peculiar.. cuz that seems so horrificly broken.. then again, might also have been that the few abilities that could be stack weren't as oppressive. 3 additional bites on your Knights is slightly less horrifying han a 120 extra stabs by a block of 40 warriors.
They do. They said on the podcast when discussing chaos that they were changing some warscrolls to prevent command ability stacking in some scenarios though - they specifically mentioned the Lord of Decay that gave all nurgle units within 7" a 5+ invul save, as previously, you could run archaon with 4-5 of these and some 35 man blocks of marauders in a plaguetouched and have an army that is effectively impossible to remove (I've never seen or heard of anyone actually doing it though). The scar vet carno and scar vet cold one stacking is already a thing for us though with Bloodclaw; you can get saurus to average about 4 damage apiece when at 30+ models in AoS 1; the buffs are expensive to run though.
New FAQs are up. Stacking Seraphon command abilities is confirmed. Only the foot Oldblood got a restriction to prevent it from affecting a unit multiple times in the same turn. The Scar Veteran on Carnosaur command ability was specifically FAQed to stack. No clarification on whether or not you can make infinite Ripperdactyl attacks. Kroak is confirmed to be able to cast Celestial Deliverence multiple times (and similar cases; such as Fatesworn allowing all wizards in the army to cast arcane bolt every turn, in addition to the normal cast that would be allowed).
The last rule of one is on page 14 of core rules: "Lastly, any extra attacks, hit rolls or wound rolls gained by the use of an ability cannot themselves generate extra attacks, hit rolls or wound rolls. For example, if a hit roll of 6 or more allows you to make 1 extra attack, this extra attack could not generate further attacks should you roll another 6+."
The problem about it is that they explicitly said that an ability from a warscroll can override a core rule. Which makes sense but makes the rule a bit useless.
I didnt see any changes to the Bloodclaw batallion and if its wording stays the same it is utter rubbish. To give the heroes the ability to use their command abilities even though they are not the army general is basically what the new edition is all about.
I think it is a slight nerf since you cannot switch in your opponent's turn anymore, only in your own. But it is not that severe on first glance.
Yeah. Rereading it that's all i see. I will take that for a 60 point discount. Plus most lists will have a AB in it now for reroll of hits. Pretty pumped about that.
Wait... wasn't that bataillon from the grand alliance book? The FAQ of that one says you shouldn't use the Seraphon warscrolls of pages 48 to 83 anymore. Is it on one of those pages?
They did update the Starbeast Constellation however, which has an identical effect: Page 140 – Starbeast Constellation, Strategic Mastery Change the second sentence to: ‘At the start of the battle, you receive D3+1 command points, instead of 1, for each Starbeast Constellation in your army. So it's likely that this will come across to the Bloodclaw Starhost too. In which case, it all but kills the Battalion, since paying 150 points for, on average, 2 additional command points, an extra bite attack and a relic strikes me as a poor investment.
True, but unless you're building your army around the units in it, you'd be better off with many other battalions.
Dread Saurian warscroll! It is summonable!!!!! at the low low cost of 40 points! Kinda possible on turn 3 with some luck. Slann balewind and cogs you can get 15 on one turn. D3 from an Astrolith to help a little lol.
Are there any changes to it's abilities or attacks? I am not a Dread Saurian Carnoissuer. (Get it? I combined Carnosaur and Connoissuer)
Yeah, many changes. the bite is only rend-1 (it was -3!) but damage is no more d6 but 6 (at full health) more rend for the claws new tail attack heal is automatic but only in your turn (the old one was tied to DS deal damage, but it was in every turn)