I think that the new book will allow us to try way more builds/lists than the old one. I started in the hobby a year ago and all the competitive lists for Seraphon were already written, included artefacts, that was a litte bit discouraging. Sure that people will find sooner orlater builds or combos that are more competitive than others. The good thing is nothing screams for now "auto-exclude" from any list and the processes of finding out what is going to work best in competitive environments will be still potentialy fun. And talking about other things, I'm quite pleased with the book because it has given us many of the things I wanted to see: - Expanding the lore and making us part of the Mortal Realms storyline (not losing the Lustria vibe, probably because of no new models, truth be told) - Subfactionss that match different playstyles - Spell lores - The rules are easier to understand and more streamlined (both Olbloods do their thing and both Scar-vets theirs; bonus to hit are easier to keep track on compared with rerolling) - Many units that were useless are buffed and useable again - The units that are nerfed had somehow out of date warscrolls and rules, despite it hurt us to admit. - Not being that dependant on battalions, now we can a lot of lisbuilding and probably play again with the whole range of models in casual gaming. - The battalions are kept, so there's not - All saurus units are better so we'll se more use of them - It's tough to admit but summoning was annoying for me because of how many models I had to transport to my local club - Slanns do magic now - I like that Master of the skies, Oracle are heros, they open for different playstyles - Nothing screams auto-take for every subfaction - Hunting-packs are "packs" now - That Serahon play now not that different from the other factions make us more fun to play agaings, IMO
I agree with a lot of what you say here. I started Seraphon at the launch of AoS but I was put off because it quickly turned out that there was only a handful of ways to play the army in tournaments. Having a look at the book in the previews (Lets me honest, those YouTube reviews are barely "reviews" when they just show you the book.) and I can see more verity of play. Plus, having the Seraphon actually compete against Tzeentch in magic potential is pretty awesome.
For the ambiguously worded rules the German version of the BT might help. German is an old and complicated language, but it is very precise. In the past when we had unclear rules in English books we could obtain the intention from the German version. AFAIK in all cases the English version was errata'd to say what I read in the German book. (Kudos to the German translators at GW btw, most of the translations seem to be pretty good compared to other languages)
Hold up...Shadowstrike Starhost, so you can put the Ripperdactyl Riders in reserve because they're a part of the battalion...but NOT the Chief because he isnt included, what the hell is the point in that? Not to mention its 170 points I'm finding cool things in this book, but also lazy and sloppy design
Hi all! I thought I'd contribute to the discussion. I did some excel math to figure out the damage per 100 points for all our shooting. The underlined value is the expected dmg against a 4+ save, per 100 points spent. You can see that the salamanders are head and shoulders above everyone in expected damage, unless you give skinks the mortal wounds from the starpriest. Btw: for skinks their damage against no save is not displayed correctly.
Found this. Aparenrly all three people were play testers for the seraphon book so its an interesting insiders look at the book.
nice! throw it on mathhammer we would love to have you contribute http://www.lustria-online.com/threa...statistics-of-the-seraphon.23218/#post-279506
On its own. It will be a part of the new tutorial thread "Seraphon Overview 2.0" (or something similar)
Yeah, but we can band-aid what looks like an oversight, just feels weird to me. And on top of that the Chief needs to be wholly within 18" of a Slann right? You could still LoSaT him as well, but then you've used that for the turn, instead of a large block of something else thats useful...sorry if Im rambling
Tnx for the link! Sometimes I have a hard time navigating this forum Added my info there and also some calculations for melee.
Is anyone else a bit confused at the whole terradon/ripper chief thing? The way I see it is you've got to buy a box of rippers to make 1 chief and then have an under strength unit of 2 rippers? Just seems like a total money grab/fail by GW. I'm 100% not going to buy another box to go with my current rippers just to make 1 chief. But I 100% would buy a ripper chief model if sold separately. I'm confused..
Already playing with the idea of a Ripper Chief with the venom dagger (fangs of Sotek). With even just hunters steed, the Skink Priest and Starseer buffing him, you get: A huge move and then 3D6+1 charge. With 4x 2+/3+/-1, there’s a reasonable chance of getting to roll for a 5+ slay, on whatever big bad you want a stab at on the first turn. I’ve always liked the silly-high-risk, huge payoff artefacts though.
you could build a terradon & ripper chief with 1 box without too much trouble. The last remaining model could be an additional chief (with some minor kitbashing) of your choosing, or a random terradon or ripper. It's a bit weird, but it's not that much of a cash grab either.
At least, there are a lot of beautiful alternative models for salamanders. But Saurus... Congrats to saurus-lovers, but I have only 30, and they are hard to get and I don't like them. I hope, that we will be able to come up with combined arms lists, beast-heavy lists or magic lists. I don't like the things that looks powerful right now.