Also good! Haha. They turned the dial up to 11 with seraphon. I made an engine of the gods multi-turn/"Mary poppins bomb" army last night that almost had my opponent throwing his dice.
I am going to use the following build tomorrow:
1x Slann (item that lets him resurrect)
1x Engine of the Gods (Coronal shield for the debuff to hit)
2x Bastiladon with Lazer
3x Salamander
3x Skink handlers
2x Skink Priests
2x 40 Skinks (blowpipes and shields)
1x 10 Skinks (javelins and shields)
Thunderquake Starhost (I will be able to put down my entire army after 7 placements)
The idea is to buff my Bastiladon with Curse of fates/Starlight/Mystic shield/Celestial Rites from one of the two Priests, then teleport it in and let it hit a wizard. Followed by charging it into a key unit to keep it busy. At the combat phase use the Swift stance of the Thunderquake Starhost to prepare for the next turn. Then teleport in the Engine of the Gods in the next with the Coronal shield and hope I get the D6 mortal wounds ability once there, and charge in to give the Savage Stance. Before that though the Swift stance will let me reroll hit dice for the Bastiladon's lazer, as I can then go to Savage stance in the following combat phase.
While moving my Skinks and Salamanders and second Bastiladon for to deal with the rest of his army (I only get the rerolls if I'm near the Engine of the Gods though, but if that is in trouble I can pull it back) That is the plan at least.
Downside is that I probably won't start in the first turn ^^;
Yay or nay?
Main problem will probably be the opponents whole army besides the unit of Bastiladon that will be pretty much "free" to score points all around the map. Definitely worths a shot however !
Well it's just a build to try out how effective the Thunderquake could be. You don't think that having to place 7 times would be too much of an issue right?
And the idea is that with my Bastiladon and Engine of the Gods tying their elite units down, I can move my other Bastiladon, 2 Priests, Slann 2x 40 Skinks, 10 Skinks, and Salamanders around to secure the objectives.
How has everyone been faring so far with Skinks? Or they good now?
Sounds good, thanks for the short battlerep!
I assume the big bird was a Lord of Change and the disc birds were Skyfires. How many of those did he bring?
I used everything on the Engine. I used Kroak's rerolls + the starseer's rerolls along with curse of fates.Did you use Curse of fates on him?Tell us!
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I used everything on the Engine. I used Kroak's rerolls + the starseer's rerolls along with curse of fates.
I actually nailed 4 back to back turns (I know the engine says you can't do it twice, and I didn't).
I went second in a round, got off the engine of the gods double turn, went again. Won initiative to go first the next round, got off engine of the gods again.
Thus-Dice almost thrown. Odds were insurmountable (like 5% with the fully buffed engine). He said he'd forfeit if I went again so we agreed I could do the d6 mortals instead and kept playing. The game was already basically over though. It's really hard to recover from 3 turns in a row let alone 4.
Sweet 17 if you have a starseerBy the way just to be sure : It's the hero phase and I roll that sweet 18. What happens exactly ?
Do I begin a new Hero Phase, movement, shooting, battle and then I keep going from the 1st hero phase to proceed to my shooting? Isn't this how the extra turn works ?
No, no recursion.
It says "after this turn" so you do nothing out of the ordinary, you just play your whole turn until the end.
After that you play another turn.
EDIT: Sniped. It is as @Vextol says
EDIT: Also it pretty much means you win the game. A whole extra turn is nothing that most armies can even survive.
Yes.Can Curse of Fate effect the teleport?
Can Curse of Fate effect the teleport?
Yes.