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AoS General's Handbook finally announced !!

Oh and also:
Saurus musician allows them to move double.

That was the case all along wasn't it? Maybe that was changed to not counting as run?? Surely can't be! ....or is it?


EDIT: In case you noticed: Yes, I am aksing all those questions on TGA as well to clarify, the guy who writes the above linked blog is active there, and maybe others who saw the stream.
 
10" move for infantry without running, seems not only broken but also silly to me :p
 
So how many traits do we have to choose from for the Slann?
I thought it was three, which would make one of those NOT a trait:

1. Teleport 2 units per turn.
2. Rerolls 1s to cast and unbind.
3. The slann knows the spells of our skinks, (curse of fathe and starlight)
 
Oh and what about this one? I don't see it on our list? What is it? The blog post says it is a command ability for the Slann.

Incandescent – roll a dice when it loses last wound, on a 3+ place it back on the board within 12″ (and more than 3″ away from enemy) with D3 wounds, no summoning points needed as happens before removed from play.)

I hope they'll fix the Ring of Immortality in the same way. As it is now, it's worthless.
 
BUAHAHAHAHA!!!

Just saw this on TGA and almost fell off my chair laughing. Pure gold! :'D

20900827_10159174563560384_5844016728586186649_o.jpg.f6753e3e211dfb270d9d6eb963cb49db.jpg




In all honesty though: Our second Battletome was scrapped in favour of this, so we got the stuff we would otherwise have received, in this book. There should really be Seraphon on the cover.

"Age of Skinkmar" made me chuckle though. :D
 
I hope they'll fix the Ring of Immortality in the same way. As it is now, it's worthless.
@Aginor The traits I included in my writeup was the ones the mentioned on the live stream (it's at around 1:12:00 on the 2h stream).

The wound thing sounds like what they discussed for the ring of immortality, I cant recall hearing any of it in Seraphon regards. If anyone wants to rerun the stream to check if I missed/missheard anything, be my guest. Though I believe I was thorough :) (I re-listened to that part 7-8 times to get all the traits correctly).
 
I just relistened to the same part. The rerolls and knowing skink spells might be one trait. I havnt found the third mention yet tho.
 
I just relistened to the same part. The rerolls and knowing skink spells might be one trait. I havnt found the third mention yet tho.
IMO that's the most logical option because otherwise one of the traits is (IMO at least) significantly weaker than the others. That way we basically have
- one enhancing mobility
- one enhancing spellcasting
- one enhancing endurance

which would be kinda logical to me, and all three are worthwile.
 
Btw here's a small list for 1000 points with the new system if I did the math correctly:

Slann (general, spellcasting trait) - 260
Priest - 80
Starpriest - 80
Troglodon - 180
40 Skinks - 200
40 Skinks - 200

= 1000 points.

Tactic:Go second and hug the corner. Then

- change the ascendant constellation to "Hunter's steed" if you didn't roll it in the beginning
- buff the Troggy with Serpent Staff, Mystic Shield, Celestial Rites, Curse of Fates, and Starlight
- port the Troggy over to the enemy
- Troggy shoots an enemy unit with a low save near your target (hopefully hitting, giving you +3" on the charge)
- CHARGE! You have a good chance to make the charge, since you get +1" on charge, AND can re-roll it, and maybe even get the +3 from the spit. You can also use Curse of Fates and add another +1 to one of the Troggy's rolls in each phase, which makes the 6+ more likely for the wound, so you get awesome damage with the bite.

If Troggy survives the first round you can either save it by teleporting it away, putting it behind your Skink wall, and then harass the enemy again in a later round, or you can let it fight on while moving your 80 Skinks toward the enemy, buff them, and shoot the living hell out of everything.
The Slann's command ability ensures that you don't lose too many skinks by Battleshock.

Could be a fun list for 1000, with a lot of wounds for the enemy to chew through, especially because wary fighters makes the Skinks more survivable.
 
I just relistened to the same part. The rerolls and knowing skink spells might be one trait. I havnt found the third mention yet tho.

Okay so I relistened to both videos and I was correct (sadly). Edit: Wait I'm not sorry, that relic is amazeballs!
The incandescent thing is a relic. When they go through the list they say that the Slann has Masters of Intellect (bonus to casting) and the incandescent <something untellable containing a lot of ph and sh sounds>

I'm gonna clean up the compilation post with this info.
I also listened to the part regarding massive regiments, they say that infrantry are more likely to get massive regiments than ranged units. Just to clarify.
 
Sooooo.... that means we know at least one artefact now, that's also something positive! :)

I wonder what the others are.
For melee stuff we can pretty much use the Order artefacts (IIRC those are still legal to take if you play Seraphon allegiance, aren't they? I know it is that way with allegiance abilities but I am not 100% sure with artefacts). I hope there is an artefact for ranged combat, or for casting, or for improving saves, maybe even against mortal wounds, or maybe healing....
 
They touch upon it in miniwargamings review of GHB2017 (it's on youtube). I cant recall exactly, but some things are just the order ones with new names unfortunatly. But that Incandescent thingy seems really useful.
 
They touch upon it in miniwargamings review of GHB2017 (it's on youtube). I cant recall exactly, but some things are just the order ones with new names unfortunatly. But that Incandescent thingy seems really useful.
Aw, that's a pity. Well, it can't ALL be great.
 
Now that I think of it that artefact does pretty much exactly what I would expect when reading "Phoenix Stone", in contrast to what the actual Phoenix Stone does, because that one is only a healing thing.
 
Okay so I relistened to both videos and I was correct (sadly). Edit: Wait I'm not sorry, that relic is amazeballs!
The incandescent thing is a relic. When they go through the list they say that the Slann has Masters of Intellect (bonus to casting) and the incandescent <something untellable containing a lot of ph and sh sounds>

I'm gonna clean up the compilation post with this info.
I also listened to the part regarding massive regiments, they say that infrantry are more likely to get massive regiments than ranged units. Just to clarify.

So any confirmation about that? The Slann has a Trait that lets him reroll spell and dispell rolls of 1, as well as him knowing the Skinks their spells?
 
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