Now that I've read up on the battletome I wanted to give my opinion, which I know everyone totally cant wait to hear on the internet. Note that I wont go into too much detail as GW goes down hard on forums that openly give away rules. First the rule rewrites: Lords of Space and Time: Got changed to always 9" from the enemy but no diceroll required. I could see why some people could see this as a nerf with the curse of fates combo, myself im happy that its more reliable. Having the chance of moving after was not the worth the chance of having your unit do nothing for a turn imo. Contemplation of the Ancient Ones: Each hero phase you can swap your chosen spell out for another one from the seraphon table. Nothing gamechanging but could be useful for those situational spells. The summoning table is exacly the same. Besides some clarifications, like including unbinding endless spells, the command traits and artefacts stayed pretty much the same. Nothing special to talk about. Fangs of Sotek: Surprisingly, it got slightly nerfed! Ku-Quar the oldblood has lost his +1 roll to his Bloodroar ability. Besides that the battalion stayed the same. Dracothions tail: And more surprisingly, this one got buffed! Besides the reserve shenanigans, which have not changed, Kuoteq the Slann also generates an extra CP on 4+ each turn. This could be very useful with the new command abilities that got introduced for in GHB2019. For example for 1CP we could now drop a bastiladon 12" from Kuoteq and give him a CP Mystic shield! Also a more viable option now that knights dropped an extra 10 points, potentially making up for the skink increase in an additional shadowstrike. Spells: Finally we have a spell lore! Im not going to go into detail for all the spells as you can find summaries online and I wont want the page to be taken down just yet. In a nutshell we got an anti horde spell (die per model 5+ is a MW) and "meteor" spell (roll 8 dice each 5+ is a MW) so we finally have some MW options in our arsenal. I dont think a Slann would cast more than 1-2 spells per game as they want to summon, so just stock up on starpriests and wipe those pesky 30 man grimghast reaper units! Dreaded Point section: Let's rip the bandaid off, skinks and engines got increased by 10 and 20 points respectively. While its a rough break, I dont think it will break the army. Skinks were amazing for their points so I can understand upping them. And dont forget that summoning skinks still costs the same, so its only a downside to your shadowstrikes and battleline fills. On the bright side, Warriors, Guard and Knights dropped another 10 points so to all those chads out there that play pure saurus: Keep on fighting the good fight! So what do yall think? Im personally happy we got some love with magic and more reliable abilities, although im sad that some things got nerfed through it.
When does this spell lore change occur in the hero pahse? If it says "in the hero phase" slann could technically cast his spell, then change to another spell and cast that one as well. If it says "at the start of the hero phase" then he wouldn't be able to do that.
The official rule says, "At the end of your hero phase, you can pick 1 friendly Slann Wizard and replace the spell they know from the Seraphon Spell Lore table (pg 95) with a new spell from that table. Choose or roll for the new spell, rolling again if you generate the spell the unit had before. "
"At the end of your hero phase," is rough, because things may change between the end of your hero phase and the your next hero phase, so unless you are good at predicting your needs, you may choose the wrong spell. Still nice that Slann can change spells mid game. But RAW means only 1 Slann wizard can change spells. So Kroak + Slann armies are missing out.
was wondering on the changes to the razordon? i ordered the warband edition but havent got it yet and eager to see the changes.
So far I am kind of mixed on the update. I am very happy that we now have spells, that alone is huge. We also got more more consistent LoSaT as well as the ability to swap spells. As for the points, as a Saurus Heavy user, I am pretty pleased as my Fangs of Sotek went down in points, considerably. The skinks and EotG nerf is pretty annoying, and so is the razors and sallies getting nerfed, but in all honesty I have not been very affected.
Hay can yoy realy spend cp for reroll 1 on save ? When i need to declarate it? Can i use it multiple times on turn ?
I can see why people may are annoyed but some of the nerds were needes. Engine and skinks getting a point increase was just needed. As for Salamanders and Razors, if they were not a pain to purchase, I'd be more open to the nerf. That being said, Saurus Knights are finally a viable alternative for battline.
I agree with your point on saurus knights, they suck as cavalry but can be used viably as basic battleline
I saw them, but as mentioned I didnt want to get into points too much. this was more of a rule overview.
Honestly I still wouldnt use spells with the general slann. Let kroak take the anti-horde spell and you'll be pretty set for the rest of the game. Right now im looking into a double teleport kroak with purple sun and geminids to drop 4 spells turn 1 and then yeet back out
You cant cast both endless spells from the wizard you teleport. Otherwise, i think this will definitely be a fun strat.
Super stoked about cheaper trogladons. Also having spell lore let's me roll some dice in the hero phase to pump out mortal wounds...which, we kinda sucked at before. So the spell lore patches a hole. And I'm rather excited. Did any of the warscrolls get updates? I've been looking at my app, but I never fully trust that thing.