I am not yet 100% sure what to think about the changes. I think I like most of them, even though some stuff got more expensive. Razordons were just too cheap. Skinks... I think they could have kept the price. For Guards... if they don't also change some things on their warscroll I doubt they will get used a lot. Knights are OK now I think. Same for the Steggy. If an EotG and Stegadon are the same price the regular Steggy is just not really worth it.
Celestial Apotheosis (casting 5). wholly within 18" choose a unit and it heals 1 wound, enemy units within 3" have -1 bravery Claws of glory: casting 6: reroll hit rolls of 1 unit wholly within 18" Walk between realms (casting 6): friendly unit wholly within 18", gains fly Meteoric Convocation (casting 7): Pick an enemy within 24" and roll 8 dice, for each 5+ a MW Mystical Unforging (casting 8): Pick an enemy hero within 12", D3 mortal wounds and on a 5+ his weapon gets yeeted outta the game. Stellar Tempest (casting 8): pick enemy unit within 24" and roll a dice for each model, on a 5+ a MW
Spell lore?? Now that's what I wanted to see! We can finally do some mortal wounds and a small heal at least. No more rolling? So it can never fail? But we can never move the teleported unit either?
Just better scaling really, so we don't have a hard limit on how many summoning points we can make. Something like a Slann that is not the general can swap out his spells, but might only get 2 points for each spell, or have the astrolith bearer not give 1D3 if you have any atrolith bearer on the field, but give 1 point for each astrolith on the field.
Celestial Apotheosis: does it ressurect? Also why only 1 wound? That'l barely get you anywhere in terms of healing. The combo heal + debuff is potentially interesting; but with how common battleshock protection is giving -1 bravery seems underwhelming at best. Claws of glory: Seems eh rather weak, affecting only 1 unit. Also re-rolling hit rolls of 1 is like the one buff we actually already have easy acces to, so what exactly is the point? (a slann constelation, astrolith bearers, Stegadon skink alpha, sunblood, shadowstrike, thunderquake, terradons and rippers swooping dive, we have loads of variations of re-rolling hit rolls) Walk between realms: a worse version of a slann's command ability? yay? Meteoric convocation: seems a tad unreliable, but decent enough. The potential of 8 wounds is quite decent, but the average pay-off isn't too great. Mystical unforging: Bit short ranged, especially considering none of our wizards want to be anywhere near an enemy hero with decent attacks. Could be interesting though depending on what exactly happens to the weapon. Stellar Tempest: Decent anti-horde spell. Not much to say. It's nice, and a much needed improvement. But as @Erta Wanderer said, only the last two seem really decent the rest seems underwhelming. There's 1 great use I can see for this though. If we get the ability to pick a spell on freshly summoned wizards it could make the summoning of skink starpriest a very solid and interesting strategic choice simply due to the sheer versatility it'd give, even with the more useless spells. Just imagine summoning a starpriest to suddenly allow your carnosaur to fly over an enemy screen to jump on some tasty squishy hero. On a related note, does this mean we're also finally going to get prayers? Just allow skinks to help with it. It's by far the simplest solution & keeps with the fluff. Also, if done right it'd make skink heroes do something besides casting 1 spell each turn makes em feel a bit more impactfull.
Not too bad. Especially when you think about a behemoth (might gain a power level back) and a Troggy now does a -2 to bravery. First I thought this was redundant, but then I remembered that it mitigates the nerf of the Astrolith and rerolls of all hit rolls are better than the rerolling ones from the Slann constellation. Might be a spell for a Starpriest that helps some Saurus Warriors. Edit: wait, is it hit rolls of one unit or hit rolls of 1 for a unit? Wording is not quite clear. If it is the latter then... meh. Casting value of 8 is probably a bit high, but being unable to stop big enemy heroes that have a good save is one of our weaknesses. Mortal wounds help there. Examples: fighting SCE heroes with disgusting 2+ saves or a VLoZD. 24" range is good. Against hordes this could work well. Example: 40 Skeletons will on average lose 10 models or so. Very situational, but that's OK since you can decide when you need it. Being able to fly can be a huge advantage. I just wish the spell would also add a few inches of movement, some save or wound bonus or so.
Celestial Apotheosis and Claws of Glory seem like they would stack well with our Saurus, though I really still hope they make the basic units a bit sturdier.
With the last FAQ they included the words "wholly within" to the ability, so that means no more conga lines to have the hit rerolls for a unit further away.
oh i joined after that so i've been making him work i thought you ment he got nerfed harder.(thank goodness)
Me Allegiance abilities are super disappointing. I can see no reason to ever use any of those spells over summoning points. Along with the points changes completely killing my thunderquake and hurting my shadowstrike, I think my favourite army had just found a spot on the shelf