I'm not sure if the slann/oracle line is D3 for having any slann/oracle or D3 per slann/oracle. Also, the spell sacrifice seemed to be D3 as well if I read it correctly. as for the average of 7 and the 35 at turn 5: 1) 35 at turn 5 is far too slow to summon any of our big stuff at a point that's usefull. So I'd hope you can generate more than that at a reliable rate. Otherwise the top half of the table is basicly pointless. 2) It's great that the average is 7, but it still has a rand from like 4 till 12 or something. Which is far too great a range. Yeah, it'l average out over multiple games, but it shouldn't be exceptional to get a game where you get 4 twice, severly hampering your summoning. 3) This particular variant is even more dependent on your stuff actually being alive, which is good. But it does mean that a bad CCP during turn 1-2 is even more devestating as you might lose generation in turn 3, making it reasonably likely your summoning can get completly shut down based on luck & a little bit of clever play from your opponent. 4) If you do get lucky and generate 12 CCP/turn it'l immeadiatly get super oppresive as it's the same high CCP we have now, but with better units popping up... Overall, if this is all we get for summoning it'd be massivly dissapointing. Not cuz it's weak (I mean that's dissapointing too, but not the main issue ), but because luck plays such a major factor in it you'l regularly have matches where it's either barely functional or quite oppresive. also, so much this. It needs more likes I'd wait till you get the entire book, most of the synergies are still missing and those might be crucial. We've already seen some decently impactfull faction abilities, so there could be interesting spells/artifacts/mount traits/general traits/whatever still laying around that heavily influence things. 1 spell total as a cap would make it basicly impossible to summon the big stuff no matter what list you use. That'd be stupid. It'l literally make half the summoning list useless unless you consistently roll 3's on your D3's. I would assume they're not that bad at making rules..
You’re being overly negative, we will be getting artifacts and mount traits and when you consider our slightly upped warscrolls with alliegence abilities we can be pretty solid
I think we might need a few lazy afternoons to figure out how to make this book work, but I think we can do it. That said, I would be lying if I said I wasn't disheartened by a lot of these warscrolls. - No rend on Carno claws and bite got somehow worse - Trog is much better but still far off from being worth his new pricetag - Slann, Kroak and Trog all share a spell lore Just a lot of decisions that are questionable to say the least. I will say that the Starseer's add 1 / reduce 1 from save rolls is a pretty interesting addition to the toolkit.
Dammit. I just remembered that I don't have enough handlers for my Razordons. I converted them to other stuff...
i never use buffes when comparing to many nubers the list gets to be 20 pages long. i use them when comparing basses stats against buffed stats
Oh and I am torn about the comet spell being on there warscrolls. On one hand it is good as it means that they all can use it any time (not in the same turn of course) On the other hand it looks a but lazy. I like variety.
lazy is the name of the game! suarus heros share a command ability slan and kroak do to. every one has the same spells! so much variety
I'd really like to see the scar vet command ability, as well as the sun blood. We're going to be generating command points like they are going out of style, so hopefully theres some juicy stuff in there. *fingers crossed for fight twice*
Reminds me of the Tyranids Psychic Awakening book for 40k. Quarter-arsed BS because nobody couldn't be bothered. Not sure I am buying that Seraphon have interested parties inside GW HQ. The "Painting & converting" post that went up today shows that too.
I think in this particular case you're going to have to take into account some of them as we have a bunch that are fairly impactfull and have a fairly large effective "range". I mean so far we've already seen a +1 bite attack on everything and +2 wounds on every monster if you have the right subfaction. That's not something you can really ignore. Similarly the 12" ward-save bubble on a astrolith is going to be crucial to making our stuff withstand damage (and is surprisingly big for such an effect) imho, if there isn't something that allows multiple casts of that spell, gives some other advantage, or we get an absolute massive and amazing spell lore it's terrible. The rule of one is limiting & obnoxious enough as is when fielding multiple wizards of the same type, but now they're activly designing wizards that just can't be fielded together. That'd be just plain stupid... Worst part about it though is that the spell itself is great, and allowing multiple casts would probably be freaking broken (or at least hailed as broken by the internet and any opponent). So it makes me really worried as to what in the world they were thinking.
Don't you dare compare this to that rag. It may have had some okay things in it, but overall it was a useless printing for Tyranids.
The Spanish translations for GW are not know for being the best translations. What i read is: - You recive 1d3 conjuration points at the start of hero fase if your general is SLANN or STARSEER and is on the battelfield - 1d3 more if one or more ASTROLITH are on the battlefield - In addition, in your hero fase, before trying to cast the first spell with a friendly SLANN OR ORACLE, you can declare that you are going to perform a celestial invocation/summoning. If you do so, you recive 1D3 conjuration points but the number of spells that the model can cast in that fase is reduced by 1.
Oh man, I just checked back to see this for myself and it is pretty much the same across Kroak's entire warscroll! He's got all the abilities of a basic slann with only 3 "unique" abilities, and they're not even all that iconic! Some of their names are cool (Dead Since a Time Immemorial), but all that is is a 4+ W/MW shrug. I mean, his Celestial Retribution spell is pretty cool, but that's it...well, so much for him being a unique, almost god-like character...sigh... I won't let this get me down though. I'm still looking forward to the full subfaction rules, mount traits & items.
This is a very legitimate concern. Starborn seraphon are basically old seraphon, but summoning is no more and the rest is still dubiuos. So they could be weaker than what we are now. Coalesced give away all of our classic tricks for more staying power. They play the same game played by other armies, but i fear without the same stats or bonuses. I really don't know...
The good thing is, with all that we can see now, is that we can give good feedback to GW for when we get an FAQ. Perhaps they can increase the amount of summoning points we can get. Or decrease the amount of points that some of those were scrolls cost. We will know after we've played with the book for a bit how impactful all of these things are.
Well im happy with carno, guard and krox. Waiting for the saurus but we know they have a rend so that helps. Kinda feel like bc carno changes ill be shelving the dread saurain for a bit.