command point; 3) gain two command points. If, at least, it was giving d3 command points - you'll lose nothing at least. I'm not even talking about Kroak builds being out of sink with saurus-heavy lists. Comman Abilities for skinks would be nice, but I always considered this being a feature of Seraphon - saurus buff units with CA, while Skinks with Spells and Rites.
Kroak's is just weird… a command ability that generates command points and does nothing besides that is just going fall flat regardless… And if the skinks are supposed to work with rites and spells they could at least get a bunch of em, right now the skink heroes all just do 1 thing and then stand around looking pretty for the rest of your turn... With command abilities at least they'd get to do 2 things….
Seraphon need new battletome with their own spell lore and several rites for skink priest like prayers for other factions. I'm afraid, that is not happening until factions without battletome get their ones. We are not stormcasts to be updated constantly.
A noob question about Curse of Fates: - that means we can add +1 to hit/wound/ d6 d3 damage to an unit in combat phase / shooting phase ? or juste +1 to the result of 1 dice?
It is actually a very strong spell... for casting value of 5 you get the effect of the old mystic shield in the combat phase, + a bunch of other +1 in each of the other phases! It is not a bad spell at all!
YOu don't get the old mystic shield, you get it on 1 save roll. So unless you only get wounded once that turn it won't have anywhere the same power (admittadly the other +1's have value as well )