SO there's a bit more going on here. we do not trigger blood roar until AFTER the unit within 8" has already taken the battleshock test. then the wording on Inspiring Presence is that they do not take the test at all and that it must be triggered at the START of the battleshock phase.. so... the opponent MUST decide to use IP BEFORE ANY tests are made. Once one battleshock roll has been made we are no longer at the start of the phase, so the command cannot be used to save the unit once you have reminded your opponent about the ability. in a friendly game I would not hold the timing against my opponent, but in a competitive environment I absolutely would.
I just had an idea for a terrain piece: the SHRINE OF SOTEK! If you kill any enemy models within range, you get conjuration points, with extra bonus points for chaos models. I guess it could also be mounted on a Stegadon or something instead. It would be like the beastmen herdstone, but sacrificing enemy models instead of your own. What do you think of this?
its a fun idea but it could nuter our army we arnt the most killy army in the first place and all that our opponents would have to do is stay out of range to kill our summoning. it could be map wide but that defeats the purpose of having a Terran piece and makes us a less effective version of korn.
That’s a good point. What if it was on a monster?(might be a good excuse to add a new dinosaur like a sauropod or something)
that would be better especially if it was a bastiladon it would suck if it died. GW would still have to make our units better
Yeah that seems like a better way to balance it. There could also be a tide of serpents endless spell that gave you points (though I’ve heard that endless spells aren’t that reliable, so I’m not sure how good that would be).
i think our current system works you just need to give it to more then just the slann if skinks could burn spells for maby 2 points a spell you could free up your slann to be awesume
With Curse of Fates you can increase the Unforging roll, effectively giving you a 50% chance to break artefacts. It's also very easy to cast with +14" range (+8 from astrolith, +6 from balewind) and use a Vassal to cast forwards.
But taking Vast Intellect on Slann denies using double teleport. And Starseer is still very expensive. If you are forging list for a tournament, you'll never know if you meet an army with critiacal artefacts or not. Taking both curse of fates and Unforging can be and up a waste of trait/points.
while I personally think GR is better, there is no downside to taking both VI and unforging... the SLANN can trade out his lore spell every turn, so your just selecting the right tool for the right moment.
Hi Guys, I heard something about a change in the summoning rule and not being able to summon unit in the enemy territory? is that true?
Not as far as I know, based on the video that showed the page from the GHB2019. The limitations still are - wholly within of 12" of a Slann or Astrolith Bearer - not within 9" of an enemy unit
Casting curse of fates and unforging in a row and then using the +1 on the unforging roll still only has a 19% chance of succes. Without curse of fates you have a 14% succesrate.. Either way the chances of succes are unimpressive... (again assuming no modifiers and no attempts at unbinding)
You can also reliably count on your opponent trying to unbind it given it's massive potential. I wouldn't expect it to really go past a 20% succesrate unless you're playing against someone without any unbinds. Imho making the main part of the spell conditional isa mistake. It should at least reliably diminish the effectiveness of the artifact on a 1-4 (idunno, make the target pay a CP the next time he tries to use it this turn, or he needs to roll a dice the next time he tries to use it on a 4+ the artifact doesn't do anything. Anything to hammer home that this spells screws with artifacts and does so consistently). leaking a F.A.Q. before the actual release of the thing being F.A.Q.-ed seems rather quick.
It's easy to get +2 to cast in a Seraphon army, and you can just teleport your slann away if you want to avoid unbinding. With +2 to cast you have a 97% chance of casting Curse of Fates, 72% Unmaking, and 50% to break the artefact. It's obviously not guaranteed but it's worth attempting when it can swing the game so heavily. If it doesn't break the artefact it still does D3 mortal wounds and you can try again next turn. This is just another good tool for Seraphon to use, and you don't have to use it if you don't want to take the risk. I don't understand why you are being so negative before you've had a chance to play one game with the new rules.
Astrolith gets +1 What's the other easy +1? The slann's ability? That's a 30% chance to get that at the start of game... and you risk neutering your slann if you fail when changing it. Maybe i'm forgetting another +1 cast. Its been far too long since I cast anything in my seraphon army! lol