I also think the Razordon/Salamander warscrolls are very clumsily built/worded, plus being very cheap for what they do; which I like, but still seems odd.
If they are just there to soak up wounds for the slann, 60 points more than a basic slan gets you kroak, who is probably as survivable as the slann and 5 guards.
extremely unlikely seraphon are not all that relevant in the narratives and if not even bonereapers got anything out of wrath of the everchosen, what makes you think seraphon could get something out of a future campaign?
He's not, but you'd still want the 5 guard with kroak. He's 320 points, you don't want him getting sniped out, and having the guard in the list effectively removes that as an option for your opponent unless they have an insane amount of shooting. Kroak's better than the basic Slann in most cases, but I don't think he's quite auto-include, since sometimes you might want a trait or artefact on your slann, since it's so resistant to sniping with the guard, and your other heroes aren't, or if you're tight on points with the rest of the list. A slann with an artefact can actually be a better caster than Kroak, but can't cast as many damage spells.
For starters, Chaos is starting to get beaten on, and thats our schtick. Easily allows for us to jump in and be included. Could even be a focus in a campaign alongside Sylvaneth or Stormcast. The opening blurb of our book is also interesting, and could hint at more to come for us. As it stands, we have no useful megabattalions, and all the currently available Battalions are very restrictive. If we do get anymore, via campaign or White Dwarf, I hope they expand then slightly.
Nah. Serpent's Staff nets a lot of MW while being applicable to different units (Skinks, Terradons, Saurus Warriors are the obvious choices), while costing 40 more than the cheapers spellcasters in AoS. 100% worth it. Starseer is 20 more for a higher chance at farming command points, and a much worse passive ability (like MUCH worse). But that's the beauty of the new book, the amount of useable choices went up considerably.
I don't see how you don't think charging on 3d6 is much worse than exploding 6s to wound. Getting our dinos on asap is the most vital thing with the new book. I'll take 3d6 charge any day
I still dont understand the purpose of bound endless spells that dont move, can anyone enlighten me? Are we just forced to pay 10pts more for no benefit?
Because 13-15 MW alone at 26" threat range just on a basic setup of Starpriest + Priest + 40 Skinks is just dope. No two ways about it. Haven't done the exact math yet, but Terradons should be less efficient but still strong, while Saurus will be downright terrifying with the important caveat of less mobility/melee only. @valentine009 For regular predatory spells, your opponent gets to move them too. With the bound version, they simply don't.
i think he was referring to spells such as the umbral spellportal and chronomantic cogs, which dont have the predatory ability.
I think an ark bastiladon might be the more interesting choice now. It makes for an absolute beast in melee. And you can make for some silly combo's that seem usefull at least at first glance. For example: bastiladon with ark + priest + starpriest = 18/4+/6+/-/1 dealing mortal wounds on hits and wounds of 6 with +1 to hit 3/3+/3+/-1/D3 dealing mortal wounds on woundrolls of 6 with +1 to hit The priest can give an additional +1 to save for when he gets hurt. The starpriest can put a mystic shield on him, or -1 to hit on an enemy It's a hilarious potential for mortal wounds & it's decently sturdy. I doubt it's super competitive, but it has a fairly reliable mortal wound output, averaging about 5 per turn, but potentially going as high as 21. Plus whatever normal hits the tail gets in it should be a fairly scary thing to face and will probably catch opponents by surprise. Add in some other buffs (re-rolls, etc.) and it becomes truly terrifying. meh, we appear to have some glaring gaps, the most obvious being the mount traits & prayers. I wouldn't be surprised if we get at least something in the next GHB, a white dwarf or a campaign book. I would assume that for these only we benefit from them/can use them. Or at least we get to control them. E.g. sigil of tzeentch is normally controlled by the tzeentch player, we now control it and get to pick its target. Otherwise it'd be pointless to bind a non-moving spell. And there's far too few moving spells (currently) to have that (arbitrary) limit.
what is all this stress about the scenery? I only play in tournament scènes en pretty sure for match play that you setup-up alliance-scenery after you choose sides but before setup of units.
well after reading the whole book (see videos) and take a night of thinking, I feel that many units alone are not a big deal, but I like the set of rules quite a bit, in starborne I think the most I will play will be fangs, while in colaested both subfactions seem quite interesting to me
Both include the FoS ability. The higher number is including a successful cast of Hand of Glory. Full breakdown on page 391.
Our terrain piece has new rules, so they should overwrite the current rules. I'll quote myself from page 391:
I dunno, for 15 mortal wounds it seems like a pretty huge investment when terradons or salamanders are gonna do the same job, just better.