did it explicitly state they couldn't move anymore? Thought some of the summons still could, they just appear in the movement phaseso they can't be buffed.
They appear at the end of the movement phase. "At the end" was somewhere explained as: "after the phase is over but before the next one starts".
Here’s a thought, and keep in mind this is not a competitive strategy but should be fun when it works. Use the fangs of sotek battalion and keep it cheap to add a bunch of carnosaurs. Have the slann cast chronomatic cogs and use it to increase everyone’s charge and movement range. With fangs of sotek all your battalion units get an extra 3” move on the first turn. Combined your carnosaurs can move 15” across the table and get +2 on their charge. Assuming the enemy and you deploy right on the edge of your deployment zones you have a decent shot at turn one charges with your carnosaurs. And if they go first you can use the slann’s command ability to make them fly and easily maneuver around their line to hit key targets. Also, correct me if I’m wrong but the eardrums on Saurus units use the movement value after modifiers so your Saurus infantry can march 20”
Sounds like fun. I feel like a lot of armies (khorne) can now do something similar to that, especially with the Cogs. Chaff lines and deployment will be even more important. We will need to proctect our Slanns and EoTGs.
Movement list could be really cool. The other thing I thought about is how Firelance could profit from one of the artefacts: there is one that makes a hero unattackable in melee until he attacks. That would help to get a Scar-Veteran and a blob of Knights charge in, and the Carno can be second to attack and still be at full health.
That would help a lot. Sometimes I really wish they would change the damage tables to match those in 40k. In 40k vehicle stats don’t degrade until they’ve lost half health which would help AoS monsters a lot. Still, we have a lot of good tools for our big guys now, and with Skinks being so easy to summon I feel like people can afford to use Saurus heavy lists without losing cheap objective grabbers.
Yeah for 40K there's only ever 3 parts to the table (51%-100%, 26%-50%, and 1%-24%) (total wounds remaining) that would be great to not see carno degrade till 6, and then again at 3
Do you mind pointing me in the direction of that artefact? Sounds awesome for our fairly fragile Carno's.
Edit: wait, wrong info. Standby... It is a relic of Ulgu: Doppelganger Cloak - melee weapons cannot target bearer, if it didn't attack earlier that phase.
So it looks like with the new edition we can stack command abilities, possibly even stack multiples of the same ability if we have the heroes. So anyone for stacked Savage Charge on a unit of the newly cheaper Saurus Knights? A couple of command points and they are pushing out 4 Cold One bites each hitting on 3's and re-rolling 1's. Obviously you would want a Serpent Staff on them as well for the chances of double damage. A unit of 10 would have 61 attacks of various sorts. I am not sure if it is actually good but it certainly would put out a lot of non-rending wounds and could be fun.
You could already do this in the Bloodclaw starhost! But it would be hilarious to stack even more than 3 Scar vets command abilities.
Nothing restricts using same command abilities from the same Hero too - you just need CP. Oldblood can reform a unit several times, Oldblood on Carno gives himself +4 attacks for 2 CP, sunblood gives rerolls against several units...
And if you get a couple oldbloods on carnos buffing each other they all get those extra attacks. We could create a carno and cold one wrecking ball.
...and one or two of the new spells could come in handy, too. Specifically one that helps with damage or adds attacks, such as the Aqshy spell "Inferno Blades" which adds +1 attacks to all melee weapons (Knights have three, so three more attacks per Knight).
Inferno Blades adds 1 to damage of all weapons, not attacks, but this is pretty good too. But the most important part - with Stoke Rage Blazing lances and Star Venom will trigger on 5+ to-wound. Take 10 knights, cast stoke rage and inferno blades on them, use both ScarVets abilities, Star Venom and they will hit like a truck. Aqshi looks like the best realm for saurus-based armies.
Oops, another error by me. I think I am overloaded by all the stuff I am reading these days. Too much awesome stuff to process! So not complaining.
I'm really liking the sound of an Aqshy Saurus list. Imagine a Bloodclaw Starhost with an Oldblood and Scar-Vet on Carno, where the Oldblood is buffed by Star Venom, Stoke Rage and Inferno Blades PLUS the command abilities of his Starhost. If he's fighting a monster he could pin with the forelimbs, then attack seven times with the jaws which would hit on twos and explode into extra attacks on fours. Then they wound on twos for four damage, or eight damage on fives. Throw some rerolls from Cold-One Scar-Vets or Sunbloods in there and I am REALLY liking the sound of a roving multi-carno death squad.
Skink Starpriests seem great in a Saurus list. The nice thing is, turn 1 he can cast the new Cogs spell and still buff a unit with his Serpent Staff. Cogs seem so good in a Bloodclaw list.