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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    Yet we have such easy access to it. Cloak+slann will give fly up to 3 monsters in your list without much effort.
     
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  2. Cristhian MLR
    Troglodon

    Cristhian MLR Well-Known Member

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    Have you talked about flying cav already?

    Vanguard battalion seems pretty legit for those niche or small skirmish games. I can't remember the last time I saw flying reptiles being relevant at all.

    Also, Grand Batteries sounds fun as all Chaosrealm.
     
  3. Jason839
    Salamander

    Jason839 Well-Known Member

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    I havent been able to play many 3.0 games yet. Are you finding you can afford to spend the cp on giving people fly every turn?
     
  4. Tyranitar
    Terradon

    Tyranitar Well-Known Member

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    One thing to consider: is there anything in CoS worth taking over Gotrek? I would say if you're in the market for allies, Gotrek is pound for pound the best we can get, and if we take him we can't take any other allies anyway. Taking something from CoS seems like a big opportunity cost in that regard.
     
  5. Dread Saurian
    Stegadon

    Dread Saurian Well-Known Member

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    Been ignoring the hails of praise for the ghur battlemage and the frostheart phoenix?
     
  6. Nart
    Carnasaur

    Nart Well-Known Member

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    Phoenix guard are great anvil and don't really require much support. 20 of them will be a great frontline unit. Several battle mages have nice utility in our lists. Frostheart phoenix in both variations are nice additional line of defence and fast monsters. Hurricanum is very squishy, but absolutely devastating alongside kroak.

    I often find CPs excessive now, since we have so much sources to gain them. I don't thing that all our monsters will need fly every turn. I am pretty much ok with cloak the most of times.
     
  7. NecridHydra
    Temple Guard

    NecridHydra Well-Known Member

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    Guys, I haven't seen anything on the FaQs but is Star-stone Staff from Skink Priest a prayer? The ability reads as follows:

    In your hero phase, you can pick 1 friendly SKINK unit wholly within 12" of this model and roll a dice. On a 3+, until your next hero phase, that unit can run and still shoot and/or charge in the same turn, and you can add 1 to save rolls for attacks that target that unit. A unit cannot benefit from this ability more than once per phase.

    However, prayers reads something like:

    Bless is a prayer that has an answer value of 4 and a range of 12". If answered, pick 1 friendly unit wholly within range and visible to the chanter. Until the start of your next hero phase, that unit has a ward of 6+.
     
  8. Blitzkriyg
    Temple Guard

    Blitzkriyg Well-Known Member

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    It's not a prayer. Prayers have been in the game before 3.0 and before the seraphon book, so if it were a prayer, it would definitely say it was one.
     
  9. Tav
    Kroxigor

    Tav Well-Known Member

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    Its not a prayer, so you can do that and a scripture prayer each turn
     
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  10. Tav
    Kroxigor

    Tav Well-Known Member

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    I believe thunder lizard plays this edition the best. summoning and teleport are obviously strong, but i think thunder lizard with say a bastiladon has access to a lot more points and bonus points in battle tactics.
    Additionally the -1 damage is even better in this edition with the incentives for armies to take monsters
     
  11. Superwet
    Skink

    Superwet New Member

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    FAQ “A bonded endless spell is always controlled by model to which it is bonded.”

    Will Purple Sun go wild on 5+ At the end of hero phase?
     
  12. Togetic
    Temple Guard

    Togetic Well-Known Member

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    Seems like the consensus is no, since there’s no wriggle room in the binding rule
     
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  13. 2Hands
    Skink

    2Hands Member

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    Well, as it's written it will stay under your control. That's also how my playgroup understands it.
     
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  14. Kakalou1
    Saurus

    Kakalou1 Member

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    Quick question about deployment zone
    In tournament: how do you choose if the armies start at 18'' or 24'' from each other ?
    I didnt see this information on battle plan
    Is a dice role to determinate that between friends looks fair to you ?

    PS: do you have a good source for all battle plan ? I still didnt buy the Book
     
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  15. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    it's based on battle plan and how far apart the deployment zones are from each other. if they are right up next to each other you need to be 9" from the opponents territory otherwise it's just how far apart you are
     
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  16. Tyranitar
    Terradon

    Tyranitar Well-Known Member

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    No, it stays under our control
     
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  17. Superwet
    Skink

    Superwet New Member

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    Can allies units as battleline ? Eg. take Stormcast’s vindictors as battleline.

    i knew it is not allowed in 2.0, but it didn’t mention in 3.0
     
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  18. Nart
    Carnasaur

    Nart Well-Known Member

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    Still not allowed. You can take them in battalions, though.
     
  19. Kilvakar
    Carnasaur

    Kilvakar Well-Known Member

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    Came across this video today, I thought it was a pretty interesting take on Seraphon's place in 3e right now:



    Spoiler summary: They agree that Thunder Lizards are going to be good, but are Starborne fans from 2e and think that flooding the board with single units of Salamanders (who have apparently lost the Artillery keyword), one Skink blob, and Chameleon Skinks is going to be the way to go. They also basically recommend using Terradons as suicide objective grabbers to force your opponent to spend effort eliminating them turn 1 to give time for your other stuff to set up. Everyone still agrees that Ripperdactyls and Basti with snakes aren't worth it, Koatl's Claw is still the weakest sub-faction, and Troglodon is way over-costed for what he does.
     
  20. Putzfrau
    Skar-Veteran

    Putzfrau Well-Known Member

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    Salamanders haven't had artillery since the new book came out.
     

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