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AoS Fixing Serephon

Discussion in 'Seraphon Tactics' started by Erta Wanderer, Sep 1, 2019.

  1. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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  2. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    No problem, it took some time but you did most of the warscrolls and did the real heavy lifting.
     
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  3. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    there is more left i still have to do the terane peice and im going to have to comb over it a few times for balancing but ya it's coming along fine.
     
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  4. ChapterAquila92
    Skar-Veteran

    ChapterAquila92 Well-Known Member

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    Some proofreading for typos and WFBisms are still required, I think, but so far so good.

    I nonetheless get a good chuckle out of "Savage Furry" conjuring up the image of a carnosaur really being some rabid fursuiter.
     
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  5. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    terrain piece
    pillars of star power
    at the start of setup place 2 pillars on the battle field 6" away from any objectives the pillars provide the following benefits the pillars are physical objects and can be destroyed if a monster or a artillery unit attack the pillar it has wounds of 12 a save of - and a 3+ shrug
    seraphon units can be summoned within 12" of either your general or 1 of the pillars
    if a seraphon takes a wound within 12" of one of these pillars the starlight that they are made of is absorbed when ever the pillars gather 10 star points they pulls dealing d3 mortals to foes and healing d3 to friendly seraphon units within 12"
    seraphon units that start within 12" of 1 of the pillar get +2 to movement
    when a pillar is destroyed the power inside of them is released near by mages are affected by the storm seraphon units get a +1 to cast spells until the end of there next hero phase and enemy wizards get -1 to cast until the end of there next hero phase
     
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  6. Canas
    Slann

    Canas Ninth Spawning

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    perhaps the oldblood "riding" the carno is the furry to add to the image.. you're welcome :p

    I don't think you should allow them to be destroyed. None of the other faction terrain can be (by regular means at least)
     
  7. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    and i always thought that was dumb espeshaly if it's powerful the opponent should have ways of dealing with it. it's not easy to smash its a big obelisk after all so it waists time if they want to smash it. it makes them want to come to you for the chance of taking it off the board and if they do manage to break it it gives a buff debuff. you might want to smash it yourself to help in the magic phase.
     
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  8. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    Typo corrected with furry, thanks for catching that. That would have been embarrassing if that got out....
     
  9. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    i beleave the correct term is scaly :p
     
  10. Canas
    Slann

    Canas Ninth Spawning

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    I think the main reason why GW avoid destructable terrain is due to it being fairly binary. If it's worth the effort to take down, everyone will pour their firepower into it and the terrain will be destroyed nigh instantly. If it's not worth the effort they'l just ignore it and never bother.

    In general I agree that a lot of the terrain lacks any significant counterplay though.
     
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  11. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    right witch is why i made it both valuable as a summoning spot and give bonuses to troops defending it. i also limited what can hurt it monsters and arti arn't uncommon but cant do the volume of attacks nessesery to drop it in 1 turn.
     
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  12. Canas
    Slann

    Canas Ninth Spawning

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    I think you're underestimating how easily a properly kitted out monster can oneshot things like this. Which creates a massive gap depending on the level of play, on higher levels a good player will annihilate the thing instantly, on lower levels they'l struggle to touch it and get overwhelmed by the summoning.
     
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  13. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    i meen some not many monsters can throw out 36 wounds in 1 turn and that's if they can get past whatever you put on it not impossible just difficult. even if it does take 1 down per turn you have two of them and your general so it takes a little more then just 1 monster you wouldn't destroy them just limit there effectiveness
     
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  14. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    Monster balance is in going to say this here, when we look at other monsters, especially keeper of secrets and the like, we have nothing that can stand against them. As such good monsters and especially the new carnosaur should be better able to go toe to toe with them in the hopes that we are not one side annihilated
     
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  15. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    in what way? we do a lot more damage then a keeper.
     
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  16. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    Well the new monsters we have can pound a keeper, they still are potent foes who can deal huge amounts of damage. As such the new stuff should be really helpful in withstanding those kinds of monsters
     
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  17. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    keepers are massive glass canons we are more middle of the rode.
    if you meen magic our slann has some of the best unbinds in the game and half of our heroes can help.
     
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  18. ChapterAquila92
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    ChapterAquila92 Well-Known Member

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    Leave it to a couple of furries to point it out. :p
    Welcome to Lustria, indeed. :D

    Such is Rule 34, after all.
     
    Last edited: Sep 26, 2019
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  19. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    Alrighty, I have the first test list here I will try to run this weekend
    It’s much smaller than older armies, and I don’t have any battalions, with these new warscrolls they shouldn’t be to much of a must have. Also saurus now have a worthwhile set of command traits
    Allegiance: Seraphon

    Leaders
    Starmaster (280)

    - Spell: Stellar Tempest

    Saurus Oldblood on Carnosaur (280)

    - General

    - Trait: Ancient Warlord(d3 command points per turn)

    - Dread terror:blood roar comes into effect even if the unit is immune to battle shock tests

    Saurus Scar-Veteran on Carnosaur (280)

    - Greatblade

    -Raging frenzy: when in a blood frenzy, the carnosaur’s clawed forelimbs and jaws generate an extra attack on a 6+ to hit. These attacks cannot generate additional attacks.

    -Blade of Revered Tzunki: damage done with this weapon are mortal wounds

    Saurus Astrolith Bearer (160)

    Skink Starpriest (100)

    -Spell: Meteoric Convocation

    Skink Priest (80)

    -Prayer: Flurry of Blows: add 1 to a units weapon profile within 8”



    Battleline

    30 x Saurus Warriors (320)

    - Spears

    10 x Saurus Warriors (120)

    - Clubs

    10 x Saurus Warriors (120)

    - Clubs

    5 x Saurus Knights (100)

    - Blades


    Units

    3 x Razordons/handlers (120)


    Total: 1960 / 2000

    Extra Command Points: 0

    Allies: 0 / 400

    Wounds: 110
     
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  20. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    Good luck and have fun I look forward to the results
     
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