mmmm maby but i want to make them suffer. can we at least make them watch live action Disney movies ?
Okay so the picture of the new chaos warriors, if you zoom in on one of the guys on the left side he has what could be a seraphon cloak or maybe it's a dead stormcast mount.
I'm going to go with it being a dead SCE mount, but only because that narrative brings me greater joy!
As said before in the thread we desperately need an update. But I for one don't believe that we need to get rid of teleporting and summoning. I usually play against LoN and SCE. LoN healing has a similar effect on the game as our summoning and that is only going to get better whit the new more elite bone guys. SCE teleporting and putting stuff in the heavens is also the same effect. Yes, we have them both but LoN can to some extent put units in ambush and SCE can to some extent bring units back. But they both have superior units compared to us. I hope we get to keep both teleporting and summoning, I would be fine though if the effects got nerfed a bit in exchange for better/stronger/more durable units. Problem know is that I need to commit to many units points to make any effect at all, so even if I can place units whit LoST and summon new ones they get wiped out in one blow and they don’t do that much damage. With that said I still win a majority of my games so maybe I'm wrong. I just really like teleporting and summoning.
@Nart Ghyran is even more than I thoguth when I had that discussion, but it requires an all in... you have to get Kroak 430, AB 160, cogs 80, BWV 40 AND a seer 200, which is 910 points total investment (ouch). but if you got max points it would be 34 points a round, 31 on turn 1, that means on turn 5 you would have 167 points. minimum points is still 20 (fail kroak throws, fail seer roll, ab+1, general+1, 4 spells +12, BVW +3, Cogs +3.) 17 on turn 1 for BVW summon. so worst case scenario is 97 points, so the median summoning is 132. (167 - 97 = 70; 70/2 = 35; 97 + 35 = 132) so on average you are right. but the max would get you an extra Dread Saurian. can you imagine?
I definitely agree with most of what you say here. The only ways we can win are through summoning and teleports. However we do have some alternatives and solutions to this problem. This year our solution is using saurus knights and razordons as well as our monsters. We may not have mount traits but our monsters are flexible and excellent in their purpose chosen roles. Use them effectively and we can be very killy
I am pretty sure, that we will still get all of these abilities. GW could make certain changes in GHBs if they wished for something else. But they just tweaked it every year. I also like summoning and teleporting, because it always keeps pressure upon the opponent and always gives you a choice or a chance to escape dangerous situation. Last game I played was against Tzeentch tzaangor bomb. It was scorched earth and turn 1 I lost 2 out of 4 of my points, but thanks to teleporting tricks and summoning I managed just to relocate main parts of my army to his undefended side of battlefield and take over his points, while slowing down tzaangors with skinks and ripperdactyl. It was lots of fun and I barely managed to win with minimum difference in score (and some luck, because he rolled 1 for Blur Reality on unit of 9 discs of Tzeentch). I don't see how seraphon could win such type of confrontation without their current allegience abilities. And I really enjoy the playstyle. Instead of trying to kill the strongest unit you have to try to avoid confrontation, strike where the enemy is weakest, sacrificing certain units, which could be brought back - it's all a lot of fun. I'm sure, thought, that summoning should not be tied to slann general. I just go for one slann per army restriction, excluding Kroak, but Kroak cannot generate CCP. There's absolutely no point in taking more than two Slann anyway and Kroak is not an efficient summoner. And making our units stronger won't make us broken by any means. A freaking terrogheist can charge your positions turn 1, and this is not the strongest thing out there. Why would making carnosaur with better rend or more damage instantly make it too broken to teleport/summon? We play mass skinks not because they are so OP, but because we don't have any good means for dealing with most of threats. Our only option is slowing enemy and play for objectives, which is done by skinks, while other units try and kill anything that can stop us from that. Making our units stronger is one of the ways to cure skink spam. Yeah, I forgot, of some reason, that command abilities can be used several times. It is really funny, how much stuff we can bring (but absolutely pointless to try).
i agree this is our carnasaurs damage profile fully buffed and this is a gryphon fully buffed you could double his out put and he would still be fine and that is the best comparison i can make with our units. wariors compare so much worse
Which unit is the lower graph? also which carnosaur are we talking about, as the Oldblood can hit hard and the scar vet with warspear and sword of judgement is lethal.
the bottom is a free guild general on gryphon the top is a old blood they hit harder. no artifacts are aplide as you could put them on either one and get simeler results. attacks are against a 4+ save
Ah, yeah the free Guild general on griffon is pretty tough. However if the two went head to head my money would be on the carnosaurs. We also have two abilities to abuse, blood roar which has been the most terrifying tool I have ever used as I have gotten multiple blight kings to flee, as well as other stuff. We also have pinned down which lets us rip up monsters
kind of it depends on who hits first and the gryphon saves better moves farther and can fly. even if you do get pin down on him (a 55% chance). it wont kill him and he can drop a carnasaur in one swing 83% of the time. it's just a egsample of how far behind we are i am really looking forward to what out carnos are going to do in the new book