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AoS Fixing Serephon

No problem, it took some time but you did most of the warscrolls and did the real heavy lifting.
there is more left i still have to do the terane peice and im going to have to comb over it a few times for balancing but ya it's coming along fine.
 
Some proofreading for typos and WFBisms are still required, I think, but so far so good.

I nonetheless get a good chuckle out of "Savage Furry" conjuring up the image of a carnosaur really being some rabid fursuiter.
 
terrain piece
pillars of star power
at the start of setup place 2 pillars on the battle field 6" away from any objectives the pillars provide the following benefits the pillars are physical objects and can be destroyed if a monster or a artillery unit attack the pillar it has wounds of 12 a save of - and a 3+ shrug
seraphon units can be summoned within 12" of either your general or 1 of the pillars
if a seraphon takes a wound within 12" of one of these pillars the starlight that they are made of is absorbed when ever the pillars gather 10 star points they pulls dealing d3 mortals to foes and healing d3 to friendly seraphon units within 12"
seraphon units that start within 12" of 1 of the pillar get +2 to movement
when a pillar is destroyed the power inside of them is released near by mages are affected by the storm seraphon units get a +1 to cast spells until the end of there next hero phase and enemy wizards get -1 to cast until the end of there next hero phase
 
Some proofreading for typos and WFBisms are still required, I think, but so far so good.

I nonetheless get a good chuckle out of "Savage Furry" conjuring up the image of a carnosaur really being some rabid fursuiter.
perhaps the oldblood "riding" the carno is the furry to add to the image.. you're welcome :p

terrain piece
pillars of star power
at the start of setup place 2 pillars on the battle field 6" away from any objectives the pillars provide the following benefits the pillars are physical objects and can be destroyed if a monster or a artillery unit attack the pillar it has wounds of 12 a save of - and a 3+ shrug
seraphon units can be summoned within 12" of either your general or 1 of the pillars
if a seraphon takes a wound within 12" of one of these pillars the starlight that they are made of is absorbed when ever the pillars gather 10 star points they pulls dealing d3 mortals to foes and healing d3 to friendly seraphon units within 12"
seraphon units that start within 12" of 1 of the pillar get +2 to movement
when a pillar is destroyed the power inside of them is released near by mages are affected by the storm seraphon units get a +1 to cast spells until the end of there next hero phase and enemy wizards get -1 to cast until the end of there next hero phase
I don't think you should allow them to be destroyed. None of the other faction terrain can be (by regular means at least)
 
I don't think you should allow them to be destroyed. None of the other faction terrain can be (by regular means at least)
and i always thought that was dumb espeshaly if it's powerful the opponent should have ways of dealing with it. it's not easy to smash its a big obelisk after all so it waists time if they want to smash it. it makes them want to come to you for the chance of taking it off the board and if they do manage to break it it gives a buff debuff. you might want to smash it yourself to help in the magic phase.
 
and i always thought that was dumb espeshaly if it's powerful the opponent should have ways of dealing with it. it's not easy to smash its a big obelisk after all so it waists time if they want to smash it. it makes them want to come to you for the chance of taking it off the board and if they do manage to break it it gives a buff debuff. you might want to smash it yourself to help in the magic phase.
I think the main reason why GW avoid destructable terrain is due to it being fairly binary. If it's worth the effort to take down, everyone will pour their firepower into it and the terrain will be destroyed nigh instantly. If it's not worth the effort they'l just ignore it and never bother.

In general I agree that a lot of the terrain lacks any significant counterplay though.
 
I think the main reason why GW avoid destructable terrain is due to it being fairly binary. If it's worth the effort to take down, everyone will pour their firepower into it and the terrain will be destroyed nigh instantly. If it's not worth the effort they'l just ignore it and never bother.

In general I agree that a lot of the terrain lacks any significant counterplay though.
right witch is why i made it both valuable as a summoning spot and give bonuses to troops defending it. i also limited what can hurt it monsters and arti arn't uncommon but cant do the volume of attacks nessesery to drop it in 1 turn.
 
right witch is why i made it both valuable as a summoning spot and give bonuses to troops defending it. i also limited what can hurt it monsters and arti arn't uncommon but cant do the volume of attacks nessesery to drop it in 1 turn.
I think you're underestimating how easily a properly kitted out monster can oneshot things like this. Which creates a massive gap depending on the level of play, on higher levels a good player will annihilate the thing instantly, on lower levels they'l struggle to touch it and get overwhelmed by the summoning.
 
I think you're underestimating how easily a properly kitted out monster can oneshot things like this. Which creates a massive gap depending on the level of play, on higher levels a good player will annihilate the thing instantly, on lower levels they'l struggle to touch it and get overwhelmed by the summoning.
i meen some not many monsters can throw out 36 wounds in 1 turn and that's if they can get past whatever you put on it not impossible just difficult. even if it does take 1 down per turn you have two of them and your general so it takes a little more then just 1 monster you wouldn't destroy them just limit there effectiveness
 
Monster balance is in going to say this here, when we look at other monsters, especially keeper of secrets and the like, we have nothing that can stand against them. As such good monsters and especially the new carnosaur should be better able to go toe to toe with them in the hopes that we are not one side annihilated
 
Monster balance is in going to say this here, when we look at other monsters, especially keeper of secrets and the like, we have nothing that can stand against them. As such good monsters and especially the new carnosaur should be better able to go toe to toe with them in the hopes that we are not one side annihilated
in what way? we do a lot more damage then a keeper.
 
Well the new monsters we have can pound a keeper, they still are potent foes who can deal huge amounts of damage. As such the new stuff should be really helpful in withstanding those kinds of monsters
 
Well the new monsters we have can pound a keeper, they still are potent foes who can deal huge amounts of damage. As such the new stuff should be really helpful in withstanding those kinds of monsters
keepers are massive glass canons we are more middle of the rode.
if you meen magic our slann has some of the best unbinds in the game and half of our heroes can help.
 
Typo corrected with furry, thanks for catching that. That would have been embarrassing if that got out....
Leave it to a couple of furries to point it out. :p
perhaps the oldblood "riding" the carno is the furry to add to the image.. you're welcome :p
Welcome to Lustria, indeed. :D

Such is Rule 34, after all.
 
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Alrighty, I have the first test list here I will try to run this weekend
It’s much smaller than older armies, and I don’t have any battalions, with these new warscrolls they shouldn’t be to much of a must have. Also saurus now have a worthwhile set of command traits
Allegiance: Seraphon

Leaders
Starmaster (280)

- Spell: Stellar Tempest

Saurus Oldblood on Carnosaur (280)

- General

- Trait: Ancient Warlord(d3 command points per turn)

- Dread terror:blood roar comes into effect even if the unit is immune to battle shock tests

Saurus Scar-Veteran on Carnosaur (280)

- Greatblade

-Raging frenzy: when in a blood frenzy, the carnosaur’s clawed forelimbs and jaws generate an extra attack on a 6+ to hit. These attacks cannot generate additional attacks.

-Blade of Revered Tzunki: damage done with this weapon are mortal wounds

Saurus Astrolith Bearer (160)

Skink Starpriest (100)

-Spell: Meteoric Convocation

Skink Priest (80)

-Prayer: Flurry of Blows: add 1 to a units weapon profile within 8”



Battleline

30 x Saurus Warriors (320)

- Spears

10 x Saurus Warriors (120)

- Clubs

10 x Saurus Warriors (120)

- Clubs

5 x Saurus Knights (100)

- Blades


Units

3 x Razordons/handlers (120)


Total: 1960 / 2000

Extra Command Points: 0

Allies: 0 / 400

Wounds: 110
 
Alrighty, I have the first test list here I will try to run this weekend
It’s much smaller than older armies, and I don’t have any battalions, with these new warscrolls they shouldn’t be to much of a must have. Also saurus now have a worthwhile set of command traits
Allegiance: Seraphon

Leaders
Starmaster (280)

- Spell: Stellar Tempest

Saurus Oldblood on Carnosaur (280)

- General

- Trait: Ancient Warlord(d3 command points per turn)

- Dread terror:blood roar comes into effect even if the unit is immune to battle shock tests

Saurus Scar-Veteran on Carnosaur (280)

- Greatblade

-Raging frenzy: when in a blood frenzy, the carnosaur’s clawed forelimbs and jaws generate an extra attack on a 6+ to hit. These attacks cannot generate additional attacks.

-Blade of Revered Tzunki: damage done with this weapon are mortal wounds

Saurus Astrolith Bearer (160)

Skink Starpriest (100)

-Spell: Meteoric Convocation

Skink Priest (80)

-Prayer: Flurry of Blows: add 1 to a units weapon profile within 8”



Battleline

30 x Saurus Warriors (320)

- Spears

10 x Saurus Warriors (120)

- Clubs

10 x Saurus Warriors (120)

- Clubs

5 x Saurus Knights (100)

- Blades


Units

3 x Razordons/handlers (120)


Total: 1960 / 2000

Extra Command Points: 0

Allies: 0 / 400

Wounds: 110
Good luck and have fun I look forward to the results
 
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