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AoS Let's talk about nerfs and buffs from 3.0

Discussion in 'Seraphon Discussion' started by The Tipsy Dragon, Jun 16, 2021.

  1. Nart
    Carnasaur

    Nart Well-Known Member

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    Sure, but I would go for double amulet of destiny. In thunderlizard you will basically have two stonehorns for 215 each.
     
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  2. Christopher
    Terradon

    Christopher Well-Known Member

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    I can't find anything called a Ghur Mage. Is that a nickname?
     
  3. xoid
    Terradon

    xoid Well-Known Member

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    It is the battlemage. When you choose him you pick a realm for him to be from, in this case Ghur.
     
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  4. Christopher
    Terradon

    Christopher Well-Known Member

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    Thanks! Is the only way to get the model in the four model Battlemage set (which seems to be currently out of stock online)?
     
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  5. Nart
    Carnasaur

    Nart Well-Known Member

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    I'd search for alternative. There are plenty out there. You can even convert a seraphon priest/starprier/oracle.
     
  6. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    I use heavily modified star priests. They are Wizards and they are from cities so...
     
  7. Christopher
    Terradon

    Christopher Well-Known Member

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    I found a new box of the Collegiate Arcanum online.
     
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  8. Womboski
    Temple Guard

    Womboski Well-Known Member

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    Personally I think a unit of 3 rippers buffed by a starpriest and a starseer (which you are probably taking anyways) will deal a good amount of mws and maybe poke through a couple normal ones which I think in this new meta will be a lot stronger. You don't need units to blow up 40man blobs, almost everything is smaller.

    Same with terradons give them those two buffs and their rocks boals and claws in combat are sure to put out enough mws to do an impact.

    Battle Tactics are going to be critical to winning game and there are a good amount that benefit from having 1-3 monsters. Our monsters are still cheap compared to a lot of factions and some have none( KO)

    EotG with Lord Kroak sound good. Add some aoe dmg or maybe summon some saurus warriors which if you are running coalesced might hold for a turn.

    While coalesced sounds like it's going to be very strong in this new meta, I do think summoning will be strong as always.
     
  9. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    nope 3 rippers buffed in such a way deal 2-6 damage with 0-2 of those being mortals. 3-7 if you use bloat toad with 1-3 of them being MW
     
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  10. Womboski
    Temple Guard

    Womboski Well-Known Member

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    In coalesced with all out attack for +1 to hit?

    I did test roles and unless I rolled hot all 3 times both rippers and terradons were doing a total of 12dmg to a unit with a 3+ save when given mortals on wounds of 6 and +1 to hit in all their phases to push more hits through and toad.

    An extra 95pts on what you are probably already taking and you get a decent kamakazi unit that will hurt a 3 man elite unit.
     
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  11. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    you didn't mention either of those but if you do then you get 3-7 with 0-3 of them being mortals without toad since the +1 from all out does not stack with the +1 from priest.
    rippers are just bad
     
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  12. Womboski
    Temple Guard

    Womboski Well-Known Member

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    Toad is reroll failed hits, helps fish for extra 6s to generate more attacks, I feel like you are not accounting for that and you don't need a priest. Starpriest gives mortals on wounds of 6s, starseer gives them 3d6 charge to help them zoom across the map turn 1 or in the later game, all out attack helps more attacks get through to get those chances at mortals.
    It's 2 abilties and 1 command ability, 2 command abilities one in shooting and one in combat phase for terradons
     
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  13. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    i litteraly said i wasn't as it's a once a game thing if you do want to sure once a game they do 4-9(a increase of 1-2 damage) with 1-4 of that damage being MW.
    you mentioned the priest don't jump on me for that.
    so at their very very best rippers might blow up 1 10 man unit as long as it doesn't use all out defense. they get to do this once and they are made of paper
     
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  14. Womboski
    Temple Guard

    Womboski Well-Known Member

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    For 95pts doing 10wounds with decent threat range sounds pretty good. Yes they blow up after but they cost less than what they kill.
     
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  15. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    but they don't do 10 wounds. at BEST when fully buffed(wich is not how you judge a warscroll) using according to your set up 2 CP a once a game ability 2 support heroes and a once a turn ability(all of which would be better off elsewere) lock yourself to a grand faction and far more then 95 points to do 4-9 damage it can spike higher or lower but most of the time you average 6 just 6 damage with aaaall that set up and that all falls to pieces if your opponent spends 1 CP to bring their save up to a 3+. and what do they do if they don't have all thatbacking them? such as if they are out of rang or any of that Goldberg machine dies or is needed else where or if you get alphaed? 1-4 average 2 in coalesced it's worse in star born.
    even at the best of times you will struggle to kill more then you paid for them
     
  16. ArtoriusaurusRex
    Temple Guard

    ArtoriusaurusRex Well-Known Member

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    If Ripperdactyls have any role, it might be as a trash unit to jump over your own battleline and charge to absorb Unleash Hell.

    Which is not necessarily useless.
     
  17. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    except they can just wait and not shoot the useless unit
     
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  18. ArtoriusaurusRex
    Temple Guard

    ArtoriusaurusRex Well-Known Member

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    If the Rippers make contact with the shooters (which is what I'm talking about), they can no longer Unleash Hell. Could be crucial sometimes.
     
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  19. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    if you think it's worth wasting the points an a hypothetical go for it. but a lot of our guys can do the same thing with teleports
     
  20. ArtoriusaurusRex
    Temple Guard

    ArtoriusaurusRex Well-Known Member

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    I'm just mirroring what I see my Soulblight friends saying they want to do with Fellbats. Relying on 10 skinks to teleport and make a 9" charge to block a unit of Stormfiends from Unleashing Hell on, say, Saurus Knights, is a risky proposition.


    ¯\_(ツ)_/¯
     
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