AoS New Seraphon Battletome Fanmade

Discussion in 'Seraphon Discussion' started by Tyranidus, Dec 9, 2019.

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Overall do you like or dislike this battletome?

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  1. Tyranidus
    Jungle Swarm

    Tyranidus New Member

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  2. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    cool i did the same thing. give me a few hours ill let you know what i think
     
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  3. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    sorry double post
     
    Last edited: Dec 9, 2019
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  4. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    ok lets go threw this step by step (sorry im going to be very harsh when things are bad and verry positive when they are good so take what isay with a bit of salt)
    A Mortal God of Magic is pointless we already have more unbindes then we need even when up against tzeench or nagash
    the problem of slann only generals is still there it's a mix between the saurus and skink command traits still being untenable (although i love the saurus command ability it's just the best buuuuut) and your summoning being stupid broken you can easily get 160-180 saurus turn 3 they are still just bodies but thats almost a second army right there and wile i like the fact that you tried to balance it by limiting the turn you can bring guys in on that takes away the major benefit of our summoning, adaptability. it also means that the following will never be summoned stegadon bastiladon all carnosaurs EotG and chamelions. all of them get to the field to late to do anything.

    the artifacts are still usless
    good job on the spells walk between realms is good now and claws does something
    i like the prayers as well serpents venom pairs very well with the staff although splitting rites in half is a real kick in the balls but fair

    yay constellations are constant and not random wooo
    steed the mortals are mostly seperfules the charge helps but not enough for this to see play
    staff is broken strong arcane vesal still works so you can easaly cast from out of unbind range and the auto cast is just sooo good
    drake is also very good gitz is going to hate us the command ability is situational but thats good for command points

    i like your gole of limiting LoSaT but sticking the double teleport to the slann means he is always the general and now we still have bonkers teleports and our summoning is even more crazy

    ok onwerds to warscrolls
     
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  5. Tyranidus
    Jungle Swarm

    Tyranidus New Member

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    Very good Comments thank you. I am still tweaking the summoning (which I have made the changes already) but there are ways to bring out the late game stuff faster you will find in the warscrolls. Summoning is the tough one have so many points seems clunky and I don't want to sacrifice our spell casting for it.

    Artifacts are a toughy I didn't just want to replace any with completely made up BS on my part so I did what I could. Thanks on the spells and yeah when it comes to rites being split some rules are just going to have to go. Our battletome was written in a different era of AoS it's inevitable.

    As for the slann general thing I have my reservations on it but it does seem that is GW's path whether we like it or not, that's why I made a rule letting you give a command trait to another character of your choosing. Can't wait to hear what your ideas are for the warscrolls
     
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  6. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    slann
    Celestial Wizard this is good i love it
    spells are ehhh Celestial Configuration will only be used once a game at most and probably not even then and Light of the Heavens is still bad the average changes by 1 point witch is what it originally gave
    the extra damage is nice but he is a wizard

    koak is unchanged so no coment but the auto cast ability from staff helps a lot knowing all spells makes him a utility caster insted of the mortal wound man he was and the slann does it just as well for less

    old blood command ability is fixed good he is still fragile

    sunblood he is worse now it was inevitable the thing that made him ok was going to die when natural 6 terms was introduced

    the carnosuars i think you mixed up shield of the old ones the killy one is now also the more durable one so no one will take the scarvetran on top of that all of there problems are still around they are big fragile monsters that cant hurt anything the. rend does help

    vetran on cold one cool he is better then the sunblood now and he buffs one of our usfull battle line

    eternity warden gaurd are a lot better so his buff will help a lot

    ASTROLITH BEARER good lord man this guy was mandatory before before but now he is the best heo you can feild out side of the slann hands down if he is not on the feild you are doing things wrong dang 110 saurus warriors turn 2 is crazy now that they are good dang

    star sear is much better due to cosmic herald a desent pick now

    starpriest aww we lost serpents staf damage retract wat i sead abouve but prayers on a 2+ is great and a good compromise with the burst prayers of the normal one

    priest he is good combining everything gives him a solid role in the army

    EotG has not changed no comment

    now for troops
     
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  7. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    i like the reasons the exeqution is just flawed ill try to give a hot fix in a overview at the end

    make the revive work on a 2+ and bring the guy back with d3 wounds taken then i could see a carno taking it to be a lesser phoenix
    the dial is random and so it is bad make it a onec a game use and it's much better but still not great because our skinks just do that anyway
    the blade of realities should just make the rend -3 like the relm artifact light of dracothian is just a flawed premice it's bad at once a game and way to strong at once a turne make it +1 to unbinds and i would take it all the time the cronal shield should ether be a no roll -1 to hit the user or have a 6" range so you can suport troops with it have the prisme be a once a round d3 withing 12" it would make a descent third chois that way

    it's a good idea but other command traits are bad and giving a adishanal command trait out is realy strong i think the slann is far to cheap with everything you get id rase his points to 320
     
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  8. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    wariors thay are way better and as a result far to cheep they should cost 120-130 at least i like the charge rend nice touch

    guard are also way better teh ability to pile in and still get the d3 is nice but they will only do good damage with that buff good alternat chois to wariors 130 points cost would work better just like eternal guard

    you have fixed knight compleatly well done now make them 120-140 and people will only somtimes complane about them

    chameleons noooo nonono the only reason any would take them was the zero range teleport they are baaaaad range combatants and the buffs don't fix that if you realy want to nerf the teleport at least drop the delay otherwise they would be shelved never to be seen again

    skinks are unchanged

    salamanders the range is great! and for the price the damage is good 6 of them is just wooooow

    razors remove ither the 4+ or the once a turn on over wach otherwise the same as abouve

    trog rend good damage is still bad abilitiys are still bad why isn't he a hero?

    bastiladon is still way to expensive for what he does ether buf his atacks or drop his price to 200 the fix to sotek is good

    stegadon good

    handlers are fine not changes where needed no changes where made

    kroxagore oh they need way more help then that the rend is nice but backwerds the moon hammer is for hords and they don't normaly have good saves jaws is at least legible now but .5 mortals a attack is not good

    terradon and rippers mostly good but you do not need to make them even more fragile with swooping dive the only reason rippers are any good is those rerolls and they already die like no tomorrow
     
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  9. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    battalions firelance thunder quake are good
    sunclaw and eternal are meh the 12" range on eternal make it really hard to be where you need to but the buff is good
    shadow strike is wheridly complicated and probably kills rippers making it impossible to drop inside of an army which is why it worked the teradon buff is ok
    dracothian is verry expensive costing 1010 points to run
     
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  10. Tyranidus
    Jungle Swarm

    Tyranidus New Member

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    Well I made that design change as I think it's ridiculous that the more seasoned warrior goes in with less protection that the regular old veteran. I have changed the points costs for each to represent this that an Oldblood is 300 points but is killy and tough while the vet is only 220 as a killy unit but not as deadly so you could spam him more.

    I find it funny you love the Astrolith so much he's basically the same as he is now (which is still ludicrously good) just adding the mechanic for my summoning but glad you like him.

    I have made the points changes to the battleline as you have suggested. I have also added a rule to the chameleons that when they damage a unit it halves their movement and forces them to charge on a 1 D6 that might be enough utility to make them viable or at least useful

    I love salamanders, razors have the overwatch ability currently so I don't see why to remove it its a fun thing but the salamanders can have way longer range shooting as a balance

    Trog isn't a hero now I am unsure as to why we could make him a hero but perhaps he can be cheaper even more. Thinking about it it's probably to clear up our Hero selection because we already have a ton of heroes and the trog would just bog it down even more.

    Bastiladons are the tankiest mofos around and we still can give them save rerolls I don't think it'll be good to change their points cost they are one of the best behemoths we have at the moment. I like that you like the Ark change.

    Kroxigors could be given more attacks but I gave them synergy with skink handlers to reroll their hits and wounds to help them out.

    Terradons and Rippers are fragile but their swooping dive ability was meant to make them super vulnerable. I would like to think this would force people to attack with Rippers immediately as you can't wait and also limit the mass charges of multiple units because you only pick 1 unit to fight first then the second one is probably dead.

    I have changed the points around for the sunclaw and eternal to make them potentially more interesting. Shadowstrike is a currently weird battalion rippers being able to drop into the middle of any army is not going to stay around it just sadly isn't. GW would have to lose their minds to keep it as is everything is become 9" but potentially with a bonus which is what I gave them. I made it complicated also to help Terradons since the battalion before helped Rippers way more than Terradons so I was trying to balance it out. Besides I don't think it would be the end of the world to see more Terradons running around.
    As for the dracothian I have decided to remove the eternity warden and make the cost a little cheaper so the running cost is now 820 points. Still expensive but the ability to teleport 4 times turn 1 can be bonkers and you're running most of the units in the battalion anyway.

    I have made some more tweaks to the summoning rules, have you had time to look at it?
     
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  11. Tyranidus
    Jungle Swarm

    Tyranidus New Member

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    Excuse me, 800 points
     
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  12. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    sorry you mis understode me at the moment overwach units like han gunners don't have to roll a 4+ to use it i ment that ither he gets a once a turn overwach with no roll or they can do it as many times as charged but only on a 4+

    trogladons war scroll is baaaad so it's hard to fix the lore states that only powerfull priests can ride one so thats why every one thinks he should be a hero maby a mount option for the star priest

    no they are not tanky they are about as durable as 200 point kurnoths are and they dont need a hero to give them rerolls to save the bastiladon is just way to pricy for 280 you would think he could blow holes in people but he only does about 4.21 damage on avrage. if you compare him to other artilery units like the warp lightning cannon 180 doing 7 wounds that are mortals or the huracanum that does 6 mortals for 220 and buffes units neer it he just cant compeat. leaving us with a very expensive unit that is about as durable as a 10 man unit of phoenix guard 160 and with damage that is less then our salamanders.

    right but we need a reason to take them at all they do les damage then the points equivalent of all suarus and the bight has always been bad so what is there roll. this is how i fixed them

    a kroxigor can be armed with either a drake maul or a moon hammer

    Drake bite maul 4 2" 4/3/-2/2

    moon Hammer 4 2" 4/3/-1/2

    Vise like jaws 1 1" 3/*/*/*


    abilities

    Energy Transference: When skinks are nearby, Kroxigor are energised by the nimbus of light that plays around the diminutive creatures. You can re-roll wound rolls of 1 for Kroxigor that are within 3" of any Skinks.

    sweeping blows: when a Kroxigor attacks with a moon hammer raise it's attack stat by 1 for every 10 models in the target unit

    vice like jaws: when a bight atack hits it deals 1 mortal wound if an attack made by the jaws has a hit roll of 6, it instead inflicts d3 mortal wounds.


    people already kill the rippers first they only have a 5+ save they die after the first atack .



    true but now ripper would never see play they are bad without the toad so they only work as a deep strike unit and you made them weeker i understand wanting to give teradons a plase and you did they now make good hero snipers but rippers are never taken outside of shadowstrike for a reason they are to fragile and to reliant on the toad to be put on the field normally

    not yet ill give it another go round
     
  13. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    im not shur what you changed with summoning but a quick fix would be that the slann doesn't generate as many CCP the problem being that you can generate to many of them 3 a turn is a lot thats 60 guys or late game 3 behemoths just limit the summoning to 1 point a round is harsh but fair with the current setup as that would be about 1300 more points in you army if you build for it
     

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