That sounds like a nerf, a true nerf, unless Blot toads do something crazy and can be returned to the battlefield somehow.
Please note that a celestial hurricanum is a wizard, so it stabs itself, buffs everything, doesn't dies and then heals. And while our endless spells cannot be used by others, their endless spells work always as if they were casted in the appropriate realm for maximum effects. So no, we're not in the same league.
He's probably only using a fraction of his power due to reasons that our non-slann minds cannot possibly comprehend.
The mean-spiritedness in this thread is sending my cortisol levels through the rough >.>; Wait till the tome comes out, retool our lists and find the new synergies, play with the new rules for a few weeks, then make an assessment. Declaring 'Our army got nerfed, everything's worse!' before we've had a consistent body of experience with the new rules or even the majority of the information on them is irresponsible and only serves to make your own experience with the hobby less enjoyable. Maybe the new rules will make our army more competitive, maybe the new rules will make our army much worse. Whatever the outcome is, we can't form an educated opinion on it until we play them and draw conclusions for ourselves, and then compare those conclusions with other players and the statistical information that will come when the New Seraphon start seeing tournament play.
Bloat toads become 1 use, but can be used by many RIPPERDACTYL units as long as they are WHOLY within 6" from the toad. Bloat toads give the rerolls to hit. Hit rolls of 6 become 2 wound rolls.
Nah, i've come around. Warriors are great. With just a few buffs (okay a lot of buffs) they're rocking 4 attacks a model with a 3+/6+++ reducing damage by one, hitting on 2's, wounding on 3's, mortals on 6's If we get a fight twice command ability i'll be in heaven.
We have the warscrolls, we have the points, we have the battalions, we have the rules for summoning. The things that still lack in the puzzle are not that many. Sure, we need to think on it, but we all saw the releases of previous armies and we are able to see when something is strong and when it's not.
Saurus knights get 8" move. Spear get +1 dmg on charges Wardrums give rerolls to charge rolls The firelance battalion gives +3 to charge and run rolls of units wholy within 18" of the ScarVet
Is it just me or is anyone else super disappointed with the Oldblood on Carnosaur? How is it only a +4 save still? And Terror is absolutely useless! The jaws got worse and so did the command ability ( in my opinion)