To be fair most of their deadly units can get that without mystic shell But I agree with you, new mystic shell is less useful and useless if they already run sigmarite shields Also between skink priests, slann and formations we have little use for it now too unless we do not cover the specifics needed elsewhere for us to get rerolls of 1 or rerolls in general
- SCE can have +1 to saves. WIth the nerf to MS, other armies cannot. - SCE can already re-roll 1 to saves, so no need for MS. - new SCE wizards have a far better spell to cast, rather then MS... and they can do it without worrying about the rule of 1. Basically, the chassis of SCE is that in some cases, they have for free the effects of the spell (the old and the new version), while other armies must use magic... that now SCE can unbind at 30". Is it broken or too much powerful? nope, but it's annoying.
Local GW did their unboxing today, had a good browse through the Malign Sorcery. Most of it is damage or debuffs, but there are some interesting things. Briefs below, most of the spells will be misnamed unfortunately: - Gravetide does damage to units it passes through, but also provides cover to adjacent units (-1 to be hit). - Prismatic Palisade has a chance of imposing a -1 on to hit rolls for adjacent units, but is super wide and blocks line of sight regardless of elevation distance. If centre-of-base to centre-of-base goes over the Palisade's base, you can't see it. - Glitterswarm heals things. Predatory. - Orbs of Light and Shadow both do damage, one gives -1 Attack on melee weapons and the other gives -1 to hit on all attacks until next hero phase. - Malicious Maelstrom eats spells until it passes a 7+ dice roll (rolling d6 + spells eaten) at which point it explodes. Explosion is not more powerful for higher number of spells eaten. - Cogmatic Chronospheres is either a global buff of +2" move and charge, or +1 spell cast for a wizard within 12". - Soulbind Shackles deal mortal wounds on a 6+ and half a unit's speed on 4+. There are three, they need to stay within 6", and they're roughly a 40mm/50mm base size. - Flaming Head, Massive Jaws, Purple Sun and Pendulum all basically kill things they walk over. Jaws are faster than Head but do less damage, Head also has a buff on to wound rolls for nearby units I think. Sun has super high damage potential against large units but only wounds on a 6+ so probably won't be stellar. Pendulum looked like it'd have the highest average but is locked onto a single back-and-forth line, so easily avoided once set up. And I've got to say the models for these things are fantastic! I was only really hopeful for Prismatic Palisade, but after looking over the rest I can't wait to use them all in play. They're all easy fit, most of the A4 size sprues hold two or three spells and they're all precoloured plastic. The Purple Sun is huge as well; it takes up a whole sprue to itself, and has an extra hero box size sprue for an internal frame to hold the thing together!
Thank you for the report! I am especially interested in defensive spells to overcome our weaknesses against sniping (My opponent will play the new SCE ballista for example and those are pretty brutal). Some spells to sling could be nice for that...
The average damage output of those ballistae isn't that great on the one long shot, but they have some serious potential yeah. Dropping a Pallisade in front of them will definitely annoy your opponent, same for the knights with Longstrike bows, Skaven Jezzails, Kurnoth hunters, entire Wanderer armies... Despite the -1 to be hit for adjacent units, I wouldn't really recommend using the Gravetide as a barrier. I don't get how that's meant to work, with it moving during the enemy's turn and rolling over and killing your troops on your turn. I think it's more balance for your enemy, so at least they don't have to worry about being shot after being rolled over - it's a big model and it can hit a lot of units! Elite armies beware.
They're going to be the same as a Start Collecting box, which is £50 here. Or £38 from a third party online retailer... Absolute bargain.
Thanks. It seems that they deliver to France too. So, if I have a big purchase to do, I'll do it with this site. (Low purchase is not worth it because of the delivery fee).
I'm sure there must be a retailer in France or maybe Germany that will be able to ship to you for cheaper? I'll check with a friend....
do you guys know where I can find the points from the GH2? apparently the seraphon are leaked but i cant find them
Leaks I'm assuming can't be posted directly here but I have the pages in front of me from one of the videos. Masters of Order - Slaan now add 6" to spell range when the casting roll is 10+, instead of on doubles Lords of Space and Time - 1-2, Unit cannot move or charge, 3-4, Place unit anywhere on table 9" from enemy units, counts as movement, 5-6, As 3-4, except can also move. Summoning The page cuts off towards the top and is a bit blurry. Nonetheless I'll do my best. 24 Points Bastiladon Saurus Old Blood on Carnosaur Saurus Scar Veteran on Carnosaur Stegadon 18 Points Engine of the Gods 3 Kroxigor Astrolith Bearer 20 Saurus Warriors Skink Starseer Troglodon 12 Points 5 Chameleon Skinks 3 Ripperdactyles 1 Saurus Eternity Warden 5 Saurus Guard 5 Saurus Knights 1 Saurus Oldblood 1 Saurus Scar-Veteran on Cold One 1 Saurus Sunblood 10 Saurus Warriors 1 Skink Priest 1 Skink Starpriest 3 Terradon Riders 6 points 3 Skink Handlers 10 Skinks 1 Razordon 1 Salamander Engine of the Gods - Now on a 14-17 summons a unit from the following list: 20 Skinks, 10 Saurus Warriors, 3 Ripperdactyls, 3 Terradons Points Changes Stegadon: 220 Troglodon: 160 Saurus Old-Blood on Carnosaur: 260 Saurus Guard: 90 Saurus Knights: 90 Skinks: No longer receive Massive Regiment discount, only Battleline with Seraphon Alligiance Bloodclaw Starhost: 150 Dracothion's Tail: 80 Fangs of Sotek: 70 Firelance Starhost: 150 Heavenswatch Starhost: 180 Starstrike Shadowhost: 180 Starbeast Constellation: 70 Unsure: Thunderquake Starhost 130. From a separate video and very hard to make out, but it looks like 130. Command Traits Mighty War Leader: Changed to "At the start of your Hero phase, if this general is on the battlefield, roll a die. On a 5+, receive 1 extra command point". Disciplined Fury: Changed to "You can re-roll hit rolls of 1 for attacks made with this general's melee weapons" Arcane Might: Changed to: "You can reroll 1 casting or unbinding roll for this general each Hero phase" Artefacts Incandescent Rectrices: Changed to "Roll a dice the first time a wound is allocated to the bearer that would slay them. On a 1-2 the bearer is slain. On a 3+ heal D6 wounds allocated to the bearer instead." Prism of Amyntok: Changed to "Once per battle, at the start of the movement phase, pick an enemy unit within 12" of the bearer and roll a die. On a 1, the unit suffers 1 mortal wound. On a 2-5, it suffers D3 mortal wounds. On a 6, it suffers D6 mortal wounds." Battalion Warscrolls Fangs of Sotek: First Oldblood now grants one additional Command Point instead of it's previous effect. Dracothion's Tail: Changed to "Instead of setting up a unit from this Battalion on the battlefield you can place it to one side and say that it is waiting to appear at Kuoteq's command. You can set up one unit in reserve to appear at Kuoteq's command for each unit from the same battalion that you have set up on the battlefield. In your Hero phase you can set up one or more of the reserve units waiting to appear at Kuoteq's command on the battlefield more than 9" from enemy models and within 18" of Kuoteq. However, each reserve unit set up in the same turn must be a different unit chosen from a different warscroll - Kuoteq cannot command the same unit more than once in the same turn. Reserve units that are set up on the battlefield for the first time cannot move in the following movement phase. Any reserve units waiting to appear at Kuoteq's command which are not set up on the battlefield before the start of the fourth battleround are slain.