While the warscroll you designed is pretty awesome, my concern is that it’s to different from the current one and may have trouble being allowed in games. but if your local GW approves then that is awesome
I'd guess no store would actually approve of em as they are simply too different & it's going to get confusing for other players if you play with this and another plays with the official seraphon warscrolls. Similarly I'd assume most random opponents would refuse to play against it to. They simply won't be able to appropriatly prepare and constantly get screwed over cuz a unit doesn't act like they're expecting it to. Plus, unless they know you and can count on your reputation as a fair player there's always the chance that the rules you're proposing are utterly unfair. Of course it's a different story when playing in a group of friends. But outside of a group of friends I'd not give (any) alternate warscrolls a good chance.
yeah even being known as a fair player and honest person my LGS wouldn't let custom warscrolls be used... they don't like that I win too often as is lol. there is a significant experience and capability difference between me and most players at my lgs, and I actually go to tournaments in the local area as well (occasionally but still) where as most of them are grey model hobbyists.
this was all assumed when i started this project i was trying to fix a very broken book and it's deeper then just attack/save rolls i never intended this to be used in the real world.
oh no one is faulting you at all brother, you undertook a massive labour of love and succeeded as far as I, and im sure many others here, am concerned. hell im of the opinion GW should hire your ass as an consultant lol
you think to highly of me im not infallible and there are others that would do a much better job then me. but thank you it's good to have fans and at the very least lizards would be good if i took a crack at it.
Round two, very simplified and has a decent chance of being allowed in friendly games All units gain a 6+ shrug Heroes can ignore wounds or mortal wounds on a 5+ Bliding Arrival: upon the first turn all enemy units suffer -1 to hit. When a unit is deployed from reserves or is summoned, all enemy units within 18” suffer -1 to hit. Sacred spawning: pick one of the following for your army Blessed Spawning of Dracothion: on a 4+ this unit can attack first if it charged in the same turn Blessed Spawning of Tzunki: non hero units can ignore mortal wounds on a 5+ Blessed Spawning of Sotek: +1 attacks on a weapon of choice Blessed Spawning of Quetzl: reroll failed saves when within 3” of a hero Blessed Spawning of Tlazcotl: units within 3” of a hero are immune to battle shock Blessed Spawning of Chotec: this unit can make an immediate pile in and attack if a unit in melee with the stated unit attempts to withdraw Blessed Spawning of Huanchi: May move through terrain and units as if open ground, suffering no penalties for movement.
Meh, I'd advise against a blanket bandaid to the faction as a whole like this. You're too likely to create something that ends up being super obnoxious to deal with simply because you cannot oversee all possible interactions.
To point this out; the original version one of the fan made battletome had a significant amount of units having a 5+ or 6+ feel no pain, this included most saurus units and good chunk of the skinks to. Honestly it’s not that big as most death and some order factions do have it without being to aggravating to play against
yes, but the original fan made tome @Erta Wanderer & friends wrote also had other changes. There was more of an effort to balance everything, including possible interactions. Instead of simply saying "add X to everything" and hoping it'd remain balanced, cuz that rarely works. Did we actually include new point costs as well in the fan tome? Also, to list an obvious combo that'd probably be problematic with your suggestion: - bastiladon + skink priest prayer + summon starlight + spawn of tzunki + blinding arrival. This results in a monster with 8 wounds 3+ re-rollable rend-immune save, 4+ mortal wound save, 5+ shrug and -2 to hit. The thing would essentially be untouchable. In general the combination spawn of tzunki + blinding arrival would result in some disturbingly difficult to kill troops. A fresh batch of summoned skinks would already be at 6+ save, protection against rend -1, -1 to hit, 5+ shrug. Which is hilariously sturdy for fodder. Other than that: - blinding arrival: does it stack? How long does it last? Does it only affect targets that were present when summoned/teleported, or does it affect targets that try to act while within 18" of a recently summoned unit? - Dracothion: probably fine, mostly cuz we simply don't have anything scary enough that can abuse it. - Tzunki: probably OP, especially if you pay attention and combo it nicely. - Sotek: underwhelming on most of our models, probably OP on hordes. - Quetzl: we already have a lot of re-roll saves, so probably not too big a deal. - Tlaztcol: Mostly irrelevant with 10 bravery on everything. - Chotec: probably fine, and possibly interesting if your opponent actually retreats (how often does that happen? Aside from skinks wary fighter-like rules.) - Huanchi: probably quite weak for most playersm but utterly overpowered when someone who knows how to position like @LizardWizard uses it