ok first and foremost we have to adjust our alliance abilities they are to powerful to remain as they are if we buff all our units to a fare level.that and summoning needs a desperate overhaul. remember we are only fixing what is there this isn't a re-wright i suggest the following.
Masters of Order:
SLANN WIZARDS in a
SERAPHON army can attempt to unbind enemy spells and dispel endless spells that are cast
anywhere on the battlefield, rather than being limited by the usual 30" range. this is good as things are now but would end up very very powerful if we ever got bonuses to unbinds we don't want a repeat of nagash making all wizards useless so i would make this work just like our spells do where we can unbind from any skink within 15" but i would change it to 12"
Contemplations of the Ancient One:
To go with the new spell lore from GHB 2019, at the end of your hero phase, 1 friendly
SLANN WIZARD can swap their Seraphon Lore spell with another. this really has good flavor and wouldn't break anything it can stay as is.
Lords of Space and Time:
Once per turn, in your hero phase, you can pick one of your
SERAPHON units anywhere on the battlefield to be transported through space and time. If you do so, remove the unit from the battle field and set up again anywhere more than 9" from any enemy unit (This counts as the unit's movement for the next movement phase). this is the big one it holds us together despite our weaknesses and i think if we had the troops for a proper alpha strike this would be broken so i have two basic fixes for it. alow for multiple teleport but you must stay out of 9" of the enemy AND units you previously summoned this turn. this wouldn't fix the problem but would make it much harder for us to drop armys on people. second solution is we only get one take away great remember-er even with just one free jump it still very good. what do you all think?
Celestial Conjuration
we need new summoning at the moment it's good but terable lore and feel wise and again if we had good units to summon it would be broken the following changes are what i propose and the one time im going to compleatly re-wright a rule
- any general can summon not just the slann i know they are saposed to be the ones creating our troops but we need options and there is already precedence for channeling thru a different unit.
- points are generated thru the following methods geomantic lay lines when ever a serephon wizard is within 6" of a objective he generats 1 summon point slann generate a d3 Meeting of minds when a wizard is within 8" of another hero they generate 1 summon point for each hero within range slann generate d3. first draft lets problem shoot this.
Made of star stuff
this is my first additional rule and will help keep the summoning changes balanced and help with our general frailty
all seraphon are crafted from star light and begin to fade when they are to far from there makers being no less deadly but weapons tend to pas thru them at times this rule gives all seraphon a 6+ shrug when out side of 6" of any serephon wizards and a 5+ shrug when out side of 18" this means that we get weaker when we try to camp on top of objectives it doesn't compleatly remove screening but makes it a lot more fun to play against us it also means we have a good reason not to play a summoning list with no wizards on the field we become a lot sturdier
i enjoy criticism and debate what did i do wrong hear?