1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. This is just a notice to inform you that we will move the forum to a new server sometime during the next few weeks. The actual process should not last more than a few hours; during this process, we will disable replying and creating new posts. As soon as we know the date for the transfer, we will update with more information.
    Dismiss Notice

AoS Sud's Thunder Lizard Rules - With Testing Now!

Discussion in 'Seraphon Discussion' started by Sudsinabucket, Aug 17, 2019.

  1. Sudsinabucket
    Skar-Veteran

    Sudsinabucket Well-Known Member

    Messages:
    2,152
    Likes Received:
    7,359
    Trophy Points:
    113
    For Salamanders you mean they can shoot then retreat type of thing?

    Living Cover says Terradons and Rippers within 12" are affected, wasnt sure if that was too small a range or not. I edited that in when you may have been commenting
     
    Erta Wanderer likes this.
  2. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

    Messages:
    4,272
    Likes Received:
    9,774
    Trophy Points:
    113
    retreat is done in the movement phase so if they run or retreat then it can still shoot. salamanders have the problem that they only have a threat range of 16" witch means that they get charged and tied up the moment they are in range this would make then a descent switch hitter running into range shooting(missing everything becous they are salamanders sigh) geting charged and pulling out to shoot again on your next turn.

    i missed that 12" is fine for terradons but unless he moves like lightning rippers will always be out of range thats the problem with buffing them. that sead if you changed it from an aura to 3 units within eh 32 ish then it would work
     
    Sudsinabucket likes this.
  3. Sudsinabucket
    Skar-Veteran

    Sudsinabucket Well-Known Member

    Messages:
    2,152
    Likes Received:
    7,359
    Trophy Points:
    113
    Makes sense, sorta. Do you mean 3 units total or 3 units of each?

    What about the FNP? Not even if it negates both normal and mortal wounds?
     
    Erta Wanderer likes this.
  4. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

    Messages:
    4,272
    Likes Received:
    9,774
    Trophy Points:
    113
    3 units total you don't normaly have more then that in the first place even less now that you are running a 1100 point monster

    no giving them a 6+ feel no pain is about the same as +1 to saves. on the other hand for warriors +1 attacks meen that they have 3 at 30 models and then they get rend this is veeeery good it makes them sword masters in 20 man units and they will destroy stuff with clubs this is good 800 points is a lot and you need to get what you paid for but i would change the fnp to 5+ or reroll saves to make it worth the choice
     
    Sudsinabucket likes this.
  5. Sudsinabucket
    Skar-Veteran

    Sudsinabucket Well-Known Member

    Messages:
    2,152
    Likes Received:
    7,359
    Trophy Points:
    113
    Command Trait

    God Like Presence:

    At the beginning of the shooting phase choose one of the following traits:

    Trait of the Savage Primordials: Skinks/Saurus Warrior/Gaurd: additional 5+ FNP for both normal and mortal wounds damage, or -1 Rend/+1 ATK

    Trait of Beast Handling:
    Razordons: -1 Rend/16" range

    Salamanders: Re-roll Hit Rolls of 1 and at the end of the your shooting phase you may retreat back 4"

    Handlers: Bonuses apply at 9", rather than 3"

    Trait of Honored Warriors: Kroxigor: Moonhammer range increased to 3"

    Command ability:

    Living Cover-

    Pick 3 units of Terradons or Ripperdactyls within 32" they are hidden by the Thunderlizards bulk

    Terradon Riders: Perched on the Thunderlizard far above the battle riders pick out their prey before swooping in unnoticed til the last moment + 2" range for Starstreak Javelin and Sunleech Bolas and -1 rend

    Ripperdactyls: The Swooping Dive ability now applies -2 rend to a successful reroll attack during the combat phase with its Slashing Claws and Vicious Beak as the victim is caught totally guard as you do not have to declare that they are swooping down and are ripped and torn apart


    Thoughts?
     
    Erta Wanderer likes this.
  6. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

    Messages:
    4,272
    Likes Received:
    9,774
    Trophy Points:
    113
    does the reroll for ripperdactyls aply to hit rerolls or wound rerolls? if it's hit rolls does it aply to all of the cascade attacks on Vicious Beaks?
     
  7. Sudsinabucket
    Skar-Veteran

    Sudsinabucket Well-Known Member

    Messages:
    2,152
    Likes Received:
    7,359
    Trophy Points:
    113
    Hit rerolls. Both attacks listed
     
    Erta Wanderer likes this.
  8. Wilhelm Stürmer
    Ripperdactil

    Wilhelm Stürmer Well-Known Member

    Messages:
    465
    Likes Received:
    799
    Trophy Points:
    93
    @Erta Wanderer Is on point with their suggestions. Retreat/run and shoot is a better option for Salamanders.

    The Handlers really become superfluous with the TL CT. It is probably worth dropping their buff completely, as the TL completely surpasses what buffs the Handlers give.

    I will say that Rippers getting a -2 Rend on their Vicious Beaks re-reollable exploding hits is pretty nuts. I unit of 6 will shred nearly any model in the game with that buff. Then again, Skaven's MMMWP and Warp sparks can do the same thing when applied to several of their units and with the current power creep, I don't necessarily think it should be changed.
     
    Sudsinabucket likes this.
  9. Sudsinabucket
    Skar-Veteran

    Sudsinabucket Well-Known Member

    Messages:
    2,152
    Likes Received:
    7,359
    Trophy Points:
    113
    I think that is why he suggested only 3 units (Im assuming that means 3 models total) that could he effected and not every model like an aura would

    And noted about the rest, Ive already added the hit and run but will drop the handlers!
     
  10. Wilhelm Stürmer
    Ripperdactil

    Wilhelm Stürmer Well-Known Member

    Messages:
    465
    Likes Received:
    799
    Trophy Points:
    93
    Yeah, y'all added quite a bit more in the time it took me to read and post, so my post was a bit out of sync, lol.
     
    Sudsinabucket likes this.
  11. Wilhelm Stürmer
    Ripperdactil

    Wilhelm Stürmer Well-Known Member

    Messages:
    465
    Likes Received:
    799
    Trophy Points:
    93
    So, if I understand this correctly, the -2 Rend would ONLY apply to Hit rerolls being granted from their Swooping Dive, not to your initial successful Hit rolls, correct?
     
    Sudsinabucket likes this.
  12. Sudsinabucket
    Skar-Veteran

    Sudsinabucket Well-Known Member

    Messages:
    2,152
    Likes Received:
    7,359
    Trophy Points:
    113
    Screenshot_20191024-080316_WH AoS.jpg
    Thats the idea, or what I had in mind? As you dont have to announce when youd use swooping dive per the TL command ability where as you normally would. I felt this offered some surprise tactics...again, never had played a game so I dont know how actually practical it is

    But perhaps it should be the initial attack?
     
    Erta Wanderer likes this.
  13. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

    Messages:
    4,272
    Likes Received:
    9,774
    Trophy Points:
    113
    no i mean units a unit 3/6/9/12 models depending on how you set it up
     
    Sudsinabucket likes this.
  14. Wilhelm Stürmer
    Ripperdactil

    Wilhelm Stürmer Well-Known Member

    Messages:
    465
    Likes Received:
    799
    Trophy Points:
    93
    No, I think that actually balances it a bit. -2 Rend on what could be 40 attacks could be triggering! It just means keeping track of your dice rolls.
     
    Sudsinabucket likes this.
  15. Sudsinabucket
    Skar-Veteran

    Sudsinabucket Well-Known Member

    Messages:
    2,152
    Likes Received:
    7,359
    Trophy Points:
    113
    That makes more sense lol thank you
     
    Erta Wanderer likes this.
  16. Sudsinabucket
    Skar-Veteran

    Sudsinabucket Well-Known Member

    Messages:
    2,152
    Likes Received:
    7,359
    Trophy Points:
    113
    Perfect! Ill keep it as is then :) and add then to the official rules before posting again
     
  17. Wilhelm Stürmer
    Ripperdactil

    Wilhelm Stürmer Well-Known Member

    Messages:
    465
    Likes Received:
    799
    Trophy Points:
    93
    @Sudsinabucket OH, when would you be able to use this CA? The default is during the Hero Phase, but there are many CAs that are usable at the beginning of other phases. As it applies to combat attacks, it seems to lend itself to be used at the beginning of the combat phase.
     
    Sudsinabucket likes this.
  18. Sudsinabucket
    Skar-Veteran

    Sudsinabucket Well-Known Member

    Messages:
    2,152
    Likes Received:
    7,359
    Trophy Points:
    113
    I was thinking it may depend on if you choose terradons or rippers? Beginning of shooting for terradons and beginning of combat for rippers? As they use different tactics? Or do both models engage in the combat phase? Just figured the 2" gain on ranged for terradons would be used during the shooting phase?
     
  19. Wilhelm Stürmer
    Ripperdactil

    Wilhelm Stürmer Well-Known Member

    Messages:
    465
    Likes Received:
    799
    Trophy Points:
    93
    Good point, but then I think it should remain in one phase for both.
     
    Sudsinabucket likes this.
  20. Sudsinabucket
    Skar-Veteran

    Sudsinabucket Well-Known Member

    Messages:
    2,152
    Likes Received:
    7,359
    Trophy Points:
    113
    Would the buff persist for rippers until the combat phase if used during the shooting phase? If not, it should probably be used during the combat phase...?

    I like the idea of having to choose as that goes with the build/feel if the TL mechanics if being support...but I can maybe see why this would offer too much versatility?
     

Share This Page