Bonereapers all over again. Made the whole range slow, which seems like the main drawback until you notice the "add 3 to movement" command ability that basically brings them in line with the speed of every other faction.
It looks to be a rather elite force with very few bodies for the objective game, especially if Teclis is taken. Teclis looks very weak in combat and isnt very durable at all. He will be super vulnerable to deepstrikes and alphastrikes - KO can very easily shoot him off the table. 3 Salamanders with some extra chip damage/spiky rolls will kill him out right. Alternatively 2x3 will delete him in one go. From what I can tell Teclis still needs to be within 30" to unbind a spell, where as we do it boardwide. The range of the spells is also not super far, so Teclis cant just be sat back in a corner and throw autocast spells left and right - He has to come out onto the middle of the table and expose himself. There are a couple of really great spells for sure, but its not like Teclis will sit and delete entire armies with autocasts. Im pretty sure Kroak with +4 will be far more destructive.
I feel like Lumineth will be about Ossiarch level. At least they have one single weakness - mediocre base stats. Speed is not the best either. On the other hand, MWs on 5+ to-hit on every single unit is a bit too much. They have a lot of debuffs, but short on points - I doubt that they will be able to take everything they want. Teclis+Eltharions is already half of their list. And you want a Giant Ox, the stone mage and a girl with chalice to, and also troops and such... I don't know what to expect, really. They have tons of broken abilities, but poor stats and high prices. Maybe I am really was wrong and they are not the most broken stuff ever. I'd argue, that Teclis is destructive in another way. He is great at buffing/debuffing. Just imagine playing as Coalesced and face Total Eclipse. One spell will shut down the whole army, just one. And it can be autocast. This is true for any CP-hungry armies. And 5+ shrug will make some units super-survivable. As for Seraphon so far - looks like the battle will be hard, but not impossible. But it pushes us into starborne kroak+slann even further to try and shutdown their magic, while salamanders chew through their saves. Playing coalseced against cathallar is a suicide.
I dont feel like the rules are absurdly broken or super oppressive to play against. Double CP is obviously annoying, but I do think we are one of the factions better equipped to deal with this. I feel like rules such as always fight first, double pile-ins etc. are much more annoying to play against than what we have seen. Thank god I dont have to deal with Shining Company. What an absolute ass of a mechanic to have to deal with during your games.
Meh, we will see. IMO Teclis will be a trap, 660 points on a model that does very little damage will be hard to stomach but i guess we will see.
If he can pick the right spells from those 2 spell lores he'l be throwing around fairly high powered nukes with ease. I don't think he'l be struggling to deal damage. I mean yeah, he's nothing spectacular in combat, but who cares if you have 4 potential spells nuking an enemy army. O, and there's also endless spells. Given that he has his guaranteed cast rolls you can bring the difficult spells and just fling them around at will.
What spells is he nuking me with? Not really worried about generic unbound endless spells. Honestly I'd probably rather play lumineth then the mirror right now.
I'm going to assume he gets to use both of their spell lores. Which gives him the choice of: - His AoE: 18" AoE, everything suffers 0-D6 mortal wounds depending on a diceroll - Solar flare: roll a dice for each model in a unit mortal wound on a 6. - Stone attack: roll dice equal to the casting roll (so minimum of 10 for teclis) if you roll higher than the target's save value deal a mortal wound - Bury: Roll a dice, instantly kill the target if you roll higher than the wound characteristic, or deal D6 if you roll a 6 and that isn't enough to beat its wounds. - Living divide: D3 damage on a 2+ to every unit in a line. - Arcane bolt that's guaranteed to do D3 damage (least exciting spell, but hey it's there ) And then there's of course all the usual endless spells which would normally be difficult to cast but now always succeed with their varying effects. He basicly has acces to single target nukes, loads of AoE, anti-armour nukes & anti-horde spells and stands a decent chance of annihilating whatever he goes for if he focusses fire with plenty of targets of oppertunity for some accidental AoE. Hell, stone attack alone with the guaranteed casting rolls allows him to pretty much kill any support hero at will, and severly maim most major heroes. If he wants something dead with his spells he should be more than capable of pulling that off. As for the endless spells, I don't think you're going to enjoy having 4 of em being thrown at you at the same time, which is something he can do easily & viably. And we're one of the few armies who might actually be able to provide some resistance with our infinite range unbinds and +1's to unbinds for the slann. Though even then some of those guaranteed 10's are going to make it through (not to mention the guaranteed 12's or just guaranteed cast...). Armies with lesser casters will just have to deal with being barraged by him with no hope of doing anything about it. And that's of course ignoring the amount of utility spells he has as well (I like that we're slowly getting more utility spells, but they got a lot of em compared to everyone else. And very powerfull ones at that) His mediocre melee profile and high cost might keep him in check. But dealing with him is probably going to be frustrating for most opponents, even if they do ultimatly win. O and that's of course ignoring the fact that your opponent has other models too... Which is kind of the general issue with these super powerfull ones, they end up being virtual 1 man armies. But since they're not 2000 points they still have plenty of support as well.
maybe, but the difficulty of unbinding them doesn't change... its still based on the spells CV. so there's at least that much hope lol
It's not like unbinding a guaranteed 10+ (or better) is easy. I mean sure, our slann stand a decent chance when fully buffed, but even they struggle to reach a 50% succesrate let alone higher. And lesser casters are just completly screwed. Which is kind of the point I'm trying to make. He shuts down a magic based list quite hard with his 4+ spell reflect bubble, but anything less than the most powerfull of casters will struggle to unbind even a single spell he casts. And even if he's faced with a caster powerfull enoughto actually shut him down he can always just switch to his guaranteed 12+ or flat out unbindeable spell. He basicly counters his own counters. You need the most powerfull casters to even attempt to shut him down, but then those casters themselves will be noticeably less effective than they should be and on top of that he barely cares. Leaving you with no real options.
The Lumineth player still has to choose - Few casts that go through guaranteed or more casts that potentially will be unbound. He also likely wants to keep the 5++ FNP spell up at all times, so thats at least 1 spell cast gone. I haven't seen it stated anywhere that Teclis can cast multiple endless spells at a time, so he should still be limited to 1 cast per turn. Also, are those spells really that terrifying compared to Kroak? - Potentially +4 to cast, +3 to unbind/dispell - Can unbind/dispell anywhere on the table - 5 casts typically - Stellar Tempest, roll a dice for each model in the unit, 5+ = 1 MW, 36" range - Celestial Deliverance, pick 3 targets within 22" and on a 2+ deal D3 MWs - Chaos Daemons is flat 3 MW - Can be cast 3 times - Comet's Call - 50/50 (10 modified cast) to pick D3/D6 targets, unlimited range, D3 MWs - Bound endless spells that only Seraphon can move around regardless of who wins the roll-off for next battle round - The range for Stellar Tempest and Celestial Deliverance can be boosted further by up to 12" depending on position or from wherever a Troglodon is on the table. As @Putzfrau said, Im pretty sure I would play against Teclis any time over the mirror.
Wouldn't that depend on the rule. If the rule states that it goes off with a casted value of 10, its 10 regardless. If it says you count as rolling a 10, then yeah. We can't know for sure right now.
We've already had to deal with nagash, who is unquestionably a stronger caster and nastier in melee, for the entirety of aos. I agree with the general notion that these types of characters are boring, but this isn't exactly anything new. I guess we will see. There's some crazy stuff out there in this game. Listing off all the most powerful aspects of a warscroll will make anything sound nastier than it is, unless you give the right context. I'm not super convinced yet. They look like they'll be strong but it'll be a low model count army without teclis, with him itll be evenworse. People weren't super pumped about the rumors for our book and look how that turned out. Maybe this will be the opposite
Personally I think that we will have an easier time dealing with Teclis then with the rest of their army. We have the ability to at least have a good chance of countering the magic. What we will have an even harder time dealing with is the ward save and mortal wound spam across their entire army, 30in archers sniping heroes with mortal wounds, and don't even bother getting into melee with them. Our difficulty is going to be trying to out-shoot them while still trying to hold objectives, which they can just force us off. Not ruining the game, but like I said earlier will probably dominate the meta until GW puts out next year's GHB and balances them out a bit. Just hope our salamanders and Kroak don't get nerfed alongside them, lol!
Doesn't he give it to other wizards in an aura? I'd say probably for that reason, but I dunno. Could just be an oversight. Either way, the specific wording of the rule would be important. For the entirety of WHFB 8th ed our terradon special character had a rule that effected the unit he joined but flying characters couldn't join units. Stranger things have happened.
You’d think. But the translation I read was ‘unmodifiable 10’. I guess we need the English warscroll.