Edit: I think I misheard that. Disregard. (I previously wrote about another change, but it seems summoning stays the same.)
So.... Heavenswatch/Bloodclaw isn't in the book.... but has points values in the new chart... does that mean they are useable now? Will they be getting updated with a new warscroll... or will the GHB19 FAQ in validate them again... lol
I'm hoping all changes/nonchanges means they are just keeping us afloat until the updated battletome. Surely GW isn't actually this oblivious to how useless/nonsensical some of this stuff is.
Interesting question. Oh and about that one spell (mystical unforging): It really breaks enemy artefacts on a 5+ for the rest of the battle it seems.
Fangs of Sotek has changed, the roaring Carnosaur buff is gone. Instead they improved the "First Oldblood" one, but it only applies when you have a silly amount of bataillons on the table, so basically impossible. Dracothions Tail adds additional command points on a 4+ as long as the Slann is alive. Ok.
I still think that 60 was the perfect price for skinks. But now Skinks vs Knights can be a difficult choice. Skinks are still required for Shadowstike and are best unit to summon, unless CCP costs are changed. It's a shame that GW didn't put horde cost discount, like hunting packs got. Still skinks are 10 models, which mean, they would be able to contest the objectives and their ability to move away from combat is critical. Saurus are as mobile, as skinks, have better save and actually can kill small units on objecitves for just 10 points more. I will definitely use them more. But I really hope there will be new "tiers" of summoning for our allegience. Like Warriors, Knight and Guard go to 0\9 points, chama skinks and Trogg to 15, etc. If there won't be some huge nerfs in our allegience abilities, I think, we'll won't notice this hit.
I'm not sure how I feel about that. Never failing is definitly a big boon. But never being able to move is also quite problematic with only 5 turns & us lacking charge modifiers. It makes offensive teleports rather difficult. Imho if we can never move we should be allowed to teleport closer or maybe give us some boon to charging after teleporting. Or more abilities like the skinks alpha on a stegadon. Just something to Ensure that we make the charge more than 1/3th of the time and can rely on it offensivly. Most of our spamming is done via summoning though, which isn't affected by these point changes. That doesn't mean you have to spam only those units, especially not at the start of the game. look at @LizardWizard 's 2000k lists. Most of the ones that have become too expensive would only have to dump 10 skinks to be back to acceptable again, if they need to drop anything at all. That's not exactly a gamebreaking nerf. The only lists that are genuinly in trouble is his Kroak summoning (which is basicly Kroak + 4 EoTG's + some skinks + some razordons) and a list with 16 razordons. Well looking at the summoning table none of the summoning costs have been changed. That's dissapointing for the units that were discounted. Though it confirms that the point increases to skinks and such won't be super relevant seeing as most of those get summonend anyway and the lower cost of other stuff should balance that out.. Also dissapointing that the artifacts & traits have not changed at all… Also, why no prayers Also, the spells are dissapointing; - The heal doesn't ressurect, and seriously why only 1 wound? - The re-roll hit rolls is only hit rolls of one - Mystical unforging only works against artifacts, significantly limiting its potential use. Also, why do all the buffing spells require the target to be wholly within 18", none of our casters want to be anywhere near the frontline and being forced to move closer than strictly necesary is a pain. Overal, rather dissapointing. Minor sidenote, what's with the guy talking as if all these rules are "new" he's treating the summoning and teleporting as if we didn't have that the past year.
we need a new book -.-, these changes will not change much the thing I think, maybe the people start to use more knight but for the rest. About spell.... I only like the anti hordes or Meteoric convocation
Just saw the leaks. If we were really buffed last year, now we are basically left as we were. +10 points for our main battleline is probably the worst that happened, but we got some interesting stuff here and there. I don't think we will be shifted in meta. I see new LoSaT better for one simple reason - no more random. You won't lose a game beacause rolled 1 or 2 in critical moment. And 5-6 result wasn't reliable anyway. Shooting lists will win from it the most, probably. And Stegadons! Yes, stegadons look like stars of this GHB. Teleport two of them and use skinks alpha's ability. If they are used alongside Shadowstrike, this is our best opportunity for alpha-strike. Spell lore is meh, but not useless too. With new auto-teleport, our casters will be always where are they needed most. Apotheosis is the biggest disappointment. Why not D3? Really, why not D3? I could be plain simple auto-include, but now just situational. Reroll 1's to hit is nice if they won't faq it for combat phase only. I often use bastiladons or scar-vet carno and now they don't need to be in range of Astrolith to gain rerolls. Actually, astrolith becomes less critial, if list doesn't rely on summoning too much. Fly is meh. Slann already have command ability. But can be handy, considering Slann can switch spells. 8 dice for mortal wounds is meh too and artefact breaker has too high casting value, but can be handy against 3+ stuff with etherial amulet. But what really can be game-changing for us is Astral Tempest. It has huge range and can be busted with astro and vortex. We can easily get +1 to cast with astro and another +1 with Sages staff. Finally, we can play with Vast Intellect again or even take Starseer for Curse of fates. With +3 to cast it can melt hordes. Like Betrayers crown but with 38" range and useable every turn. Dracothion's tail is another winner. It is 30 pts cheaper at minimum cost and Slann generates a command point evey turn on 4+. It is very nice, if you run Oldblood on Carno with it. Overall, I'm okay. We weren't nerfed to the ground because of "summon whining" and got some new stuff to play with.
I think I'm okay with the new spells and point changes for now. The key question is: are those new spells ONLY for the Slaan, or can my Starpriest use them too?
By the way, can we only pick one spell for our slann? Cuz if we can pick multiple spells on a slann the combo arcane vassal + trog + teleport could be very interesting.
yes, we can only choose one with the slann, but according to the beginning of the seraphon section of the book, the slann can change the spell chosen at the end of each hero phase