AoS NEW *rumor*

Discussion in 'Seraphon Discussion' started by Logan8054, Jan 28, 2019.

  1. Nart
    Carnasaur

    Nart Well-Known Member

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    ...and get shot down on their way to melee. Once again, why did we need Unleash hell in the first place?
     
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  2. ArtoriusaurusRex
    Temple Guard

    ArtoriusaurusRex Well-Known Member

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    To stop people from complaining about Parting Shot ever again :>
     
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  3. Dread Saurian
    Stegadon

    Dread Saurian Well-Known Member

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    Just so they can complain about unleash hell because quite frankly it's a completely unnecessary command that is going to get more use than a lot of the other commands.


    I miss back when if you did overwatch the only way you could hit would be if you hit on 6s. Made it somewhat reasonable for footslogging melee units.
     
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  4. Canas
    Slann

    Canas Ninth Spawning

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    yeah I honestly don't get that about unleash hell and the new 40K overwatch. It's hilariously broken on units with 2+/3+ attacks like ranged heroes (e.g. that lumineth fox spirit thing). Who thought that simply giving a -1 would be a sufficient malus here to balance things out?
     
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  5. Dread Saurian
    Stegadon

    Dread Saurian Well-Known Member

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    It's really unenjoyable when I charge someone and they spend a cp and throw 12 shots into me hitting on 4s and wounding on 3s and now my carno is dead. It's honestly one of the least enjoyable things that has been added to aos they have added
     
  6. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    if 4 successful attacks before saves is killing you then something is wrong
     
  7. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    It depends. If you are not at full health and those attacks were made by salamanders...
     
  8. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    salamanders can't get 12 shots they are limited to 8 now. so 2-9 damage average 5 not the end of the world
     
  9. Dread Saurian
    Stegadon

    Dread Saurian Well-Known Member

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    No not your expectation 4/12 hitting. Reality was 9/12 hitting. 7 wounding 5 failed saves 10 damage.
     
  10. Nart
    Carnasaur

    Nart Well-Known Member

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    That's why I'll try to keep hand of glory+herald of the old ones on salamanders at all times. As long as enemy charge something near them, sallies get a second shooting phase basically.
     
  11. ArtoriusaurusRex
    Temple Guard

    ArtoriusaurusRex Well-Known Member

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    I mean, spikes happen sometimes.

    One remedy might be to charge something else in first
     
  12. Dread Saurian
    Stegadon

    Dread Saurian Well-Known Member

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    That's not the point of my statement but I do understand your solution
     
  13. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    whether or not it was your point the fact is the situation you put forward is very unlikely. that roll spiked REALLY high like 3-7% chance high
     
  14. Canas
    Slann

    Canas Ninth Spawning

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    While it isn't super likely to happen in one given charge phase, it is a lot more likely to happen at least once in a given game.

    There's 5 charge phases per turn, let's be a bit pessimistic and say that this event can only happen in 3 phases since you won't always be in range to charge. The likelyhood if it happening at least once per game is already 10-20% with your numbers.

    Even if only 2 charge phases are relevant we're already looking at a 6-14% likelyhood.

    So it really isn't going to be that rare an event to see unleash hell just devastate something powerfull, especially in a meta where heavy-shooting is going to be common. Sure you won't see it happen every charge phase, nor even every game. But it is is decently likely for @Dread Saurian to see it happen to him at least once per tournament.
     
  15. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    and just as often they will roll nothing. saying "this is a dice game" is not a great argument, never was.
    and thats leaving aside all the ways to counter or work around UH. if worse comes to worse force them to use up or hold on to CP so they can't use it. it's not high on the to use priority. repositioning battle shock ignore standard buffs when they aren't at a -1 or reinforce are all more pressing needs most of the time. and if they do use it up shooting you PUNISH them for it they can't buff saves or save their guys from running if they diside to shoot the throw away unit or the heavy anvil.
     
  16. Togetic
    Temple Guard

    Togetic Well-Known Member

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    I’ve seen a lot of discussion about how that command ability makes certain high mobility units better, fell bats specifically, because charging when and where is now a strategic choice rather than an always-do for a lot of units
     
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  17. Nart
    Carnasaur

    Nart Well-Known Member

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    If you have kroak or slann, you will swim in CP. And you want hand of glory + herald of the old ones on salamanders anyway. Also, the best shooting armies are not CP-hungry. Lumineth literally need only pass battleshock and +1 save. Not giving second shooting phase to sentinels is a waste.
     
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  18. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    seraphon are speshal in this regard and you know it. most armies ar scraping by on 2-5 CP depending on rolls and turn order.
    and in the case of LRL you just don't use the worse case scenario and instead use one of the many other ways to counter UH
     
  19. xoid
    Terradon

    xoid Well-Known Member

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    I keep seeing people say charge with a throw away unit first, but how does that protect you from Unleash Hell?

    Is the idea to charge in a throw away unit and let it tie up the shooting unit until it gets wiped out in a later turn?
     
  20. Canas
    Slann

    Canas Ninth Spawning

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    I'd agree with you if we were talking about something minor, but this is simple too much. Long story short it just needlessly widens the gaps between shooting armies and non-shooting armies. A -1 malus to hit and a 9" range is simply far too generous to give to any major (buffed up) shooting unit.

    Best case scenario it'l rarely see actual use, and when it does it mostly kills sacrifical fodder while still being a very very usefull psychological tool to control your opponent's charges to some extend as they're forced to carefully tiptoe around your ironclad/salamanders/flamers/etc.. Worst case it'l regularly kill (or maim) something major on top of allowing you to control your opponents charges to some extend. Either way it's a significant buff to shooting factions who don't need it.

    Yup. Basicly the "counter" consists of "instead of losing your carnosaur, sacrifice a 100 points worth of fodder"

    Either way, you're sacrificing something.
     
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