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AoS Changes New Battletome

Ripperdactyl

IggyStarhost

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Hi Guys,

Can we post the confirmed changes here, so people dont have to dig in the NEW Rumour thread.
I didnt deceipher much yet but, but here is my first shot. And maybe we keep the discussion in the other thread?

Bastiladon
- Wounds from 8 to 10. With a 1+ save, which gets worse when wounded.
- Also lost the 4+ mortal wound save
- Solar engine went from 2d6 to 9 attacks
- Snakebomb is now a melee profile with 18 attacks and mortal wounds on 6+
- Points changed to 220
 
Razordons

- Now includes the handlers
- Went to 4 wounds
- range increased to 18"
- Melee went alot up. 3+3+ -2 rend 2 dmg
- Shooting when charged looks like it changde to autopass but with 1d6 instead (Not sure, can anyone confirm?)
- Points went up to 80
 
Hi Guys,

Can we post the confirmed changes here, so people dont have to dig in the NEW Rumour thread.
I didnt deceipher much yet but, but here is my first shot. And maybe we keep the discussion in the other thread?

Bastiladon
- Wounds from 8 to 10. With a 1+ save, which gets worse when wounded.
- Also lost the 4+ mortal wound save
- Solar engine went from 2d6 to 9 attacks
- Snakebomb is now a melee profile with 18 attacks and mortal wounds on 6+
- Points changed to 220
On face value so far, That's a bit of an OUCH all around on him. I had hoped we'd get more ways to avoid mortal wounds completely wrecking the army but I guess they decided to take 1 of our units that could handle mortals away from us? lolz
 
With +2 HP from the Thunder Lizard constellation Bastiladon will be decent enough on the defensive side of things, but offensive output is looking really grim. Without additional synergies involving it that have not been leaked yet, it's probably not going to see play.
 
With +2 HP from the Thunder Lizard constellation Bastiladon will be decent enough on the defensive side of things, but offensive output is looking really grim. Without additional synergies involving it that have not been leaked yet, it's probably not going to see play.

Maybe if you can shoot twice with it with the CP
 
Razordons

- Now includes the handlers
- Went to 4 wounds
- range increased to 18"
- Melee went alot up. 3+3+ -2 rend 2 dmg
- Shooting when charged looks like it changde to autopass but with 1d6 instead (Not sure, can anyone confirm?)
- Points went up to 80

MSU of 4 models is actually 6 wounds: 1/skink + 3 /razordon. The wording translates to "1 of every 4 models in the unit must be a razordon...A razordon has a Wounds characterisitc of 3 instead of 1 and is armed with a spike volley and spiky tail ."
 
Saurus Guard
- banner deals -1 Bravery to enemies within 6"
- drummer lets you reroll charge rolls
- "Selfless" Protectors: Roll a dice whenever you allocate a wound or MW to a SLANN within 3" of any unit with this ability. On a 2+, allocate that wound/MW to a unit with this ability within 3" or more of said SLANN.
 
Kroxigor
- Sweep: Attack characteristic of Lunar Mace is equal to the number of models within 2" of the attacking model.
- Jaw: On an unmodified to hit roll of 6,the attack deals 1 MW in addition to the weapon's normal damage.
- Battle Synergy: +1 to hit on attacks made by this unit while they are completely within 6" of a unit of SKINKs.
 
Any chance someone can update this please as there are now so many pages.
 
MSU of 4 models is actually 6 wounds: 1/skink + 3 /razordon. The wording translates to "1 of every 4 models in the unit must be a razordon...A razordon has a Wounds characterisitc of 3 instead of 1 and is armed with a spike volley and spiky tail .".
In a way, the Razordon now has *6 wounds because you'll be killing the handlers first. So the extra 30 points are for greater melee combat abilities and 3 more wounds. Not too bad if I am understanding this correctly. You can play 3 razors for 40 points more but have x2 the wounds.
 
I already posted all the Warscrolls in the GW news thread.

From what I can remember:
  • At least the Guard got an extra wound, so they can trully be named "Elite" armies.
  • Another change is that they removed swooping from our flying cav (surely it will be now a CP or Battalion ability).
  • Shields and bucklers defending from -1 rend are gone. Instead, Warriors and Skinks get a +1 Save.
We also have to consider the Battletome with all the rules comming next week.
 
I already posted all the Warscrolls in the GW news thread.

From what I can remember:
  • At least the Guard got an extra wound, so they can trully be named "Elite" armies.
  • Another change is that they removed swooping from our flying cav (surely it will be now a CP or Battalion ability).
  • Shields and bucklers defending from -1 rend are gone. Instead, Warriors and Skinks get a +1 Save.
We also have to consider the Battletome with all the rules comming next week.
Yeah but everything else got worse in regards to the shield being “gone”
 
Additional downside of guard is that their battalion is for some reason is a metabattalion. Generally, you want to include at least one battalion, because of artefacts, CP and less deployment choices. If you use saurus core - go for sunclaw, knights - firelance, skinks - shadowstrike, monsters - thunderquake. You will be taking units you want anyway for the battalion. But you can't do this with guard unfortunately. If only guard could protect heroes other than slann... It would help to defend against these thrice-cursed Mortek catapults.
 
Anyone able to put up a picture of the points pages? Thanks
 
Anyone able to put up a picture of the points pages? Thanks
I haven’t got the pictures saved (didn’t realise they’d be going down) but as a starting point, from memory...


320 Kroak
270 Stegadon Skink Chief
260 Slann
260 Troglodon
260 Engine of the Gods
250 Oldblood Carnosaur
240 Stegadon
220 Bastiladon
210 Scar Vet Carnosaur
140 Starseer
140 Astrolith Bearer
120 Star Priest
80 Razordons
80 Salamanders
70 Skink Priest
90 Saurus (discount at 40)
100 Saurus Knights
100 Saurus Guard
60 Skinks

less sure about the flyers.
 
Terradons are 90 and Rippers are 80.
 
Anyone able to put up a picture of the points pages? Thanks
http://www.lustria-online.com/attachments/5292fcea-59b1-47c9-ab63-23fff4323ce0-jpeg.67470/

Posts above have the rest:
Ripper Chief is 80
Terradon chief is 70.
Kroxigors are 140
Eternity Warden is 110
Oldblood is 110
Scar vet carno is 110
Sunblood is 130
Cham skinks are 90

Battalions:
Firelance - 160 for either.
Shadow strike - 170 for starhost, 150 for temple host
Sunclaw - 160 for starhost, 140 for temple host
Thunderquake - 130 for Starhost, 150 for Temple host.

Additional downside of guard is that their battalion is for some reason is a metabattalion. Generally, you want to include at least one battalion, because of artefacts, CP and less deployment choices. If you use saurus core - go for sunclaw, knights - firelance, skinks - shadowstrike, monsters - thunderquake. You will be taking units you want anyway for the battalion. But you can't do this with guard unfortunately. If only guard could protect heroes other than slann... It would help to defend against these thrice-cursed Mortek catapults.
Guard are good in small numbers for protecting a Slann, but they aren't really something to build around anymore, since even defensively, they're less points efficient than Saurus warriors now. Same wounds, same save, but warriors are cheaper.
Guard aren't bad, and actually compare reasonably well to similar units, like chaos warriors, liberators, and 'ardboyz, but with the access to +2 to hit from buffs, Saurus end up being better, since the Temple guard can only benefit from 1 bonus to hit (and they have access to 3 separate +1 to hit buffs for some reason). Offensively, Saurus actually end up better even on a 1-1 comparison with the battalion after buffs, since they get rend on the jaw attacks.
 
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