Discussion in 'Seraphon Discussion' started by Logan8054, Jan 28, 2019.
It's a great mini. Easily the highlight of the show.
What is it a mini of? a named character or just a new Death guard CSM?
Lord of Virulence, don't think anything else was revealed about him.
@ILKAIN: Existing fluff suggests he will be some kind of buff character for demon engines. Should be around 25-35 points less than a Demon Prince, which is nice. Some basic counterpunch potential with the power fist (probably four attacks base +1 for Hateful Assault), and able to deal some chip damage with the double plague spewer (I wonder if DG flamethrower-type weapons will go to 14", given the change to the regular versions to 12").
now to see if my 'nids get any love.... before the NEXT edition lol. effing blast weapons
even more pirate-ish:
Just leave hordes at home. Minimum units of Termas to sit on objectives and/or perform actions. 30 Horms to lock your opponent in his deployment zone T1 is the only horde unit that still makes some sense (with the double move stratagem, no need to bring Swarmy).
Genestealer cult or dark eldar
Lower part looks like wood, so not Genestealer Cult.
Weapon is really primitive, so not Dark Eldar (even Wracks get proper weapons).
Thin arm = sickly/low-tier human (Chaos cultist or equivalent), or Undead. Maaaaybe a Goblin. Something along those lines, and probably for a specialist system.
Yeah, i hear ya and mostly agree. im in the process of switching over to a Hive guard heavy army. problem is they have been out of stock recently, and aren't cheap. 9th was not a good friend to my army lol. oh well Cèst la vie
This is getting offtopic, but there's not much going on anyways, sooo...
No need to go Hive Guard heavy, one max unit is enough. Gotta stock up on those Exocrines, though
Neurotrophe (with Symbiostorm)
2x 10 Termagants (token anti-DS/screening and/or holding backfield objectives/performing actions)
1x 6 Hive Guard
Rerolling 1s for Kronos pays the 2CP cost for an additional detachment in like one round of shooting. Symbiostorm is love, Symbiostorm is life. +50% damage output on Exocrines vs all other Hive Fleets is just ridiculous (additional autohits on 5s). Also very good on the Hive Guard unit (only regular proc on 6s, but 24 shots instead of 12 when shooting twice, so roughly the same number of additional autohits). If you local meta is very power armor heavy, you can think about going Spearhead with HG + three Exos.
To get it a bit back on topic then, anyone seen the post about the idea of "core units" in 40K? Do you think that might be an interesting addition for AoS as well?
AoS already does a lot of this via battleline and hero aura's.
If they made the buffs basic auras that effected all relevant units within range (and not wholly within), totally.
If they still keep everything as targeted and wholly within, then i'm less thrilled with that idea.
Personally, I don't like the idea. Buffs in AoS are situational enough as it is. Having them restricted even more will only unbalance the game even further. You know that some factions will end up with "core" units that are much more powerful than what other factions have. And losing buffs on non-core units will definitely hurt some factions more than others.
I go 6x HG and 2x exo. I have always loved my Exo's and the new tank/monster rules only helped them.
we don't have any auras that specificly target battleline though do we? We just have most stuff keyworded, which avoids some problematic stacking but not all.
meh, the main reason I'd personally like it is because it can be used to prevent certain overpowered stacking nonsense. E.g. Prevent the already big and scary behemoth from being buffed to obscene amounts, preferably with buffs the big scary behemoth himself brings. Especially as AoS does seem to have a tendency to supercharge heroes into unstoppable juggernauts.
Admittadly, that doesn't stop people from buffing a horde to be a deathstar, but at least those can be chipped down and rely on external buffs. Which does make those slightly less problematic.
Obviously it all would need to be balanced, but in principle it seems like a reasonable idea.
Honestly, buffs should just work on an individual model basis instead of targetting units as a whole. This way you can't congaline to artifically extend the range, but you'd also avoid the problems of the whole "wholly within" nonsense as now you don't need to worry about getting all 40 guys of your horde inside, just the relevant 10 that are actually going to be in combat.
So, do you not like buffs and synergies?
Another thing is that there aren't as many aura buffs in AoS as there are in 40k. For example, we have very few. The only one I can think of is from the Astrolith Bearer. The rest of our buffs are targeted and activated by specific triggers or by spending CP. Then you get armies like Khorne, for example, that have all sorts of "All units within x distance of hero y get effect z" buffs built into their army. So a system like this would hurt them much more than us.
*Disclaimer:* Of course, as a follower of the Old Ones and their Great Plan, I believe Chaos deserves every nerf they get.
The Wholly Within rules are annoying, to be sure. But auras effecting individual units means you'd usually have to have your hero bubble-wrapped in the middle, or in the front line of the unit where they'd be more vulnerable to attack. I think an interesting way to improve on it somewhat would be to allow heroes, or at least infantry heroes, to attach themselves to non-hero units. While attached to a particular unit, that single unit doesn't have to be wholly within a certain range anymore, but the hero can now only buff that one unit and has to follow unit cohesion rules or become detached. The hero still resolves attacks separately and is targeted separately from the other unit, so you wouldn't be getting a free bodyguard effect. But it would allow for that single unit to be more flexible in it's formation while still benefiting from the hero's buffs.
I do, especially when you turn a small unit of say 10 skinks or saurus into something capable of standing up to say a gargant (even if only temporarly).
However, I have to admit I'm not a fan of some of the more obscenly powerfull offensive combos that allow you to oneshot basicly anything. Or similarly, combo's that have so much defensive power that anything less than an equally buffed unit wouldn't be able to stand up to it.
Admittadly, this isn't just due to how powerfull these combo's can get. There's other factors here as well, like the fact that overkill damage can carry over. If it didn't I'd find the super powerfull offensive combo's less annoying.
Provided you put in some rule to limit it's vulnerability (e.g. you can't attack him unless he's the closest model, or he gets a superpowered look-out-sir ward save while surrounded by friends) I'd honestly be fine with that. Bit more of a risk-reward.
Limiting it to just buffing that unit might be a bit too limiting, especially as this only really works if 1) you're attached to a horde unit (small units won't struggle with the wholly within as much) and 2) your support hero and horde unit are equally fast. I like the basic idea though.