Ok sounds like our new two bataillons are meta bataillons. Sounds expensive...
hope it will have good features thenBattalions made up of at least 1 other Battalion + other things.
The command traits for the Slann:
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)
The skinks command traits:
1. +1 move and armor save if they are NOT riding upon a mount (troglodon).
2. Roll of a dice in the combat if your skink general is within 3" of an enemy hero, on a 4+ they suffer a mortal wound.
3. If the general is a Skink priest they can cast Celestial Rites ability twice. If it's not a skink priest they get the celestial rites ability.
Saurus command traits:
1. Reroll 1 failed hit roll in the combat phase for the general.
2. Reroll save rolls of 1 for the general.
3. Use inspiring presence and its own command ability.
I am a bit underwhelmed by the Saurus command traits, I had hoped for something preventing Sauruses near the General from being sniped by mortal wounds or something like that. Granted, it makes the Sunblodd, the Oldblood on foot, both Scar-Veterans and the Oldblood on Carnosaur a lot more scary. Still... It feels a bit like something is missing.
The Skink ones.... well... those are good. So my General (normally a Skink Chief) can use celestial rites. And so could a Starseer, making that point increase more bearable.
Sad thing is that none of the Skink heroes in the book has a command ability so I hope there are good command abilities included as well.
The Slann abilities:
Sounds like we have to dust off those old Frogs!
- The first ability is awesome. Although teleporting one unit is already great, I am glad that's not dependent on a Slann since it keeps the enemies on their toes. The Slann adding a second one opens up a lot of possibilities.
But I don't really know yet: Can that ability fail? Is there a dice roll involved?
- The second one is good as well, especially for summoning. On a Balewind Vortex near a Astrolith Bearer and the Sage's Staff ascendant a Slann's lowest roll normally is a five (double-one on the roll plus the three bonus) with that ability the chance of having that result is pretty low though. A six or seven is pretty much guaranteed then, never failing many spells. With more hordes being played in the future even the Light of the Heavens spell suddenly gets more useful. (With small groups our high bravery prevents dire battleshock results anyway, no need for buffing it)
So basically with this one the Slann does rarely fail his casts so he can do mystic shield, arcane bolt, and his buff or a summon every round. Not too shabby.
Still not what I really want (I had hoped for a more offensive spell being available to the Slann instead of only buffs) but not bad either.
- The third one.... well, Starlight is great, no doubt about that. Curse of Fates is OK as well. Still only buffs and the Rules of One prevent us from casting starlight on two units. Might be usable in some cases (the Slann buffing itself to get +1 to cast, unbind, one save, one run and so on) but IMO the other two abilities are better.
A problem IMO is the Slann's Command ability. If we get others I hope those are better, since only rerolling saves of against shooting for a few units might be not that bad against Kurnoth, Skyfire and Kunnin Rukk, but more useless against many other armies.
As for the teleport ability, its a D6, yes it can fail on a roll of 1, which I read somewhere (cant find it now), makes the targeting unit unable to run and charge for that turn. 2-5 is success but the unit cant move after the teleport and on a 6 they can teleport and still move as usual.
So you can't fail it if you cast Curse of Fate on a hero or monster and get to move after teleporting on a 5+. Very strong on a Basti, Carno or Dread.
Just seen your other post.. My beloved Kroak on a Vortex can unbind anywhere with at least plus 1 (from the vortex) and one time plus 2 with Curse of Fate cast on him. And he can unbind 4 times. . Plus, I can teleport him anywhere and then pop up on a Vortex..We are going to see some really interesting Seraphon battle reports in the coming months I am sure!
Double dread saurian drop in the enemy backline maybe? My wallet/GF will kill me before I get a chance to try it tho.
As our resident tournament celebrity I don't expect anything else from you!Just seen your other post.. My beloved Kroak on a Vortex can unbind anywhere with at least plus 1 (from the vortex) and one time plus 2 with Curse of Fate cast on him. And he can unbind 4 times. . Plus, I can teleport him anywhere and then pop up on a Vortex..
Cannot wait to start using all this new shizz
Skink ones?Also this sucks big time:
Missile units don’t get access to Massive Regiments
I hope the answer to this is "no": "A new FAQ will cover teleporting out of combat and whether it counts as a retreat."
Afaik removing a unit from combat by any means counts as a retreat. It was discussed a lot with rampaging destroyer (destruction allegiance).