Really? Lots of changes that make us worse? I only see slight point increases to Skinks, Razordons, and EotG. Unless you play only one or two very specific lists you should be fine. Literally everything else got better. Nobody forces you to use the new spells for example. Edit: also, does anyone know whether the summoning points changed?
Meh, all my lists got worse. Teleport got worse... More reliable... But still worse. Spells replicate existing buffs you can get elsewhere.
IMO teleport got better. I never made a list relying on being able to move after teleport, but I have lost games because of not being able to teleport at all. The latter cannot happen anymore.
I guess I was hoping for something to help us compete in the current meta. I'm not seeing anything in the changes that are helping us push into the next tier. 10 pts drops... 10 pt gains... Mild spells. Ok. I'm still gonna play Seraphon... We'll just have to keep winning the hard way.
Agreed with aginor, rather have a reliable teleport than being owned by chaining 1 / 2 on teleport. Also the endless spell list seems a lot better since you can teleport in a skink priest and out then. I smell a big sun
Skinks, razordons and eotg are out most competitive units. I'm surprised ripperdactyls weren't hit. For casual play, the changes won't hurt anything, but anyone wanting to play them a high tier competitive events like I do have just had the crutches kicked out from an already hobbling army
In terms of points, most of it got buffed. Unless you play a very spammy list that basicly solely consists of Skinks, EoTG & razordons/salamanders you probably shouldn't really notice it or at least be able to adapt your list fairly easily. Where in the world are you seeing the new rules for teleport?
Someone posted about them in this thread. Not confirmed by picture yet, still searching. But I read two or three times that there is no rolling anymore for LoSaT, it always works but you can never move. So basically like now except you always roll a 3-4.
Lol, yeah that's my list. "Very spammy" is the seraphon strategy! We can't win in combat. We can't out shoot the shooting factions. We gotta do what we do best: spamming and movement shenanigans.
Those choices are literally our most competitive units, I understand that there won't be any changes to casual players. new seraphon rules on on ash's video
While I agree that we probably didn't get any stronger I don't think that we got weaker overall. We will adjust and find a few slightly different tactics.
Im not to worried about the points. In the end I can play the same TQ minus one razordon. And with gauranteed teleport, twice with great rememberer, we can do some fun stuff. - Teleport Starpriest, drop 1-4 spells (arcane vessel), teleport away. - teleport a Stegadon and unit of rippers to 9”. Move d6 with stegs ability for a more reliable charge. - could also teleport stega with basti to push basti in and lock some units in combat. Also snake bomb possibility. - take 2 units of 3 razors and teleport and shoot reliably
Thanks, man! (Seraphon start at 43 min.) EDIT Not very well readable but it seems the summoning point cists all stay the same.
I think fangs is actually pretty good now. 40 saurus for 330 points get 4 attacks each. You can buff them to high heaven with the new reroll to hit spell, the scar vet carno command ability and a skink priest (or starpriest). Suddenly that unit is rerolling misses, getting 3 extra attacks on 5s and 6s, amd rerolling saves (or more damage on 6s with bite). Thats not exactly terrible, and not that hard to pull off. You could even give them -1 to hit., and with such a big unit you could mulch quite a bit if you engage the enemy in a smart way. And thats without mentioning the summoning support, the fact that youre a one drop, and youre starting with 3 command points and 3 artifacts. Im a fan