Lots of deathy looking spell type items. And the bridge looks like a teleport so I can imagine that might not be so valuable for us. I don't hope it will require Malignant Sorcery and I do hope it has something good for us. I watched a battle report where the pallisade/wall endless spell did a great job making a choke point. I wonder if we shouldn't do more of that to give our poor skinks a break Thoughts?
I am pretty excited for these new spells and additional terrain kits. If you want these kits and are in the States then pick them up at release. Most stories had all their want quantities heavily cut.
Not going to lie, after the reveal of what they all do, I don't really see any use for them in our army
Here come the artefacts (well.... one of them. And info how they work) https://www.warhammer-community.com/2019/05/16/forbidden-power-the-artefactsgw-homepage-post-1/
As I had anticipated, the scenery in the Forbidden Power box makes this harder to pass up: https://www.warhammer-community.com/2019/05/17/forbidden-power-the-scenerygw-homepage-post-3/
In case, Penumbral Engine is free, it could be nice for Bastiladons without thunderquake and Carnosaur lists.
I like how that Penumbral Engine looks, and I would be very tempted to buy it and built it in a way so it actually moves. ...probably wouldn't use it much though. Probably as part of a narrative scenario or so.
I wonder, if it could be conversion material for an Engine of Gods. 100 pts is too pricy for random effect. I doubt it is worth it's point for Seraphon.
I've been thinking of how to bring some naked dwarfs with our lizards. 1 Slann Starmaster - 260 1 skink starpriest - 80 1 engine of the gods - 220 10 skinks - 60 10 skinks - 60 10 skinks - 60 20 Vulkite Berzerkers - 320 1 bastiladon - 280 1 bastiladons - 280 1 stegadon - 220 But the Grimwrath berzerker looks like a fun hero to use and for only 100pts. We already have summoning so not sure if we get as much out of Flesh eaters, but I could be wrong and more summoning is the way to go? Edit: also the boat could be usefully. It allows a pretty big move in your Hero phase and the unit will still be able to move normally later in the turn. On 2nd look, unit has to be wholly within 3" to use and lose 1 model so probably not worth. Won't be able to transport a giant block of Saururs.
Sadly you will have to lose the Seraphon Allegiance abilities if you bring Duradin. Seraphon's only ally option are Stormcast Eternals atm.
They would be mercenaries via the new Forbidden Powers rules, might be for narrative/campaign play and not matched play. Not sure New mercenary rule allows anyone to take Flesheater court or Fryslayers as allies. Can not take named characters, rune father on mount or ghouls on mounts. Also I think they cannot take a relic/trait but I'm just remembering this from a YouTube review video.
Pretty sure those are narrative rules only. Will be interesting to see how GW handles them. I am very excited for the new Narrative rules though.
Agree. I came up with something similar (artefacts leveling up) for a narrative campaign I run, and I like how GW had the same idea.
No, it is confirmed that they can be used in matched play too. However, as I predicted, they follow all the rules the allies have. They also deny getting 1 CP in the first battle round and several unit restrictions. I doubt, that it will bring something excepttional to seraphon, because strengths of those armies are based on their allegience abilities.
sigh… and here we almost had an actually interesting way of bringing (some) allies. But no we have to stick with the annoying and far too small pointlimits (as well as some extra arbitrary stuff? what's with that CP limitation?)