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AoS Whats better ripperdactyl or chameleon skinks?

Discussion in 'Seraphon Tactics' started by PurpleandGold, Nov 12, 2017.

  1. Seraphage
    Stegadon

    Seraphage Well-Known Member

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    If it says "No unit can move or charge" sure you can. Chameleons are not moved. They are "..hiding and then revealed.. by setting it up anywhere on the field.." ;)
     
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  2. Arawn
    Saurus

    Arawn Member

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    I mainly thought about the Chama skinks on the Vortex s base because the wizard on top of it can’t control the objective in the scenarios where you have to be within 3’’ of the objective.
    The Vortex is 4.5’’ tall or something like that.
     
  3. Canas
    Slann

    Canas Ninth Spawning

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    there's bound to be some rule that like the skinks doesn't have a minimum distance or at least a shorter than 9" and doesn't count as "moving" the ride the winds abilities from the SCE chickens could be argued isn't "moving" as it says "instead of moving normally, do such and such" I'd be surprised if our chameleons are the only ones capable of suddenly appearin next (or well, within 3") to an enemy.
     
  4. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    The only other that spontaneously come to mind are the elven assassin unit and Grot fanatics. I am not aware of a SCE unit that can do such a thing right now.
     
  5. Canas
    Slann

    Canas Ninth Spawning

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    mm that's surprisingly little then.
     
  6. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    I actually had to check back. All the SCE deep strike/ teleport abilities I could find (a prayer, a bataillon, and some unit abilities) require at least 3" distance to enemy models, most of the time even 9".
    So SCE are really not the OP guys....this time. :D
     
  7. Canas
    Slann

    Canas Ninth Spawning

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    Wohoooo, something we can do better than the SCE, finally :D

    To be honest, someone should go to a tournament and make a point of doing it to every SCE army he finds :p
     
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