What's the point of paying 10pts more for a bound spell for the spells that dont move? Only benefit is you always get to move them right?
In fairness, the main reason claws of glory was bad was cuz we had 300 different ways of getting those re-rolls. Removing the redundancy was something that was desperatly needed, especially as the re-rolls were about the only buff we actually had acces to... It's a bit lame that the left in the weakest variant, but with all the other buffs we have available now it's reasonable as we can now actually stack different buffs for some actual synergy. that's just kinda weird... It's not like these other spells actually gained in power in any way... GW's methods of divining point costs are rather arcane...
And yes, buy-buy double teleports. Ok, but... but... how they managed to make something like THIS. I'm not saying, that we've become worse or less competitive, but the question "why" is the main question of this BT. You can chose between "reroll cast and heal wound" artefact and "make d3 mortal wounds once per game". Or which is better +1 to save for stegadon or one mortal wound on 4+ each hero phase. Or "terrain effects are so important, let's give a spell that negates them". I don't think our spells are weak - much of them are utility ones and nothing is straightforward. But some are plain useless. Why give Ignore Battleshock when we are already oversaturated with CP, ignore modifiers and can be LD 10? WHY?
Several opinions: 1. First of all, I think magic is rubbish because they expect us to spend our money on permanent spells. 2. It's me or all the miniatures are too expensive for what they do. The benefits of some are good, but they are not taken into account how fragile they are. 3. The only moderately good price is more than 50 euros. 4. What is the use of so many sorcerers having the summoned comet if we can only use it once per turn. If we carry an army of sorcerer we need more permanent spells = more points = more weak. Conclusion: I think that for this amount of nerfeos it makes sense ... some miniatures should have a lower point cost. . . I think that no matter how much we look at our army it will not be competitive, imagine now without two teleports or astrolite repetitions in front of any army. We will be laughing.
We might be swimming in CP, but we also blow through them at an astonishing rate. Having a source that doesn't cost CP can have its uses. As for the bravery, I guess it's more for the coalesced than for the space lizards. Also, it can be used to bluff I guess. Making a certain target immune to battleshock before combat begins might trick your opponent into attacking a different target. I mean, it's a bit of a stretch, but it could be valuable there in ways that the command ability can't.
Just to add a dash of positivity here i have to say. It feels nice to listbuild again and still feel like i have options. We might be bad or we might be broken but regardless i havent been this hyped about the hobby since i accepted the fact that it was skinks all day every day if i wanted to do anything with the old book. I dont hate them but i would be lying if i said skinks are the reason i got into the hobby
Im with you. I think kroak is going to be worth the extra 80 over a slann fit the sheer spellcasting, but I think steg general prob 2 with the +1move/+1save trait will be the way to go
MY BRAIN IS ON OVERDRIVE. I LOVE SKINNNNKKKKSSSSS lol. Cant wait to get my own copy but hell yeah boys, we are back.
Im not sure how I feel about summoning, on one side it is nerfed seeing the points got increased on the other side you have the potential to generate more points then before without forgoing any casting.... so potential 6 points with an Astrolith and without forgoing casting or potential 9 with one spell left... hmmm
Definitely! And that's also the reason why we now finally can make use of CPs, those command abilities finally make sense. Previously I sometimes found myself with lots of points and no good use for them. I am sad about the lack of mount traits and prayers just because IMO they should be there for a modern AoS army, but I think we can do without. What excites me is that magic heavy play style might actually work now! Bound endless spells, bind the spells of enemies (effectively steal them), buff magic to +3 (if I saw that correctly).
Summoning is out, but coalesced saurus are looking good. They can have a pretty good mortal wound output with a few synergies that will be pretty easy to attain
Here is something that could be fun Pros: stupid mortal wound output, and the charges can be devastating good ways to deal with large heroes Command point machine cons: Lacks shooting Not the most durable No real way to reinforce Allegiance: Seraphon Coalesced Koatl’s Claw Leaders Slann Starmaster (260) - Spell: Stellar Tempest Saurus Oldblood on Carnosaur (250) Blade of Realities Saurus Scar-Veteran on Carnosaur (210) - General - Command Trait: Dominant Predator - War Spear - Eviscerating Blade Saurus Scar-Veteran on Carnosaur (210) - War Spear Skink Starpriest (120) - Spell: Claws of Glory Skink Starpriest (120) - Spell: Meteoric Convocation Battleline 10 x Saurus Knights (200) - Lances 10 x Saurus Knights (200) - Lances 10 x Saurus Knights (200) - Lances 10 x Skinks (60) - Boltspitters & Star Bucklers Battalions Firelance Starhost (150) Total: 1980 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 121