It's always been like that a little bit. I've been on this forum probably longer than anyone here... except for a few people that are still playing WHFB. It's not as bad, but every forum on the internet (as long as its large enough) is filled to the brim with whining. Just the nature of the internet. You do what you can, but no sense in screaming into the void. I will say, i've enjoyed playing seraphon in this book more than i've enjoyed any games workshop game since they killed fantasy battles. It's a dope book. Perfection. Well, i wish saurus could run and charge but whatever.
Der Deutsche Ealven So only Vanari Auralan Wardens are the only Battleline but for each unit of Wardens you can add a unit of Sentinels or Dawnriders as Battleline? AND Stoneguard can be Battleline in a YMETRICA army... Looks like the Stegadon in a Thunderlizard army thing Interesting Grrr, Imrahil
Here is the sub on tga about new lumineth https://www.tga.community/forums/topic/25063-aos-2-lumineth-realm-lords-discussion/?page=102 Teclis is going to be a beast mage I think. From TGA: "Some quick google translations of Teclis abilities: Can cast 1, 2, or up to 4 spells - If 1, it is automatically cast and cannot be unbound. If 2, they are cast automatically with a CV of 12, if up to 4 they are cast automatically with a CV of 10. Additionally, he can automatically dispell one endless spell per turn, and attempt to unbind any number of enemy spells, one of which is automatically unbound. Celennar's aura also adds 1 to all casting, dispelling, and unbinding rolls for Lumineth units within his Aura (starts at 16" and degrades) Celennar's Aura also allows units within it to ignore the effects of spells on a 4+, and when they do so, they can pick a unit within 18" of that unit and deal D3 mortal wounds to it."
That seems quite heavily overpowered on Magic... Also the range of some of their missile weapons is 30" Grrr, Imrahil
Not only that. With just two spells, they’re moving 12”, shooting 30” (ignoring all line of sight) and dishing out mortal wounds on 5+. I think Kroak (as opposed to a Slann) and Saurus Guard just went up in value a little. Support Heroes without a save vs. sniping are going to have a rough time.
Seems strong, but for 660 points he better be. They are 140 points for 10 with a max unit size of 20. 20 shots hitting on 4's, even at 30'', even with mortals on 5's its not that crazy. It's not super fun, but its comparable to flamers and sallies. Its just lazier. With 280 points of these guys you're getting 20 shots at 30 inches, 4's and 4's, no rend. With 240 points of sallies you're getting 12 shots at 12 inches 3s and 3s 2 rend, more damage, and mortal wounds built right into the warscroll. It's annoying, but i dunno. 20 wounds for 280 points with a 5+ save. It'll die to a swift breeze. We'll see how it shakes out. Regardless, I do hate the overall trend towards more ranged units. It really starts to warp the game.
Teclis is a casting fiend, but is a bit of a chump in combat for his points. Overall these warscrolls are looking surprisingly balanced. The Stoneheart King has pretty grody combat potential but is slow as hell and only has -1 rend. Anyone have the warscrolls for the Wardens or the Stoneguard? They're probably the ones we should be most concerned about but until then I'm breathing a sigh of relief.
I was in a bit of fear about this book since my main opponent runs bonereapers, and has planned on picking up the box but I feel good after this. Bring em on I say.
BATTALIONS Alarith-Temple (120) -1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard -STONEGUARD units wholly within 12" of a hero from the same ability can reroll saves but can only move (pile in?) 1" Auralan-Legion (120) -1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens -Units within 3" of another unit in this battallion can RR saves of 1 Dawnrider-Lance (120) -2-3xVanari Dawnriders -RR 1s to hit on the charge
ALLEGIANCE ABILITIES Aetherquartz Abilities -+1 Save when chosen as an attack target -+1 to hit when chosen to fight -+1 or reroll cast -Cast an extra spell Absorb Despair -Once per phase, a Cathallar wholly within 18" of a unit who uses an Aetherquartz can absorb it. If they do, don't reduce that units Bravery by 1 and instead choose an enemy unit within 18" of the Cathallar and reduce it's Bravery by 1 for the rest of the battle. An enemy unit can't be affected by this more than once per battle. Superior Reactions -When you pick a unit to fight, you can pick two and resolve them in any order (only works during the combat phase, not at start or end of combat phase)
LORE OF HYSH Speed of Hysh: Casts on 5 Double the movement of a friendly unit within 18" of the caster. Solar Flare: Casts on 8. Pick a point on the battlefield within 10" of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels . Sparkling Light: Casts on 5. Pick an enemy unit within 18", you can reroll missile weapon attacks against that unit until your next hero phase. Heavenly Blessing: Casts on 6. Give Ethereal to a friendly unit within 18" Total Darkness: Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities Protection of Hysh: Casts on 8. Give a friendly unit wholly within 9" 5+ FNP. Doesn't stack with Teclis'. LORE OF THE MOUNTAINS Relentless Calm: Casts on 4. Unit wholly within 18' doesn't have to take BS tests. Paralyzing Dizziness: Casts on 6. Pick an an enemy unit within 18" of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge (?) move. If the roll is higher than the unit's bravery, it cannot make that move. Voice of the Mountains: Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase. Living Divide: Casts on 6. Draw a 1mm line to a point 9" from the caster, on a 2+ deal D3 MWs to a unit that lines passes over Bury: Casts on 7. Pick an enemy model within 18" and visible to the caster. Roll a dice, if the result is higher than the model's Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead. Stone Attack: Casts on 8. CHoose an enemy unit wholly within 24" and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit's save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of "-" count as 6 for this rule.
GRAND NATIONS ZAITREC -First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell -Command Trait: Can dispel 1 additional spel and can use the first dispell roll for the second -Artefact: 6+ shrug for MWs, +2 if Teclis is on the battlefield -Overwhelming Heat: Casts on 7. Enemy unit within 24" has halved movement, and if you roll a die and its equal to or higher than their save, they take D3 ILIATHA -Connected Souls: +2 Bravery -Acting with Courage: After a unit uses a command ability, you can choose a friendly unit within 3" of that one. If you do, that unit can also use that command ability without spending a CP. once per phase. -Command Ability: Used in shooting or comat ph ase. Pick a friendly unit with at least 2 models, they can RR 1s to hit. (this is useless) -Artefact: When the bearer dies, roll a dice. on a 4+ heal them back to full. (No mandatory command trait) SYAR -Units start with 2 Aetherquartz instead of 1 -Command Ability: Friendly unit wholly within 18" of a hero can use 1 of its Aetherquartz -Command Trait: Choose 1 enemy hero within 6" of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero -Artefact: Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail. YMETRICA -Ignore up to -2 Rend for units in Mountain Stance, instead of -1 -Command Ability: End of combat phase, can use Tectonic Force again against another enemy unit within 1" -Command Trait: When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1" and deal D3 MW on a 2+. -Artefact: +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore
looks like mountain guard are the big winners here they can be just as tanky as mortek with out the bad movement(can auto 6 to run) or weakness to range a 3+3+5++ is going to be hard to shift and they have the option to go 4+4+5+ ethereal for high rend armies like us. over all not bad for 100 points