AoS 41 spell range

Discussion in 'Seraphon Discussion' started by IANG, Sep 20, 2019.

  1. IANG
    Skink

    IANG Active Member

    Messages:
    35
    Likes Received:
    101
    Trophy Points:
    33
    Wasn't there a FAQ stopping seraphon from stacking + to spell range on a slann and then using arcane vassal and then measuring from the vassal with the slann's buffed spell range?
    Cause in a discord there's a guy who, if the game lets him, found a way to make mystical unforging have a 41" threat range
     
    LizardWizard and Erta Wanderer like this.
  2. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

    Messages:
    4,272
    Likes Received:
    9,774
    Trophy Points:
    113
    not as far as i can see although i would rule against it. that sead with double teleport we have infinite spell range as is
     
    LizardWizard likes this.
  3. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

    Messages:
    15,985
    Likes Received:
    34,474
    Trophy Points:
    113
    From the Slann to the arcane vassal 15"
    range of Mystical unforging 12"
    bonus from Astrolith Bearer +8"
    Bonus from Balewind Vortex +6"

    Total 41". We are used to the art of staking range bonuses since Kroaknado. :D
     
    Dr.Doom, LizardWizard and Imrahil like this.
  4. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

    Messages:
    4,272
    Likes Received:
    9,774
    Trophy Points:
    113
    and remember you can teleport with the bale wind now thanks to skaven erata
     
    Killer Angel likes this.
  5. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

    Messages:
    15,985
    Likes Received:
    34,474
    Trophy Points:
    113
    It's in the Designer's commentary, but yes. ;)

    Always handy to keep it at hand!

    upload_2019-9-20_8-57-41.png
     
  6. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

    Messages:
    4,272
    Likes Received:
    9,774
    Trophy Points:
    113
    i like this because we neeeeed the bale wind i hate this because it's only a side effect of giving skaven even more toys weeeeee. (sigh)
     
    Dr.Doom and LizardWizard like this.
  7. Nart
    Carnasaur

    Nart Well-Known Member

    Messages:
    1,395
    Likes Received:
    2,795
    Trophy Points:
    113
    FAQs only stopped using range bonuses for endless spells. Stacking all our range bonuses indeed gives us almost infinite spell range. If only our spells were devastating enough to really threaten anyone.
     
  8. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

    Messages:
    4,272
    Likes Received:
    9,774
    Trophy Points:
    113
    or be worth casting at all
     
    Dr.Doom and LizardWizard like this.
  9. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

    Messages:
    15,985
    Likes Received:
    34,474
    Trophy Points:
    113
    Stellar Tempest is pure gold.
    Meteoric convocation and Mystical Unforging are nice ones too, but probably not worth to lose a summon slot by a Slann.
     
  10. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

    Messages:
    4,272
    Likes Received:
    9,774
    Trophy Points:
    113
    thats fair but ya summoning is so nesesery to our game play that a spell must be very good to be worth it steller tempest is a good one in the right circumstance . but the other two do so little damage you might as well just summon skinks they do just as much. and enything else has to compeat with starlight which is a great spell.
     
    Dr.Doom and LizardWizard like this.
  11. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

    Messages:
    4,286
    Likes Received:
    9,466
    Trophy Points:
    113
    I have had quite a few games where I choose to cast Stellar Tempest or Meteoric Convocation instead of generating Max CCP. Part of the reason we see so little spells use isn't because we need all the possible CCP we can accumulate through it the game. It is because most of our spells are most useful in the early game. And in the early game it is harder to know how much you will have to summon throughout the course of the battle and when.
     
    Dr.Doom and Erta Wanderer like this.
  12. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

    Messages:
    12,249
    Likes Received:
    20,160
    Trophy Points:
    113
    What I learned in the last few games is not to bank too much CCP in round 1 and instead just summon a few Skinks as chaff and try to soften up a unit with a spell. If there is any big horde unit on the table then a successful Tempest spell will do something, forcing the enemy into action.
     
  13. Nart
    Carnasaur

    Nart Well-Known Member

    Messages:
    1,395
    Likes Received:
    2,795
    Trophy Points:
    113
    Stellar Tempest+Meteoric convocation can bring hordes below their horde bonus. And MC with luck can even one-shot squishy heroes. These are two spells that always should be taken in list. If needed, slann can shift his spell to arcane unfoging.
     
    LizardWizard and Erta Wanderer like this.
  14. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

    Messages:
    12,249
    Likes Received:
    20,160
    Trophy Points:
    113
    I use a Slann and a Starpriest in almost every list, and indeed Meteor and Tempest are the spells I always pick.
    I have been a bit unlucky with casting rolls lately, but apart from that I'd say those spells are finally some decent magic for us.
     

Share This Page