Wow, we still have battalions with other abilities than core battalions. https://www.reddit.com/r/seraphon/comments/12v5mbe/as_promised_some_battletome_photos/
I think the only ones with actual abilities are the big meta battalions, which combine a bunch of battalions. So basicly; if you bring battalion A, B & C, you get this additional bonus ability. I guess it's an attempt to try and get people to play with somewhat balanced armies because they do seem to take 1 melee battalion, 1 cavalry & 1 support battalion. So an attempt to stop people from bringing lists that just spam 1-2 OP units, Like those SCE dragon lists?
Yeah no idea, seems there are some pages missing. I'm just surprised that these kind of battalions still exist at all.
Dominating Mind is also a pretty good Command Trait, and reason to sometimes pass on Master of the Material Plane. Among other uses, I believe you can use it to buff a Bastiladon's Solar Engine, since the Basti warscroll clearly states that the Engine is the Bastiladon's weapon. To get another spell for the Slann, if you can take either of the Warlord or Command Entourage core battalions, you'd have the option to add a Spell Lore Enhancement and take an additional spell for each wizard. Or use Kroak, of course.
I had read a review that suggested that all the Starborne Star-host Battalions gave the same ability as each other, and all the Coalesced Temple-host Battalions give a different shared ability. If that's correct, then it looks like the Starborne battalions give you a once per game ability to increase the rend of all units that are in any of the star-host battalions, and all units in a Coalesced Temple-host Battalion get +1 to charge and run rolls.
If that's the case then that's just stupid. *All* battalions do the exact same thing? What kind of nonsense is that? *Edit* The more I think of it, the more I think there *has* to be something different for the battalions. A +1 to run and charge for the Slann battalion? That makes no sense at all.
Theyre warscroll battalions, which generally are set up like this in having 2 effects based on the minutia of the faction (like mawtribes having one for afrosun and one for normal ogors) and a load of different ways you can get them. They also usually cost points like they did in 2.0, but I don’t see any on these pages for some reason, maybe they’re listed after them in the book or something. They haven’t been useable in matched play at all in 3.0 compared to the other type (because the “battle packs” of matched play and subsequent generals handbooks haven’t allowed them), so most people don’t really talk about them
I mean, if they don't work in matched play, are completly uninspired, and generally are just kind of ignored, then they've basicly gotten rid of them for all practical purposes
So I would like to ask if anyone here already got the new tome if you could post the pages of the path to glory rules I think this is the last part of the book without any page leaks
With the strength of the spellcasting/Kroak in this tome aand the fact this range refresh is getting a lot of attention, am I wrong to wonder if the next season of war will revolve around Grand Magics and wizards? Since we have had Monsters, Infantry, and little Heroes already it doesn't feel terribly unlikely. Mounted models (heroes and otherwise) are also a possibility. Just something that has been nagging the back of my mind.
This is the first lore review of the new tome I've seen so far, some interesting stuff. I like a lot that there's some intertwining of the Seraphon with important bits of history, like having them intervene and save the life of the mortal who'd go on to become Gardus Steelsoul (who Kroak used to mitigate the victories of chaos in several ways during Broken Realms), but the new fluff is just fun too, like a little personal moment with a Stormcast trying to bond with a Saurus after they'd fought together and being ignored until she listed off her kill count from that battle, which gets the saurus to tap out his own number with his tail. The little excerpt about "Extinctionists" is really fun, a faction of Slann who sustained greivious wounds that would eventually kill them one day, who refused to die anywhere but on their own terms and got together to take their constellations deep into lands thought lost to chaos, being interred as Relic Priests when they fell and letting their now feral followers be unleashed on the forces of chaos rather than risk interference in the affairs of order (also serves as a psuedo-justification for the idea there's a lot of lost relic priests out there that the seraphon want to find and protect, which is the premise of at least one Path to Glory quest). I also love the little cutout about Idoneth finding a sunken temple-city in the vein of Chupayotl, and finding their attempts to get inside repelled by what're clearly aquatic sub-breeds of seraphon, just a weird little thing to show what's possible out in the realms